tModLoader

tModLoader

64 个评价
Scaling DOT Debuffs
   
奖励
收藏
已收藏
取消收藏
模组功能: 游戏调整
tModLoader版本: 1.4.4
语言: 英语
文件大小
发表于
更新日期
39.745 KB
2024 年 7 月 27 日 上午 2:48
2024 年 8 月 11 日 下午 10:05
2 项改动说明 ( 查看 )

订阅以下载
Scaling DOT Debuffs

描述
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.
引用自 tModLoader ScalingDOT
Developed By Zombieseatflesh7
24 条留言
Atrupelador 6 月 25 日 下午 8:22 
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
Ghost of kampala 6 月 15 日 上午 3:19 
This should have been a feature of the game... thank you sir :thisfish:
Juni 5 月 8 日 上午 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 2024 年 11 月 25 日 下午 10:38 
DOT, which until now had been as transparent as air, was finally seen as an ‘ choice’. Thank you.
Jestre The Grandest Fool 2024 年 11 月 1 日 下午 4:36 
Can you add a config option to allow player applied dots to scale?
Zombieseatflesh7  [作者] 2024 年 8 月 28 日 上午 1:46 
The formula was rewritten to reflect how it looks in the code, but it is the same
Turtle835 2024 年 8 月 27 日 下午 4:42 
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  [作者] 2024 年 8 月 11 日 下午 10:09 
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 2024 年 8 月 11 日 下午 1:42 
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 2024 年 8 月 8 日 下午 12:42 
This would be perfect for the Zaunite Chemist class.