I am specifically asking for a poison druid build I am theorycrafting. For example, rabies, standard attack and vines all cause poison.
Do these ticks stack for:
- each separate source of poison
- multiple applications of poison by the same skill (ie claw)
Thanks in advance. I imagine other builds such as a bleed barb have similar questions.
Pretty sure bleed, poison, and burning all work similarly and add time rather than damage. If you did 2 attacks that did 50 damage over 10 seconds you would get 100 damage over 20 seconds. I’m pretty sure it doesn’t add up making it into 100 damage over 10 seconds.
Not positive though.
I think they overlap.
So you hit with a stack causing X damage over 10 seconds.
Then you hit again, the damage dot is increased until that first overlap wears off.
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Completely wrong. Even on face value extending only time makes zero sense. DoT builds would be terrible if you couldnt even increase their dps. Having a DoT last 8 hours is useless if its still doing worthless dps.
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Would be nice to know for sure.
Each skill has its own application. Sorcerer passives make that clear.
As for multiple applications for the same skill, I think it depends. Fire Bolt seemed to stack duration and a very minor amount of extra DoT damage on top. Extra Fire Walls do nothing.
I’m pretty sure DoTs from different sources apply unique DoT effects. I’m less sure about multiple effects from the same skill applying some sort of multiplier. So if you cast Shred and Rabies it stacks, but not if you use Shred twice in a row.
you misunderstood him. He just meant if you apply the same dot from the same skill it will just overwrite the old, so it would seem it is extended, while in reality its just replaced.
But each Skill has their own rules.
- Dot puddles for examples overlap.
- Skills on enemies directly like bleed do not overlap if not statet they do.
- But applying 2 dots from different sources(skills) usually work simultanous.
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I wish we get a debuff bar on the enemy health just to make sure. It’s going to suck if I can’t put 5 instances of bleed onto one target when all my skils and legendary aspect proc bleed.
This is definitely not how it functions for Barbarian bleeds. Specifically the Lunge Bleed perk.
I’ve tested it a bunch of times and looked over footage, they stack up and maintain independent durations.
I did not test burning or poison.
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It would not be hard for Bliz to mention in the tooltip…
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A couple of things here. One, Blizzard has bosses that are immune to most CC. Secondary effects (like stun, chill, petrify) will work but not the main skill. So, to some extent, AoE stuff does not need to stack because it is worthless against these bosses. Two, it seems to change from condition to condition. For instance, chill or freeze (which can cause a person to slow) does stack from similar or different sources. However, similar sources of slow do not stack. I know that Envenom is supposed to stack with other poison sources. I hope that separate sources will stack but I doubt that single skill re-application will stack.
Unless it says it stacks or rolls, it probably just refreshes the duration.
Note: roll means the dot is refreshed with the remaining dmg added to the new application. So spamming would make the tick dmg peak, but increase infinitely.
Common sense is not so common. It applies to everything Blizz does.
And when they did it, they show it as a revolutionary idea and the rest of us just saying: “dude…”
HELLO requesting BLUE response for this thread. From my testing it just overrides the psn dmg ticks with the strongest poison applied last. So if you have multiple sources you are just wasting them by proccing them before a bigger one. HOWEVER, I think if you are going pure psn build you would benefit from just having a source of psn up at all times regardless if it is a trash source. For SURE after testing they do not stack the DMG does not increase and the duration does not go up. Tested this with Creeper Vine and Shred.
That’s not correct. Bosses are not “immune” to CC, it’s just that the CC effects go into the stagger bar. When the stagger bar is filled the boss then gets CCed and vulnerable.
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Hello,
May you clarify better this, please. Maybe with an example. You say stun or chill work, but they are cc effects and bosses are immune to them.
Yes stagger mechanic… But practically they are immune.
I had a Trap Rogue (Caltrops, Poison Trap) for the Dungeon with the Rogue class quest in it. Since traps cover an area, they are considered Crowd Control (CC) and do not work. However, bosses can be staggered. According to Sphynx, it is with each application of a CC skill. Also, they can be petrified but not as much as normal. Hopefully, this is enough to clarify.
So you are saying that all cc effects don’t apply, but only contribute to stagger bar. This means that a build based on cc control effects does not work. Let’m make and example.
If I have:
My frost bolt does not chill, does not explode, does not generate mana. And this will be valid for all cc skills. In this situation I have a build with totally broken/not working mechanic and with no working sinergies between skills.
It will be a pain, and you will play a full boss fight with no-build character. We will lose also all legendary effects based on cc, basically reducing a legendary to a simple rare.
Honestly it feels that stagger mechanics does not compensate for this.
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Wait, are you saying dropping two firewalls under a boss doesn’t do twice the damage?
Are you sure about that? I really don’t think that is correct. If it is it will change all the best players playstyle.
Barbarian bleeds certainly do stack damage, builds would not make sense otherwise.
No idea about werewolf poison but different sources add to the damage separately . I would think the same attack should stack as well or the shred passive that adds poison damage would be even worse.