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Posted (edited)

From my observation, both HoT(heal on tick) and DoT(damage on tick) is bugged in some degree. I raise the following example to demonstrate my opinion.

 

Fighter Unbending, so we know fighters get heals from damage he takes, actually the in-game mechanism is the system applies a HoT on fighter whenever he takes damage. This logic seems flawless, but there is something wrong here. Lets imagine the case where a fighter activates Unbending, and get 100 x 5 damage in a row, and here is how things goes:

 

100 damage, 25 HoT -> 100 damage, 50 HoT -> 100 damage, 75 HoT -> 100 damage, 100 HoT -> 100 damage, 125 HoT -> normal tick after 3 sec, 125 HoT -> normal tick after 6 sec, 125 HoT -> ... -> end.

 

We can see the red letters are the issue ones, every HoT not only stacks with itself, but triggers a tick instantly when being hit. Imho how it should work is like this:

 

100 damage, 25 HoT -> 100 damage -> 100 damage -> 100 damage -> 100 damage -> normal tick, 125 HoT -> normal tick, 125 HoT -> ... -> end.

 

The problem with the current system is, with enough damage, your HoT is bigger than damage you take, and every time new damage comes, the HoT is triggered and therefore u become immortal during unbending. Imagining u get hit by 100 damage, with 10 x 1 damage in coming. So you will get healed like this:

 

100 damage, 25 HoT -> 1 damage, 25 HoT ...x10 -> normal ticks.

 

So we can see you only get hit by 110 damage, but u are healed 275+ hp...

 

Same as DoT, the more hit you do, the higher the ticks are and it is triggered everytime u hit.

Edited by dunehunter
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4 answers to this question

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Posted

H dunehunter,

 

Ill get this added for the devs to look into. Sorry for the late reply!

 

Best,

 

-Caleb

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I like big bugs and I cannot lie...

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Posted

This is still occurring. Quite broken when you can just launch a Missile Salvo on your tank with mobs grouped around him and he leaves it at full health, while everything else dies instantly.

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