Ailment duration--what's the point?

From the game guide: “Changing the duration of an ailment that deals damage does not affect how much total damage that ailment will deal.”

What’s the point of getting more ailment duration from gear/passives, then? I get that it can be useful for certain things, notably poison where each stack applies a resistance debuff, but otherwise adding duration just lowers the DoT dps and increases the time needed to “ramp” up to the maximum stack count for a given skill.

This isn’t how it works in most other games, where duration has no effect on DPS, allowing the player to deal more damage if they can afford to keep applying the ailment for the span of its duration.

Just guessing here but it can be useful for helping build up stacks if the duration of the ailment is longer…

for example, the unique that allows for more healing on kill based on the number of bleed stacks on the mob at death…

there are other similar interactions where having a longer duration means more stacks can be applied at the same time (before falling off) so any boosts based on stacks will be higher.

so I dont think its specifically related to DoT dps, but stacking of ailments…

pretty sure someone with more technical insight into the game will probably have a better explaination…

I’m pretty sure the des have previously said that ailment duration increases the total damage the ailment does, so I’m confused as to which is correct.

Yes, I read both things.
It seems that there is an indirect increase due to stacking possibilities, but it would need someone to do the math to confirm.

I did some testing, with 26% increased bleed duration (& +52% increased DoT damage) I had 225 bleed damage over 10 ticks. With 0% increased bleed duration (& +51% increased DoT damage) I had 179 bleed damage over 8 ticks.

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Thank you for the clarification - you saved my bleed lich :wink:

So DoT duration and dot Effect are both multipliers.

Yup, and separate more modifiers at that.

I almost suspected this cause having both really skyrocketed my bleeds (esp. after equiping the scyte with 35% duration)

I don’t understand how ailment duration is a damage multiplier.

The damage should remain the same but occur for a longer duration.

That means that this mod is one of the worst DPS affixes you can have unless one of the following situations applies to you:

  • Your ailment chance is lower than 90%
  • Your ailment-inflicting ability has a cooldown/slow attack speed
  • Your ailment has a very short duration

Here’s a good website to refer to for ailment durations.

Bleed deals 48 base damage over 4 seconds.

With 26% duration, it now deals the same damage over 5.04 seconds. This enables you to stack a few more bleeds that overlap before the oldest instances end.

The question about damage in this case should be answered by knowing how many bleed stacks you can inflict per attack/spell per second.

For example, 1 bleed (100% chance) per attack with 1.5 attacks per second still equals 1 bleed applied. At 2 seconds, this would mean 3 attacks were made and 3 bleeds were applied to the target. The problem is that at 4 seconds (6 attacks or 6 bleeds), your bleed stacks fall almost immediately to 5, followed by 4.

Adding 1 second to the duration of your bleed stack would improve the outcome of my example by allowing all 6 stacks to overlap after 4 seconds of attacking with 1.5 attacks per second.

However, is taking ailment duration better than improving attack/cast speed?

What if you had 200% chance to apply bleed per hit? With 1.5 aps, that equals to 2 bleeds per attack or 6 bleeds every 2 seconds (every 3 attacks). Now imagine if you had a faster attack/cast speed and were able to reach the next breakpoint for attack speed, reaching 2 attacks per second. With 200% bleed chance, that means you are applying 8 bleeds every 2 seconds or 4 bleeds per second.

Anyway, personally, I would stay away from this stat for bleed. If your attack speed, base damage, and ailment chance is still low, why take ailment duration?

This should be even more true for bleed damage!

You want that damage to be inflicted faster, not slower. Like I said already, your bleed damage doesn’t change… it deals the same damage over a longer period.

Unless you’re using number of ailments on an enemy as a damage multiplier for a particular skill or passive, bleed duration is a trash affix.

For example, Death Seal has the Curdled Flesh passive that increases wave of death hit damage per stack of poison on the enemy. Poison base duration is 3 seconds. To get the maximum value of Curdled Flesh (60%, which is 3% dmg per poison stack on an enemy), I would need to apply 20 stacks UNDER 3 seconds. With 26% increased ailment duration, the length of poison goes up by a measly 0.78 seconds. I would still need a 700% chance to inflict poison (if only 1 spell/attack inflicted poison), or 200-300% chance (with 2-3 attacks/spells), if I want to get maximum stacks on an enemy every time in the shortest amount of time, especially when clearing maps.

Every bleed stack is calculated separat… the damage numbers just sum up every half a second afaik.

Base damage for bleed is 53 btw according to tunklab.

And duration seem to not only increase duration but simply prolong bleed according to @Llama8 … so instead of 5 × 10 damage you get 6 × 10 damage eg. … otherwise it would be horrible bad stat.

With bleed duration and effect being both more multipliers that scale multiplicative duration would be super strong … at least the outcome is true… bleeds can murder things

Ailments do X damage per second which is displayed to the user on the character screen as Y damage over 3 or 4 seconds. What ailment duration does is to extend the duration of that X damage per second.

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