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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.
The next person who says its unbalanced is getting eaten by DOG
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.
making DoTs scale against bosses is a fine idea on paper but in practice it'll take a very complex formula to make it actually balanced, you gotta consider that most things that inflict DoTs are good weapons against bosses on their own and were never balanced around having their DoTs be this strong
frost armor + cursed flames flask + shadowflame knife deals almost 200 DoT, summon a queen spider for Venom and you get 272, basically the base DPS of Hallowed bar weapons, and this is a build that would already be good without this mod installed
against a 2,800 hp king slime or eye of cthulu, setting them on fire will do 17 dps, which is pretty reasonable for that stage of the game. When you consider that dot effects are constantly wearing off and need to be reapplied, its actually less than that