@MaxQuest I tested Bleeding Cut and I do think the DoT damage is reduced by underpenetration. I consoled an ukaizo guardian for test and the bleeding cut DoT shows like 1 or 0 per tick.
Yeah, that's most likely.
Not to mention that it is triggered by the same ApplyStatusEffectToEnemyByDamageDealt as Wounding Shot and Deep Wounds, and those definitely use postDR damage.And I now understood why I had a feeling that it is preDR:
- it acts a little bit like lash. And lashes take preDR damage, and apply it vs the AR type they target.
- I applied a lot of stacks to Neryscirlas before the Safeguard trigger. And after the trigger was seeing red numbers pop of similar value, so I stopped paying attention.
edit - I assumed bleeding cut was post-PEN damage based on some early stuff, but I haven't used it a lot, and MaxQuest tends to be right about these things (though not always ), so just probing for more details
Am only human ^^
I'd like to have enough free time for all the tests, but usually I don't\
That's why if I am not 100% sure in something I add stuff like "iirc", "I would expect" and so on.
As for Bleeding Cuts, was waiting for weekend to test it. But dunehunter already did)
Edit: @MaxQuest, based on your Quote of code I think there is some bug with 'ApplyOverTime' in compare with 'ApplyOnTick'. As you can see both Deep Wounds and Wounding Shot is using ApplyOverTime as its ApplicationType and both is bugged? to only deal 10% damage instead of 20%. Or 30% over x second instead of 20% as you get one extra tick on hit so it's 10% on 0 second, 10% on 3 second and 10% on 6 second so 30% in total. Anyway either the description is unclear or the implement is vague.
Can't tell without testing, but wouldn't be surprised.
ApplyOverTime uses it's value as "total base damage". So 20% would have to be divided between 3 ticks in:
- 6.66% on 0s
- 6.66% on 3s
- 6.66% on 6s
And either it indeed does so, and there are rounding errors (which make it look like 10%). And this better be tested with a custom weapon that has 100 min and 100 max damage.
Or there is some error in the code that computes the tick damage as [total / (duration / tick_interval)] instead of [total / (1 + duration / tick_interval)]. Because there is that immediate tick on apply.
Btw, I have taken a look at Maiming (from Effort sword)
"BaseValue": 0, // it's parent has "BaseValue": 0.15,
Which confirms your test.
You might argue that the description is 20% damage over time so it is 20% damage in total, not per tick. But the problem is Maiming(Effort sword) also has the description of '15% damage as raw over time'! and it IS 15% weapon damage per tick haha!
Maiming uses ApplyOnTick.
Deep Wounds uses ApplyOverTime)
Wounding Shot: works exactly same as Deep Wounds.
There is a small difference:
- Deep Wounds stacks with itself
- while Wounding Shot has UseLongerDurationIfAlreadyApplied
Btw, do you think if it was really gamebreaking if Maiming and Wounding Shot used StackIfAlreadyApplied ApplicationType
Edited by MaxQuest, 18 April 2019 - 08:32 AM.