tModLoader

tModLoader

Scaling DOT Debuffs
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.
WitePybro 7 Aug, 2024 @ 9:36am 
Finally, percentage based DOT, as it always should have been
Ryris 4 Aug, 2024 @ 8:39pm 
I really like this mod. Kudos to you.
刘畅-x64 4 Aug, 2024 @ 10:09am 
very nice QoL mod
Chet Walters 4 Aug, 2024 @ 3:24am 
FINALLY. Thank you for this. Will there be an option/config to make DoT more powerful? I'd like that for fun, on my playthroughs. If possible, ofcourse. GG man.
toos 4 Aug, 2024 @ 12:05am 
HOLY SHIT THE SPLAT CAT GUY!!!!
rocksinshoe 3 Aug, 2024 @ 4:11pm 
bame you cunt i swear if you ruin this mod with your dogshit balance philosophy
Zombieseatflesh7  [author] 3 Aug, 2024 @ 8:03am 
I will try making this mod configurable, but it's gonna be pretty hard for players to understand what the numbers mean. In addition, the script i wrote to detect worm enemies doesn't seem to work on bosses like astrum deus.
Sumenora 2 Aug, 2024 @ 1:02pm 
against really high HP targets this can be quite broken...soo you might want to test this against any bosses that has over 1,000,000 HP...otherwise 1 debuff can do more damage then the weapon itself
J. Bame 1 Aug, 2024 @ 4:28pm 
I could math out more examples but i think you get the point, this buff is too much and feels like it was calculated in a vacuum without considering that stacking DoTs is pretty damn easy without compromising a build or playstyle. The effect on normal enemies shouldnt be underestimated either, DoTs are fine there and they can get increases of 1.25x to 2x with this mod

making DoTs scale against bosses is a fine idea on paper but in practice it'll take a very complex formula to make it actually balanced, you gotta consider that most things that inflict DoTs are good weapons against bosses on their own and were never balanced around having their DoTs be this strong
J. Bame 1 Aug, 2024 @ 4:24pm 
Hardmode DoTs deal more or less 25 dps at base, this turns into 111 against 25k HP (average HP of a hardmode boss), this is as more than Daybroken and more than half the base DPS of an average hardmode weapon

frost armor + cursed flames flask + shadowflame knife deals almost 200 DoT, summon a queen spider for Venom and you get 272, basically the base DPS of Hallowed bar weapons, and this is a build that would already be good without this mod installed
Foxtrot 1 Aug, 2024 @ 9:28am 
Finally DoT will be useful, thank you so much
rocksinshoe 1 Aug, 2024 @ 8:23am 
pretty good stuff thanks for making this! its like that one old 1.3.5 mod that never got ported, i will check how this feels ingame and report back.
Zombieseatflesh7  [author] 27 Jul, 2024 @ 1:29pm 
I don't think its overpowered, but we will have to play with it to find out for sure.
against a 2,800 hp king slime or eye of cthulu, setting them on fire will do 17 dps, which is pretty reasonable for that stage of the game. When you consider that dot effects are constantly wearing off and need to be reapplied, its actually less than that
Carlos 27 Jul, 2024 @ 7:58am 
Wouldn't this make it too overpowered or? How's the balancing?