Damage Over Time Changes - More Information
How can one apply for the beta?
Sorry for my English, it's not my native language.
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Will the new Herald Of Ash ignite still be able to prolif with Elementalist Prolif or Elemental Proliferation Support?
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" Don't say that! It would mean the next three parts will be shit. |
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How does this change conflux am i still going to ignite with phys damage?
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With these changes, will you be able to revert the nerfs to chaos conversion for Voltaxic, Consuming Dark and Infernal Mantle?
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I have questions regarding attacks.
It was stated that these dots will be determined by base damage. Certain attacks have a base damage modifier. For example heavy strike has a 193.7% base damage and double strike 96.6%. Does this carry over to an ignite proc? So heavy strike ignites are 2X larger than a double strike? Also what happens with multistrike. Currently it's worded to do 30% less attack dmg, will this be changed so it also makes an ignite/bleed/poison to also be 30% less? Edit: along these same lines, how do facebreakers work. Will they modify "base" damage (if they already do can the wording be changed)? If not ignites/poison will be laughable on unarmed builds Last edited by Hellsfire#4132 on May 4, 2017, 11:19:55 AM
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" So I don't think they've mentioned how damage conversion applies to this yet but lemme give it a go. 1) Damage per second will be ur base hit (150-300) applied over the usual ignite duration (4 seconds) unless you have 'increased ignite duration' 2) I don't remember reading about this yet but I feel it is safe to assume that flat increases in fire damage are the same as % increases and multipliers. This means that your ignite will ignore the jewelry and still do 150-300. 3) Projectile damage and Fire damage % increases should no longer apply to ignites/burning so this will have no effect. Your damage will be 150-300. 3) This one worries me but if increases in projectile damage do not apply to dot then decreases should not apply either. You will still ignite for the base damage of you skill. (150-300) 4) Don't even worry about emberwake or HOA, they've already said they are reworking those and we'll find out more info later. What does all of this mean? If you want to scale your burning damage you will no longer care about % increase fire damage on your skill. You will only care about '% increased burning damage' or '% increased burning damage from ignite' or '% increased damage over time'. In other words you will no longer care about how big the initial hit is and you will only scale the damage over time effects. Maths: Ex. You hit for 200 dmg on your 150-300 burning arrow and it ignites the enemy. You have 100% increased burning damage and it applies a burn of 400 dps for 4 seconds. Ex. You have a ring that adds a flat 20 fire damage to your attacks and you have a drillneck with 100% chance to pierce. You hit the enemy for (200+20)*2=440 damage and it ignites the enemy. The base damage of your attack is still 200 so it applies a burn of 200 dps over 4 seconds. It is important to note that they said they will be reworking fire arrow as well so much of how it works will be changed. Either way don't bother thinking about it too much. It will all seem very simple once people start playing it. People screaming out questions is just confusing everyone. The system itself is actually very boring and uninteresting. Edit: Looks like I was wrong on number 2! Apparently flat additions to fire will increase the ignite damage just not the % increases or multipliers. Looks like the new burning arrow build will gear up a lot like mr petrovs old beta LA build. Last edited by Schmeelk#4548 on May 4, 2017, 11:58:58 AM
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" Actually the first post says it's determined by base damage which does include flat dmg adds (and should take into affect conversions as well). " Last edited by Hellsfire#4132 on May 4, 2017, 11:09:34 AM
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" +1 |
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" Thanks! Must've glossed over that. Looks like thos flat elemental mods will go up in price now. |
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