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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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Mark_GGG wrote:



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?
so many info-OD ova here Kappa
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PayneK wrote:
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.

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).

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Oh yay DE on Attacks is back.
Last edited by Vipermagi on May 11, 2017, 7:22:33 AM
well maybe not double-dip in the traditional sense but it does apply to both ...just not twice
NICE
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
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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Mark_GGG wrote:
"
top2000 wrote:
I hope there is a graphic explaination of how damages are dealt in 3.0


Your image seems pretty accurate.
Here are two parts of a thing I did internally while we were working out what changes needed to happen:
Old System




New System





Much easier than the wall of text :) Good job Mark
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 on May 11, 2017, 9:14:04 AM

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