How well do GGG really understand the mechanics of their own game?

Thank you for the informative answeres Daniel! Can you also confirm that general increased Physical Damage like the Oak quest Reward and the damage from Rustic Sash apply to the bleed damage of Puncture?
Last edited by Bibba#4302 on Dec 2, 2013, 6:00:17 AM
while we're talking about shady mechanics, is there any light to be shed on damage taken vs. damage "suffered"? the kind of damage that doesn't trigger cwdt and isn't mitigated by manashield but still interrupts ES regen?
IGN: Torrenz
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Last edited by Torrenz#4509 on Dec 2, 2013, 7:32:10 AM
wild guess: "primary" damage only as trigger.

like: the direct hit from a spell or a attack, but not an applied DoT will trigger?

Does not have to be correct, though.
IGN: Doenertier // Timezone: GMT+1 (Germany)
hmm, daniel, I'm pretty sure that ignite damage isn't supposed to be possible to be increased by anything other than elemental damage, fire damage and global damage.

Otherwise, a spell that cause an ignite would mean that the ignite will benefit from the spell damage after it's caused, which isn't true.

I'd imagine the same would be true of projectile damage, increase aoe damage and other effects that depends on the weapon type.
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IGN: Poltun
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MortalKombat3 wrote:

I find it pretty wierd, that for certain DoTs, certain "X% increased" (and, maybe, "more" too) modifiers are applied twice, making scaling proportional to X^2. I mean Ignite and Puncture. Increased projectile damage is already applied to puncture in form of increasing direct hit (and since puncture is based on direct hit damage, it will be increased too), but then it applies once again, increasing DoT damage as caused by projectile, which is plain wrong wrong in this case, i find.
Same for ignite.


find that wierd too because they said damage modifiers can never apply more than once.
maybe DoT effectc are the exception here?
ING: "MeneaterMildrid" or "WICKEDSICKmoves"
Last edited by Sobeck#3042 on Dec 2, 2013, 1:32:21 PM
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Sobeck wrote:

find that wierd too because they said damage modifiers can never apply more than once.
maybe DoT effectc are the exception here?


They can never apply to the same chunk of damage, DoT caused by ignite or puncture is pretty much a separate effect.
Wish the armchair developers would go back to developing armchairs.

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Spell damage doesn't effect the burning ground of firetrap in the tool tip. I have not tested if it is a tool tip bug. I think it should apply from what GGG has stated. Although I think we are just going to have to test everything.
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faerwin wrote:
Otherwise, a spell that cause an ignite would mean that the ignite will benefit from the spell damage after it's caused, which isn't true.

Damage over time is specifically non-spell, non-attack damage, the same as Bear Trap, Shockwave Totem, the explosion from Infernal Blow etc. It is not affected by spell damage modifiers or attack damage modifiers, the same way that those examples are not.

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Torrenz wrote:
while we're talking about shady mechanics, is there any light to be shed on damage taken vs. damage "suffered"? the kind of damage that doesn't trigger cwdt and isn't mitigated by manashield but still interrupts ES regen?

ES recharge isn't interrupted by taking damage, it's interrupted by losing life or energy shield. Mind over Matter specifically states "when hit". I'm not sure if Cast When Damage Taken does, but if not then it probably should.
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raics wrote:
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Sobeck wrote:

find that wierd too because they said damage modifiers can never apply more than once.
maybe DoT effectc are the exception here?


They can never apply to the same chunk of damage, DoT caused by ignite or puncture is pretty much a separate effect.


ignite damage should be calculated like this:

[Base Firedamage] * [More*Less*Effectiveness*0.8*critmulti] * (conc effect*oMddmod)^2 * (inc Firedamage+oIddmod)^2

oMddmod means: "other More doubledipping modifiers"
oIddmod means: "other Increased doubledipping modifiers"


edit: the 0.8 comes fron the 20% burndamage per sec for 4secs/made the formular a bit more clearly i think^^

is that right?
ING: "MeneaterMildrid" or "WICKEDSICKmoves"
Last edited by Sobeck#3042 on Dec 3, 2013, 1:40:17 AM
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Daniel_GGG wrote:
There is however currently a bug with Viper Strike + Melee Splash that causes area of effect damage modifiers to not apply to the DoT on splashed targets.

LOL, this "bug" is what makes Melee Splash worth using with 1.0.2 Viper Strike. VS is a combo skill that applies both attack damage and DoT damage via stackable Chaos charges. Melee Splash already reduces attack damage and if it diluted the DoT charges as well, it would be strictly inferior to Viper Strike + Multistrike. Even so, VS + Melee Splash + Life Leech can't withstand the kind of bosses that VS + Multistrike + Life Gain on Hit routinely tanks.

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