Damage that Enfeeble will not reduce?

I think I might have just missed the context of the thread. I now realize we're talking about damage taken modifiers, yes? I'd see how reduced fire and chaos modifiers would be considered not inheritable, then. But I could have sworn there are some passive nodes that reduce damage over time taken. Pure physical damage reduction works as well for bleeds, yes? (I.e. endurance charges and their ilk) I would consider that non generic reduction of damage over time taken.

Maybe there is even more context I am missing?
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Last edited by adghar#1824 on Feb 28, 2016, 6:35:50 PM
Enfeeble grants the enemy -x% Less Damage, the same modifier that Spell Totem has. That is what we are talking about. Being a generic 'Damage' modifier, it applies to Damage over Time (after all, Damage over Time can be modified by Damage modifiers).

Fire/Chaos/Elemental/etc. (Damage types) are never inheritable modifiers. Ignite can never inherit Physical Damage from Puncture, or Chaos Damage from Essence Drain. Similarly, base/source types (attack, spell, DoT) cannot be inherited either. Only "miscellaneous" modifiers such as Trap, AoE and Projectile are inherited.

Bleed, being Physical Damage over Time, is modified by Physical Damage Reduction, yes. Reduced (Physical) Damage Taken and Reduced Damage over Time Taken would also apply.
Last edited by Vipermagi#0984 on Feb 28, 2016, 6:44:35 PM
"

Generic Damage modifiers most definitely apply to Damage over Time - otherwise, you wouldn't be able to modify DoT with anything.


I took the second part of this quote to mean that generic damage modifiers are the only modifiers that affect DoT. Clearly not true, right? So I should be missing something here.

Probably the missing link here is inheritability. I know for sure that damage type boosts apply to DoTs, otherwise there would have been a lot of correcting going on both here and in General Discussion where people are lamenting the "brokenness" of double dipping. To me, inheritability is not necessary to "modify a DoT" - all that is needed is to change its damage in some form, and of course there are many ways of doing that with non-generic modifiers.

Sorry if this rules lawyering is going too deep. I have the blood of an accountant, I think, so resolving minutiae is considered fun for me.
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Ah, I see. There's a couple lines of miscommunication then. My bad :( That first comment is a fair bit ambiguous, there's some hidden meaning in there.

The second part is referring to the fact that anything that is not modified by "Increased Damage" (& Reduced/More/Less Damage), is either not modifiable Damage at all (Reflect damage), or simply not Damage (say, Life).
- Because Damage over Time takes specific 'Increased [type] Damage' modifiers, it also receives generic/untyped Damage modifiers such as Enfeeble's 'Less Damage' penalty.
- Reflected Damage doesn't even take untyped Damage modifiers into account, and thus also ignores type-specific modifiers. ('generic doesn't apply -> not modifiable at all')


With inheritable modifiers, I am specifically referring to the modifiers that Damage over Time receives from the application method.
- Chaos Damage over Time is always modified by 'Chaos Damage' modifiers by default, it's not inherited from the application. Chaos Damage over Time does not receive 'Projectile Damage' modifiers, unless it is applied by a Projectile and thus inherits the Projectile "tag".
- If you Convert 100% Fire to Chaos damage, it is still tagged as 'Fire damage'. However, Poison applied by said Fire->Chaos Damage will not inherit 'Fire Damage' as a property, because it's not an inheritable damage modifier.


If it's to help someone understand the intricacies of Path of Exile (or any other system I'm familiar with really), I usually don't mind much :) Don't worry. It's good practice for me anyways, trying to find a way to explain what I mean without being too damn ambiguous about it. I still speak in riddles in my native tongue though, so it might be genetic, hahah.
Last edited by Vipermagi#0984 on Feb 29, 2016, 5:11:56 AM
Thanks, Vipermagi. That cleared things up for me. More of a "if x, then y is implied" type of thing than "without x, nothing remains" as I read it.

So that's the idea of inheritability. This is slightly off topic but I do agree with a lot of people complaining about double dip mechanics, and I suppose one move to balance it would be removing projectile and possibly AoE inheritability (so that melee poison and melee ignite builds stand a chance :p)

The overall lesson I hope is that enfeeble totally reduces DoTs.
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Hahah, yes, that is what I intended to say initially :P Enfeeble ruins Puncture good.

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