regen doesn’t stop when dot is active AND dot is planned to add onto itself for 2s each hit AND self synergy will be removed
so, the damage dealt from the DoT is still significant, but reduced by the regen as of now?
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
Not exactly reduced, but I think both of them aren’t mutually exclusive. The DoT dmg will still be dealt, but regen will also still occur.
… Right?
yes you’re correct, regen and dot occur at the same time
neat
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)
125/125 juggernauts, knights, and paladins have 75% damage, but think about it this way.
everyone gets 50% damage, leveling anything other than vitality gives you bonus damage, so full vitality gets 50% damage (warden)
if you’re thinking of being tanky, i’d suggest going a non-vitality build while getting good armor from cernyx or getting titanium armor from chests
Yeah, that was exactly what I was thinking. It’s more worth to just gear yourself with armor and amulets than just going the vit route.
Vit probably will get much stronger once spirit weapons are out though.
argos set boosts intensity which boosts your resistance aura to give even MORE health
Pretty sure stats are 75% of your damage and level’s 25%, so a character with full vitality would have 25% damage output
wait i thought stats didn’t effect damage at all and it was the build that determined damage
and by that i mean that as soon as the game thinks you’re a berserker, your magic starts doing like 9 damage

On the glass vs Acid thing here is an image from a table I made comparing all magics to glass a bit ago

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
Acid still looks just like a better glass though. Especially since it’s hazards are actually good and work.
Destruction honestly isn’t that important. It can occasionally make some difference, but not that much when compared to size, damage, synergies and clash.