belial5221_ESO wrote: »There's no other DoT,area,ground effect type enchants,so why would bleed be there?I'd also like a Impenetrable mundus,CP perk to increase chance of alchemical poisons to fire,etc,but probaly won't happen.
belial5221_ESO wrote: »There's no other DoT,area,ground effect type enchants,so why would bleed be there?I'd also like a Impenetrable mundus,CP perk to increase chance of alchemical poisons to fire,etc,but probaly won't happen.
Bleed is a damage type. direct damage, single target, damage-over-time, and area-of-effect attacks are separate from this.belial5221_ESO wrote: »There's no other DoT,area,ground effect type enchants,so why would bleed be there?
Bleed is a damage type. direct damage, single target, damage-over-time, and area-of-effect attacks are separate from this.belial5221_ESO wrote: »There's no other DoT,area,ground effect type enchants,so why would bleed be there?
belial5221_ESO wrote: »But bleed damage is always a physical damage over time(according to every source I could find).So it's one of those hard to categorize things.It's probably why they never made an enchant for it.
belial5221_ESO wrote: »"All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects." From U23 update notes people don't read.So it is now considered a physical damage over time from players,unless another patch changed this.It still works same as before from NPCs.
Necrotech_Master wrote: »belial5221_ESO wrote: »"All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects." From U23 update notes people don't read.So it is now considered a physical damage over time from players,unless another patch changed this.It still works same as before from NPCs.
that does not make it physical dmg, that change made it so resistances actually counted, the original bleeds were basically oblivion dmg as they ignored resistance
bleed dmg and physical dmg are 2 different dmg types, though "physical" resistance is what resists both
physical resistance applies mitigation to all "martial" dmg (physical, bleed, poison, disease)
spell resistance applies mitigation to all "magic" dmg (magic, fire, lightning, ice)
an example is if you look at cutting dive warden skill, it explicitly says its "bleed" dmg, pillar of nirn proc set is also "bleed" dmg, it is distinct from "physical" dmg, an example which does explicitly physical dmg would be NB surprise attack
ChRiS_the_GaMeR wrote: »Necrotech_Master wrote: »belial5221_ESO wrote: »"All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects." From U23 update notes people don't read.So it is now considered a physical damage over time from players,unless another patch changed this.It still works same as before from NPCs.
that does not make it physical dmg, that change made it so resistances actually counted, the original bleeds were basically oblivion dmg as they ignored resistance
bleed dmg and physical dmg are 2 different dmg types, though "physical" resistance is what resists both
physical resistance applies mitigation to all "martial" dmg (physical, bleed, poison, disease)
spell resistance applies mitigation to all "magic" dmg (magic, fire, lightning, ice)
an example is if you look at cutting dive warden skill, it explicitly says its "bleed" dmg, pillar of nirn proc set is also "bleed" dmg, it is distinct from "physical" dmg, an example which does explicitly physical dmg would be NB surprise attack
It’s such a shame in my opinion that these informations are not explained in game. I still got issues knowing or identifying which skill counts as what because the skills aren’t marked for being a dot or direct dmg or both and so on ..
belial5221_ESO wrote: »"All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects." From U23 update notes people don't read.So it is now considered a physical damage over time from players,unless another patch changed this.It still works same as before from NPCs.
Necrotech_Master wrote: »ChRiS_the_GaMeR wrote: »Necrotech_Master wrote: »belial5221_ESO wrote: »"All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects." From U23 update notes people don't read.So it is now considered a physical damage over time from players,unless another patch changed this.It still works same as before from NPCs.
that does not make it physical dmg, that change made it so resistances actually counted, the original bleeds were basically oblivion dmg as they ignored resistance
bleed dmg and physical dmg are 2 different dmg types, though "physical" resistance is what resists both
physical resistance applies mitigation to all "martial" dmg (physical, bleed, poison, disease)
spell resistance applies mitigation to all "magic" dmg (magic, fire, lightning, ice)
an example is if you look at cutting dive warden skill, it explicitly says its "bleed" dmg, pillar of nirn proc set is also "bleed" dmg, it is distinct from "physical" dmg, an example which does explicitly physical dmg would be NB surprise attack
It’s such a shame in my opinion that these informations are not explained in game. I still got issues knowing or identifying which skill counts as what because the skills aren’t marked for being a dot or direct dmg or both and so on ..
yeah a lot of that is getting to know the wording lol
direct dmg is anything that is a "single instance of dmg", skills like impulse or force/crushing shock are direct dmg
dot dmg is dmg that is applied over time (the wording for this is usually "deal X dmg over Y seconds" or "deal X dmg every Y second(s)"
-wall of elements uses the 2nd variation of dot dmg (deals X dmg every 1 second)
-barbed trap has the first variation (deals X dmg over 20 seconds) (this form is a little harder to understand in my opinion because it doesnt specify the tick rate, though because it is a sticky dot it applies dmg every 2 seconds)
channels are where some things tend to overlap, for example jabs and flurry are both channels, but they are direct dmg not dot even though they apply dmg over the channel duration
however there can also be dot channels too such as the jesus beam or arcanist beam
CameraBeardThePirate wrote: »Necrotech_Master wrote: »ChRiS_the_GaMeR wrote: »Necrotech_Master wrote: »belial5221_ESO wrote: »"All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects." From U23 update notes people don't read.So it is now considered a physical damage over time from players,unless another patch changed this.It still works same as before from NPCs.
that does not make it physical dmg, that change made it so resistances actually counted, the original bleeds were basically oblivion dmg as they ignored resistance
bleed dmg and physical dmg are 2 different dmg types, though "physical" resistance is what resists both
physical resistance applies mitigation to all "martial" dmg (physical, bleed, poison, disease)
spell resistance applies mitigation to all "magic" dmg (magic, fire, lightning, ice)
an example is if you look at cutting dive warden skill, it explicitly says its "bleed" dmg, pillar of nirn proc set is also "bleed" dmg, it is distinct from "physical" dmg, an example which does explicitly physical dmg would be NB surprise attack
It’s such a shame in my opinion that these informations are not explained in game. I still got issues knowing or identifying which skill counts as what because the skills aren’t marked for being a dot or direct dmg or both and so on ..
yeah a lot of that is getting to know the wording lol
direct dmg is anything that is a "single instance of dmg", skills like impulse or force/crushing shock are direct dmg
dot dmg is dmg that is applied over time (the wording for this is usually "deal X dmg over Y seconds" or "deal X dmg every Y second(s)"
-wall of elements uses the 2nd variation of dot dmg (deals X dmg every 1 second)
-barbed trap has the first variation (deals X dmg over 20 seconds) (this form is a little harder to understand in my opinion because it doesnt specify the tick rate, though because it is a sticky dot it applies dmg every 2 seconds)
channels are where some things tend to overlap, for example jabs and flurry are both channels, but they are direct dmg not dot even though they apply dmg over the channel duration
however there can also be dot channels too such as the jesus beam or arcanist beam
There are exceptions to the wording. Pet damage is always counted as direct damage, even though the tooltips state "damaging the enemy every x seconds".
Arcanist beam is also a weird one - even though it is counted as a DoT it is blockable like direct damage.