History Main / DamageOverTime

28th Oct '16 7:55:03 PM Nevermore2002
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* In ''VideoGame/GrimDawn'', almost all form of attacks have a damage over time variant: physical (trauma), fire (burning), cold (frostburn), lightning (electrocute), acid (poison) and vitality (vitality decay).

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* In ''VideoGame/GrimDawn'', almost all form of attacks have a damage over time variant: physical (trauma), (internal trauma), fire (burning), (burn), cold (frostburn), lightning (electrocute), acid (poison) and (poison), vitality (vitality decay).decay) and bleeding.
27th Oct '16 3:13:33 PM Nevermore2002
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* In ''VideoGame/GrimDawn'', almost all form of attacks have a damage over time variant: physical (trauma), fire (burning), cold (frostburn), lightning (electrocute), acid (poison) and vitality (vitality decay).
12th Jul '16 5:17:27 AM IamTheCaligula
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* In ''VideoGame/{{Undertale}}'', this is part of what makes the battle with the [[VillainProtagonist Genocide Run]] final boss, [[spoiler:Sans the skeleton,]] so grueling. His attacks deal only 1 damage in theory, but they don't trigger MercyInvincibility and thus hit for 1 damage every frame you are in contact with them... and on top of that, even when you're no longer in contact with them, they leave a slow damage over time effect (which turns part of your life bar purple, so you can see exactly how much health you will lose). The more you get hit, the longer the damage over time effect lasts, too. [[VideoGameCrueltyPunishment That's the feeling of your sins crawling down your back.]]

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* In ''VideoGame/{{Undertale}}'', this is part of what makes the battle with the [[VillainProtagonist Genocide Run]] final boss, [[spoiler:Sans the skeleton,]] Skeleton,]] so grueling. His attacks deal only 1 damage in theory, but they don't trigger MercyInvincibility and thus hit for [[DeathOfAThousandCuts 1 damage every frame you are in contact with them...them]]... and on top of that, even when you're no longer in contact with them, they leave a slow damage over time effect (which turns part of your life bar purple, so you can see exactly how much health you will lose). The more you get hit, the longer the damage over time effect lasts, too. [[VideoGameCrueltyPunishment That's the feeling of your sins crawling down on your back.]]
10th Nov '15 6:59:13 PM Arachnos
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Added DiffLines:

* In ''VideoGame/{{Undertale}}'', this is part of what makes the battle with the [[VillainProtagonist Genocide Run]] final boss, [[spoiler:Sans the skeleton,]] so grueling. His attacks deal only 1 damage in theory, but they don't trigger MercyInvincibility and thus hit for 1 damage every frame you are in contact with them... and on top of that, even when you're no longer in contact with them, they leave a slow damage over time effect (which turns part of your life bar purple, so you can see exactly how much health you will lose). The more you get hit, the longer the damage over time effect lasts, too. [[VideoGameCrueltyPunishment That's the feeling of your sins crawling down your back.]]
20th Feb '15 3:32:59 AM maddallinah272
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** The Priest's Shadow specialisation Shadow specialization relies heavily on damage over time spells such as Shadow Word: Pain, Devouring Plague, Vampiric Touch and the channelled Mind Flay, with Shadow Word: Death, Mind Blast and Mind Spike being complementary direct damage spells, however Shadow Word: Pain refreshes (through talents) its cooldown whenever Mind Flay is channelled. Depending on the spell haste of the player's character, additional damage can occur in the same length of time as the original spell, particularly observed while channelling Mind Flay.

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** The Priest's Shadow specialisation Shadow specialization relies heavily on damage over time spells such as Shadow Word: Pain, Devouring Plague, Vampiric Touch and the channelled Mind Flay, with Shadow Word: Death, Mind Blast and Mind Spike being complementary direct damage spells, however Shadow Word: Pain refreshes (through talents) its cooldown whenever Mind Flay is channelled. Depending on the spell haste of the player's character, additional damage can occur in the same length of time as the original spell, particularly observed while channelling Mind Flay.
20th Feb '15 3:32:24 AM maddallinah272
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** The Priest's Shadow specialisation Shadow specialization relies heavily on damage over time spells such as Shadow Word: Pain, Devouring Plague, Vampiric Touch and the channelled Mind Flay, with Shadow Word: Death, Mind Blast and Mind Spike being complementary direct damage spells, however Shadow Word: Pain refreshes (through talents) its cooldown whenever Mind Flay is channelled. Depending on the spell haste of the player's character, additional damage can occur in the same length of time as the original spell, particularly observed while channelling Mind Flay.
16th Dec '14 9:40:44 AM hbi2k
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* In ''Videogame/EarthBound'', whenever a character receives damage or healing, their LifeMeter rolls down or up to the new value over time (rather than instantly), the speed of which is governed by the character's individual "Guts" stat. Side effects like CriticalExistenceFailure do not trigger based on the raw damage a character has received, but the value that's currently shown on their meter instead.

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* In ''Videogame/EarthBound'', whenever a character receives damage or healing, their LifeMeter rolls down or up to the new value over time (rather than instantly), the speed of which is governed by the character's individual "Guts" stat. Side effects like CriticalExistenceFailure do not trigger based on the raw damage a character has received, but the value that's currently shown on their meter instead. If the battle is won or the character is healed before the counter reaches zero, the damage stops.
6th Dec '13 7:15:11 AM ThePope
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* In ''VideoGame/XenobladeChronicles'', any arts of the fire, ice, or earth elements will leave behind a burn, chill, or poison debuff on the victim that causes gradual damage. Some physical arts also leave a bleeding effect. In all cases, the gradual damage dealt is based on how much the initial attack hit for, which can result in some crazy numbers once damage multipliers from gems, skills, and chain attacks come into play.

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* In ''VideoGame/XenobladeChronicles'', ''VideoGame/{{Xenoblade}}'', any arts of the fire, ice, or earth elements will leave behind a burn, chill, or poison debuff on the victim that causes gradual damage. Some physical arts also leave a bleeding effect. In all cases, the gradual damage dealt is based on how much the initial attack hit for, which can result in some crazy numbers once damage multipliers from gems, skills, and chain attacks come into play.
6th Oct '13 1:47:43 PM Vir
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** Balance Druids have Moonfire and Insect Swarm that use this mechanic to maintain and bolster their DPS. With Mysts of Pandaria, Insect Swarm was removed; but Sunfire was changed to a unique spell instead of being the Solar aspect of Moonfire automatically during the respective Eclipse shift.
** Starting in Cataclysm, Fire Mages rely much more on damage over time, utilizing Living Bomb, Pyroblast, Ignite, Combustion (which grows more powerful the more damage is about to be done by the previous three), a talent which allows Fire Blast to spread the previously mentioned effects to any other opponents in range, and Flamestrike.

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** Balance Druids have Moonfire and Insect Swarm that use this mechanic to maintain and bolster their DPS. With Mysts ''Mists of Pandaria, Pandaria'', Insect Swarm was removed; but Sunfire was changed to a unique spell instead of being the Solar aspect of Moonfire automatically during the respective Eclipse shift.
** Starting in Cataclysm, ''Cataclysm'', Fire Mages rely much more on damage over time, utilizing Living Bomb, Pyroblast, Ignite, Combustion (which grows more powerful the more damage is about to be done by the previous three), a talent which allows Fire Blast to spread the previously mentioned effects to any other opponents in range, and Flamestrike.
26th Sep '13 8:10:15 PM troacctid
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** The "Warlock" class is primarily built around skills that cause damage over time, especially if specialized in Affliction.
*** This has become even more the case in ''Mists Of Pandaria''. When a warlock chooses an Affliction specialization, Shadow Bolt, previously their main direct damage spell, transforms into Malefic Grasp, a channeled damage over time spell that causes their other damage over time spells to hit additional times. Affliction Warlocks do still have Haunt for direct damage, but that spell requires a more limited resource and thus can't be used often.

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** The "Warlock" class is primarily built around skills that cause damage over time, especially if specialized in Affliction.
*** This has become even more the case in
Affliction. In ''Mists Of Pandaria''. When Pandaria'', when a warlock chooses an Affliction specialization, Shadow Bolt, previously their main direct damage spell, transforms into Malefic Grasp, a channeled damage over time spell that causes their other damage over time spells to hit additional times. Affliction Warlocks do still have Haunt for direct damage, but that spell requires a more limited resource and thus can't be used often.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.DamageOverTime