Insight on DoTs?

How do Soulblaze, Burn, and Bleed work? What are the damage tables? Did a quick google, but didn’t come up with any conclusive answers…

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https://www.reddit.com/r/DarkTide/comments/17h0n9h/how_dot_damage_works/

I literally searched ‘dot darktide’ and got this first result. Basically this thread + ogryn ‘light em up’ talent has a max of 31 burn stacks making it the ultimate of all.

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i know there is little to be gained from upgrading T3 bloodletter to T4 bloodletter, because since bleed always cap at 16 you always hit max cap with 2 special attacks no matter what

but there is a big gain from upgrading T3 Infernus to T4 infernus because burn has a custom cap between the different sources

T3 Infernus caps at 9 stacks, T4 at 12, and Ogryn Light 'em Up talent at 31

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This entry didn’t come up in my search results, ty.

Uh…u in china?

Worth noting that various sourced boost dot dmg, including most confusingly close range damage from dum-dum on infernus weapon fire dots (at any range), or other vet close range buff.
Soulblaze can exceed the weapon’s 16 from other sources, IIRC internally it’s also maxed at 31.

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One is blue, one is orange and one is red.
image

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is that table still correct? much can have changed in 9 months.

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Yeah even that thread had some questionable sources, read the top comments, mine is there right after:

I think a lot of your stuff may be conjecture, and I believe u/Vermallica is correct on the 31.

If you want definitive data you’re going to have to dig through the LUA code to get the right values, it involves a lot of digging and tracing.

e.g. see the 31s in here (note source is v1.2.1, not updated for #14 yet)

P.S. You can see intervals, durations in sourceetc.

They didn’t datamine the stuff fwiw so take everything they said w a grain of salt.

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Light 'em Up still do 31 stacks, tested in psykanium with debuff indicator, but in patch 14 when in the patch notes they decreased the number of stacks per shot from 3 to 2 they also adjusted the burn cruve so that it would result on a lower max stack damage output

BUT i could be wrong AGAIN, and the difference in damage was caused by the bleed nerf in the same patch

immagine

since i was doing my tests with mkII ripper gun with fleshette

the guy mentioned patch 14 so his values should be accurate, bleed and burn were not touched since

31 stacks mean you should get 625 damage per tick from burn on unyelding, post patch 14

I don’t think anybody said otherwise?

All his tests were done with the healthbar mod with “observations” and trying to extrapolate tick rates and stuff to fill in the non-obvious gaps, so certain things should be taken with a grain of salt.
Damage values vary, so go test with your gear, buffs, talents etc.

did this with 0% ranged / unyelding damage buffs

it caps at 600 damage with 31 stacks of burning, its pretty accurate with his test i’d say

now before patch 14 i would do something around 1050 damage per tick, but the tests might have been dirty

the thing is his charts are completely wrong about the curve, 1 stack does 2 damage, 2 stacks does 8

they go like this

2 8 16 28 42 59 78 100 123 148 174 201 229 257 286 315 344 372 400 427 453 478 501 523 559 573 585 593 599 600 600

where 286 would be the 15 stacks tick, which is close to his 300 at 15 stacks

thing is i think Unyelding apply some armor rating to DoT like the rest

that would be 95% armor instead of 100%

but i strongly believe the true Unyelding armor type would be 96% because if you do 0.96 x 625 you get exactly 600 which is the damage i get at 31 stacks with flat bonuses

ok as i’ve uncovered all the numbers i get a super weird curve, that increase slowly at the start to then decrease slowly at the end

the 30 and the 31th stacks both do the same damage 600

i believe here is when they nerfed the cap in patch 14, there are 2 different curves

immagine

also the fact that we have a repeating number in the end is telling, this curve has been modified after the 24th stack!

so i fixed the curve to something that would make sense as the burn stack curve in patch 13 but it doesn’t change by much, the cap would be at 628

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I did this same chart months ago after that thread and that looks about right, but don’t quote me. I think I saved it…somewhere.
Pop a red stimm and see a nice boost, I always carry one on gunlugger for bosses and oh-craps.
It’s nice going from 600 (*on this loadout) to 782/tick stimmed, and that’s without other team buffs going, and no “dmg on reload” talent.

DoT’s are similar but not exactly the same.

  • Dmg scaling: I don’t remember the exact dmg numbers and they do vary slightly, but it’s close enough to the same in practice. All DoT’s have a logarithmic dmg scale: At first each stack doubles the total dmg before it, then increases it by 50%, until tapering down to ~+15-10% at 14-16 stacks or so… going even lower when reaching for that global cap. At T5 difficulty they do no real dmg up to 4 stacks. At 6 stacks they kill horde (& sometimes snipers), 8+ specials, 12+ elites.
  • Dmg frequency: ~1 tick/s
  • Duration: Soulblaze lasts for 10s, burn 8s (iirc), bleed 3s. Each DoT then deprecates by 1 stack per second, ticking with decreasing dmg every time.
  • Stack cap: I think the global cap is 31 for all of them, but for bleed in practice it’s 16 iirc (not 100% sure here). Reaching the global cap requires talents that aren’t capped.
  • Stacking & multiple sources: DoT’s are a debuff so 2 burn spammers will not do double DoT dmg, but merely cap the DoT faster
  • Any source needs to be able to apply the DoT to refresh it, so if the DoT is already at your weapon’s / talent’s cap, you can’t refresh it until it drops lower than that. Refreshing it both applies the stacks and applies the full duration again.
  • Dmg type: DoT’s count as ranged dmg and are increased by talents & blessings affecting it (exception: buffs to the ranged weapon specifically). Buffs like “+dmg while staggered” likewise impact all dmg including DoT’s.
  • Armor: DoTs suck against carapace, unless you have rending / brittleness
  • Criticals: For SB & burn, crits apply 2 stacks of the DoT

Basically the dmg courve looks like this (ignore the numbers, it’s just a general image):

But tldr;
Dots are incredibly powerful if used well, but that logarithmic dmg increase means you need to apply enough stacks & fast enough to reach the breakpoint stacks. There are a ton of practical examples on how to play with them and how the talents etc. work and synergize that I can share later when I have time. :smile:

my loadout is flat, stock, 0% modifiers

i reckon DoT damage is affected also by:

armour damage perks (Unyelding) on the weapon you are wielding
ranged damage talent nodes
strenght potions (combat stims)
Fire Team Aura and any abilities buffing base damage or ranged damage

and its not affected by the base stats of the weapon, so a 1% damage ripper gun should yeld you the same amount of damage per tick of a 80%

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