GuildWiki

GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

READ MORE

GuildWiki
(Pointed out difference between continous and discontinous DOT)
(clean up)
Line 1: Line 1:
 
Abbreviation for "Damage Over Time". Commonly used to describe skills that distribute damage to their target over a period time, rather than all at once.
 
Abbreviation for "Damage Over Time". Commonly used to describe skills that distribute damage to their target over a period time, rather than all at once.
   
Please note that there are two types of ''damage over time'':
+
There are two types of ''damage over time'':
   
* Continous health degeneration, as explained [[Health | here]], caused for example by spells like [[Conjure Phantasm]] or many [[Conditions]] like [[Bleeding]].
+
* Continous [[Health | health degeneration]], such as the damage inflicted by [[Conjure Phantasm]] or [[Conditions]] like [[Bleeding]] and [[Burning]], expressed as arrows pointing left on the health bar.
* Repeated damage in small discountinous portions, usually each second, for a certain amount of time, as caused for example by [[Balthazar's Aura]], [[Chaos Storm]], [[Eruption]] and many other spells, especially [[AoE]] spells.
+
* Repeated damage in small discountinous portions, usually each second, for a certain amount of time, as caused by [[Balthazar's Aura]], [[Chaos Storm]], [[Eruption]] and many other spells, especially [[AoE]] spells.
   
These two must not be confused! The important difference between these two is that in the latter case, each portion of damage counts individually, so for example a protection spell or armor that "reduces damage", like for example [[Shielding Hands]] will reduce each small portion. Also, each portion triggers effects that are based on taking damage, like for example [[Healing Seed]] or [[Balthazar's Spirit]], as opposed to continous health degeneration, which triggers the effect only once (or not at all?).
+
An important consequence of the difference between these two is that in the latter case, each portion of damage counts individually, so protective spells like [[Shielding Hands]] or armor that "reduces damage" will reduce each small portion. These portions will also trigger spells which activate upon taking damage, such as [[Healing Seed]] or [[Balthazar's Spirit]], but continous health degeneration will not trigger an effect at all.
   
 
Some people exclusively mean ''health degeneration'' when they say ''damage over time''.
 
Some people exclusively mean ''health degeneration'' when they say ''damage over time''.

Revision as of 12:01, 3 October 2005

Abbreviation for "Damage Over Time". Commonly used to describe skills that distribute damage to their target over a period time, rather than all at once.

There are two types of damage over time:

An important consequence of the difference between these two is that in the latter case, each portion of damage counts individually, so protective spells like Shielding Hands or armor that "reduces damage" will reduce each small portion. These portions will also trigger spells which activate upon taking damage, such as Healing Seed or Balthazar's Spirit, but continous health degeneration will not trigger an effect at all.

Some people exclusively mean health degeneration when they say damage over time.