i don’t pay much attention when i’m using my magma mage, but wouldn’t regen get in the way of the total damage dealt by the DoT? the main point where i notice my DoT doing extra damage is at the very end of it where the person’s health was already super low (about 50 or below) after getting hit by a blast or placed explosion (these are op for when i can’t aim btw)
i tested it and regen scales with max health and i don’t think ~1000 health builds are that popular, and i could get a ~16 damage magma dot with ~80 power as a mage rn
btw everyone regens 0.4% of their max health in combat
Builds are tending towards getting more hp now then?
Honestly, not surprising considering the fact that a single mage can just be on your general proximity, spam max range self explosion and deal more than 70% of your health.
Do you know how much HP each point in vitality gives you? Or isn’t that worth it since apparently, Vitality also actively lowers your dmg, from what i’ve heard (not sure if it’s true though).
my juggernaut friend (2.5k health, jesus) does like 60 damage per sailor style m1 and my berserker’s iron leg m1s do like 125 (i have 70+ power, but that’s still a crazy difference)
Shouldn’t Bleed be included on DoT instead of being something of it’s own, which alters the final result?
I would also argue that destruction isn’t THAT important (at least compared to the other stats) and if ‘Hazard Level’ means things like puddles, clouds & etc. Glass’ rubble that should spawn on the ground is almost nonexistent right now. Too little of them spawn, too close to one another and too small in size to be relevant as puddles and clouds are.
The table was made for a tierlist, to measure a magics “glassiness”. It was purely to measure how similar to glass for a tierlist, just ignore the bleed and hazard level section please.
Hazard level is 0.5 if the magic causes rubble/puddles/clouds, and 1 if those rubble/puddles/clouds deal damage over time