Damage Over Time

I'm wondering how I can affect the duration of DoT? Any advice related to affecting DoT is much appreciated also.
Last bumped on Jul 26, 2020, 4:56:33 PM
Usually, there are specific bonus for increase/reduce an ailment duration. Look for modifiers that talk about:

> Ailment duration
> Bleeding duration, Ignite duration, Poison duration (for their relevant DoT)
> Debuff duration*

* Works only for Bleeding inflicted by Puncture, or Poison inflicted by Viper Strike

Note 1 - Slowlier and Faster:
some DoT bonus makes them deal damage "slowlier" or "faster". These bonus affect both duration and actual damage output. Igniting faster is equivalent to say "+x% Increase Burning damage from Ignition, -x% reduced duration". Those percentages are worked so that at the end of the ignition/poison you will the expected amount of damage. In other words, if your ignite should inflict 100 Burning Damage in 5 seconds, with a faster modifiers the Ignition would last 4, 3 seconds - but the burning damage dealt in the end will still be 100

Note 2 - Increased and Less duration
Linking a Increase/Less Duration on a skill will not increase any ailment that comes from that skill get the bonus on increase/less duration. Puncture and Viper Strikes are exception, and those two Supports (as well as Efficacy or Unbound Ailment) will apply their duration modifiers to bleeding and poison caused by them

Note 3 - Temporal Chain
There are doubts on wikia about it, but the actual consensus in it is that an enemy affected by Temporal Chain will have the same effects of an "increased duration" effect, rather than a "slowlier" effect, thereby increased the overall DoT from a single strike
I'm trying to wrap my head around this. If nothing happens to the damage output when increasing/decreasing duration, what's the point of duration. I'm hoping to increase duration as I would expect there to be more damage as the duration of the skill is longer and therefore more damage to inflict.

Thanks for the thorough reply, much appreciated.

Ah, here is the point. Increasing duration will increase the effective Dot dealt.

Here is an example:

Poison deal 20% of the combined Physical and Chaos damage from an hit as Chaos Damage per second. Its base duration is 2 Seconds, except when used with Viper Strike, which applies a 4 second Poison.

So, suppose you hit an enemy with Viper Strike and deal 1000 physical damage. The poison you apply deal 1000*0.2 = 200 Chaos Damage per second, per 4 seconds, resulting in a 200*4 = 800 damage after those 4 seconds.

Now, suppose you increase Poison duration of 100%. This means your Viper strike will actually deal a poison that lasts 4*(1*2) = 8 seconds. With this, in one single Viper Strike you will deal 200*8 = 1600 damage, but it will take 8 seconds for fully deal it

When you are playing a DoT build, usually you have a hit&run tactic, in where you deal one single hit and then kite around waiting for the effect to end (in case of non-Crimson Dance bleeding or non-stacking Ignitions) or pile up a lot of hits and keep dealing damage on the enemy while you are kiting its attacks. In other words - you are looking to end a fight potentially with one big hit, but it will take a couple of seconds to actually end, rather than oneshotting.

Addictionally, as a KB Poison Wanderer Assassin in Delirium, there was quite a pleasure to look at my mangled, dead corpse - so far from further harm - and look at a screaming Elder that was slowly whittling away from the 40 10-seconds Poison I applied before, spiralling into the abyss...
Last edited by Maxtrux#0762 on Jul 24, 2020, 10:07:00 AM
Increased Duration Support will affect skill effect duration, including the skill effect duration of DoT skills that have an inherent damage over time component as opposed to the ailments that Maxtrux explained. I do not know why he left out those skills.

As Maxtrux explained, the duration of ailments can also be scaled, but not by skill effect duration and instead by ailment duration. Exceptions to this are Viper Strike and Puncture, which override the default duration of the poison and bleeding they inflict respectively, so they can be scaled by both skill effect duration and ailment duration.

Increasing the duration of a DoT effect will not lower its damage per second, so increasing the duration will increase the overall damage that an enemy takes from a DoT effect. This applies to both regular modifiers to the DoT effect duration as well as modifiers to its expiration rate like Temporal Chains.

Because all DoT effects except poison are limited to a maximum number of stacks that deal damage, increasing their duration does not necessarily increase your dps after some point. By default only one stack may be active (although several can be applied at the same time). DoT effects that may have more than one active instance (again, except poison which allows pseudo infinite active stacks) usually state so explicitly.

Dealing damage or burning slower / faster does not affect the total damage dealt by a DoT effect, but does effect its dps, even if only one instance may be active.

A general tip to scale your damage:
Most stats affecting DoT are multiplicative just like for most skills, so other than inherently multiplicative modifiers (with "more") the most valuable stat is always the one of which you have the least.

So in order of importance it is roughly more damage > deals damage faster > damage over time multiplier > increased damage. Individual differences in what has a greater benefit for your build may arise depending on the values of the stats and how much you have of them already.
"
DER_PSYCHOPATH wrote:
Increased Duration Support will affect skill effect duration, including the skill effect duration of DoT skills that have an inherent damage over time component as opposed to the ailments that Maxtrux explained. I do not know why he left out those skills.


Honestly, because OP didn't specified what they meant with "Damage over Time". I assumed it was just from an ailment like Poison, Bleed or Ignite. Of course, when the Damage over Times is inherent from a skill, Increased/less duration will work as you intended, and as I have - albeit vaguely - hinted with how they worked with Viper Strike and Puncture

"
DER_PSYCHOPATH wrote:

Dealing damage or burning slower / faster does not affect the total damage dealt by a DoT effect, but does effect its dps, even if only one instance may be active.


On that point, I'll back you us up with some numbers, from Wikia's The Goddess Scorned page

"
Ignites you inflict deal Damage 50% faster – Ignited enemies burn 50% faster with the Goddess Scorned equipped. This means ignites deal 50% more fire damage per second and have ~33% less duration. Expressed arithmetically, fire damage over time from ignites is multiplied by (100 + 50)/100, while ignite duration is multiplied by100/(100 + 50). The total fire damage inflicted by one instance of ignite remains the same after these adjustments, but the duration is shortened.



"
Maxtrux wrote:
Ah, here is the point. Increasing duration will increase the effective Dot dealt.

Here is an example:

Poison deal 20% of the combined Physical and Chaos damage from an hit as Chaos Damage per second. Its base duration is 2 Seconds, except when used with Viper Strike, which applies a 4 second Poison.

So, suppose you hit an enemy with Viper Strike and deal 1000 physical damage. The poison you apply deal 1000*0.2 = 200 Chaos Damage per second, per 4 seconds, resulting in a 200*4 = 800 damage after those 4 seconds.

Now, suppose you increase Poison duration of 100%. This means your Viper strike will actually deal a poison that lasts 4*(1*2) = 8 seconds. With this, in one single Viper Strike you will deal 200*8 = 1600 damage, but it will take 8 seconds for fully deal it

When you are playing a DoT build, usually you have a hit&run tactic, in where you deal one single hit and then kite around waiting for the effect to end (in case of non-Crimson Dance bleeding or non-stacking Ignitions) or pile up a lot of hits and keep dealing damage on the enemy while you are kiting its attacks. In other words - you are looking to end a fight potentially with one big hit, but it will take a couple of seconds to actually end, rather than oneshotting.

Addictionally, as a KB Poison Wanderer Assassin in Delirium, there was quite a pleasure to look at my mangled, dead corpse - so far from further harm - and look at a screaming Elder that was slowly whittling away from the 40 10-seconds Poison I applied before, spiralling into the abyss...


I feel like increasing the duration of the DoT skills to increase damage is my focus in my build.

Thanks for your comment really appreciate it.
"
DER_PSYCHOPATH wrote:
Increased Duration Support will affect skill effect duration, including the skill effect duration of DoT skills that have an inherent damage over time component as opposed to the ailments that Maxtrux explained. I do not know why he left out those skills.

As Maxtrux explained, the duration of ailments can also be scaled, but not by skill effect duration and instead by ailment duration. Exceptions to this are Viper Strike and Puncture, which override the default duration of the poison and bleeding they inflict respectively, so they can be scaled by both skill effect duration and ailment duration.

Increasing the duration of a DoT effect will not lower its damage per second, so increasing the duration will increase the overall damage that an enemy takes from a DoT effect. This applies to both regular modifiers to the DoT effect duration as well as modifiers to its expiration rate like Temporal Chains.

Because all DoT effects except poison are limited to a maximum number of stacks that deal damage, increasing their duration does not necessarily increase your dps after some point. By default only one stack may be active (although several can be applied at the same time). DoT effects that may have more than one active instance (again, except poison which allows pseudo infinite active stacks) usually state so explicitly.

Dealing damage or burning slower / faster does not affect the total damage dealt by a DoT effect, but does effect its dps, even if only one instance may be active.

A general tip to scale your damage:
Most stats affecting DoT are multiplicative just like for most skills, so other than inherently multiplicative modifiers (with "more") the most valuable stat is always the one of which you have the least.

So in order of importance it is roughly more damage > deals damage faster > damage over time multiplier > increased damage. Individual differences in what has a greater benefit for your build may arise depending on the values of the stats and how much you have of them already.


Fantastic! Thanks much appreciated.

Just one thing, can you delve into your point of "the most valuable stat is always the one of which you have the least", this would be in relation to the core stats of the build?
"
DRBrown994 wrote:
Just one thing, can you delve into your point of "the most valuable stat is always the one of which you have the least", this would be in relation to the core stats of the build?

Let us take ailments deal damage 10% faster, 10% DoT multiplier, and 10% increased damage.

If you have no other stats, they all do the same for your dps (without accounting for the possibility of having only a single DoT instance but applying the debuff several times).

Let us say you instead have ailments deal damage 10% faster, 30% DoT multiplier, and 200% increased damage.

An additional 10% of each would give you 9.1% more dps, 7.7% more dps and total damage, and 3.3% more dps and total damage.

Thus, you can see that in this example, ailments deal damage 10% faster is slightly more powerful than DoT multiplier, and both of them are considerably more powerful than increased damage, simply because you already have more of it.

Mathematically they have equal importance, but their value is based on their scarcity. It's easy to get a lot of increased damage, more difficult to get DoT multiplier, and dealing damage faster is a fairly rare stat that can barely be obtained from any items and only has a couple of low values available on a few nodes on the skill tree.
"
DER_PSYCHOPATH wrote:
"
DRBrown994 wrote:
Just one thing, can you delve into your point of "the most valuable stat is always the one of which you have the least", this would be in relation to the core stats of the build?

Let us take ailments deal damage 10% faster, 10% DoT multiplier, and 10% increased damage.

If you have no other stats, they all do the same for your dps (without accounting for the possibility of having only a single DoT instance but applying the debuff several times).

Let us say you instead have ailments deal damage 10% faster, 30% DoT multiplier, and 200% increased damage.

An additional 10% of each would give you 9.1% more dps, 7.7% more dps and total damage, and 3.3% more dps and total damage.

Thus, you can see that in this example, ailments deal damage 10% faster is slightly more powerful than DoT multiplier, and both of them are considerably more powerful than increased damage, simply because you already have more of it.

Mathematically they have equal importance, but their value is based on their scarcity. It's easy to get a lot of increased damage, more difficult to get DoT multiplier, and dealing damage faster is a fairly rare stat that can barely be obtained from any items and only has a couple of low values available on a few nodes on the skill tree.


Can you show your workings for the math above please.

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