
Make every tick count
Trace Poison, Burn, Bleed and Decay over time.
The first tick happens right away.
Interactive example
POISON / BLEED / BURN / DECAY5 ticks × 120
ENTER STATS / SET UP THE EXAMPLE
True DoT skips armor, resistance, block and Absorption. Delayed fire hits use another path.
Go deeper when you need to.
Open a note for the formulas, worked cases and exceptions behind this example.
01Two different mechanics can look like damage over time
True DoT: Bleed, Poison, Burn and Decay rating, plus timed effects whose native type is DoT. They pass through the tick path, bypassing armor, resistance, crit, Dodge, block and Absorption. They still use level factors, damage amplification and Weaken; special invulnerability or execution rules may apply.
Scheduled hit packets: a fireball’s burning follow-ups, turret bullets, storms or projectiles spread across time. They remain normal hits and resolve hit defenses. Repeated visuals do not establish true DoT.
02Exact tick timing
Attaching a timed DoT immediately ticks once, then schedules another tick every 1,000 ms strictly before expiry. A 5-second effect ticks at 0, 1, 2, 3 and 4 seconds. It does not wait for the first second, and it does not tick again at 5 seconds. An effect removed early loses its pending ticks.
Case: a 120-per-second Poison skill for 5 seconds. Five ticks give 600 before level and amplifier factors. At ×1.75 amplification and Weaken factor 0.5, each tick is 105, total 525. Armor does not change that true DoT result.
03Persistent gear DoT and timed skill DoT
The final sheet’s Bleed + Poison + Burn + Decay contributes a combined persistent DoT budget against the current enemy on the global one-second tick. Timed skill effects have their own immediate-first tick schedule. They should not be counted as a new full-duration stack on every visual hit.
Reapplying one skill from the same caster refreshes/replaces that instance. A different caster has a distinct instance. Some effects can spread or split their tick across recipients, so “per target” must be checked for that skill.
04Case: damage moved into the future
A 1,000 direct packet split into 700 now and three 100-point fire hit packets at +1s, +2s and +3s still has a 1,000 raw budget. The follow-ups use hit defenses separately. With strong Absorption, the total after defense can be lower than one unsplit 1,000-point hit.
05Consume is not duplicate
Thief’s Detonate Poison consumes its own remaining Poison effect ticks and removes those effects. The reviewed Wizard consume hooks act on the caster’s active wz_21 Decay effect. If three 100-point ticks remain, consuming realizes a 300-point remaining budget, not another 500-point full-duration application. The corresponding skill references describe eligibility and delivery.
06Source and assumptions
Reviewed against installed QuestAway 1.0.6, revision 888f97419a53. Examples use shipped defaults and explicit hypothetical combat situations; they are not measurements from a player's account. Unless stated, examples use equal levels, one living target, no special boss phase, no passive/gear proc and no live server override. Source limits.