Ignite

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Illedran wrote:
Shouldn't it take 3 damage from the second burn in that second? For a total of 124 damage?
total is 123, but yes I screwed up the numbers there. Fixed now.
Yeah I misstyped too actually(124 instead of 123) :P
Anyway, I edited my last post with my suggestion of the Ignite change, please read it :)
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Illedran wrote:
Also, why wouldn't you make it stack? I think a reduction of the duration is in order too, but making it stack and reducing the duration is obviously too strong, so what about 50% of the damage dealt over 2 seconds? When another ignite is applied, the undealt damage of the previous one is added to the new one and duration is refreshed.

Copying your example:
If you hit a guy for 120 fire damage, they'll ignited for 2 seconds dealing 30 damage per second (total 60).
If you hit a guy for 24 damage, they'll get ignited for 2 seconds dealing 6 damage per second (total 12).

If you hit the guy with the 60 damage burn, then 1 second later hit them with the 12 damage burn, then for the next 2 seconds the ignite effects are stacked into one. During that time, they will be taking the undealt damage of the previous burn(30) plus the damage of the new burn(12) over 2 seconds, for a total of 21 damage each second.

Total damage is 72 over 3 seconds.
because that's really complicated, doesn't really work with how burns are applied and requires a whole bunch of extra code just for one specific (de)buff which we couldn't really use in other places. There's no real 'undealt' damage. There's an amount of damage dealt per second, and a duration. Calculating that out and adding it into the new one is unintuitive and hard to implement.

If we were going to make them stack, they'd just straight stack, so that while both are on you'd take damage from both. But we explicitly set them up so that the higher one suppresses others so that we could have the balance we wanted on them, and I have no idea if that's likely to change.
I don't think it's really that unintuitive... and me being a coder myself, I don't think it would be really hard to do. Making them stack normally could be another simpler solution.

I just think that suppressing other ones is counterproductive, especially with fast hitting spells.


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Mark_GGG wrote:
There's no real 'undealt' damage.


Well not really D: in your example, you lose only 9 damage, but assuming same burns applied at a 3 seconds difference, you'd lose 90 damage, which makes quite a difference between 120 and 210. And the sooner you'd reapply new burns, the more you'd lose.

The current Ignite system and Firestorm really make me feel like you didn't know what you had in mind D:
Last edited by Illedran#0738 on Jan 8, 2012, 6:24:14 PM
Also, see Multiple Projectiles (without which fireball damage sucks i.e. mandatory) with Fireball stack. Not quite as bad as Firestorm, but this problem has been a around for a while.

Random suggestion on if you want to keep the burning damage thing going in manner that doesn't just make fire a biggar crit.

Modify it so that the proportion of damage dealt scales the duration rather than effect like on Freeze/Shock. Then give ignite something else like:

1. Damage of percentage of target HP per tick. Based on current, max, or some mix of both, whichever works out best balance wise.

2. Make it into a debuff other than a fear effect (which isn't really conductive to melee IMO anyway; as well as potentially too much overlap with Ice for the CC element role). Lowering enemy offensive/defensive capabilities would work to align with with strength (i.e. melee/tanky role) and give some more interesting build options for Witchery.

3. All out crazy idea - invert its role completely from just a debuff to a buff status - when enemies are on fire, your character gets a boost. Morale boost for a pyromaniac and all that.
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Illedran wrote:

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Mark_GGG wrote:
There's no real 'undealt' damage.


Well not really D: in your example, you lose only 9 damage, but assuming same burns applied at a 3 seconds difference, you'd lose 90 damage, which makes quite a difference between 120 and 210. And the sooner you'd reapply new burns, the more you'd lose.
I mean that there isn't anything in the system which is undealt damage. it doesn't have a quaota of dmaage to deal and know it's only done this much, it has a rate to deal damage at, and a duration. 'undealt damage' isn't a feature of the system at all and is just something we can calculate out from those values.
Personally my problem isn't really with the ignite mechanic, but the "chance to ignite" support gem (and/or anything in the future that gives this).

The problem is that if someone has a high critical chance already, say 35%, the ignite chance is independent of that, so you'll oftentimes get overlap where chance to ignite triggers either at the same time as a critical, or within 4 seconds of the critical. I suppose that's just an unfortunate consequence. When someone has a high crit chance already, there's really no significant gains from a "chance to ignite" support.

Regarding to the ignite mechanic itself, maybe the increased duration on the marauder could become decreased duration (15% faster burn rate)? That would make burning a bit more of an attractive option for players.
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Also — with regards to applying conditions like freeze, I could have sworn that if I hit 1 target with 2 ice spears, when the first freeze wore off, the second freeze would apply right after. This was quite a long time ago though; I'm not sure if anything's changed. It also may have just been a visual bug as opposed to the freezing actually happening twice.
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Last edited by Xapti#6455 on Jan 8, 2012, 11:49:19 PM
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Xapti wrote:
Also — with regards to applying conditions like freeze, I could have sworn that if I hit 1 target with 2 ice spears, when the first freeze wore off, the second freeze would apply right after. This was quite a long time ago though; I'm not sure if anything's changed. It also may have just been a visual bug as opposed to the freezing actually happening twice.
That's never been the case. Freezing works just like burning, and has since it's implementation, except that all freezes have the same value (100% reduced action speed), so none are "highest", but all of them are ticking down while only one is in effect. Chilled is the same but with 30% reduced action speed - two chills on the same target don't slow him down any more, but both will be expiring.
Weird. Anyway, was just reporting what I tested, 'cause I know what I saw.

Oh, I should also note, this was hitting the target with 2 ice spears simultaneously with multiple projectiles. I totally intended to mention that, but I guess I somehow managed to leave that critical bit of information out.
Fresh cakes for all occasions.
Delivery in 30 eons or less
Call 1-800-DOMINUS
Remember - 'Dominus Delivers'
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Xapti wrote:
Also — with regards to applying conditions like freeze, I could have sworn that if I hit 1 target with 2 ice spears, when the first freeze wore off, the second freeze would apply right after. This was quite a long time ago though; I'm not sure if anything's changed. It also may have just been a visual bug as opposed to the freezing actually happening twice.
Thinking about it more, I'm even less sure what you're talking about now because there'd be no visable difference between one freeze waering off and another beginning immediately, and one longer freeze lasting the whole time. There's no effect played for a freeze beginning or ending, only the effect on the monster while it's frozen, so are you saying it was frozen, then unfrozen for a very short time, then frozen again afterwards? Or something else and I've misunderstood?

Might be a sync thing where the client thought it unfroze then received more data from the server saying it was still frozen is that's the case.

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