I think that the most important aspect for dot builds that is not mentioned here is dot ratio per time, since dots have a limited duration in time. Dots builds are good only when they stacks in hundreds, unless some crazy multiplier nodes like venom nova for scorpion beastmasters. To do so you need to look for affixes like spell/attack speed and trying to increase number of hits per seconds adding multple sources. This is much more powerful than trying to fully maximize the damage , and i scales much better with every point of damage you add.
Are there tools like simc in wow that make it possible to concretely determine how increases to damage vs. increased application rate affect overall dps? I kind of feel like without those sorts of tools, or even a damage meter that a lot of this sort of thing is “feely-crafty” I guess you could kill the same level boss with different setups while timing yourself could be a way of coming up with numbers would work, but that’s a lot of time investment.
@@shaunybonny688 Bit late to reply but it is much less complicated than you think. The rate at which you apply DoTs is affecting how many DoTs will be on an enemy 1/1. If I apply 50% more DoTs per hit or attack 50% faster I will deal 50% more damage with my DoTs because the target will have 50% more DoTs on them. Sounds obvious and that's because it is. So what that means is that you can basically view both your application per hit % as well as your attack/cast speed as a multiplicative damage increase akin to a simple more multiplier. Now unfortunately the game does not have the best tools to show you all of those stats (application per hit can have multiple sub-categories like ignite on fire skill etc that won't be anywhere on your character screen) so that part is definitely a bit tedious. Best thing you can do is take the stats that the game gives you on your character screen and then go through your gear and passives and add all the ones that are too specific to be on your character screen. So what I usually end up doing is do that tedious process once and collect all the numbers myself and then keep them in the back of my head. And then when I wanna make an upgrade I just remember and go like "Ah a 100% increases fire damage upgrade. I have 1000% increased damage already so that's ~9% more damage." or "A 30% increased cast speed upgrade. I have 50% increased cast speed already so that's a ~33% damage increase (assuming all your DoTs come from casts of course)." etc etc. After a while looking at a stat and immediately doing that tiny bit of mind gymnastics will become natural and super quick to do almost like muscle memory. However once you have abilities that work on completely different principles, like say Cthonic Fissure for example that doesn't care about cast speed at all, this whole process becomes a lot more complicated. Best thing you can do then is hit the dummy with just 1 skill and then see how much of your DPS that ability actually contributes and then adjust above calculations accordingly. But even a tool would struggle to show more complicated setups in a concise and correct way.
Got a BM Primalist at 61 only but running a full Poison/Bleed build with Serpent Strike, Thorn Totem, Raptor and Scorpion and just absolutely melting everything at the lower Monoliths. Can't wait to get better gear and more Passive/Skill points and start min/maxing. Having a lot of fun with LE rn!
Thank you SO MUCH for this video and definition of how DoTs work in this game! I work full time and am a busy father, so time to research LE has been limited. Suggestion - create more content that shows how this ARPG varies in the mechanics, from other ARPGS. Long time Diablo player and PoE and I found myself dismissing elements like more Ignite chance because I'm used to caps from other games, or how other games use these abilities effectively. Subbed and looking forward to more content!
Needed this. Im trying to run a Forge Guard that is DoT centric since whats better than 1 thing applying dots? 12 more things and potentially more. I would also like to mention that maybe something attack speed is also a good way to scale your damage? Because you apply more for stacks in the smaller amount of time. The added factor that the FG minions also take the stats of your equipped weapon made my head explode for a while. This video helped me decide on what stats should go on my weapon and then the other pieces since FG has to be nitpicky about the weapon affixes. Best wishes to you and your channel!
Omfg finally some one breaks this down!!! I'm going Judgement Aura and totally lost. The aura isn't a hit so it seems hard to scale since it doesn't ad ignite.
If the Aura deals damage over time you can buff it's damage by getting damage over time or % Fire damage on your gear. (Pretty sure it's fire damage right?)... Also of course grab a Helmet or Chest or Relic with +Judgement on them. :)
Aura of Decay gains +4% increased damage per point of intelligence, so Int is a great stat. Spell damage won't help you at all since the ability isn't classified as a spell. It's a damage over time ability (it doesn't "hit" enemies)... So yeah, Int will help, Spell damage will not.
If you shred armor or resistances, that will increase the damage of whatever dot you're applying. I.e, if you shred physical resistance, it will buff the damage of your bleeds on the enemy.
This was really nice and well explained. I do still have a questin though: If I play a Rogue and lvl up using Puncture Bleeds with my Bow. Does Increased Bow Damage help with the Bleed damage? So far I got out of this video that inc. Physical Damage helps out in this case, obviously inc. Damage over Time too but does inc. Bow Damage or also inc. Bow Physical Damage help those bleeds too (since I am using Puncture with a bow)?
Bow damage and increased physical bow damage do not help with bleed or damage over time... The initial hit of Puncture will be harder, but not the bleeds it applies. :)
Channeling skills also count as dealing damage over time (almost always)... Be sure to check the damage tags for sure, but you should be able to scale the damage with Increases to damage over time.
@@ZucoWoW not really man, channeling and dmg over time are not tied together, for example healing hands can be a channeling spell/attack that hits. Elemental nova also can be channel and hit, not dot... The hit can apply ailments, you kinda got that part confused
Ok I have an item that says it gives +53% more fire damage and when I equip it my disintegrate does 105k dmg at least according to the damage it says. And when I equip another belt with 57% increased fire damage it now says disintegrate does 92k dmg. How is that possible? And no, the other affixes are just resistances...
Couple things. Hold ALT while hovering over Disintegrate. You'll see that it scales with Intelligence on top of all of it's other damage modifiers (like damage over time, Fire damage, etc.). I'd check if the belt you're swapping out has Intelligence on it vs. the new belt. Second, +More damage is better then +Increased damage. It's a lot of complicated math, but just know that +More damage scales better then +Increased damage. Third, Disintegrate also scales with BOTH Fire damage and Lightning damage. Check the belt and see if either belt has those mods as well. Again, as you've described the 2 belts, It's probably just the difference between +More damage scaling vs. +Increased damage.
@@ZucoWoW Thank you bro. I think I got it. One of the passives gives triple spell damage above 200 mana. What I don't understand is why since I now got it above 200 mana it still says 98k and not 105k anymore. I guess I'll figure it out. How much dmg is disintegrate supposed to do late game when it's op? Fuck the math 🤣🤣🤣
@@arishatz91 I mean... 100k per second is pretty good for end-game. I'd say it's solid for starting to get into level 100 Empowered Mono's. You can def scale it higher, but the numbers look good in general.
@@ZucoWoW The problem is it says on the spell 100k but I don't see it oneshotting anyone and it has trouble against bosses idk why. My static or says only 2000 and it oneshots enemies while my fireball sits at 20k and it needs a few hits to go off but it's very effective. My only good items are calamity and ignivars head so I went for the fire damage.
@@arishatz91 It's def tricky. I've had a similar experience with certain abilities not dealing as much damage as the tooltip says. Keep working on it, I'm sure the Devs are working on these issues. :)
While going into it would make the video to long, you should at least mention, that there are exceptions. Like the torment dot scaling with flat spell dmg.
For sure, I should have mentioned that one. I was def just trying to go over the basics for damage over time for people struggling to make those builds work, without going too far into the exceptions. :)
I'm in a big room where other activities are happening, so I have to lower the gain a lot in order to not have other voices picked up, etc... So unfortunately that's the situation I'm in. You can simply lower the volume my friend. :)
Your video is only about Dmg over time from Ailments, not all kind of dmg over time. There're skills that can deal dmg over time like Maelstrom from Primalist, Disintegration from Mage, Judgement, Javelin from Sentinels, Earthquake... also have nodes on skill tree that make it do dmg over time. Basically the skill itself can do damage over time. You can scale any dmg over time skills with flat dmg too, just like with hits. So your recommendation on "avoiding flat dmg" only is right when you are playing a build that deals dmg with Ailments.
For sure! I'm going to make a follow up video on all of those abilities that deal damage over time without inflicting ailments. I just wanted to start with this video to cover the most obvious damage over time types that exist in the game! Stay tuned for part 2.
Thank you, I've been waiting for a dot video. I love dot builds. Just applying dots and watching stuff slowly die makes me happy, I don't know why :)
I think that the most important aspect for dot builds that is not mentioned here is dot ratio per time, since dots have a limited duration in time. Dots builds are good only when they stacks in hundreds, unless some crazy multiplier nodes like venom nova for scorpion beastmasters. To do so you need to look for affixes like spell/attack speed and trying to increase number of hits per seconds adding multple sources. This is much more powerful than trying to fully maximize the damage , and i scales much better with every point of damage you add.
Are there tools like simc in wow that make it possible to concretely determine how increases to damage vs. increased application rate affect overall dps? I kind of feel like without those sorts of tools, or even a damage meter that a lot of this sort of thing is “feely-crafty”
I guess you could kill the same level boss with different setups while timing yourself could be a way of coming up with numbers would work, but that’s a lot of time investment.
@@shaunybonny688 Bit late to reply but it is much less complicated than you think. The rate at which you apply DoTs is affecting how many DoTs will be on an enemy 1/1. If I apply 50% more DoTs per hit or attack 50% faster I will deal 50% more damage with my DoTs because the target will have 50% more DoTs on them. Sounds obvious and that's because it is. So what that means is that you can basically view both your application per hit % as well as your attack/cast speed as a multiplicative damage increase akin to a simple more multiplier.
Now unfortunately the game does not have the best tools to show you all of those stats (application per hit can have multiple sub-categories like ignite on fire skill etc that won't be anywhere on your character screen) so that part is definitely a bit tedious. Best thing you can do is take the stats that the game gives you on your character screen and then go through your gear and passives and add all the ones that are too specific to be on your character screen.
So what I usually end up doing is do that tedious process once and collect all the numbers myself and then keep them in the back of my head. And then when I wanna make an upgrade I just remember and go like "Ah a 100% increases fire damage upgrade. I have 1000% increased damage already so that's ~9% more damage." or "A 30% increased cast speed upgrade. I have 50% increased cast speed already so that's a ~33% damage increase (assuming all your DoTs come from casts of course)." etc etc. After a while looking at a stat and immediately doing that tiny bit of mind gymnastics will become natural and super quick to do almost like muscle memory.
However once you have abilities that work on completely different principles, like say Cthonic Fissure for example that doesn't care about cast speed at all, this whole process becomes a lot more complicated. Best thing you can do then is hit the dummy with just 1 skill and then see how much of your DPS that ability actually contributes and then adjust above calculations accordingly. But even a tool would struggle to show more complicated setups in a concise and correct way.
Got a BM Primalist at 61 only but running a full Poison/Bleed build with Serpent Strike, Thorn Totem, Raptor and Scorpion and just absolutely melting everything at the lower Monoliths. Can't wait to get better gear and more Passive/Skill points and start min/maxing. Having a lot of fun with LE rn!
Great, i was looking yesterday for a indepth guide on overtime. Spelldamage goes out the window, thanks!
Thank you SO MUCH for this video and definition of how DoTs work in this game! I work full time and am a busy father, so time to research LE has been limited. Suggestion - create more content that shows how this ARPG varies in the mechanics, from other ARPGS. Long time Diablo player and PoE and I found myself dismissing elements like more Ignite chance because I'm used to caps from other games, or how other games use these abilities effectively. Subbed and looking forward to more content!
Needed this. Im trying to run a Forge Guard that is DoT centric since whats better than 1 thing applying dots? 12 more things and potentially more.
I would also like to mention that maybe something attack speed is also a good way to scale your damage? Because you apply more for stacks in the smaller amount of time.
The added factor that the FG minions also take the stats of your equipped weapon made my head explode for a while.
This video helped me decide on what stats should go on my weapon and then the other pieces since FG has to be nitpicky about the weapon affixes.
Best wishes to you and your channel!
This was fantastic. Thank you.
This was a very good and very informative video. Thank you.
Omfg finally some one breaks this down!!! I'm going Judgement Aura and totally lost. The aura isn't a hit so it seems hard to scale since it doesn't ad ignite.
If the Aura deals damage over time you can buff it's damage by getting damage over time or % Fire damage on your gear. (Pretty sure it's fire damage right?)... Also of course grab a Helmet or Chest or Relic with +Judgement on them. :)
The aura scales off of Healing Effectiveness and Elemental DoT rly well bc those stats can roll higher values compared to fire dmg and general DoT
Thanks for the info!
Wow, thank you for your knowledge sharing about these mechanics !
10:10 I also have a 420% chance to ignite after work 😎🔥
Haha, I didn't even realize. Well done :)
Thank you! That’s great info!
I thought shock what lightning’s dot thing. I’ll have to look and see what that actually does
Good vid mate. Few questions, I’m doing a poison dot aura of decay, wandering spirits build. Does Int or spell dmg scale with the dot?
Aura of Decay gains +4% increased damage per point of intelligence, so Int is a great stat.
Spell damage won't help you at all since the ability isn't classified as a spell. It's a damage over time ability (it doesn't "hit" enemies)...
So yeah, Int will help, Spell damage will not.
what about an increase to the skills damage from its own tree? Like Aura of Decay. Does that increase the poison dmg aswell?
Yes, absolutely! Def try to find items that increase the level of whatever skill you're using!
One question. How about shredding armour do that help? Or that is mainly for “on hit” type of dmg
If you shred armor or resistances, that will increase the damage of whatever dot you're applying. I.e, if you shred physical resistance, it will buff the damage of your bleeds on the enemy.
This was really nice and well explained. I do still have a questin though:
If I play a Rogue and lvl up using Puncture Bleeds with my Bow. Does Increased Bow Damage help with the Bleed damage?
So far I got out of this video that inc. Physical Damage helps out in this case, obviously inc. Damage over Time too but does inc. Bow Damage or also inc. Bow Physical Damage help those bleeds too (since I am using Puncture with a bow)?
Bow damage and increased physical bow damage do not help with bleed or damage over time... The initial hit of Puncture will be harder, but not the bleeds it applies. :)
@@ZucoWoW Thanks!
Can someone explain "channeling"? There's no entry in the game but many references
Your skill will have a channeling tag if it applies.
@@oFiGuReZo OK - good to know... I thought it was just using any skill
@@LakerTriangle Channeling is pretty much just a skill that you hold down, essentially full auto. Flurry is a good example.
Channeling skills also count as dealing damage over time (almost always)... Be sure to check the damage tags for sure, but you should be able to scale the damage with Increases to damage over time.
@@ZucoWoW not really man, channeling and dmg over time are not tied together, for example healing hands can be a channeling spell/attack that hits. Elemental nova also can be channel and hit, not dot... The hit can apply ailments, you kinda got that part confused
amazing thank you
Your cinder strike node says “increased” not “more”
Did I say It said "more"?
Ok I have an item that says it gives +53% more fire damage and when I equip it my disintegrate does 105k dmg at least according to the damage it says. And when I equip another belt with 57% increased fire damage it now says disintegrate does 92k dmg. How is that possible? And no, the other affixes are just resistances...
Couple things. Hold ALT while hovering over Disintegrate. You'll see that it scales with Intelligence on top of all of it's other damage modifiers (like damage over time, Fire damage, etc.). I'd check if the belt you're swapping out has Intelligence on it vs. the new belt.
Second, +More damage is better then +Increased damage. It's a lot of complicated math, but just know that +More damage scales better then +Increased damage.
Third, Disintegrate also scales with BOTH Fire damage and Lightning damage. Check the belt and see if either belt has those mods as well.
Again, as you've described the 2 belts, It's probably just the difference between +More damage scaling vs. +Increased damage.
@@ZucoWoW Thank you bro. I think I got it. One of the passives gives triple spell damage above 200 mana. What I don't understand is why since I now got it above 200 mana it still says 98k and not 105k anymore. I guess I'll figure it out. How much dmg is disintegrate supposed to do late game when it's op? Fuck the math 🤣🤣🤣
@@arishatz91 I mean... 100k per second is pretty good for end-game. I'd say it's solid for starting to get into level 100 Empowered Mono's. You can def scale it higher, but the numbers look good in general.
@@ZucoWoW The problem is it says on the spell 100k but I don't see it oneshotting anyone and it has trouble against bosses idk why. My static or says only 2000 and it oneshots enemies while my fireball sits at 20k and it needs a few hits to go off but it's very effective. My only good items are calamity and ignivars head so I went for the fire damage.
@@arishatz91 It's def tricky. I've had a similar experience with certain abilities not dealing as much damage as the tooltip says. Keep working on it, I'm sure the Devs are working on these issues. :)
While going into it would make the video to long, you should at least mention, that there are exceptions. Like the torment dot scaling with flat spell dmg.
For sure, I should have mentioned that one. I was def just trying to go over the basics for damage over time for people struggling to make those builds work, without going too far into the exceptions. :)
Link to your char / build please
Why u gotta yell in the mic dude.... You got a good mic, chill.
I'm in a big room where other activities are happening, so I have to lower the gain a lot in order to not have other voices picked up, etc... So unfortunately that's the situation I'm in. You can simply lower the volume my friend. :)
Your video is only about Dmg over time from Ailments, not all kind of dmg over time. There're skills that can deal dmg over time like Maelstrom from Primalist, Disintegration from Mage, Judgement, Javelin from Sentinels, Earthquake... also have nodes on skill tree that make it do dmg over time. Basically the skill itself can do damage over time. You can scale any dmg over time skills with flat dmg too, just like with hits. So your recommendation on "avoiding flat dmg" only is right when you are playing a build that deals dmg with Ailments.
For sure! I'm going to make a follow up video on all of those abilities that deal damage over time without inflicting ailments. I just wanted to start with this video to cover the most obvious damage over time types that exist in the game! Stay tuned for part 2.