So, I’ve been trying a few damage over time builds across a few different types, DoT poison, Ignite, Bleed, Time Rot, a few others. I think they do enough damage for sure but the problem I believe they are suffering from is the timeframe between dots. dot damage should tick more than once per second. Especially when I’m attacking at speeds way higher than that, its actually harder for me if I go DoT because I have to wait for the DoT to take effect, essentially having to wait a few seconds for all the damage to take effect. I think it just takes too long. The dot hits can get really really big for 1 second hits, and I feel like instead of increasing the size of the hit at each second. I wish it would just do more damage per second by doing ticks during the second rather than having to make us wait for the full second for all the damage to be added at once.
I mean when I can attack with like +300% attack speed and hit something for 10 or 15 hits before 1 tic happens…
Yeah, many ailment builds have exactly that problem and can’t compete with crit or other high dmg hitting builds. For Monolith they are doing fine, but the main problem is arena though simply because of the current ailment mechanic.
Another problem is, that you can’t kite while stacking up ailments with the majority of builds.
That’s why Minions or Warpath for example have a bigger advantage over other ailment builds because of their mobility while also stacking dmg.
Poison is strong, bleed became a lot of strong uniques and synergies, ignite is suffering a bit atm.
I’ve always wanted the damage from DoTs to be applied more smoothly, like in PoE where you hit a target with a DoT & you see it’s hp smoothly drain away rather than being removed in chunks like in LE.
I’m not a huge fan of damage over time. I prefer the “I hit, you die” style, which is more comforting. It’s not very pleasant to hit, then run around, waiting for the enemy to slowly die, and hoping he will not have time to hit us before.
That’s why the few DoTs build I made tend to be “I kill you then I poison your remains”, which is completely useless.
How can you really measure that a DoT build will be useful, and not only slightly harm the enemies?
That is something I’ve brought up a few times. At least let us see an indicator that tells us how many stacks/when they fall off so i can tell how many stacks im getting. Some abilities do more damage based on amount of bleed stacks. I’m running flurry/smoke bomb/lethal mirage/shift where my shift empowers my lethal mirage and i smoke bomb, stack bleeds with flurry, then shift and lethal mirage and LM does like over 100k a hit.
They’re adding one in 0.8.4, though for reasons I still don’t understand the display caps out at 15 (which will show “15+” rather than 20). Its nice, don’t get me wrong, but IMO its unnecessary (since it doesn’t affect decision making) and odd thatit doesn’t display above 15.
Perhaps a new afflix sharing spots on gear with attack speed and cast speed that is effentially a “dot tick speed”. Any place where you would find both attack speed and cast speed you would also find this afflix and some sprinkled here and there on talents and such where appropriate.
I wouldn’t even mind if this replaced increased duration since it escentially is the same thing except more dmg upfront.
Presumably because in the background of Last Epoch otherwise rather excessively many partial calculations would have to run unnecessarily [because almost always tending towards 0].
Will be similar to your wish [I also like] for “smooth dots”, it just runs with pretty much everything computationally within “ticks”.
→ I guess that the conversion of this would be a rather larger work.
I don’t know if this can be done, but as an option, remove such restraints on the mannequins.
Then people will be able to see the indicators accurately and there will be no load on the server.