Damage Over Time Changes - Part 1
nice
Last edited by RIOTxHotD#3506 on Apr 27, 2017, 4:44:32 PM
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" Will poison still be affected by skill effect duration passives? No wonder it's lost, it's in the middle of the jungle!
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thanks
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heavy
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+1 to that
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" What I'm saying is, if you want to remove double dipping, my solution is how you do it. What we have here is a complete and arguably unnecessary redesign of DoT mechanics which will incur a whole lot of balancing. I'd rather these efforts went into more pressing issues, like the abysmal melee-ranged balance. As if. |
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Why is this so complicated? Keep DoTs based on initial hit damage and DoT modifiers ONLY.
You don't need to calculate resistance to the DoT damage either since the initial hit will have been affected already. Ignite= %20dmg/s for 5 seconds Poison= %5dmg/s for 2 seconds / stacks Bleed= %15dmg/s for 5 seconds / times 2 if moving Assuming no additional damage over time modifiers Fireball hits target for 100 dmg after resistance calculations, causes 20dmg/s ignite for 5 seconds Fireball hits target for 400 dmg after resistance calculations, causes 100dmg/s ignite for 5 seconds It doesn't matter how the fireball got boosted to 400 dmg. To get a "double dip" like affect from a skill node have it increase both damage types. "10% increased fire damage & %10 increased ignite damage" They would all calculate the same way... But what about my poison you say. How can I stack increased chaos damage but my attacks do physical. It's nearly the same. Resistance is the hiccup, but computers do simple things fast. Just calculate the hit and poison seperate. Assuming poison of %5 dmg/s and Chaos Resistance of %30 and %20 physical damage reduction: Poison raw hit damage 100phys/100chaos, becomes 80phys/70chaos. initial hit of 150dmg Poison effect calculation 80phys/100chaos, now %30 chaos resist, poison would be %5 of 126dmg or 6.3dmg/s for 2 seconds. Again if you want to get a "double dip" like affect from a skill node have it increase both damage types. "10% increased chaos damage & %10 increased poison damage" Also it would be nice to add the possible ailment to the skill tool tip. 10-100 phys 10-100 chaos 2-8 poison Maybe it's too simple. |
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In fact, now the calculation for DoT Start from the base damage and not the end damage you do. Seem pretty fine, but that's a NERF!
At least now, a build using COLD damage will seem ok VS a build using FIRE damage or Lightning damage VS Fire But my question is for a GEM, Will you change Bloodlust Support so that this gem is useful? Having to do bleed on an other skill, to be able to use your main damage skill is BORING, at least for a Melee build who already have enough to have to dodge attack from the enemies, get close, try to hit, then dodge... You I dont have time to use a lower skill, so that my main skill hit for a little more. |
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I would really like to make a shield build but I read that 1 handed weapons aren't useful.
Hopefully this can be fixed. |
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WOWWWW
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