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- 'Dot' redirects here. For minimap tracking dots, see blip. For the alpaca, see Dot (alpaca).
Damage over Time, generally abbreviated as DoT or simply dot, refers to inflicting some damage on one's foe which will be applied at a regular interval for a limited duration. Abilities and debuffs that inflict damage over time are referred to as DoTs. Some AoE effects also deal damage over time.
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- Damage over Time, generally abbreviated as DoT or simply dot, refers to inflicting some damage on one's foe which will be applied at a regular interval for a limited duration. Abilities and debuffs that inflict damage over time are referred to as DoTs. Some AoE effects also deal damage over time.
Accurate DPS Rankings for all specs in WoW Battle for Azeroth patch 8.2.5, based on SimulationCraft average results. Theoretical Battle for Azeroth Damage Meters using settings WoW. Spell damage is added to that damage number because the devs were high and didn’t think to add a “spell damage” statistic. I wish spell damage buffed wand damage, that would be OP as hell and make the type of wand you get matter in cases of having type damage gear.
Typically in World of Warcraft, the damage from DoTs is applied every X seconds, in ticks. Every X seconds the DoT will 'tick', dealing damage. Ticks usually deal a regular amount of damage, but in some cases (such as [Agony]) this amount increases, with later ticks dealing more. Each DoT has a base number of ticks, and a base tick frequency (often once every 3 seconds), which multiply to equal the total duration of the effect. Haste can increase the speed of ticks, causing damage to be dealt more quickly, and if sufficient, will result in extra ticks being added to the effect, roughly maintaining the overall duration of the DoT but greatly increasing both its total damage (and therefore cost efficiency) and the speed at which it deals damage.
DoTs may be applied using a variety of methods — from a spell, a trap, a weapon, a poison, or some other form. Most DoTs are target specific, but some are also used as Area of Effect (AoE) attacks.
While all damage dealing classes have some form of DoT, the Affliction Warlock and Shadow Priest are the most reliant on DoTs as the backbone of their DPS rotation.
Download hearthstone launcher for mac. See also: Direct damage, Area of Effect, Buff, Debuff, Healing, HoT, Utility.
Discussion
Damage over Time effects are most effective when they are allowed to run their full course. Also, DPS based on multiple DoTs has a significant ramp-up time as it takes several Global Cooldowns to apply them all to a target. As such, DoTs provide sustained DPS, without the 'burst damage' of an equivalent Direct Damage attack.
DoTs in PvE are most effective in extended fights against one or more long-lived targets, and least effective in short trash pulls where the targets are downed quickly, or fights that require frequent switching to new targets. Specs relying on DoTs often lack burst capabilities, or may have to use an alternate rotation (often not involving DoTs) when burst damage is required. DoT-reliant specs must decide early on whether DoTs will be required for dealing with any given target; applying them to a target that is quickly downed is a waste of mana and potential damage output, while failing to apply them to a target that takes a more significant time to defeat will usually result in similar waste of mana and damage output, due to the substitution of less desirable damage-dealing abilities. DoT-reliant Warlocks and Priests can find it hard to maintain competitive DPS against trash without high-end gear, and will often fall back solely on Area of Effect spells in those situations.
One significant advantage of most DoTs is the ability to apply them to an unlimited number of targets. This allows these specs to deal huge amounts of damage on multiple targets, albeit relatively slowly and in a manner that is often easy for healers to respond to with multiple-target heals. In PvE, on so-called 'council fights', where two or more boss targets share a health pool, this effect can significantly amplify DoT class DPS. This technique is referred to as 'multidotting'.
In PvP, DoTs are vulnerable to being dispelled, but have the advantage of continuing to cause damage if the caster is silenced, out of range or even dead. This leads to tactics such as the warlock's infamous 'dot, dot, dot, fear'. The target has no chance to dispel the DoTs until they have broken the fear, while the caster is free to heal, run away or cast further offensive spells while their opponent takes damage from the DoTs. To compensate for their vulnerability to being removed before they have fully affected a target, some DoTs will also cause additional damage or other effects if dispelled. For example, the Affliction warlock DoT [Unstable Affliction] will damage and silence the dispeller for 4 seconds.
One limitation of DoTs is their ability to break crowd control effects, such as [Polymorph]. Some crowd control spells can be modified - such as with [Glyph of Polymorph] - to remove all DoTs from the target, preventing this conflict.
As of patch 4.0.1, all DoTs can crit, and all spell DoTs and some physical DoTs innately scale with haste. Unlike prior implementations of DoT haste scaling, DoTs do not lose duration when affected by haste. This functionality was further updated in patch 6.0.1. Between patches 4.0.1 and 6.0.1, the DoT's duration would be the sum of the number of DoT ticks that leaves the final duration closest to the original duration as possible, meaning the duration would fluctuate around the original duration by up to half the tick interval as haste values changed. In 6.0.1, all DoTs retain their normal duration regardless of haste levels. The game engine will fit in as many full ticks as possible within that duration, and then finish the dot with a partial tick representing the portion of a normal tick proportional to ratio of the remainder time to the normal tick interval. For example, a 15 second DoT that normally ticks every 3 seconds ticks 5 times. With 25% haste, it will have a tick interval of 2.4 seconds. It will thus tick 6 times during the 15 seconds, over 14.4 seconds. At the end of the 15 second duration, a 7th partial tick will occur for (0.6 / 2.4) = 25% of a normal tick, resulting in an effective damage equal to 6.25 tick (5 * 1.25), representing the 25% damage increase per time interval from haste. As a result of this change, DoTs no longer have any haste breakpoints and now have a continuous increase in both their damage per second and damage per cast.
Also as of patch 4.0.1, DoTs no longer can be 'clipped'. Previously, if a DoT was refreshed before it had expired, the tick timer was reset, causing a delay of up to double the normal time between ticks between the last tick that occurred and the first tick of the refreshed DoT. Now, the tick timer is constant. If a DoT is refreshed before it expires, the duration of the DoT will be extended by up to the full normal duration of the DoT, and ticks will continue to occur at the prior interval. Between patches 4.0.1 and 6.0.1, this functionality only allowed DoTs to be 'clipped' by a single tick before duration was wasted, requiring DoTs to be refreshed between the second-to-last and the last tick to maintain uninterrupted DoT ticks while optimizing duration gain. Patch 6.0.1 extended this period to 30% of the DoT's normal duration. For example, a 15 second DoT can be extended when it has less than 4.5 seconds remaining at no duration loss (the full normal duration is added to the remaining duration). This also applies to many short-duration buffs like [Slice and Dice].
Examples
- Death Knights with [Icy Touch], [Plague Strike], and [Unholy Blight].
- Druids with [Moonfire] (in generic caster or Moonkin form), [Rip], [Rake] and [Pounce] (in [Cat Form]), and [Lacerate] (in [Bear Form]).
- Hunters with [Serpent Sting], [Explosive Shot], and [Explosive Trap] as Area of Effect DoT.
- Mages with [Living Bomb], and [Fireball], [Frostfire Bolt], or [Pyroblast] (although these are primarily DD spells, they also add a small DoT even when offspec), If specced, fire spells criticals will put on the enemy a dot through Ignite talent which deals 8-40% of the damage done for 4 seconds.
- Paladins using [Seal of Truth] and [Consecration] in a way. If specced, Divine Storm and Judgement spells criticals will put on the enemy a dot through Righteous Vengeance talent which deals 40% of the damage done for 8 seconds.
- Priests with [Shadow Word: Pain], [Vampiric Touch], and [Devouring Plague].
- Rogues with [Deadly Poison], [Garrote], or [Rupture].
- Shamans with [Flame Shock] (a DD spell with DoT). Magma, and Searing Totems may also be considered DoT (or AoE).
- Warlocks with [Immolate], [Corruption], [Agony], [Doom], [Seed of Corruption], or [Unstable Affliction].
- Warriors with [Rend], also if specced, their melee criticals will apply a Deep Wound that deals 60% of weapon damage.
Limitations
- Most spell-based or poison-based DoTs can be cured by potions or dispelled.
- Most methods of Crowd Control are broken by damage dealt by DoTs.
Tips
- Rogues and Cat Form Druids who stealth while a DoT is still on them will come out of stealth when the next tick of damage is inflicted. [Vanish] will briefly prevent DoTs from pulling a rogue out of stealth.
- First Aid and Fishing will be interrupted by a DoT.
Notes
- This term is often referred to as periodic damage by Blizzard.
- Prior to patch 3.3, classes that relied heavily on Damage over Time (and Heal over Time) effects complained of scaling issues, as their effectiveness did not increase with gear upgrades at the same rate as direct damage classes. This was remedied in the 3.3.0 patch by the introduction of glyphs for Warlocks and Restoration Druids, and a change to [Shadowform] for priests, all of which allowed the caster's Haste to affect their core periodic spells. This was further remedied in patch 4.0.1 when all spell DoTs gained innate haste scaling and the ability to crit.
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Attack power (AP) is a physical damage attribute derived from strength and/or agility and character level, that serves to increase your base weapon damage by an amount relative to this statistic. There are two forms of attack power: Melee attack power, and Ranged attack power. These can be found on your character sheet in the Melee and Ranged sections, and each form only affects the related type of weapon damage.
By increasing the player's base weapon damage, attack power improves the player's auto-attacks. Many abilities also add some percentage of attack power to the damage they deal (the attack power coefficient). Gb dmg.
Whatsapp plus free download for mac. Although characters of every class will have a listed amount of ranged attack power, the statistic is wholly meaningless to all except Hunters, Rogues and Warriors, as these are the only classes that can use ranged weapons other than wands (wands do not benefit from attack power). Hunters benefit greatly from ranged attack power, while rogues and warriors' benefit is marginal, affecting only a few abilities such as [Heroic Throw], [Shattering Throw] and [Deadly Throw].
Likewise, both types of attack power can be considered irrelevant for priests, mages, warlocks, and is generally not acquired by these specs due to gear and talent choices.
- 4Player attack power
Sources
Attack Power | ||
---|---|---|
Class | Melee Base | Ranged Base |
(Level x 3) + (Strength x 2 - 20) | ||
(Level x 3) + (Strength x 2 - 20) | ||
Druid (Bear) | [(Level x 3) + (Strength x 2 - 20) + (Agility x 2 - 20)] x 125% | |
Druid (Cat) | [(Level x 3) + (Strength x 2 - 20) + (Agility x 2 - 20)] x 125% | |
(Level x 2) + (Strength - 10) + (Agility - 10) | (Level x 2) + (Agility x 2 - 20) | |
Strength x 2 - 20 | ||
(Level x 3) + (Strength x 2 - 20) | ||
Strength x 2 - 20 | ||
(Level x 2) + (Strength - 10) + (Agility x 2 - 20) | Level + (Agility - 10) | |
(Level x 2) + (Strength - 10) + (Agility x 2 - 20) | ||
Strength x 2 - 20 | ||
(Level x 3) + (Strength x 2 - 20) | Level + (Agility - 10) |
Attack power can be obtained from a number of sources:
- Character level contributes attack power to all classes except mages, priests and warlocks
- Strength increases melee attack power for the heavy armor classes Warrior, Paladin and Death Knight, and also for the cloth wearing classes (strangely enough), and by a lesser amount for the agility based classes Rogue, Hunter and Shaman.
- Agility increases melee attack power for Rogues and Shamans, while Hunters, Rogues and Warriors gain ranged AP for every point of agility. *Druids gain AP from both strength and agility, while in feral form.
- Gear at or below level 80 can offer attack power bonuses
- Enchantments can offer a permanent AP bonus ([Dragonscale Leg Armor]) while some enchants offer procs that temporarily increase AP by large amounts ([Landslide]). Gems generally do not offer AP (although a few older Meta gems do) but gemming for strength will cause a corresponding increase in AP
- Numerous talents and buffs can increase AP, permanently ([Savage Combat]) or temporarily ([Blood Fury])
- Other players' buffs can increase AP. Note that the raid-wide AP buffs [Abomination's Might], [Trueshot Aura], [Blessing of Might] and [Unleashed Rage] are identical, and do not stack.
- Potions and elixirs can increase AP. Potions tend to provide temporary effects, while elixirs' benefits can be maintained indefinitely ([Flask of Endless Rage])
- Trinkets and some other items can also provide temporary AP through on-use effects ([Bladefist's Breadth])
Attack power from gear, items and permanent enchantments contributes equally to melee and ranged AP. Most buffs, talents and enchantment procs either increase melee and ranged attack power separately, or only increase one kind.
With patch 4.0.1, AP is no longer found on gear, instead being provided via the items' agility and strength bonuses. However, pre-4.0.1 gear often provides attack power bonuses. Beat remake ableton project download.
Auto-attacks
The base DPS of your auto-attacks (including ranged attacks made using Shoot or Auto-Shot) is increased by 1 for every 14 attack power you have. For example, an AP of 28 will give you 2 DPS. Your DPS is then multiplied by weapon speed to give the real per-attack melee or ranged damage:
If dual wielding, an off-hand weapon will also receive DPS from AP with the normal damage penalty of 50% by default. Disregarding dual wield specialization talents, the offhand damage is then: https://stereonew718.weebly.com/dmg-converter-online.html. https://stereonew718.weebly.com/blog/error-dmg-image-is-corrupted.
The bonus from attack power uses the weapon's base speed, not your attack speed (which is often faster because of haste). Thus, attack power and haste will give a greater DPS increase together than separately.
Mob attack power
Mobs have different attack power formulas than players. Damage done per second of mobs is given by:
For most mobs, attack power is about 30% of total damage; bosses have higher multiplier than trash mobs. That means -attack power debuffs have significant effect on raid mobs. The -AP debuff is capped at -30% total damage effect, as the formula suggests.
Player attack power
Hunter
Before patch 2.0.1, hunters received 2 Ranged AP per agility, whereas now they receive 1 RAP per agility. Some of this loss was made up for in AP increases from items. The reason given for this change was to keep agility from being the be-all and end-all of hunter stats, allowing for flexibility into intellect or stamina without sacrificing a large amount of AP. However, this is slated to be changed back to 2 AP along with the release of Cataclysm.
After Patch 3.0.2, hunters can gain RAP from intellect or/and stamina by Survival and Marksmanship Talent. (See [Careful Aim] and [Hunter vs. Wild])
As of Patch 4.0.6, hunters receive 2 Ranged AP per agility again. Beast Mastery hunters gain a 25% bonus (was 15% with Patch 4.0.1) to their total AP through the summary talent [Animal Handler].
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Shaman
Gta 2 mac download. Before Patch 3.0.2, shamans received 2 AP per strength. This was changed in 3.0.2 in preparation for Wrath of the Lich King. Shamans now received 1 AP from strength and 1 AP from agility.
With Patch 4.0.1, AP calculations changed again; like in Patch 3.0.2, this was in preparation for Cataclysm. Shamans now gain 2 points per level, 1 point per strength, and 2 points per agility.
The Enhancement passive ability [Unleashed Rage] improves attack power by 10% for all party and raid members within 100 yards.
Druid
Before Patch 3.0.8, many weapons listed feral attack power, making these weapons highly tailored to druids and making other weapons unusable for druids. After the patch, specific feral attack power bonuses were removed. Instead, all weapons with more than 54.8 DPS grant feral attack power equal to [(DPS - 54.8) * 14], rounded down. Only druids see feral attack power in weapon tooltips.
Druids now gain feral attack power from both agility and strength, whether in cat or bear form. This means that agility is always preferred over strength, even for a bear, which is ironic considering that the 'of the Bear' suffix denotes strength and stamina. Agility gives dodge which is essential for a bear, given that a bear cannot block or parry.
Cat feral attack power can be increased further with the [Heart of the Wild] talent by 10%.Feral druids gain a 25% bonus to their total Attack Power due to the Aggression talent acquired as part of the Feral Combat specialization.
Patch changes
Wow Damage Tier
- Patch 7.3.0 (2017-08-29): Attack Power has been removed from all player gear and replaced with Strength or Agility, except in cases where those stats would be inappropriate (such as guns).
- Patch 6.0.2 (2014-10-14):
- Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.
- Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).
- Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.
- Bonus Armor secondary stat added: Increases Armor and Attack Power for tanking specializations.
See also
Wow Damage Sim
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