Thread: Spells: Please explain DoT damage
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Old 01-03-2014, 09:54 PM
Crusader Crusader is offline
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Join Date: Dec 2013
Location: Henderson, NV
Posts: 17
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Ele, could you please explain the efficiency effect that is determined by how long the mob moves.
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. As you indicated in your post:
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.

In actual play that I tested in N Karana on beetles and lions/griz I found the following:
For my lvl 17 druid you always get 9 ticks of damage no matter if you run kite, fear kite or root rot...as you state above, the only thing that changes the damage is what the mob is doing when that tick hits.
Using my 8 tick root, I would root/DoT a beetle (pincer or borer) and the root would break on the 8th tick..so I would get 8 ticks of 13 dmg and the 9th tick would be 8 dmg, unless I rerooted or feared the mob (in case of lions or griz) the mob before the last tick took place, in which case I would get 9 ticks of 13dmg before the DoT wore off.

If I rooted the mob as above, let the root break, snared and ran the mob around for 25 secs, then rooted again, the damage would be the same as above...8 ticks of 13 and 1 tick of 8 (unless I rerooted). I don't see how the 18 secs figures into it by either mitigating or enhancing the damage or efficiency. The number of ticks of damage is always 9, regardless of what type of fight it is, so no extra tic of damage for holding the mob still for all the fight or less than 3 ticks.... or let it run around snared for 5 minutes and then finish it off.

I also evaluated the fear kiting on lions and griz using Panic Animal and Stinging Swarm...same results, if I kept the mob feared I got 9 ticks of 13 dmg, if I kept it feared until it was low health and ran, I continued to get 13 dmg. I would let my Panic Animal spell (all 3 ticks worth) expire and the damage would decrease to 8 until I refeared it or rooted it, at which time it would revert to 13 dmg even if the mob ran around for more than 18 secs.

I'm sorry, but I can see no change in efficiency related to the 18 secs of mob moving or stationary.

By the way, I heartily disagree that the damage message be nerfed as I believe in transparency and full disclosure when it comes to game rules and effects. Verant was very secretive about mob damage, spell damage and other aspects of the game under the guise of "game confidentially" (sounds like the IRS and/or the NSA testifying before congress).