tModLoader

tModLoader

61 ratings
Scaling DOT Debuffs
   
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Mod Features: Gameplay Tweaks
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
Posted
Updated
39.745 KB
27 Jul, 2024 @ 2:48am
11 Aug, 2024 @ 10:05pm
2 Change Notes ( view )

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Scaling DOT Debuffs

Description
Damage over time (DOT) effects on npcs such as fire, frostburn, poison, etc, will scale up based on their max health.
Against small enemies there is almost no difference, but against bosses you might see a 3-5x boost to the DOT.
This does not affect players. Multi-segment enemies like worms have the scaling reduced based on the number of segments.

If "r" is the amount of time in seconds it takes a DOT to kill an npc from full health, then:
at r ≤ 10 -> 1x dot
at r > 10 -> start scaling up slowly
at r ≈ 64 -> x2 dot
at r ≈ 211 -> x3 dot
at r ≈ 526 -> x4 dot
at r ≈ 1110 -> x5 dot
at r ≈ 2100 -> x6 dot

If you have multiple DOT debuffs, they are added together before the scaling applies. This means there are some diminishing returns.
This works with ALL effects that use negative life regen to deal damage. It should work with any mods too.

The actual formula for the scaled DOT is:
threshold -> t = 10
exponent -> x = 0.4
number of body segments -> s
scaling factor -> r = ( max health / ( t * dot * s ) )
final dot = dot * r ^ ( x * 12 / ( 12 + Log(r) ) )
The threshold and exponent can be configured.
Originally posted by tModLoader ScalingDOT:
Developed By Zombieseatflesh7
24 Comments
Atrupelador 25 Jun @ 8:22pm 
I agree with Juni: Would it be possible to make Damage over time duration stack up with more hits? so could stack up 10 minutes of ON FIRE and poison on an enemy, damage over time class
Ghost of kampala 15 Jun @ 3:19am 
This should have been a feature of the game... thank you sir :thisfish:
Juni 8 May @ 5:13am 
Would it be possible to make Damage over time duration stack up with more hits? so could stack up 10 minutes of ON FIRE and poison on an enemy, damage over time class :3
TwelveYO 25 Nov, 2024 @ 10:38pm 
DOT, which until now had been as transparent as air, was finally seen as an ‘ choice’. Thank you.
Jestre 1 Nov, 2024 @ 4:36pm 
Can you add a config option to allow player applied dots to scale?
Zombieseatflesh7  [author] 28 Aug, 2024 @ 1:46am 
The formula was rewritten to reflect how it looks in the code, but it is the same
Turtle835 27 Aug, 2024 @ 4:42pm 
Hey, Isn't the new formula incorrect?

The previous formula was DoT * r/10 but now it's no longer dividend by 10. I calculated and apparently using this new formula, Frostbite does 1057 DPS to brimstone elemental, That's insane. With the previous formula, It does 276 DPS or 0.35% total health per second which is pretty reasonable.

Correct me if I'm wrong.
Zombieseatflesh7  [author] 11 Aug, 2024 @ 10:09pm 
I made the scaling account for the number of body segments now, and i also made the formula configurable.
The next person who says its unbalanced is getting eaten by DOG
Turtle835 11 Aug, 2024 @ 1:42pm 
Excellent mod, Very good balance. I don't know where these people who say it's OP against high health enemies are coming from.

I tested it and found out that a debuff with 120 DPS (Calamity's Sulphuric poisoning) takes ~1900 seconds to kill a boss with 2,500,000 Health IF it's inflicted all the time, Dealing ~1315 DPS or 0.05% health per second, Which isn't OP at all as banishing fire already does 0.2% per second without this mod.
Also by that point of the game your weapons already deal +15k DPS at least.

It's just a passive DPS boost and by no means anywhere near as strong as the weapon itself. It finally makes debuffs atleast usable.

Definitely make a configuration option for this mod, It could be like adjusting the DPS and duration multipliers for every debuff, Or even for every specific debuff.

And maybe also make another mod that gives debuffs some other side effects, Like poison reducing enemy defense, etc.
diamonje 8 Aug, 2024 @ 12:42pm 
This would be perfect for the Zaunite Chemist class.