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Bloodthirsty Jewelry Trait Bugged with DoT's

Spizzie
Spizzie
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Since the update, this trait isn't working properly when scaling the damage on a Damage Over Time ability. If I apply Noxious Breath to an enemy, the DoT ticks will be the exact same number regardless of how low the enemy's health gets. If I re-apply the DoT when the enemy gets below 90% health, the DoT ticks from the new application will be increased from the Bloodthirsty trait but continue to remain static at the new number, not increasing at all as the target loses health. As an example, if I cast Noxious Breath at a target with 100% health, whatever the initial DoT tick is will remain the same even if their health drops below 90% during the course of the ability's duration. However, if I re-applied Noxious Breath once they got down to 50% health, the DoT tick would be increased by the bloodthirsty trait but wouldn't be increased any further unless I cast it again when their health got even lower.

In other words, Bloodthirsty is only applying its damage increase to DoT's based on the target's missing health at the time of casting the skill.

When Bloodthirsty was a flat damage bonus to targets under 25% health, it did not operate this way; rather, any DoT cast before the target dropped below the 25% threshold would still be buffed by Bloodthirsty once the target got to below 25% health.

Is this change intentional? This leads to awkward scenarios where a target can heal to above 90% health but continue to suffer the effects of a Bloodthirsty-improved DoT because the DoT was applied before the target healed itself.
  • Firstmep
    Firstmep
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    That's how dots and hots work, they snapshot your wpd/spd, amg/Stam at the time of application(not your critrate/dmg etc).
    Sadly this is an oversight from the devs when they changed bloodthirsty.
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