I think I'm missing something about Poison arrow vs burn prolif mechanics
" But the burn damage is parented from the final value of the initial damage so it does in fact double dip. At least that's how I understand it now and how I read it works elsewhere. Not to mention it explains my experience with the skill and answers my original question. | |
" Yeah, what Ludvator was saying is it technically doesn't double-dip so no game rules were broken, but it does work that way. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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when initial hit is is made, the ignite base damage is set. The new base is now to be augmented by applicable mods
the thing is that the hit damage is not superior (parent) to burn damage. hit damage and DoT (burn) are two different base damage types, mutually exclusive lets say you use spell to trigger ignite and have spell damage mods. spell damage never applies to damage over time (because already mentioned different base damage type) but ignite still indirectly benefits from it (larger initial hit -> higher ignite base). On the other hand, generic modifiers (such as fire/elemental/AoE/projectile..) can apply to both initial hit and DoT IGN: Eric_Lindros
CET: Timezone |
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h-how is the average player supposed to know any of this
I just read the thread and I still don't know what's going on |
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Ok now I think we're saying the same thing with different words. Adding a lvl 16 Conc Effect to a burn prolif area skill setup will increase the prolifed damage by a factor of 1.65 x 1.65, this is what I meant by double dipping. I didn't intend to imply game rules were broken.
" Average player should read up on some popular guides related to the skill he uses and probably find the basics there. :) Last edited by Zed_#4491 on Mar 7, 2015, 9:17:11 AM
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" you link a concentrated effect to fire-trap and watch the damage go up. then you link and increased area of effect and watch the damage go down in comparison. Then you ask the mythical question to yourself, "WHY?" And you find out. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" he plays the game, makes different builds and reads related mechanics articles btw, this was in the patch notes (1.0.2 aka DoT patch) IGN: Eric_Lindros CET: Timezone Last edited by Ludvator#6587 on Mar 7, 2015, 9:29:42 AM
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" yea, it works like double dipping :) enemy resists behave the similar way (much more obvious here), first they are checked agains initial hit and then again vs burn damage.. Also keep in mind that resist penetration requres a hit thus cant work with burn damage IGN: Eric_Lindros
CET: Timezone |
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" Fair enough, the whole situation is actually more confusing to those that have some knowledge of the game. The rule is hardcoded into the game, the way it applies bonuses to stats makes double dipping impossible and all such cases in the past were some sort of error, like those hybrid armor/eva passives. Honestly, you'd be likely to conclude it's not possible in this case too and ignite is kinda tricky to test properly. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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Ignites caused by area damage double-dip with area damage (same story with projectile, trap, minion, totem damage). Prolif is not area damage, but the skill it supports may be. Conc Effect is an area damage modifier.
Shield Charge + Prolif + Conc = nothin' Flameblast + Conc = double-dip Conc, no prolif needed When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Mar 7, 2015, 11:33:57 AM
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