Regnum Ascalon[RegA] – Devona’s Rest
Necro DoTs damage attractiveness
Regnum Ascalon[RegA] – Devona’s Rest
Condition damage is damage over time dependent on the condition not on your attack.
I have no idea how the game handles damage if you poison your enemy and another player stacks your poison to hold longer.
Also I prefer 20 small 45’s or 25’s falling from my enemy >:3
I have no idea how the game handles damage if you poison your enemy and another player stacks your poison to hold longer.
the strongest will tick first, regardless of the order or the duration
Also I prefer 20 small 45’s or 25’s falling from my enemy >:3
Yeah, but it’ll leave the impress alot damage. 20×45dmg is still only 900dmg. That’s below your autoattack.
But yes, making them sum might not be the best idea – especially for duration stacking ones. Alot ppl might misinterpret it (I’ve talked to alot ppl who thought channelling spells do more damage at later hits …).
But maybe I’d like to see both … the current way – displaying each tick, but also a damage number upon infliction; of course flagged as such.
Let’s use Necro’s Scepter #2 as example and to make it easy, default damages from wiki:
direct damage: 235
bleeding: 3 stacks; 7s (893 dmg) … neither devisible by 3 nor 7 … let’s use 2100 dmg instead
The three bleedings tick seven times each. The total damage is 2100, so you see 21 (7×3) ticks of 100 damage – showing the actual damage – as right now.
But additionally, I’d like to see the raw damage upon infliction, like
235 +2100.
It doesn’t show the actual damage, since it could be removed, but it shows you the potential raw damage. Coloring would be needed so you see, that it’s not actual damage, but at the same time you could compare it to direct damage values.
I have no idea how the game handles damage if you poison your enemy and another player stacks your poison to hold longer.
the strongest will tick first, regardless of the order or the duration
Also I prefer 20 small 45’s or 25’s falling from my enemy >:3
Yeah, but it’ll leave the impress alot damage. 20×45dmg is still only 900dmg. That’s below your autoattack.
But yes, making them sum might not be the best idea – especially for duration stacking ones. Alot ppl might misinterpret it (I’ve talked to alot ppl who thought channelling spells do more damage at later hits …).
But maybe I’d like to see both … the current way – displaying each tick, but also a damage number upon infliction; of course flagged as such.
Let’s use Necro’s Scepter #2 as example and to make it easy, default damages from wiki:
direct damage: 235
bleeding: 3 stacks; 7s (893 dmg) … neither devisible by 3 nor 7 … let’s use 2100 dmg insteadThe three bleedings tick seven times each. The total damage is 2100, so you see 21 (7×3) ticks of 100 damage – showing the actual damage – as right now.
But additionally, I’d like to see the raw damage upon infliction, like
235 +2100.It doesn’t show the actual damage, since it could be removed, but it shows you the potential raw damage. Coloring would be needed so you see, that it’s not actual damage, but at the same time you could compare it to direct damage values.
Thanks man, you point out what i really meant.
My necro with 25stack of condi dmg from sup. sigil of corruption deals 130ish DoTs per tick, while my friend playing beside me can deal 1k-ish damage non-crit auto attack.
I know, it would be very subjective issue, but hey,.its nothing wrong to make necro more attractive class to play right?
Regnum Ascalon[RegA] – Devona’s Rest
I can manage 15 stacks of bleed with 150-170 dmg a tick without much difficulty, with highest peaks to 192.
Add to that the fact that part of my bleeds are AoE-based, I can add 5-7 stacks to another mob in the same time. Add my epidemic spamming, I believe that it’s good enough.
So well, the numbers are small, yes, but in the end, they just deal huge amount of dmg, so yes, they are attractive already.
(edited by Fror.2163)
I just noticed that condition damage should be colored differently from normal damage. It’s confusing in few cases.
The damage of conditions is low because it ignores any armor. However in my opinion condition damage has a modifier that is way too low.
The damage of conditions is low because it ignores any armor. However in my opinion condition damage has a modifier that is way too low.
In PvE, yeah. That’s why 20 flying numbers confuse the source, because you might think “wow, I deal alot damage”.
The damage of conditions is low because it ignores any armor. However in my opinion condition damage has a modifier that is way too low.
In PvE, yeah. That’s why 20 flying numbers confuse the source, because you might think “wow, I deal alot damage”.
Yeah, you actually would deal a lot of damage. If the modifier for bleeding wouldn’t be 0.05, and the modifier for poison wouldn’t be 0.10.
Just look at burning: 0.25. I seriously dunno about this. You need 100 on condition damage to get 5 more bleeding on poison, 10 more dmg on poison and 25 more dmg on burning.