Noticed today on my AM ?when doing some PvE stuff that the damage of DoT's won't increase if you apply a spirit/toughness debuff after they been applied, meaning their damage snapshots the targets defenses and the damage stays the same? Tested in PvP too.
Is this intended? Seems counter initiative to a lot of mechanics/flow of things.
Snapshotting?
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Re: Snapshotting?
Tested this with engineer ages ago (helped by Arthur in Bitterstone). Seems to be a difference between RoR and WAR.
Re: Snapshotting?
Is this also true for activating Unshakable Focus after all the DoTs?Jaycub wrote:Noticed today on my AM ?when doing some PvE stuff that the damage of DoT's won't increase if you apply a spirit/toughness debuff after they been applied, meaning their damage snapshots the targets defenses and the damage stays the same? Tested in PvP too.
Is this intended? Seems counter initiative to a lot of mechanics/flow of things.
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Re: Snapshotting?
I'm not certain that is working as intended (as someone else said I recall the WAR servers behaving differently), but intuitively that is how I believe they SHOULD work. The damage calculation should be done at the time of the cast, not on every tick.
Re: Snapshotting?
Yeah as Sigimund says, been like this for ages. See https://github.com/WarEmu/WarBugs/issues/1444
Aetir
Re: Snapshotting?
It has a lot of implications for engineers: corp resist debuff, M2 UF and now the buffs to improvised upgrades.
Re: Snapshotting?
Yes, I don't intend to change it. I view the actual effect of a DoT (i.e. how it physically damaged you) to be resolved at strike time, and the ticks represent how that original effect is hurting you over time. If you get struck with a DoT that makes you bleed while an armor debuff is up, you don't bleed less because your armor was repaired. Similarly an existing effect does not get worse because your resistance to it was lowered after you were originally struck.
It should be noted that this affects only damage which is precalculated, i.e. DoT effects. Channeled effects recalculate every tick.
It should be noted that this affects only damage which is precalculated, i.e. DoT effects. Channeled effects recalculate every tick.
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Re: Snapshotting?
Does it work the same with healdebuffs tho??
HoT effectrs aplied before HD still heal at 100% vallue instead of 50%?
HoT effectrs aplied before HD still heal at 100% vallue instead of 50%?

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Re: Snapshotting?
The problem is, that was an inteded behaviour and classes were "balanced" around it, thats how for example UF helped SW/SH and to a lesser extent engi, put everthing up and play with the travel times to use it a the correct moment for maximum pontential.
And i am the first one who brought up that you should just remove UF for engies but truth still stands, right now they get a powered snipe and maybe 2 gcds more out of it, isntead of that on top of increased dot damage. Its quite the nerf.
And i am the first one who brought up that you should just remove UF for engies but truth still stands, right now they get a powered snipe and maybe 2 gcds more out of it, isntead of that on top of increased dot damage. Its quite the nerf.
Re: Snapshotting?
The effect only applies to offensive stat/toughness (because strength or ballistic skill gain is irrelevant after the attack's already been made) and to armor/resistance for much the same reason. I was forced to allow damage modifiers to affect skills that were already cast due to... Unshakable Focus.
Healing debuffs are calculated per tick, like damage modifiers.
Healing debuffs are calculated per tick, like damage modifiers.
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