Boss Kill Timer doesn’t like to work when there are so many bosses. Cata Spawn 4k HP. First DoT applied stays and can’t be overwritten, other than Beam Staff buildup (in case anyone didn’t already know).
I’m surprised that flamethrower have that kind of low dps, but its probably only staff that better work without lingering flames. And didn’t they changed that full charged flamethrower deals more damage?
Okay, Beam questions. If I want to reliably burn stuff down with the most powerful DoT, which appears to be M1 Beam, how do I know when I’ve got the DoT on? If I mouse away from target after a tic and go back to target, can I still build up Beam DoT? Or does small DoT stay if you mouse off target at all?
I thought the Beam burn damage scaled with duration, but it applies the full burn after 1 second (the time it takes to get 1 stack of barrage). Don’t know if they changed the burn scale or if it was always like that.
Yeah, I tried to hold just short of burning to show that it takes at least 1 second to burn.
With Famished Flame the beam doesn’t do much damage. Only like 5.75 at full buildup.
Not sure what you mean by this. Not seeing these numbers.
Yes, it only has 1 level of burn damage. I thought it used to depend on how long you held the beam before. Although, the burn damage changes mid burn depending on buffs. For example, if you don’t have any ‘power vs’ on your staff and burn an enemy it will burn for 25 and if you switch to your melee which has ‘power vs’ WHILE the enemy is still burning, the burn damage will go up to 28.
Also, I’m curious when they added burn damage to super armor. I’m assuming 2.0.
Well if you are just talking about Kaboom then the tic rate depends on distance from the target. If your ULT target circle is touching the enemy it will be a slow tic, and if your ULT circle is not touching the enemy it will be the fast tic.
It’s not even that simple. A while ago I did some testing (in keep, and only on dummies, so not fully reliable), and the results were interesting. Here’s the relevant post. In short, it seems that in a certain range band between a bullseye hit and the normal outer edge for Fire Walk, the game for some reason applies what seem like extra ticks of burn with possibly slightly different rate from normal. They’re still apparently considered a single DoT, though, which results in a huge tickrate, especially for Lingering.
In my experiments, the range added by Kaboom! only put out the normal ticks (iirc), but the results may vary. I’d be interested to see footage of testing that from a couple of different people, both to ascertain whether my tests were correct and whether conditions change the outcome. If these results are correct, it indicates buggy behavior for Fire Walk.