Dots from the same source don’t stack when converted

A trivia, the frostburn and decay on Scourge are not stackable if converted to the same type.
Don’t forget Stonefist which has 800% WD. :hugs:

Indeed, using Scourge is mainly for its racial damage instead of its skill.

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aeh what now?
is that like an instance like that former weapon dot augment bug, unique to Scourge, or applicable to all multi dot weapon attack skills? :thinking:

I think all multi dot. Like Arcanist’s Overlord, its burn, forstburn and electrocute can stack. But if you convert them to the same type, they become unstackable.
Another examlpe, Elemental Storm (Rhowan’s Crown). Its 3 element dot are not stackable if converted to the same type.

that’s because those count as flat/global wd, and are rolled individually, so essentially just become the same 1 source rotated in/out right?
Which should be different than stuff/flat directly on a skill (i’d hope?) :thinking:
Because that also then begs the question if it affects dots added via modifiers, so like adding poison dot mod to abb becomes meaningless because of inherent frostburn present, so wont stack :sweat_smile: - or bunch of conduit dots are null

Different node or different modifiers can stack. I didn’t test ABB, but DEE can stack with Ember Calling.
I think one node, or one modifier with multi dot cannot stack. But I haven’t done such detailed tests.

For Scourge, I specifically tested it. More accurately, I used Scourge to test racial damage, but I mistakenly equiped Gargoyle Waistguard, causing me unable to calculate the correct damage. :sweat_smile: I checked my calculation process for 10 minutes. Finally I found the two dot are not stackable if converted.

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your insights are invaluable as usual :pray:, albeit slightly depressing sometimes :sweat_smile:

edit, yea at a glance it doesn’t look like stun jacks dot on Full Spread gets combined either, - even tho tooltip/sheet will actually claim it does


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Dude, what the actual fuck

This has to be a bug. How can you be punished for converting to your dmg type?

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It definitely seems weird that these DoTs can’t stack:

I can see them not stacking if it was a “100% chance for one of the following:” type of DoT damage listing. Listed like it currently is would suggest ability to stack… :face_with_spiral_eyes:

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@medea_fleecestealer can this branch about the dots, starting from mi023’s post, be moved or duplicated to bug reporting section, please?

with the headline of smth like “Dots from the same source don’t stack when converted” or anything else you deem appropriate.

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Done it. :slightly_smiling_face:

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This is baffling. So what happens to those unstackable dots? Like if you have a tri-elemental dot source like Overload or Rhowan’s Crown proc that you convert into single element (like Cold with dual Chillhearts for example):

изображение

Do we only get 196 in 2 of Frostburn in the end? And not 588 in 2?

196 in 2.
10 char

So other dots just disappear into Aether completely? Or do they somehow remain in their element?

No conversion, total dot is 196*3.
Dual Chillhearts, fire → cold, total dot is 196*2.
Beronath, elemental → physical, total dot is 196.

without conversion it should be 196 in 2 x3 right?

so it just disappears

i guess you could test this by converting overload to pure cold since the burn and electrocute components have damage ranges and can roll higher than the base frostburn.

Woah, this is crazy. I’ve been making DoT builds for a long time now and didn’t know this. Maybe this explains why DoT builds feel weaker than flat damage. Poor Scourge relic… WTF :smiley:

Any input from devs? Is this intended or broken?

Once converted, it would read:

1080 Frostburn Damage over 3 Seconds
1080 Frostburn Damage over 3 Seconds

so it applies max(1080, 1080) = 1080 Frostburn Damage over 3 Seconds.

now do it from 2 entries and see why that logic doesn’t make sense :smile:
eg splitting it over 2 skill nodes or 2 modifiers, now it’s magically added together/applied combined correctly
*if anything it makes less sense specifically when the multi dot on weapon issue was fixed

If this is indeed some sort of bug, I would be very curious to get a glance at the specific engine issue that caused it!