Increased Burning Damage scaling
Hey there, I have a question about the burning damage increase.
- I hit for base 100 fire damage. - I have 50% increased fire damage. - My fire damage pr. hit is then 100(1+0.5) = 150. Now I apply a passive skill point granting me +15% increased burning damage. When ignite triggers, which one of the two instances occur? 1) Burning damage = 150*(4/3)*(1+0.15) 2) Burning damage = 100(1+0.5+0.15)*(4/3) I know the difference between more and additional, but if it was just additional, the "burning damage" modifier would be redundant, and could just be replaced with the respective fire damage? Ce fil de discussion a été automatiquement archivé. Les réponses ont été désactivées.
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Bump
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That is a very rapid bump.
Increased Fire Damage applies to Fire Damage. Increased Burning Damage applies to Burn Damage. They apply to different values and are thus not lumped together; scenario 1. (otherwise, applying Resistances would be really weird; Resistances reduce Fire Damage Taken, then Burn damage is calculated from that value, and Resists are applied to the Burn damage again) |
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Are you sure it's scenario 1? Then the burning damage increase is insane. The burning damage gem and 3 pyromaniac skill point more than doubles the burning damage?
Dernière édition par henrikloev#3175, le 13 juil. 2013 à 08:26:06
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" Congratulations, you have discovered the secret of the currently most popular imba damage builds (e.g. based on Discharge or Explosive Arrow). (Actually, this is only one half of the secret; the other is that burn damage can't be reflected.) Dernière édition par Incompetent#3573, le 13 juil. 2013 à 08:55:38
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Well how I know burn damage is like this:
A Fireball does 100 Damage. It makes a critical hit with a critical multiplier of 150 % making the hit does 150 fire damage. The enemies Ingnite dealing a 50 Burning damage a second for 4 seconds with a total of 200 burning damage. Total damage is 150 fire damage and then 200 burning damage, meaning 350 damage total. ------------------------------------------------------------------------------- If we then say you have 50% increased fire damage and 15% increased burning damage and we do the math again. A Fireball does 150 Damage. It makes a critical hit with a critical multiplier of 150 % making the hit does 225 fire damage. The enemies Ingnite dealing a 75 Burning damage a second for 4 seconds with a total of 300 burning damage. With the 15 % increased burning damage it is 86,25 Burning damage a second for 4 seconds with a total of 345 burning damage. Total damage is 225 fire damage and then 345 burning damage, meaning 570 damage total. That is a 60 % increase in total damage. |
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henrikloev
" " Burning DOT = [final real burning damage] * 4/3 * (1 + increased burning damage) * (1 + increased burning duration) * (1 - enemy fire resistance) The thing to keep in mind is that fire resistance is also part of the calculation for "final real burning damage," thus fire-resistant monsters get to apply their resistance twice when it comes to the ignite damage. And a third of a third is a ninth. The Fire Penetration support gem helps, but it only penetrates on the initial hit; full resistance is still used for the actually burning damage portion. Thus, burning builds tend to be pretty reliant on curses like Flammability and/or Elemental Weakness, and thus have some problems with hexproof, fire-resistant monsters; additionally, ignite-based builds often have to spec for multiple curses, in order to incorporate defensive curses in addition to an offensive option (Temporal Chain is particularly strong as it increases burning duration). Thus, I don't feel like burning damage is hideously imbalanced, as it has counters; I just feel like these counters might not show up often enough. So although I sympathize with Imcompetent that these builds might be overly strong currently, I would not want to see them nerfed directly; simply upping the frequency of curse-resistant monsters would be sufficient.
Spoiler
Although, in my opinion, outright curse immunity should not be a monster affix, but it should be a map affix (don't like it? trade it away or reroll), and the monster affix instead should be heavy-duty curse resistance that falls short of outright immunity.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Dernière édition par ScrotieMcB#2697, le 14 juil. 2013 à 02:13:30
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Thanks for the reply, even though I knew that :) I just wanted to keep things simple. The difference in scenario 1 and 2 is still tremendous.
A point you did not mention is, that if you make mobs' fire resistance negative (e.g. as u said with flammability, ele weakness and elemental equilibrium) you scale the burning damage even more. |
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Who decided it would be a good idea for resistances to double dip on DoT?
Because it would be a hell of a lot more intuitive to just have burning damage determined by unmodified hit damage. If you roll 150 damage on the damage roll before resistances your burn damage would be 50/s, both would be modified by 50% resistance to 75 and 25/s respectively. Oh look suddenly the math makes sense. IGN - PlutoChthon, Talvathir
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The Ignite damage is based on Fire Damage Taken (which happens to be modified by Resists). I don't see how that makes for nonsensical mathematics. :/
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