Calculating burning damage/ignite damage?

ops, forum would not update correct.
btw, here's the aforementioned patch

http://pathofexile.gamepedia.com/Version_1.0.2
Post your Passives, and any possible Damage you may have on your gear (Rings, Uniques, etc.)

And I'll do the math for you. ~.^

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CantripN escreveu:
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mark1030 escreveu:
Check the patch notes from the damage over time patch. Don't remember which one that is, but if you want the answer, you'll take the time to look through them. Or you could just trust what he said is true.


I read those notes, and did so again. And for Fire Trap, Searing Bond, Righteous Fire, it makes perfect sense. But it does NOT say if it double-dips or not for Ignite-based Burning (that is, Burning damage cause by Chance to Ignite or a Crit). Most things in this game don't, like for example the Evasion & Armor nodes only affect you once if you have Iron Reflexes.

I'm currently PLAYING a DD-ignite build, and I still don't know :D

Most things (everything) in this game is very simple and straightforward.

Burn/Ignite Damage is based on the Fire Damage (unless otherwise noted on a Unique) that a Hit/Crit does. That Hit/Crit is affected by the modifiers that affect it. Then the Burning Damage is, now after the Dot buff/rework, affected by any modifiers that affect it.

So in the case of Fire and Elemental Damage, it double dips. Penetration does not double dip, because it is an "On-Hit" effect, and that occurs when the hit happens, so Penetration is only applied once, to the initial hit that the Burn is based on.
EA IGN: We_Have_Monk_at_Home

*Burnt out and waiting for either PoE1 League or new PoE2 Classes.*
Última edição por Sheriff_K#3938 em 24 de abr. de 2014 18:05:20
Since somebody kindly located the correct patch notes, here's the relevant lines:

Generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.

I don't really see why there is confusion. If it's taking fire damage over time, it's modified by increased fire damage. If something is ignited, it's taking fire damage over time. If something is standing on burning ground, it's taking fire damage over time. If something is standing in a Righteous Fire effect, it's taking fire damage over time. If something is standing in a Searing Bond stream, it's taking fire damage over time.

The "double dip" is:
1. something got ignited by fire damage which gets modified by fire damage nodes, thus making the ignite stronger since ignite burning damage is based on the magnitude of the hit. The bigger the hit, the more burning damage it takes
2. something taking fire damage over time takes more damage with fire damage nodes.

Two separate actions, both of which gain the fire damage modifiers, thus the double dip.
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