How is incoming damage assigned?
I would really appreciate a dev response to this, there is zero info about this on the wiki and I feel like it is a vital piece of information.
There is no diminishing returns if that’s what you mean. You will be killed long before any mythical DR/immunity appears. You can be immobilized, knocked down, and stunned (with 0 chance to use your character or any abilities) until you are downed/spiked. Kind of like pulls. I’ve been stuck in a pinball effect in an enemy zerg for long periods with no way to escape prior to death. I laugh pretty hard when it happens.
Te Nosce [TC]
No I’m not talking about diminishing returns. I’m asking if there is a limit to how many sources of damage someone can take at once in wvw. I never once mentioned diminishing returns.
If you are the closest person to an enemy zerg, and they all lootstick at the exact same time, you will die horribly as every player hits you first because there is no limit to the number of hits that can hit you at once.
There is NO LIMIT to the number of incoming damage sources. There is only a cap on the number of outgoing hits a skill can inflict per pulse (assume all skills are single pulse as base line), and a maximum number of stacks for states (conditions, boons, buffs, etc) on an entity, on a per state basis. Most boons and conditions also have a 1 stack back buffer which discriminates toward the “best incoming” stack, discarding others, and gets moved into the active stacks when there is room.
If you’re asking what I think you’re asking… the only way to defuse incoming damage of a Well Bomb is to have enough bodies on it distribute the hits over. If minions weren’t so fragile, they’d actually be the perfect foil to large scale AOE Pirate shipping.
Yeah unlimited was my first guess but I’m wondering since there is no concrete data that maybe the number is 10 or 20 or something like that.