Damage Over Time Changes - More Information Part 2
Wait another one?
ProbablyGettingNerfed - L100 Occultist
Vinktarded - L100 Pathfinder GoogleDiversityHire - L100 Necromancer 3.13 was the pinnacle of PoE. IVYS+1 Gang 4 Life. |
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" So as i see you can still double dip if you take damage modifiers passives and fire damage passives to scale both the initial hit and the ignite. The only difference now is that ignite won't be based on the final hit. Example: You have a bow that deals 500 pure fire damage. You use Burning Arrow = 150% base weapon damage You have 100% increased damage from passives. You have 100% increased fire damage from passive. Hit will do 500 x 150% = 750 dmg +200% = 2250 dmg 40% Ignite (buffed from 20% per second) will do 40% x 750 dmg = 300 dot + 200% = 900 (burning damage per second over 4 seconds) Is this accurate? |
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so many info-OD ova here Kappa
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" Increased Fire Damage does apply to both the Hit and the Ignite damage. That is not what double-dipping means, though. Double-dipping refers to a single value being affected by the same modifier twice. Under the current system, Increased Fire Damage applies twice to Ignite Damage (hit then dot) - under the new system, Increased Fire Damage only applies once (only dot). ---------- Oh yay DE on Attacks is back. Last edited by Vipermagi#0984 on May 11, 2017, 7:22:33 AM
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well maybe not double-dip in the traditional sense but it does apply to both ...just not twice
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NICE
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Good questions but what about RF ? can we finaly see the DMG on the toll tip plz ? Really how many years need to past for that ? :D
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I think there could be some interesting interactions with modifiers based off
"If enemy has taken 20% of max life as poison/ignite/bleed damage inflict/increase/decrease 'x'." Examples: If enemy has taken 20% of max life as bleed damage inflict 'Maim'. If enemy has taken 20% of max life as ignite damage increase ignite damage by 'x'. If enemy has taken 20% of max life as poison damage inflict 'x'. I'm not feeling very creative at the moment but you can see what I mean. |
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" Much easier than the wall of text :) Good job Mark |
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So If I am correct
OLD System: OLD dmg overtime = base * dmg (Dip)* 0.2 * dmg (Double dip) OLD initial hit = base * dmg (Dip) NEW System: NEW dmg overtime = base * 0.4 * dmg NEW initial hit = base * dmg What belongs to dmg overtime or initial hit is in Graph Did I miss something? Last edited by xBennyx#1621 on May 11, 2017, 9:14:04 AM
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