tModLoader

tModLoader

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Scaling DOT Debuffs
   
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Mod Features: Gameplay Tweaks
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
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39.745 KB
27.7.2024 klo 2.48
11.8.2024 klo 22.05
2 muutosilmoitusta ( näytä )

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Scaling DOT Debuffs

Kuvaus
Damage over time (DOT) effects on npcs such as fire, frostburn, poison, etc, will scale up based on their max health.
Against small enemies there is almost no difference, but against bosses you might see a 3-5x boost to the DOT.
This does not affect players. Multi-segment enemies like worms have the scaling reduced based on the number of segments.

If "r" is the amount of time in seconds it takes a DOT to kill an npc from full health, then:
at r ≤ 10 -> 1x dot
at r > 10 -> start scaling up slowly
at r ≈ 64 -> x2 dot
at r ≈ 211 -> x3 dot
at r ≈ 526 -> x4 dot
at r ≈ 1110 -> x5 dot
at r ≈ 2100 -> x6 dot

If you have multiple DOT debuffs, they are added together before the scaling applies. This means there are some diminishing returns.
This works with ALL effects that use negative life regen to deal damage. It should work with any mods too.

The actual formula for the scaled DOT is:
threshold -> t = 10
exponent -> x = 0.4
number of body segments -> s
scaling factor -> r = ( max health / ( t * dot * s ) )
final dot = dot * r ^ ( x * 12 / ( 12 + Log(r) ) )
The threshold and exponent can be configured.
tModLoader ScalingDOT lähetti viestin:
Developed By Zombieseatflesh7
24 kommenttia
Atrupelador 25.6. klo 20.22 
I agree with Juni: Would it be possible to make Damage over time duration stack up with more hits? so could stack up 10 minutes of ON FIRE and poison on an enemy, damage over time class
Pelinal Whitestrake 15.6. klo 3.19 
This should have been a feature of the game... thank you sir :thisfish:
Juni 8.5. klo 5.13 
Would it be possible to make Damage over time duration stack up with more hits? so could stack up 10 minutes of ON FIRE and poison on an enemy, damage over time class :3
TwelveYO 25.11.2024 klo 22.38 
DOT, which until now had been as transparent as air, was finally seen as an ‘ choice’. Thank you.
Jestre The Grandest Fool 1.11.2024 klo 16.36 
Can you add a config option to allow player applied dots to scale?
Zombieseatflesh7  [tekijä] 28.8.2024 klo 1.46 
The formula was rewritten to reflect how it looks in the code, but it is the same
Turtle835 27.8.2024 klo 16.42 
Hey, Isn't the new formula incorrect?

The previous formula was DoT * r/10 but now it's no longer dividend by 10. I calculated and apparently using this new formula, Frostbite does 1057 DPS to brimstone elemental, That's insane. With the previous formula, It does 276 DPS or 0.35% total health per second which is pretty reasonable.

Correct me if I'm wrong.
Zombieseatflesh7  [tekijä] 11.8.2024 klo 22.09 
I made the scaling account for the number of body segments now, and i also made the formula configurable.
The next person who says its unbalanced is getting eaten by DOG
Turtle835 11.8.2024 klo 13.42 
Excellent mod, Very good balance. I don't know where these people who say it's OP against high health enemies are coming from.

I tested it and found out that a debuff with 120 DPS (Calamity's Sulphuric poisoning) takes ~1900 seconds to kill a boss with 2,500,000 Health IF it's inflicted all the time, Dealing ~1315 DPS or 0.05% health per second, Which isn't OP at all as banishing fire already does 0.2% per second without this mod.
Also by that point of the game your weapons already deal +15k DPS at least.

It's just a passive DPS boost and by no means anywhere near as strong as the weapon itself. It finally makes debuffs atleast usable.

Definitely make a configuration option for this mod, It could be like adjusting the DPS and duration multipliers for every debuff, Or even for every specific debuff.

And maybe also make another mod that gives debuffs some other side effects, Like poison reducing enemy defense, etc.
diamonje 8.8.2024 klo 12.42 
This would be perfect for the Zaunite Chemist class.