Boeroer, you said:
"Concerning INT, there are diffferent types of DoT effects: ones that do more damage with more INT and others that are not dependent on INT.
The first group works in a way that INT adds more of the same ticks and therefore adds damage with ongoing duration. So here higher INT is better.
In the second group the overall damage is fixed and gets spread over the duration. Obviously, in this case it's benefical to have low INT because the damage is applied more quickly.
The first group are things like Envenomed Strike, Shining Beacon, The Dragon Thrashed and Deep Wounds for example. The second group would be wounding enchantment, Boar Tusks (druid), (Runners) Wounding Shot and also Enduring Flames (Goldpact Knights)."
and then I asked: "If it is an initial hit + dot, the dot damage depends on the base damage of the initial hit ?"
and you said: "Those are two independent rolls."
I have the feeling that there is something wrong. When I look at examples of the second group (low int means the fixed amount of damage is applied faster), those are the ones where the dot is x% of the initial hit applied over time. The term fixed refers to the amount of the initial hit. This would mean there is no second roll.
Can you give me an example where you have one roll for the initial hit and another roll for a dot caused by this hit?
I know that there is a second roll if there is a status effect on hit, but at the moment I cannot remember a second roll for damage.
When writing this I found more questions:
- Do dots cause an interrupt roll? (If yes, is it the initial roll or each tick?)
- I just wrote that status effects on hit use a second roll. I know this is true for "normal" status effects. What about unique on hit effects of some weapons (marked, desoriented, . . . ). Are they always applied or is there a roll? If there is a roll, against what defense is rolled?