Indeed. Like Asylum has said, there is no DoT(damage on time) conversion mechanic in game.
oh wow thatās disappointing,hope the next expansion fix thatā¦somehow.
Hi,
I just tried the mod with a Voidmancer, and the hit detection of the skill Impaling Spikes seems a bit bugged: it does not always hit ennemies in its path, and sometimes it only hits the first ennemy. Could you have a look please? 
For the rest the mod is awesome, good job! I tried the combo Maleficar+Voidmancer and their skills are pretty good looking 
They stop following your 1st targetā¦best practise is to cast target the furthest mobs;
or simply turn on the ClassicTarget option in game setting:)
Ok I will try that, thanks for the advice 
Hy i had played your mod(Redone Version) for about 20 hours and i have some words to say.
CLASSES
Warrior(Mercenary)
Combo of Nightblade and Soldier classes. For me he was wekest class of your mod. With Soldier level 20 have 1 - 2 k dps. And Warrior 300 - 400.
Recomendation make this class a weapon specialist, with passives adding certain percantage bonusses to different tipe of weapon.(I know that you have included this type of bonusses to him already, but i think it would be much better to make them like a diff dkill tree.
Voidcaller
Best class of your mod)) Nothing to say⦠but rock spikes could use a bit higher coldawn than 4 seconds.
Recomendation Harbinger could start to use model with weaponā¦
Other Classes Maleficar, Aeromancer and Archmage could use much higher weapon damage in thair spells and also more modifirs to existing spells.
PPS please make Aeromancerās shock sphere a bit faster projectile ))
Hey there! Just haver a quick question,is it possible to edit the files to make the chance of the divination and the higher xp potions drop more often? I only do normal with the classes as other difficulties are pretty much exactly the same but with higher difficulty,which is kinda boring. So if I could raise those I could realistically get to max level by the end of normal as well as all divination points.
I know I can craft those from blacksmith,but I donāt trust myself to space them out,as I know I would just use them all at once at some point (also I would need to cheat the items in or else I would just run out of them in the first 10 potions). Also,if its possible to do so would be nice to know which files to edit and with what program. Thank you 
What happened to my Skinner, where are my super expensive items??? :rolleyes:
Edit: I have re-installed the mod, now all is OK 
Iām playing a Voidcaller/Occultist. For some reason, my familiar doesnāt heal my Harbinger and Void Fiend, is this a bug?
Voidcallerās Entropy skill has 10% Life Steal. However, when I activate it, Life Steal in the Character Window will remain at 0%, and I do not feel the life conversion is done even if I use it with any weapon.
Does this life steal effect only work on damage caused by Entropy?
Yup. It does not affected by your weapon skill or any weapon-dmg, whichās typically applied in ADCtH mechanic
āWhen found on a skill, Percent of Attack Damage Converted to Health applies to all of that skillās damage.ā
*unless stated otherwise, similiar to devo global effect
or gear-based, affecting only weapon-dmg type found in any skill. 
I got it, thanks. 
I was expecting the same work as the constellation ghoul and batās life steal.
Just wanted to start by saying thank you for the incredible mod! I have been playing the original & redone for a few weeks now and enjoy them both.
Some general feedback and questions:
-
I know you can craft potions in redone, but have you done away with flask drops altogether? Are they just in later difficulties or much more rare than the original? Iād love if you could bring these back in redone. They were one of my favorite elements of the original.
-
Do elite and boss spawns ramp up as you progress in redone? I have noticed a considerable amount of regular monster spawns, but the elites seemed to have been toned down from original. Am I just imagining this or was it an intended change?
-
After many melee builds I would really like to give Archmage a try as a primary. But I am pretty terrible at figuring out what to pair it with. I prefer direct dmg builds and am wondering what would round this combination out well against dangerous content.
Keep up the good work & really looking forward to the unreleased classes!
Hy any news about update ?
BTW I can make some uniques for your classes if you want )))
Did I do something wrong or am I missing something?
The only added masteries I see are Archmage, Maleficar, Warrior, Voidcaller and Aeromancer. Or is that correct with the current version of Cataclysm Redone? Just checking because Iām new to the mod. Thanks 
So, been playing this again, enjoying the heck out of it still.
Iām running a Shield/mace build for maximum silliness, and I was wondering where the Blueprints reliably drop for this modās items.
Do they mostly come from the lockers? Or from some types of enemies?
Also, finally managed to collect part of one of your mod sets,and itās damn strong.
So, I hope the other set items arenāt super difficult to get.
I mean, itās a two item set, but still.
I think it was called the Brutal Smasher set.
Okay, what the hell is going on?
Why can I no longer undo skill points at the Spirit Guide lady?
Iām trying to remove all the points from my Oleronās Wrath, and itās refusing to let me.
It gets rid of the skill points when I click on it, but then it just resets and does nothing. 
Are you not allowed to remove skill points now?
WTF.
Also, in other news, I used a Mysterious locker and it dropped nothing at all. That made me sad. 
First of allļ¼this mod is amazingļ¼
Thenļ¼I played Cata before and now I play the Redone.
Is there something new sets of staff which combine the new jobs and the oldļ¼
Some new legendary suit to support an old job+a new oneļ¼
another bug i found- none of the quests to unlock additional inventory bags work which is pretty annoying
I have not ever run into the inventory bag problem. That is really awkward.