the damage of player Ignites, Poisons, and Bleeding has been greatly increased
The full quote from the patch notes:
"Damage over Time has been reworked from the ground up, and 'double dipping' is now a thing of the past. To somewhat compensate for the loss of damage from the removal of 'double dipping', the damage of player Ignites, Poisons, and Bleeding has been greatly increased. Increases to these effects on the passive tree have been boosted as well, and additional Poison and Bleeding bonuses have been added to some weapon clusters, on top of their existing stats." Increased to what? The patch notes don't say anything about what the base values are for the various DoTs other than Bleeding now dealing half damage to stationary targets instead of 1/6. It mentions the passive tree changes so it means there should be another buff separate from that. Has poison been increased from the current 8% damage per second before bonuses? ign: Quepha Last bumped on Aug 17, 2017, 7:28:58 PM
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" They doubled the percentage, so Ignite went up from 20% of the hit to 40% of the base. They didn't say that the base 'doubled' in patch notes because those aren't exactly equivalent. 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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"so poison is now 16% of the base damage per second? ign: Quepha Last edited by Nykken#5643 on Aug 3, 2017, 4:19:46 PM
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Greatly my ass it's fucking dog doo doo.
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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" Unless they reverted it to pre-nerf, in which case it's 20%. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Aug 3, 2017, 4:19:38 PM
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"It is indeed. Bleeidng deals 70% of the applicable (usually physical) base and added damage of the skill, per second, for 5 seconds base duration. While moving, it Bleeding caused by players deals an additional 140% the the same base damage, per second (total 210%). Ignite deals 40% of the applicable (usually fire) base and added damage of the skill, per second, for 4 seconds base duration. Poison deals 20% of the applicable (usually physical + chaos) base and added damage of the skill, per second, for 2 seconds base duration. Last edited by Mark_GGG#0000 on Aug 4, 2017, 2:57:16 AM
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" So is that 70% the damage while stationary, or the damage while moving? That is, is it 35% : 70% for stationary : moving, or is it 70% : 140% for stationary : moving ? |
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Yes, but how many active stacks of these ailments can be on a target?
That is entirely unclear on DoT skills. This needs to be displayed on the gem and tooltip if there are modifiers (such as the +1 stack for emberwake, et al). Makes no sense to keep working on a target with something when your DoT's can do nothing greater than what they are, especially for builds focusing on DoT rather than attack/spell damage. At least get someone to add this information to the wiki so we can look it up. Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive. Patch Notes 3.19: Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment. |
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" ...that info IS on the wiki, and it's in game too. Poison stacks indefinitely. Bleed and ignite don't stack at all without modifiers (which clearly state how much they're modifying the stacking ability). |
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" Apparently my information is out of date, bleeding deals additional damage equal to twice the base, for a total of 3 times base damage while moving (210%) Last edited by Mark_GGG#0000 on Aug 3, 2017, 11:30:18 PM
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