Chance to Ignite
Post your 0.9.3 feedback for this support here.
Make sure you concisely state your character build, level, and other complimenting abilities you have when you talk about a support. Balance & Design Last bumped on Sep 23, 2017, 4:55:15 PM
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All feedback after this point is for 0.9.6.
Balance & Design
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"Currently yes. The elemental status effects - side effects of damage - are considered to be a separate kind of thing, despite technically being a form of debuffs. The buff/debuff duration is intended more for buffs/debuffs you create directly with skills, such as curses and things like phase run. I'm not personally entirely happy with how those systems stand at the moment because it's confusing, and I have made some notes for things to look into changing, but for now that's how it is. | |
"There are two int passive skills which increase burn duration. I have no idea where they are on the tree. It might be possible that those ones aren't in the tree at the moment, but they're in the passive data files. I don't know if they can currently be there without being placed in the tree without creating errors. So there's a stat for it, and there are passives which use that stat but said passives my not be a part of the current tree. I have no way to tell without looking through the whole tree really hard, and I don't have time for that right now, sorry. | |
"Because DPS calculates the damage done by the skill hit, not including triggered effects that might do more damage afterwards. | |
"No, but it will eventually. The explosion from minion instability cannot currently be correctly implemented as damage and thus doesn't trigger any effects of dealing damage. Instead the correct amount of damage is calculated, resistance is factored in, and the resulting amount is subtracted directly from life. As such, until the game engine can be refactored to support actual damage dealing this way, it can't trigger ignite, stun, critical hit, or anything else that triggers on dealing damage other than actually reducing life. | |
Feedback after this point is for 0.9.7
Balance & Design
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Chance to ignite is checked separately for each hit.
However, a critical hit will (in most cases) apply to all enemies at once, and will always cause burning if fire damage is dealt. | |
"Yes. I'm actually worried that extra shocks from auras might be able to go above the shock stack limit, but haven't had time to test that case yet. | |
"Note: it only counts FIRE damage for this purpose, not all damage. |