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frenchie43972
07-11-2015, 10:56 PM
Hi all,

My DoTs will not hit for full effect unless the mob is rooted. For example Creeping Crud is supposed to do 21 dmg/tick but when the the mob is not rooted it only does 14 dmg/tick. That's 33% less damage (and is the case for fire based DoTs as well).

Has this always been the case? I don't remember that from the original Kunark. Thanks!

Eilar
30 Dru

Somekid123
07-11-2015, 11:09 PM
Its working as intended, I remember the rumor that if mobs were rooted the dots do more damage vs. if they moved [back in classic it didn't say how much a tic they did].

Not sure why it would be a rumor, you'd think you can look at amount moving on health bar, heh.

frenchie43972
07-11-2015, 11:31 PM
Hmmm...I just don't remember DoTs working like that from the old days, but then again there is a bunch I don't remember. Thanks for the info!

Crawdad
07-12-2015, 12:02 AM
http://everquest.allakhazam.com/history/patches-1999.html


...
DoT Changes:
- If the monster is in melee with you, there is no change to how a DoT
spell works.
- If the monster is running away from you (fear, wounded, etc.), there
is no change to how a DoT spell works.
- If the monster is moving when the damage from the DoT is applied
(happens every few seconds), it will take 66% of the damage that it
would have taken.
- DoT spells have all had their duration slightly increased. If the
monster moves for 18 seconds during a fight, it will take as much
damage from the DoT as it would before the patch. If the monster moves
for less then 18 seconds during a fight, your DoT will do more damage
then it would have done before the patch. If the monster moves more
then 18 seconds during the fight, it will take less damage then it
would have before the patch.

webrunner5
07-12-2015, 01:47 PM
Its working as intended, I remember the rumor that if mobs were rooted the dots do more damage vs. if they moved [back in classic it didn't say how much a tic they did].

Not sure why it would be a rumor, you'd think you can look at amount moving on health bar, heh.

It is NOT a rumor. It is the truth. :p

Treefall
07-12-2015, 03:08 PM
You used to be able to kite and do full damage. Bards still can, the punks!

:)

Crawdad
07-12-2015, 03:56 PM
You used to be able to kite and do full damage. Bards still can, the punks!

:)

Bard DoTs also only do 66% to moving targets..

Troxx
07-13-2015, 10:53 AM
You used to be able to kite and do full damage. Bards still can, the punks!

:)

Yeah bars chants do 2/3 damage if the target is moving.

When in the timeline did it go back to full damage regardless? Velious? Luclin?

Crawdad
07-13-2015, 11:29 AM
Yeah bars chants do 2/3 damage if the target is moving.

When in the timeline did it go back to full damage regardless? Velious? Luclin?

DoT damage reduction was removed on 7/24/2002 (http://www.tski.co.jp/baldio/patch/20020724.html), the end of Luclin/a month before Planes of Power release.


Spells:

Fixed a bug with the bard songs Warsong and Battlecry of the Vah Shir that caused them to slow you down when used without other haste components.
Fixed a bug with bolt spells that caused double hits due to elevation. Sorry Mages. Smile
Removed the "Ahhh... I feel much better now!" message from certain spells when the caster is over level 35.
Removed the reduction in damage to Damage over Time spells when used on NPCs that are moving.
Mind Wrack will now consider the z-axis when calculating the maximum distance group members can receive the beneficial affects of the spell.
Song of Sustenance should prevent unnecessary hungry and thirsty messages.
Bind Affinity can no longer be cast on any ungrouped player in arenas.
The caster of Voice Graft will once again see what is being said.
Spells that transfer hit points over time from the caster to a target will no longer take effect on the target (the hit point gainer) if the caster (the hit point giver) isn't also affected by the spell.
Added a spell effect message to Magician epic.
Beastlords now get Endure Disease at level 24 and Resist Disease at 51.

williestargell
07-13-2015, 04:23 PM
You can still kite a mob, just don't dot it for 2/3 damage, nuke it instead. Depending on the camp nuking can significantly speed up your kills over dots also. Look at it this way...

Rot/Dot a mob, he takes 2 minutes to die. He then takes 6.5 minutes to respawn, for a total of 8.5 minutes per kill.

Nuke that same mob. He dies in 30 sec. Add the 6.5 minute repop time and you have 7 minutes total per kill. That's 20% more exp and loot. You can probably keep that up on a camp of 3-4 mobs full time and you get a ton more exp.

Dotting is only efficient if you root and dot multiple mobs at a time, especially with clickies. Druids nuking stuff to death is highly underrated.