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Should DoT abilities deal damage ticks based on cast bar or current bar?

Avran_Sylt
Avran_Sylt
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Say for Volley, or Wall of elements.
Should abilities like these have the damage change if you swap to another bar, or should their damage remain the same as the bar from which they were cast?

Should they calculate the damage from when they were cast, or should they calculate damage from what you currently have?
Edited by Avran_Sylt on August 15, 2017 2:02PM

Should DoT abilities deal damage ticks based on cast bar or current bar? 65 votes

They should calculate from current Bar
27%
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They should calculate from when they were cast
58%
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Other
4%
Merlin13KAGLSTEVILFoolishHuman 3 votes
I Don't Care
9%
SolarikenkojouAmdar_GodkillerBladerunner1Nelson_Rebellauykanson 6 votes
  • Slick_007
    Slick_007
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    They should calculate from when they were cast
    when they were cast because you are no longer actively casting it therefore whatever magic/poison etc it will use to tick is already on the target.
  • DocFrost72
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    Volley and wall of elements already work on whatever bar you're using. The way to tell is if it is an AOE dot, it works on equipped bar. Single target dots (vampire's bane, poison inject) work on your casting bar.
  • STEVIL
    STEVIL
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    Other
    As I understand it now if it is a placed effect it uses current, if it is a targeted effect vs a target that then sticks to them, it uses at cast.

    I have no problem with that distinction.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
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  • IcyDeadPeople
    IcyDeadPeople
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    They should calculate from when they were cast
    Yeah the change is a bit counterintuitive because it made sense before that your staff's enchantment or poison was already on the wall of elements attack that you fired. Now, if you switch to sword & shield bar, it's proccing your sword enchantment, even though your sword is not hitting anything.

    Not omplaining because it is a lot easier for me to find the trait I want on sword or axe compared to destro staff, but it is counterintuitive.
  • Merlin13KAGL
    Merlin13KAGL
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    The initial spell/weapon damage should be used as the baseline at the moment of cast.

    However, if there is a passive on the now active bar that would increase subsequent effects, then it should also register.

    Increasing AoE damage or DoT damage should apply, for instance. Increased damage from gaining Major Brutality/Sorcery should not.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

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    I am neither warm, nor fuzzy...
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  • MarzAttakz
    MarzAttakz
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    They should calculate from when they were cast
    Would ease up one aspect of the dynamic server calculations if all dots didn't have to recalculate the damage values based on the bar the caster is on at the moment of the tick, would only need to factor in dynamic defensive conditions on the target.
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  • TheShadowScout
    TheShadowScout
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    They should calculate from when they were cast
    Why would it recalculate when switching bars after its been cast? Why would a poison that has already been delivered per arrow into the targets circulatory system for example get stronger when you switch from your bow to your dual wield with posion set bonus?

    Set the DoT at cast, then let it tick.
    If a new DoT gets applied, calculate anew with whatever bar is active when its cast.
  • Amdar_Godkiller
    Amdar_Godkiller
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    I Don't Care
    Don't care one way or another because I'll adapt; but whether it applies to the active bar or the initial bar should be indicated on the tooltip. Hidden game mechanics are annoying.
  • Slick_007
    Slick_007
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    They should calculate from when they were cast
    The initial spell/weapon damage should be used as the baseline at the moment of cast.

    However, if there is a passive on the now active bar that would increase subsequent effects, then it should also register.

    Increasing AoE damage or DoT damage should apply, for instance. Increased damage from gaining Major Brutality/Sorcery should not.

    this will lead to abuse. players will have a weak combat bar for casting dots, then switch to something that simply ups the damage while likely going afk since the abilities on this bar will be poor for combat in general but up the dot damage
    Edited by Slick_007 on August 16, 2017 10:20AM
  • Merlin13KAGL
    Merlin13KAGL
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    @Slick_007 , there's always one bar that's going to be weaker than the other, in some fashion, whether due to buffs, stats, or raw damage.

    Your Endless Hail shouldn't suddenly get a buff from the fact that you just swapped to higher stat DW, but in the instance of staves swapping to Lightning (which gives buff to AoE damage) should.

    I'm not sure what scenarios a player would be going AFK in combat, other than at dolmens. I'm equally not sure why the bar or the abilities would be purposely setup as 'weak' or 'poor?'

    Any casted skill would still have its basis in the original stats. There are some scenarios/passives that could still reasonably apply after the fact, such as Engulfing Flames.

    Edited by Merlin13KAGL on August 16, 2017 10:35AM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • RoyJade
    RoyJade
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    They should calculate from when they were cast
    I really think all damage should be calculated at the moment you use your skill, even if you gain a buff after casting it. It should apply from bar switching but also for buff, passives (even such as lightning staff's one) and other.

    It would lead to some interesting combination with the switch, such as a set who increase a specific type of damage on the offbar while having a different set on front, or using different types of skill strategically (aoe on light offbar with single on main fire, infused damage bow with dots on offbar while keeping pure offensive enchant on main bar…).
    The only downside would be that skills used from ow bar would be significantly weaker, which is a problem (at least for non-bow skills). In order to counter the problem, bow damage should be increased to 2H value, even if some bow skills would need a reduced damage tooltip at the same time.
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