Burning Damage Question

How exactly does Burning Damage work past the 100% mark?

For more clarity, say you have a skill that deals entirely Burning Damage, and you hit a mob that has 100 health with a skill that deals 100 Burning Damage over 4 seconds. Is there a point in hitting that mob again with the same spell? Does the new spell hit, even with the same spell, add it’s Burning Damage on top of the previous Burning Damage already ticking without renewing the duration (or even renewing the duration, because 175 over 4 seconds would be better than just 75 over 3)?

Or is it pointless to keep reapplying Burning Damage to an enemy with the bar already entirely taken by the DoT, and should you (I) change to a direct damage spell afterwards?

Stacks the same as it always has. Enemies can be shielded and healed.

Aspect of Engulfing Flames: While enemies are affected by more damage over time than their total life, deal 30%-40% increased burning damage to them.

Can be put on an Amulet or Two Hander for more of a bonus.

Otherwise, it’s the reason Fire Ball has a passive that boosts based off applied burning damage.

What “same”? We never had Burning Damage in a Diablo game.

But from what you’re saying, I should assume that when an enemy already has their entire health taken by Burning DoT, more DoT just stacks up additively? The previous DoT gets summed up with the new one I’m applying and the duration gets refreshed?

I’m not 100% sure, but my impression is that every application of a DoT under the hood is its own separate thing doing that much damage over whatever duration. You can stack a bunch of DoT effects at once and the scrolling combat text that pops up is just adding any current DoT damage together to make displaying it easier and not spam your screen with as many numbers.

So yes even if you over stack DoT damage past 100% of their health, you will end up killing a target faster because you have more individual DoT applications ticking at the same time to increase the DPS.

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It’s what I was assuming too, but I thought I should see other people’s opinions to realize the true viability of Fire Sorceress.

So far it is working, so I guess I’ll keep going and see how far I can take it.

You are right.

It works the same regardless of how much health the enemy has, since enemies can still be shielded and healed while burning.

Each DoT is it’s own spell. The game may usually add them all up for one bulk number, but each one does its own damage for its own duration. It does, occasionally, break down and you’ll see a bunch of smaller ticks showing how it actually works.

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Just so you know, Combustion and Fiery Surge skills do nothing at the moment, so if you want to go the burn way, take that into consideration.

I mean, Combustion is garbage of the highest order, the Sorceress has no Key Passive tuned for Burning even if it was working. I’m running 5 different ways to apply Burn Damage, plus Teleport, even then at best I would be getting a 20% bonus damage. In a Key Passive. If it was working, fine, at least it’s a little more damage, but it’s honestly complete trash as a Key Passive.

Fiery Surge though, DEFINITELY is working. You get the tooltip, the values on the character sheet change. Even the mana bubble fills up faster, it’s very noticeable. And since there’s no Patch Notes mentioning anything about Fiery Surge (which fine, I know Combustion also isn’t mentioned in any PN but it’s actually not working), I’m gonna have to take this one with a grain of salt. But I’ve been playing my Fire Sorc all day, and Fiery Surge was definitely working. Unless the tooltip, value change on the character sheet and mana bubble filling faster all lied to me somehow.

From the wording on Fiery Surge though, there’s a slight chance that you think it isn’t working because YOU are not the one killing the Burning enemy, the DoT is. PoE has taught me to apply 3 different Masters at English to interpret what is actually written in a skill or effect, so maybe that’s it. You need to apply direct damage to the Burning enemy, killing it with said direct damage, to gain the benefit. This could not be the case though, but all I can say is that Fiery Surge was definitely working for me.

Burning instinct is bugged also:
here are 3 bonuses that should be counted for Burning Instinct crit damage, but they are not:

  1. base 50% crit damage
  2. crit damage from Esu’s Ferocity
  3. crit damage from Devouring Blaze
    Tested all of them and the burning damage is same with or without them :confused:

Sorc is so weak compared to other classes, that it makes no sense that these bonuses should not be added to Burning Instinct…

Yeah, when I created the topic I saw a post about it, basically it’s only working with Increased Critical Damage from items, not from your own skills.

Which I would definitely qualify as a bug.

You’re playing the wrong sorc build then…:grin: