Inc Dmg Over Time Rf

Not relevant, wording implies it is just crap D:
Life based RF marauder, no inc dmg from the tree just life and defensive stuff.
Emberwake
4 link blade vortex, echo, faster cast, chance to ignite.
300 ignite stack on bosses -> 6000% increased burning damage against them after the emberwake penalty.
Total more multiplier: 7.6 times more damage (ele overload, ele focus, conc eff, cont destru, also RF's more multi should apply to this, but not so sure about it)
Possible life reached: at least 9k
Assumed raw damage outcome: 9000*0.5*60*7.6= 2 052 000 burning damage per second.
While constantly regening a shitton of life by default and can use whirling blades for fortify.
In case the new bosses are not status immune, then this will be insanly strong.
4.0 patch notes
* Armor sources have been replaced with condensed milk.
Players can't feel the difference at all
Last edited by krenderke on Aug 18, 2016, 5:10:41 PM
Posted by
krenderke
on Aug 18, 2016, 4:49:24 PM
Fun fact: conditional modifiers such as Taming do not apply to Damage over Time.
Additionally: Damage over Time is not Spell Damage.
Last edited by Vipermagi on Aug 18, 2016, 4:58:26 PM
Posted by
on Aug 18, 2016, 4:58:03 PM
'
Fun fact: conditional modifiers such as Taming do not apply to Damage over Time.
Additionally: Damage over Time is not Spell Damage.

I don't see mentioning any of those 2, but K den.
4.0 patch notes
* Armor sources have been replaced with condensed milk.
Players can't feel the difference at all
Posted by
krenderke
on Aug 18, 2016, 4:59:52 PM
How exactly do you get to 6000% increased dmg? Taming with 300 stacks is 300 * 10% increased /stack = 3000% increased.
Also how do you get a 7.6 more multiplier? Controlled destruction and Righteous Fire more multiplier both dont affect RF dmg. That would leave a 1.4 (Ele Overload) * 1.5 (Ele Focus) * 1.6 (Conc Eff) = 3.36 more multiplier.
Also, as said in the first part I dont really get how you get to 6000% increased instead of 3000%, did you multiply the weapons increased bruning and the Tamings increased dmg? Because they stack additive, so it would be 3100% increased. But unfortunately Tamings increased dmg doesnt work for RF, so its only the 100% from the sword.
Posted by
Goldarm5
on Aug 18, 2016, 5:04:55 PM
Am I missing something there with the sword?
I thought it gives 100% inc burning damage for 4 sec if I ignite something, but if it does not stack then it is yet an other piece of trash I should just feed to elreon in my hideout.
Also no1 was talking about taming.
Well yeah I'm just going to kill myself out of embarrasment.
4.0 patch notes
* Armor sources have been replaced with condensed milk.
Players can't feel the difference at all
Last edited by krenderke on Aug 18, 2016, 5:10:01 PM
Posted by
krenderke
on Aug 18, 2016, 5:08:25 PM
We both assumed you had Taming in mind because of that increased dmg based on the number of ignite stacks. Also another thing, iirc you can ignite already ignited mobs even without having Emberwake. Its true, that only the 1 strongest ignite is active, but the other ignites are still on the target, they just dont deal dmg.
Posted by
Goldarm5
on Aug 18, 2016, 5:17:15 PM
I like the unique, can't see it becoming too popular but it's certainly a decent build base you can have some fun with. Yeah, I know, some things on it look very strong but I'm thinking it will be one of those uniques we go all gushy about 'I could do this with it, I could to that' - and then we don't.
Есть один путь - наверх!
◄[www.moddb.com/mods/balancedux]►
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Posted by
on Aug 18, 2016, 5:21:15 PM
'
I thought it gives 100% inc burning damage for 4 sec if I ignite something, but if it does not stack then it is yet an other piece of trash I should just feed to elreon in my hideout.

All 'Recently' type modifiers are binary if/then triggers, they're either active or they're not. It would be incredibly blatantly overpowered if it stacked.. Low expectations of GGG or what.
Last edited by Vipermagi on Aug 18, 2016, 5:29:53 PM
Posted by
on Aug 18, 2016, 5:29:16 PM
'

All 'Recently' type modifiers are binary if/then triggers, they're either active or they're not. It would be incredibly blatantly overpowered if it stacked.. Low expectations of GGG or what.

Well I don't know, it is pretty hard to please me theese days.
Stuff is either blatantly overpowered or useless, even if you can make a build, that makes use of this sword, that will only work for single target and will take 20 mins to clear the rest of the map, while still being incredibely conditional.
But also how come RF does not work with controlled destruction?
http://pathofexile.gamepedia.com/Righteous_Fire
Then they could just remove the 'spell' word from the description, because it is not a spell, if it is not scaled by spell modifiers.
Same for SRS was quite excited when I got this amulet and then realised the spell damage does not do anything with them but they still have the 'spell' keyword
http://pathofexile.gamepedia.com/Summon_Raging_Spirit
Also I still have my doubts of the new league, call me pessimist, but I am almost 100% sure the essence tiers will be weighted and I won't see a single high tier one made by myself, altrough the expansion still looks interesting, and I want to fight the shaper, but it is hard to make a build that is not boring after playing it to level 90 and still can do hard content.
4.0 patch notes
* Armor sources have been replaced with condensed milk.
Players can't feel the difference at all
Last edited by krenderke on Aug 18, 2016, 5:48:30 PM
Posted by
krenderke
on Aug 18, 2016, 5:43:10 PM
'
Then they could just remove the 'spell' word from the description, because it is not a spell, if it is not scaled by spell modifiers.

Or they should probably explain somewhere that gem tags have absolutely nothing to do with damage type that a skill does, it usually does coincide but it doesn't have to.
Gem tags are there just to categorize the skill for the purposes of bonuses like '<tag> skills penetrate x% elemental resistance'. We could say it's also there to give you a general idea of what the skill does but it won't explain its inner workings.
Есть один путь - наверх!
◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Posted by
on Aug 18, 2016, 6:01:29 PM
  1. Inc Dmg Over Time Rf Converter
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Please review and [https://wow.gamepedia.com/index.php?title=Damage_over_Time&action=edit update] as needed.'>
'Dot' redirects here. For minimap tracking dots, see blip. For the alpaca, see Dot (alpaca).

Minions from Supported Skills have + (0-5) to Radius of their Burning Effect This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Information set forth herein is based solely on information provided by the vehicle manufacturer at the time of manufacture and may not be accurate or complete. Manheim has not undertaken steps to confirm the accuracy of any such information, and any information disclosed herein is provided “as is”. RF damage scale. The only thing im sure is 'Increase fire damage' either from passive or items is it does inc. +% Damage Over Time +% Increased Damage (e.g Le Heup of All Ring) These are the stats that boosts RF damage. Also (pretty obvious) bonus to. Does Righteous Fire work with Controlled Destruction and Rapid Decay? Since I don't have acces to PoE atm and the Wiki doesn't say anything about, I wanna axe you guys here. In theory both gems should support RF, since its Burn damage, which is DoT and it has the 'spell' tag.

Damage over Time, generally abbreviated as DoT or simply dot, refers to inflicting some damage on one's foe which will be applied at a regular interval for a limited duration. Abilities and debuffs that inflict damage over time are referred to as DoTs. Some AoE effects also deal damage over time.

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Typically in World of Warcraft, the damage from DoTs is applied every X seconds, in ticks. Every X seconds the DoT will 'tick', dealing damage. Ticks usually deal a regular amount of damage, but in some cases (such as [Agony]) this amount increases, with later ticks dealing more. Each DoT has a base number of ticks, and a base tick frequency (often once every 3 seconds), which multiply to equal the total duration of the effect. Haste can increase the speed of ticks, causing damage to be dealt more quickly, and if sufficient, will result in extra ticks being added to the effect, roughly maintaining the overall duration of the DoT but greatly increasing both its total damage (and therefore cost efficiency) and the speed at which it deals damage.

DoTs may be applied using a variety of methods — from a spell, a trap, a weapon, a poison, or some other form. Most DoTs are target specific, but some are also used as Area of Effect (AoE) attacks.

While all damage dealing classes have some form of DoT, the Affliction Warlock and Shadow Priest are the most reliant on DoTs as the backbone of their DPS rotation.

Time

See also: Direct damage, Area of Effect, Buff, Debuff, Healing, HoT, Utility.

Discussion

Damage over Time effects are most effective when they are allowed to run their full course. Also, DPS based on multiple DoTs has a significant ramp-up time as it takes several Global Cooldowns to apply them all to a target. As such, DoTs provide sustained DPS, without the 'burst damage' of an equivalent Direct Damage attack.

DoTs in PvE are most effective in extended fights against one or more long-lived targets, and least effective in short trash pulls where the targets are downed quickly, or fights that require frequent switching to new targets. Specs relying on DoTs often lack burst capabilities, or may have to use an alternate rotation (often not involving DoTs) when burst damage is required. DoT-reliant specs must decide early on whether DoTs will be required for dealing with any given target; applying them to a target that is quickly downed is a waste of mana and potential damage output, while failing to apply them to a target that takes a more significant time to defeat will usually result in similar waste of mana and damage output, due to the substitution of less desirable damage-dealing abilities. DoT-reliant Warlocks and Priests can find it hard to maintain competitive DPS against trash without high-end gear, and will often fall back solely on Area of Effect spells in those situations.

Inc Dmg Over Time Rf Converter

One significant advantage of most DoTs is the ability to apply them to an unlimited number of targets. This allows these specs to deal huge amounts of damage on multiple targets, albeit relatively slowly and in a manner that is often easy for healers to respond to with multiple-target heals. In PvE, on so-called 'council fights', where two or more boss targets share a health pool, this effect can significantly amplify DoT class DPS. This technique is referred to as 'multidotting'.

In PvP, DoTs are vulnerable to being dispelled, but have the advantage of continuing to cause damage if the caster is silenced, out of range or even dead. This leads to tactics such as the warlock's infamous 'dot, dot, dot, fear'. The target has no chance to dispel the DoTs until they have broken the fear, while the caster is free to heal, run away or cast further offensive spells while their opponent takes damage from the DoTs. To compensate for their vulnerability to being removed before they have fully affected a target, some DoTs will also cause additional damage or other effects if dispelled. For example, the Affliction warlock DoT [Unstable Affliction] will damage and silence the dispeller for 4 seconds.

One limitation of DoTs is their ability to break crowd control effects, such as [Polymorph]. Some crowd control spells can be modified - such as with [Glyph of Polymorph] - to remove all DoTs from the target, preventing this conflict.

Inc Dmg Over Time Rf Online

As of patch 4.0.1, all DoTs can crit, and all spell DoTs and some physical DoTs innately scale with haste. Unlike prior implementations of DoT haste scaling, DoTs do not lose duration when affected by haste. This functionality was further updated in patch 6.0.1. Between patches 4.0.1 and 6.0.1, the DoT's duration would be the sum of the number of DoT ticks that leaves the final duration closest to the original duration as possible, meaning the duration would fluctuate around the original duration by up to half the tick interval as haste values changed. In 6.0.1, all DoTs retain their normal duration regardless of haste levels. The game engine will fit in as many full ticks as possible within that duration, and then finish the dot with a partial tick representing the portion of a normal tick proportional to ratio of the remainder time to the normal tick interval. For example, a 15 second DoT that normally ticks every 3 seconds ticks 5 times. With 25% haste, it will have a tick interval of 2.4 seconds. It will thus tick 6 times during the 15 seconds, over 14.4 seconds. At the end of the 15 second duration, a 7th partial tick will occur for (0.6 / 2.4) = 25% of a normal tick, resulting in an effective damage equal to 6.25 tick (5 * 1.25), representing the 25% damage increase per time interval from haste. As a result of this change, DoTs no longer have any haste breakpoints and now have a continuous increase in both their damage per second and damage per cast.

Inc Dmg Over Time Rf Tv

Also as of patch 4.0.1, DoTs no longer can be 'clipped'. Previously, if a DoT was refreshed before it had expired, the tick timer was reset, causing a delay of up to double the normal time between ticks between the last tick that occurred and the first tick of the refreshed DoT. Now, the tick timer is constant. If a DoT is refreshed before it expires, the duration of the DoT will be extended by up to the full normal duration of the DoT, and ticks will continue to occur at the prior interval. Between patches 4.0.1 and 6.0.1, this functionality only allowed DoTs to be 'clipped' by a single tick before duration was wasted, requiring DoTs to be refreshed between the second-to-last and the last tick to maintain uninterrupted DoT ticks while optimizing duration gain. Patch 6.0.1 extended this period to 30% of the DoT's normal duration. For example, a 15 second DoT can be extended when it has less than 4.5 seconds remaining at no duration loss (the full normal duration is added to the remaining duration). This also applies to many short-duration buffs like [Slice and Dice].

Examples

  • Death Knights with [Icy Touch], [Plague Strike], and [Unholy Blight].
  • Druids with [Moonfire] (in generic caster or Moonkin form), [Rip], [Rake] and [Pounce] (in [Cat Form]), and [Lacerate] (in [Bear Form]).
  • Hunters with [Serpent Sting], [Explosive Shot], and [Explosive Trap] as Area of Effect DoT.
  • Mages with [Living Bomb], and [Fireball], [Frostfire Bolt], or [Pyroblast] (although these are primarily DD spells, they also add a small DoT even when offspec), If specced, fire spells criticals will put on the enemy a dot through Ignite talent which deals 8-40% of the damage done for 4 seconds.
  • Paladins using [Seal of Truth] and [Consecration] in a way. If specced, Divine Storm and Judgement spells criticals will put on the enemy a dot through Righteous Vengeance talent which deals 40% of the damage done for 8 seconds.
  • Priests with [Shadow Word: Pain], [Vampiric Touch], and [Devouring Plague].
  • Rogues with [Deadly Poison], [Garrote], or [Rupture].
  • Shamans with [Flame Shock] (a DD spell with DoT). Magma, and Searing Totems may also be considered DoT (or AoE).
  • Warlocks with [Immolate], [Corruption], [Agony], [Doom], [Seed of Corruption], or [Unstable Affliction].
  • Warriors with [Rend], also if specced, their melee criticals will apply a Deep Wound that deals 60% of weapon damage.

Limitations

  • Most spell-based or poison-based DoTs can be cured by potions or dispelled.
  • Most methods of Crowd Control are broken by damage dealt by DoTs.

Tips

  • Rogues and Cat Form Druids who stealth while a DoT is still on them will come out of stealth when the next tick of damage is inflicted. [Vanish] will briefly prevent DoTs from pulling a rogue out of stealth.
  • First Aid and Fishing will be interrupted by a DoT.

Notes

  • This term is often referred to as periodic damage by Blizzard.
  • Prior to patch 3.3, classes that relied heavily on Damage over Time (and Heal over Time) effects complained of scaling issues, as their effectiveness did not increase with gear upgrades at the same rate as direct damage classes. This was remedied in the 3.3.0 patch by the introduction of glyphs for Warlocks and Restoration Druids, and a change to [Shadowform] for priests, all of which allowed the caster's Haste to affect their core periodic spells. This was further remedied in patch 4.0.1 when all spell DoTs gained innate haste scaling and the ability to crit.
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