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- Bleed/Poison/Burn Damage signigantly too low
Bleed/Poison/Burn Damage signigantly too low
Warhammer 40K Bug ReportI use the psyker bleed power and it'll hit for 4k(no crit) and the bleed ticks are 70s with their hp bar barely moving. This was on a mission of my level with enemies being counted as armored. Next mission, same level, large warp resist(78 i think) on an armored target hitting for less than 1k bleed for 50?
I also noticed the damage being off with other things that cause the poison and burn effect.
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There are various debuffs applied on the targets usually so increasing their damage would be too OP. We are not planning to change this.
I was tired(Insomnia sucks) when i posted this so I don't think i was clear..
The abilities say do 20% of the initial damage per second for 5 seconds(100% of initial damage) but you do something far less that I can't even figure out what it's based on because it's not damage dealt.
For me the ability comes out to do about 2% of the damage dealt(non crit) 5 times for a whoping 10% damage on a skill that is already weaker that my main powers. It doesn't matter if i crit, it can't crit on the ticks, and almost nothing seems to boost it's damage from all the various sources that affect everything else. I know the buff from crit kills that give +100% damage when stacked doesn't work but bonus on shocked/slow and against debuffed targets might be as well as kill streak i think.
Theres so many buffs and I know some aren't working on it as i just was experimenting and hit for 200 a tick on a 10k crit, I know the fact i crit doesn't matter just some context on the damage i did making it do 10% more over 5 seconds but it was from some wierd combination of other things.
Bleeds state that they do 20% of the INITIAL DAMAGE per second for 5 seconds. This sounds like if i hit for 4k i get 5 bleed ticks for 800 but it looks like it's 20% of your base damage on your character sheet. The other thing is that none of your bonuses that would seem to affect it, don't. Like +200% warp damage bleed ticks the same as a physical damage bleed.
There are various debuffs applied on the targets usually so increasing their damage would be too OP. We are not planning to change this.
So we just got an acknowledgment that DOT (damage over time) builds that revolve around maxing out various DOT damage types (Heat, Poison, Bleed, Warp, Burn...) are "working as intended".
Meaning that they don't work and we should stay away from any Perks and Passives that affect DOT's as they are just broken and won't be fixed.
P.S. I'd like to say how minimalistic this response was. So much so that i can compare it to the amount of information we get about those "various debuffs applied". The size of the icons and their legibility make it so that the "red squares" are totally useless.
As we received numerous feedback on DoTs, we will test and balance them accordingly. Thank you all for your response!
Other than all confusing details, it works better than in most ARPGs and has it uses - annoying groups with 5% HP left after 1-2 hits are safe to leave there to die, and make gameplay faster and better. Exactly as some easy to identify stuff, concurrent to DoT place, does.
WE WANT THE DAMAGE FORMULA, ALL THREE PARTS, SOME OR MAJORITY MAY NOT UNDERSTAND IT INITIALLY, BUT SOME WILL, AND SHROUD OF DARKNESS WHICH COVERS EVEN SUBTLE THINGS OR NOT SO SUBTLE MUST GO AWAY - 'IS IT WORKING', 'WHEN IT ISN'T WORKING IF AT ALL', 'HOW MUCH IT ACTUALLY WORTHS, COMPARED WITH' - ARE ALL IMPOSSIBLE TO SEE IN UNCONTROLLED CONDITIONS.
Otherwise, We, The Snakefist, will compile a comprehensive what-if list of confusing matters - say from beginners point of view, because not everyone can rely on ARPG experience and especially VH experience (where solutions *may* be the same). It will be posted here, so everyone is welcome to contribute, and hopefully mostly done until Monday.
Set this current order state as My default.