…as to how their damage is calculated. I generally love DoTs as a game mechanic and pretty much all games I play see myself in a capacity where I throw ticking effects around me to watch the fun. I usually apply a DoT effect then hide or run away to watch enemies die off powerless and unable to kill me. Needless to say Amara is my favorite class in here but I started to take notice of weird things going on that make the simple concept confusing to me.
Every status effect weapon has a displayed ticking chance as well as how much damage per second it ticks for. Some builds enhance this chance and potency as do some items you can find.
I understand that some enemies may have resistance to a specific status due to their nature (simple MoB, elite, boss etc) but would expect to be notified when the status effect I m using has diminished strength against that enemy. And thats certainly true for the obvious representants of an enemy archtype. The burning skag or the heavies whos names indicate their effect resistence. Even then I m informed by a RESIST message on screen when my debuffs are diminished.
On my TVHM play-through I notice that I m getting wildly varying damage ticks from the same weapon without appareant cause. For example I m using a blue fire SMG with a displayed tick ratio of 500 damage per second yet enemies I set ablaze tick for 43, or 150, or 250 or the full 500
This is against the same enemy type. Skags for example and while I would expect the bigger ones to have higher resistances then the small scrabblers even among the same type of bigger skags I get different tick ratios.
Now Amara also has a skill that has a chance to randomly apply a status effect whenever she does. How strong are those effects because higher tiers of that skill only seem to affect the chance at which the random effect is applied.
What happens when I apply an ignite effect and continue to apply ignire effects against the same target? Is the first DoT overwritten? Is its duration enhanced? What happens when different people apply the same effect? World of Warcraft went to great effort to distinguish buffs and debuffs and make sure there was an understandable system in the open so people could understand and recreate what happened on the screen.
Borderlands 3 throws around a lot of numbers but most of them dont make any sense to me when I consider the weapons I m using. Most of the time I m getting LESS damage per tick then what the weapon states and I dont understand why.
- are skill enhancing effects already calculated into the display? Because I hardly see ticks higher then what the weapon shows even tho Amara should have bonuses on those (and 20% more is noticable)
- Is it possible that each and every MoB is generated randomly so 2 bandit rushers have different stats specifically resists?
- what strength do the status effects from the skill CONFLUX have? Is it based on the weapon I m currently using or is it level dependant? How do I distinguish an ignite effect from my weapon from an ignite effect from Conflux?
- can I apply several ignite effects on the same target all ticking simulatenously or is it always ONE ignite effect?
- Do ignite effects from different players stack or is it only 1 ignite effect TOTAL per enemy? If thats the case which ignite effect is used? The strongest or the one who was applied last?
Basically I m wondering if my speccing into Conflux hinders my performance in case Conflux applies a weak effect overwriting my main DoT. Also I wonder how multiple players using status effects work together. Is it stacking or do they actually obstruct each other constantly overwriting the others dots.
Stuff dies…thats not the issue. In normal mode I wasnt event paying attention to the numbers because once an enemy got a dot, he was basically dead. In TVHM where enemies have a lot more health I started to take notice and I m unable to come up with answers.
Havent researched and released “documents” for BL3 so far. If anybody knows of a link that answers some of my questions please share.