01. If you cast Haunt/Locus Swarm or the like on a target, and THEN use a damage-increasing ability like Mass Confusion (Paranoia), Piranhas, Hex, or Big Bad Voodoo (Slam Dance), will the DoT damage automatically increase, or does Haunt/Locust Swarm need to be reapplied for the increased damage to take effect?
02. How is Crit Chance/Crit Damage factored when it comes to Haunt/DoT damage? Without knowing how they factor into the overall damage it's hard to tell sometimes which items are better (as far as raw damage is concerned). For instance, I've got two gloves:
526 int, 10% crit chance, 35% crit damage
vs
695 int, no crit chance, 48% crit damage and 10% cold damage
I'm guessing the latter is probably better damage wise, but I'm sure how big of a hit the lack of 10% crit chance really is.
As far as I know DoTs can crit. It doesn't show as yellow crit damage but the DoT will tick for much higher than normal. It's like if you cast the DoT spell and it casts as a crit, then your ticks will all be higher.
DoTs currently take a look at your stats and then apply a DoT that does an average based on your stats. They do not auto-update if you get more damage for whatever reason, but they WILL update if mobs get debuffed.
Before the last patch, DoTs would do a /roll to see whether or not it would crit. If it did crit, the entire duration would all be critical damage, and if it didn't, normal damage with no extra damage, so you would "fish" for crit casts.
Now, DoTs do a static amount of damage based on crit chance, crit damage, ect.
So if you do 100 damage baseline, but you have 10% crit chance and 100% crit damage, you will always do 110 damage. Previously you would have 100 damage DoTs 90 out of 100 casts, and 200 damage dots 10 out of 100 casts.
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02. How is Crit Chance/Crit Damage factored when it comes to Haunt/DoT damage? Without knowing how they factor into the overall damage it's hard to tell sometimes which items are better (as far as raw damage is concerned). For instance, I've got two gloves:
526 int, 10% crit chance, 35% crit damage
vs
695 int, no crit chance, 48% crit damage and 10% cold damage
I'm guessing the latter is probably better damage wise, but I'm sure how big of a hit the lack of 10% crit chance really is.
Before the last patch, DoTs would do a /roll to see whether or not it would crit. If it did crit, the entire duration would all be critical damage, and if it didn't, normal damage with no extra damage, so you would "fish" for crit casts.
Now, DoTs do a static amount of damage based on crit chance, crit damage, ect.
So if you do 100 damage baseline, but you have 10% crit chance and 100% crit damage, you will always do 110 damage. Previously you would have 100 damage DoTs 90 out of 100 casts, and 200 damage dots 10 out of 100 casts.