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Damage over Time Skill Effects


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#1 Genesis

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Posted 09 June 2016 - 10:32 AM

I'd appreciate feedback on the rescaled Damage over Time skill effects introduced in v124. Do let me know if you come across anything that feels out of balance and I'll review the skill for further adjustments.

 

If something is not functioning correctly, please report it in the Pegasus Issues section so that I can keep track of its status.


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#2 DoubleRose

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Posted 10 June 2016 - 12:06 PM

From what I can tell dots no longer reduce the exp you get which is a good change because the disincentive for using them is gone. It's neat that they tick at different rates, but it would be nice if in the tooltip it displayed how much total base damage the spell has from the dot instead of having to calculate it.


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#3 carlosrose

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Posted 16 June 2016 - 11:24 PM

In term of PvP DOT does no damage at all (Cleric, Dual, Xbow Scout, Knight, Katar raider, Bow Scout, GB, LB)


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#4 ninmaru099

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Posted 21 June 2016 - 07:21 AM

Hello again :)

 

I just tested the new DOT patched in Pegasus, I tried testing it with my Katar raider having 6 DOT skills at same time that stacks is quite too much with already a big of a damage w/o charm yet and it crits, it'd be best to lower the DOT damage just a little bit.


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#5 Feuer

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Posted 21 June 2016 - 09:13 PM

Problems with DoTs:

 

[1] DoT's need to be very strong in PvM to be useful. With Dungeon and Open world Bosses having millions of HP, having a dot that does 300 DPS is not going to fly.

[2] DoTs need to be variable based on enemy's HP in PvP. This prevents them from becoming too broken on low HP classes like Raiders and Clerics, while enables them to be useful on higher HP classes like Knights and Bourgs [Cannon].

[3] DoT's being majority based on your Attack Power immediately stripped their usefulness to high CHA Characters. DoT's were in essence a way for support characters to have a reliable DPS, that has now been taken away, yet again. It needs to be based on the previous version before v124.

 

It is for those reasons that I bring up what Gen' had proposed about 2 weeks ago.

Yes, put up on Pegasus an updated DoT System [when you next can] that bases the Damage / Tic on a variable % of the targets HP.

The scaling of that % can be based on previous systems like CHA, Enhance, Critical Damage+, etc.

Then the tricky part is having a 'ceiling' or cap on how much a DoT can register on things like Bosses. Perhaps by giving a global setting to boss monsters or, having a DoT resistance based on level. Seeing as all Kings and Bosses are higher level than a player character, you could use that level spread as a way to prevent end game material from being broken, but enable them to really punish lower level kings. That, or just go with the cap/ceiling option.

 

Any way you slice it, DoTs released are not what we expected, doesn't solve the issues we'd hoped to see addressed with them, and most definitely still need work. 

 

That's just my two cents on the issue. 


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