DoT Damage Calc Question

In other Arpgs DoTs can take crit and crit damage multipliers into their calculation then evenly apply them to your DoT damage abilities.

Would 100% spell crit make your DoTs effectively stronger by your crit dmg multiplier or is it a dead stat in LE for DoT builds?

DoTs cannot crit in LE.

I know this. That wasn’t my question.

For example, Diablo III will increase dot damage based on your current crit/crit dmg stats, making them still desirable for dot based abilities, just not showing as crit damage numbers.

Example:

DoT + DoT(CCxCD)

DoT base damage - 1000
Crit chance - 50%
Crit Damage - +150%
DoT tick will be 1750

Math:
1000 + 1000(0.5 x 1.5)
1000 + 1000(0.75)
1000 + 750
1750

crits have 0 effect on DoTs in LE. it’s well explained in the game guide (press G in game).

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Yes it was!

But no need to get bogged down in ā€œwho said whatā€ (said in the voice of Jeremy Clarkson)

If you want to increase DoT damage it can be done in a few ways, and they all interact with each other.

  1. Add more base damage e.g. for Ignite, ā€œAdded Fire Damageā€ but not ā€œAdded Melee Fire Damageā€. Edit: Adding base damage may be a bug in certain skills. Investigation ongoing.

  2. Add items, skills and passives that increase (multiply the base damage) with ā€œDamage over Timeā€. Link to DB Have a look in the Item Database - it is really useful and has a good search facility to help you focus on items and shards for your build.

  3. Increase your chance to have a DoT applied.

Any chance over 100% allows for the chance for multiple stacks to be applied in a single hit.

If you have 100% chance, it will stack once, if you have 200% chance it will stack twice in one hit. If you have 353% chance it will stack 3 times and have a 53% chance of stacking a 4th time - every time you hit.

  1. Increase your attack speed/casting speed so that you are stacking more DoT’s in a shorter time.

  2. There are also various idols that might have attributes useful to you like ā€œincreased ignite chanceā€. Or ā€œincreased ignite effectā€ which can multiply damage even further.

Be careful to read the wording properly. Pressing ALT while hovering over an item can give you more information about it.

So, in summary, by adding base damage, increasing that damage through ā€œDamage over Timeā€, hitting mobs as quick as possible and increasing your chance for multiple stacks of a DoT to be applied in a single hit … this is how you increase DoT damage.

Generally, it’s useful to concentrate on one type of DoT and push it e.g., a poison build or a bleed build.

Hope that helps.

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You appear to be confusing skills (spells specifically) with the dot tag and ailments. There is no modifier for additional base damage for ailments so adaptive spell damage nor any of the flat added spell damage will benefit ailments since ailments aren’t spells. The only way to increase the damage ailments do is to use the appropriate damage modifiers, for ignite this would be fire damage, elemental damage, elemental dot damage, dot damage, global/general damage and the attribute for whatever skill proced the ignite (if it was a str skill that caused the ignite then ignite will get +4% damage per point of str). Not skill damage or spell/melee/throwing damage.

As far as I’m aware there is only one skill that takes the hit damage and applies it as a dot and that’s lacerate on the third hit of Rive. But I’ve not tested what buffs it.

Edit: Ailments have their own base damage which can’t be ā€œaddedā€ to, just ā€œincreasedā€ (or potentially ā€œmoreā€'d).

2 Likes

Hmm, sorry which bit got confused? Are we talking at cross-purposes? I’m not sure I’m the one confusing things …

The ā€œThrough Flamesā€ node of the ā€œFlame Wardā€ mage skill directly adds to the base fire damage of ignite, before any increases and modifiers. At least that is how it appears to me when I have the node with 5 points in it and as I reduce the node by 1 point at a time, my base ignite damage changes in the character screen.

Not sure I actually said any of that, but may have been implied by it’s omission?

Assuming Tunklabs is correct, Through Flames adds base fire damage to attacks and spells. Since ignite is neither an attack or a spell (it’s an ailment) that node shouldn’t do anything for it. If it is adding base damage to ignite then that’s a bug since the skill node says attacks & spells. Or maybe the devs want that interaction as a one off (kinda like Lacerate).

Those were the two parts that I was thinking of when I said ā€œadaptive spell damage nor any of the flat added spell damage will benefit ailments since ailments aren’t spellsā€.

@Hackaloken @Sarno Is Flame Ward adding base damage to ignite an intended interaction?

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Got ya.

I’ve not played many chars or variations, so it did not stand out as being odd or buggy when I specced into it for Eye of Reen build. I Just saw it as a really nice damage uplift for a fire build.

I’ll raise a bug report, just in case.

Thank you for this.

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