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Damage Over Time
Damage Over Time (otherwise known as DOT) are interesting because they aren’t exactly classed as taking damage. Whilst they aren’t complicated, they do deserve mention because of a few rather interesting properties.
While DOTs do deal damage to a player, most spell effects that revolve around a target taking damage are not triggered by the DOT damage type because the property it uses isn’t classed as damage.
A DOTs strength is measured in pips of regen. Each pip signifies 2 health per second. If you have negative pips (pips in the left direction) you are loosing life, whilst if you have possitive pips you are gaining life. The total amount of pips in either direction is capped at a maximum of 10. This cap is after all the additions of possitive and negative pips have been made.
For example, if someone has life siphon (-2), life transfer (-7 pips) and conjure phantom (-5) and mending (+3) on them, they will have a total of -11 pips. However due to the cap, the player will only suffer -10 pips (which is -20 life per second). The extra 1 pip isn’t lost, but is simply not applied.
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http://gwvault.ign.com/View.php?view...s.Detail&id=86
http://gwvault.ign.com/View.php?view....Detail&id=298
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For example, a warrior/mesmer which heavily relies on DoT damage, using Conjure Phantasm and Sever Artery to do 8 pips of health degeneration. And you're so "lucky" to meet a warrior/monk who carries healing breeze.
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All taken from definitions found by doing a search in google "Guild Wars DoT damage over time". Still confused about what exactly a DoT is? I found thousands of definitions on google, and I can keep putting them up here for you if needed. None of these definitions are being made up by me, in fact, I knew what the classification of a DoT was a long time ago. But I guess obviously ALOT of people don't really know what a DoT is, otherwise they would of pointed this out to you first off. Because it sort of weakens your argument a bit when you don't have the classification or definition correct to begin with. This is only being put up by me to help strengthen your argument by the way, not meant to attack or annoy you. If you write up a suggestion to Anet about DoT AoE's, then they probably won't know what the heck your talking about for a while at first. Hexes fall into a seperate category but can be also concidered as DoT's, like conjure phantasm, phantom pain, life transfer, life siphon, suffering (a Dot AoE), etc. Necros have always been famous for DoT spells in alot of games, but Spiteful Spirit is in no way a DoT, hex, but not a DoT.
I was also reading in your suggestion thread, and it seems nobody there really had any idea of what a DoT was either. One guy even thought Meteor Shower was a DoT. But for me making up definitions, how about a big "how about no?" to that. Do it yourself once, and look at all the definitions and articles what not mentioning what DoT's are pertaining to Guild Wars, and you'll see I'm not making up anything at all. Another good way to tell if your inflicted by a DoT in game is to look at the color of your health bar. It turns hot pink when effected by a hex DoT, turns green when effected with disease or poison, turns dark red when effected by sever artery or when bleeding occurs, etc.
Oh, I guess I lied about not posting again, but I don't make up definitions about things. Did you read this part on my first definition giving the most common examples?
Examples
There are many ways a DoT comes into use during the course of a role-playing game. Here are a few practical examples. Keep in mind that Damage Over Time is not limited to these examples; the creativity of players and role-playing game designers allows for far more variations beyond these. The ones listed are the most common types.
* Burning: For character classes that are spellcasters, a DoT might take place when a flame spell strikes a target and causes that target to be set on fire, causing burn damage every second. The target may take damage from the initial strike of the spell.
* Bleeding: A non-caster such as a weapon-wielding “Melee” class may strike the target with a sword, causing the target to bleed, losing life either incrementally or at a steady rate.
* Draining: A spell may be cast for no other reason than to inflict damage slowly.
* Stealing: The target may have its life taken away to be given to the enemy who attacked it.
* Poisoning: The target may be the victim of a poisoning attack which remains until the poison is removed or the effect reaches its predetermined length.