Burst damage is a form of instant DoT, we already had this well known and established in the decay meta of war and BGs
Wtf is "instant damage over time"? 😂 They're contradicting each other
That's where you went wrong kiddo, you used real world naming schemes and logic in a game. You can't think of DoT as Damage over Time, you just have to think of DoT as an object that a damage type, and a duration. The damage type can be many different things, including physical, energy, bleed...etc. Then the duration can be 0 seconds, 1 second, 2 seconds...etc.
The game engine goes, hey a DoT has been placed on the opponent, do some damage when it is initialized, and repeat that damage (or recalculate depending on implementation) every .5 seconds that the DoT is there.
That's the basic way the game likely sees DoTs. So the devs just tell red hulk to do a DoT of duration 0 and have the damage be based on how much damage the hit did.
@Pikolu with all due respect to your very sensible answers: providing the explanation for why something works the way it is, does not mean it's not a bug. Indeed, every bug in the game (and almost every bug in all software code) arises from the code working exactly the way it's written. The problem is that the way it's written does not agree with the way it's designed, or the way we expect it to work.
If the game designers coded up burst damage as zero-duration DoT, then I think that could reasonably be called a bug. DoT is a damage type, yes, but the *design purpose* of that damage type is to represent *damage over time* - thus the name, "DoT". If that damage type is being hijacked to implement burst damage, then it's no longer working according to its design, and I see that as a bug.
It's sure easier to argue rather than read. DOT effects, AND Passive damage types. They are not the same. One are the debuffs, and one are the burst rednumber damages
It's sure easier to argue rather than read. DOT effects, AND Passive damage types. They are not the same. One are the debuffs, and one are the burst rednumber damages
Damn. Well well well everybody including me read it wrong because title of the node DOT immune. Crazy how the human mind works and how it's the same for so many people.
Indeed not passive damage over time types but just passive damage types. Damn again.
Because the game was coded that the burst damage isn't actually a burst, but a DoT with duration 0 or something like that so you get a 1 frame burst of damage. Game engine was created over 10 years ago, blame the people who made it that way, not the ones who have to use it that way now.
AKA "spaghetti code and that's why we have so many bugs every patch"
It's sure easier to argue rather than read. DOT effects, AND Passive damage types. They are not the same. One are the debuffs, and one are the burst rednumber damages
Wild to take a condescending tone right out the gate when you don’t consider the title of the relevant node. It says “D.O.T Immune,” not “Red Number Immune.” In the context of that title, a reasonable reading is that the “passive damage types” clause refers to DOT effects that operate under those mechanics (for example, Void).
Poop is still poop no matter where it came from. The constant need for the community to make sense of this stuff ourselves is just ridiculous. It's like they expect the user base to have master's degrees in theory, function and context. It's a game .. it's not some science project I want to have to figure out with library books.
They should have just left it as DOT immune. DOT immune only makes it a worthy fight in this event while not making it a poop fight which is what it stands as now.
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If the game designers coded up burst damage as zero-duration DoT, then I think that could reasonably be called a bug. DoT is a damage type, yes, but the *design purpose* of that damage type is to represent *damage over time* - thus the name, "DoT". If that damage type is being hijacked to implement burst damage, then it's no longer working according to its design, and I see that as a bug.
DOT effects, AND Passive damage types. They are not the same. One are the debuffs, and one are the burst rednumber damages
Indeed not passive damage over time types but just passive damage types. Damn again.
Am i doing this right?
They should have just left it as DOT immune. DOT immune only makes it a worthy fight in this event while not making it a poop fight which is what it stands as now.