Multiple DoTs and IIR/IIQ gems
" OFC the game must track each of them individually. Resists apply differently, you can remove one but not the other etc. Shop closed until further notice. Check out my Dominus musical tribute instead:
https://soundcloud.com/hackproducer0815/dominus |
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" Of course it tracks each effect individually, but I think it just lumps damage together. Just like life regen, it can have many sources, both flat and percentage, and each one gets increased separately, but once they get applied to your health all of them form one number, you got 300 life/s regen and that's it, there are no individual components there anymore. 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 Feb 18, 2014, 5:06:45 PM
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" Very this. What if you deal phys bleed, fire from a burn and viper strike chaos damage? All have very, very different damage mitigation types. |
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" I don't think it does. For example: Life regen + Life leech. Both look to do the same exact thing, because in effect they do, but they are completely different mechanics. |
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" Also, you can have life regen from gear, you can have life regen from spec, you can have life regen from aura. You can have leech. You can have potions. |
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Of course they are different but the point is this, applied to that example: if you have regen and leech restoring your health at the same time and you regain 1HP, there's no way for the game to know which one of them did it - because they both did.
Anyway, I'm willing to put down one veil of the night versus a crown of thorns from each of you that I'm right. Whaddaya say? :) 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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"Correct. All damage over time is applied together, and that application amy or may not kill the target as a whole, not individual effects. It knows how much damage of each type (fire, chaos, etc) you're taking per second, not where each part of those comes from, and the total damage is applied together, not in sequence. In the case where something dies to a DoT, since which one is credited with the kill is arbitrary, the first one in the list* that could have killed it** is chosen and that's given the kill. *The first one in the list will be the one that was applied earliest, and has thus been on the target the longest, except in the case of non-stacking replacing debuffs, such as blood rage, where replacing a debuff with one of the same type keeps it's place in the list - it's swapped out for the same one without anything else in the list moving up. **This bit means that it ignores any DoT effects on the target that deal damage types to which the target is immune - if a CI character casts Blood Rage (chaos DoT) and then is ignited and dies to that, when checking through the list it will find the blood rage DoT first, but not give it the kill since the character is completely immune to chaos. Last edited by Mark_GGG#0000 on Feb 18, 2014, 5:17:51 PM
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@Dev I find that mechanic a little funny. How can the game track the damage it takes in real time? For example, elemental resistances can, and do change while dots are on them. How does the game account for this?
Last edited by JoesGetNDown#3037 on Feb 18, 2014, 5:24:29 PM
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" OK. Then I'd like to know why this is done that way. Does it save bandwidth or computing power or something? @raics I vendored my one and only Crown of Thorns today, but if you're on Standard I'll get some other junk unique for you. ;) Shop closed until further notice. Check out my Dominus musical tribute instead:
https://soundcloud.com/hackproducer0815/dominus |
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Weeell, color me impressed.
I thought it was something simple and we got a genuine pecking order here :) " It changes hitpoint drain amount on the fly, if you are taking 100 damage per second from bleeding and another 100 from burning ground after 75% fire resist is applied, you have a degen of 200 damage per second. If you get cursed with flammability for -50% fire resist you will take 100 from bleed and 300 from fire for a total degen of 400 per second from the point on, until flammability wears off. " No matter, I just remembered I vendored that veil of night into chance orbs, I was about to offer Heatshiver instead :) 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 Feb 18, 2014, 5:39:38 PM
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