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Damage over Time (DOT) is provided by the DPS role. Damage over time can be caused by all powers and isn't shown as a buff or debuff. When an enemy is struck by DOT, their health will go down in small amounts as compared to straight forward burst damage. Damage over Time can only be provided by powers not weapons. The stat Might is required for damage over time to cause high damage.

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  • Damage over Time
  • Damage Over Time
  • Damage over time
  • Damage over Time
  • Damage over Time
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  • Damage over Time (DOT) is provided by the DPS role. Damage over time can be caused by all powers and isn't shown as a buff or debuff. When an enemy is struck by DOT, their health will go down in small amounts as compared to straight forward burst damage. Damage over Time can only be provided by powers not weapons. The stat Might is required for damage over time to cause high damage.
  • Damage over time (sometimes abbreviated to DoT) refers to any damage which is dealt in packets or "ticks" instead of instantly. There are three types of DoT damage: burn, poison, and bleed. The table below shows the weapons in the game which currently enduce DoT effects.
  • de:Schaden im Zeitablauf Abbreviation: DOT, DoT
  • Animated such as Sand Fluff and Laceback Bootsnake have the ability to use DoT attacks. Rings such as Hack and Fire Rain can also inflict DoT.
  • Damage over Time effects are status effects that are applied to a target, reducing their Health until the effect expires or is removed. In Pirates Online, DoT effects cannot reduce a target's health to zero, leaving it at 1 health point. Several can inflict DoT. Some can inflict DoT as well. There are several different DoT conditions:
  • Damage Over Time, abbreviated DoT or DOT, is an attribute of some weapons that causes damage over a span of time rather than all at once, after the weapon has hit.
  • __NOEDITSECTION__ Damage over Time (w skrócie DoT) jest to efekt umiejętności (Debuff), który pozostaje na celu przez określony czas, zadając co pewien odstęp czasu obrażenia. W Rappelz efekty DoT łączą się z różnymi umiejętnościami np. Atak z DoT (atak o pewnej wartości z pozostawieniem DoT), Ogłuszenie z DoT lub zablokowanie z DoT. lub występują jako zwykły ale silniejszy DoT Zwykle znacznie silniejszy niż pozostałe, ale nie zadaje obrażeń poza samym efektem. Podobne do DoT jest leczenie z efektem HoT (Heal over Time) Zobacz też: Heal over Time
  • Damage over Time, generally abbreviated as DoT and or simply dot, refers to inflicting some damage on one's foe which will be applied at a regular interval for a limited duration. Typically in World of Warcraft, the damage is applied every X seconds, where X varies from one DoT to the next. A DoT 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. See also: Area of Effect, Buff, DD, Debuff, Healing, HoT, Utility.
  • With one regular hit, additional damage is repeatedly dealt to the target periodically (Damage over Time - DoT). After the Combat Upgrade, DoT's were limited to Bleeding, Fire, and Poison. These could be be administered through combat specials, with specific Commando Heavy Weapons, and through abilities such as the Medic's Neurotoxin. With time, additional DoT effects have been added. DoT damage can be identified in the Combat chat window by its orange text. The specific debuff can be identified by particle graphics on the avatar, as well as a debuff icon under the target's Health bar.
  • Damage over time, abbreviated DoT, is a term commonly used to describe skills that deal multiple packets of damage at given time intervals, rather than dealing a single packet of damage or dealing damage based on certain trigger effects. Most DoT skills are also Area of Effect skills, meaning that they will damage all secondary targets within a certain range of the primary target or casting location.
  • Damage Over Time (DoT), also known as Periodic Damage, is a term used to describe skills or spells in Diablo III that continue to damage monsters even after the skill has been cast. Examples of such skills are the Witch Doctor's Grasp of the Dead and Haunt. Typically, a DoT skill is described as X% damage over Y seconds. Some skills deal both instant damage and DoT. Most DoT skills have very low Proc Coefficients, but some (like Haunt) may have higher values.( Main article: Bleed)
  • Damage over Time, generally abbreviated as DoT and or simply dot, refers to inflicting some damage on one's foe which will be applied at a regular interval for a limited duration. Typically in World of Warcraft, the damage is applied every X seconds, where X varies from one tick (when periodic damage is dealt once, one interval) to the next. A DoT 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.
  • A DoT or Damage over Time is a type of skill that will do initial damage to an opponent, and continue to inflict damage over a specified length of time. Spiritmasters, Sorcerers, and Clerics commonly use this type of skill. The debuff can be removed with an item such as a , or or with a spell such as .
  • Damage over Time (DoT, dot), sometimes also called duration damage, is any damage inflicted on a target over a limited period of time, instead of being dealt directly on hit. In Titan Quest, the following damage types are inflicted over time: * Poison Damage * Bleeding Damage * Burn Damage * Frostburn Damage * Electrical Burn Damage * Life Leech * Energy Leech
  • Damage over time (DoT) is a term used to describe a single spell or attack which deals full damage not instantly but over a period of time, dealing a portion of its total damage at regular intervals. The damage is often done every second or every half-second, and each instant in which it is dealt is called a 'tick'. For single-target DoT spells, spell vamp will be applied to the total amount of damage dealt by all ticks.
  • Damage Over Time is a common Video Game mechanic where, instead of sustaining one-time sums of damage from one attack at a time, a unit receives a negative status that inflicts a small amount of damage at regular intervals, independent of any other factors or further attacks against them. The definition of an 'interval' varies by game: In action-based genres these intervals may be measured in real time, while turn-based genres (including non-video games, like a Tabletop RPG) may measure intervals based on "turns" or "rounds".
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abstract
  • Damage Over Time (DoT), also known as Periodic Damage, is a term used to describe skills or spells in Diablo III that continue to damage monsters even after the skill has been cast. Examples of such skills are the Witch Doctor's Grasp of the Dead and Haunt. Typically, a DoT skill is described as X% damage over Y seconds. Some skills deal both instant damage and DoT. Damage done by DoT effects is not applied at once, but drained gradually. Technically, target will suffer a hit 10 to 30 times per second (combined numbers popping up every 0.5 seconds). Some DoT effects can even roll a Critical Hit, or deal damage in a shorter duration (faster ticks) proportionally to Attack Speed, but most are simply increasing their plain tick damage proportionally to the Attack Speed, Critical Hit Chance and Critical Hit Damage. They will still be affected by the target's Armor and Resistances, if any. Many DoT skills hit everything within the area of effect, effectively delivering a hit to every enemy standing in a 'pool', stopping the damage as soon as target leaves the dangerous area. Note that this damage counts as being inflicted in melee. Most DoT skills have very low Proc Coefficients, but some (like Haunt) may have higher values. Channeled skills (like Disintegrate or Firebats) also deal damage like DoT, as long as a foe is foolish enough to remain in the area of effect of the beam or the torrent. These skills always roll normally for the Critical Hit and fully benefit from the Attack Speed, but drain Life from the target over time just like a normal DoT. Unlike Diablo II, where heroes could not die from being poisoned, in Diablo III, both monsters and characters can die from any DoT effect. Note that most DoT effects can kill the target even after the player or monster who had placed that effect is already dead. Notable exceptions are Damage Over Time effects with very long duration — such as Firebird's Finery ignition or Haunt / Locust Swarm with Creeping Death.( Main article: Bleed) Bleed is a special form of DoT, mostly using the Physical damage type, and is sometimes treated differently than other Damage Over Time effects.
  • Damage over Time, generally abbreviated as DoT and or simply dot, refers to inflicting some damage on one's foe which will be applied at a regular interval for a limited duration. Typically in World of Warcraft, the damage is applied every X seconds, where X varies from one DoT to the next. A DoT 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. The Warlock is the most well-known class for using DoT type attacks with their spells, probably followed by the Rogue who can either use poisons or inflict lasting wounds with their special attacks. See also: Area of Effect, Buff, DD, Debuff, Healing, HoT, Utility.
  • Damage over Time (DOT) is provided by the DPS role. Damage over time can be caused by all powers and isn't shown as a buff or debuff. When an enemy is struck by DOT, their health will go down in small amounts as compared to straight forward burst damage. Damage over Time can only be provided by powers not weapons. The stat Might is required for damage over time to cause high damage.
  • Damage over time (sometimes abbreviated to DoT) refers to any damage which is dealt in packets or "ticks" instead of instantly. There are three types of DoT damage: burn, poison, and bleed. The table below shows the weapons in the game which currently enduce DoT effects.
  • Damage over time, abbreviated DoT, is a term commonly used to describe skills that deal multiple packets of damage at given time intervals, rather than dealing a single packet of damage or dealing damage based on certain trigger effects. Most DoT skills are also Area of Effect skills, meaning that they will damage all secondary targets within a certain range of the primary target or casting location. Skills that deal multiple damage packets due to trigger events, such as Fragility or Spiteful Spirit, usually are not considered DoT skills, since they do not deal consistent damage at given intervals, and they may deal no damage at all if the trigger event never occurs.
  • de:Schaden im Zeitablauf Abbreviation: DOT, DoT
  • Animated such as Sand Fluff and Laceback Bootsnake have the ability to use DoT attacks. Rings such as Hack and Fire Rain can also inflict DoT.
  • A DoT or Damage over Time is a type of skill that will do initial damage to an opponent, and continue to inflict damage over a specified length of time. Spiritmasters, Sorcerers, and Clerics commonly use this type of skill. The debuff can be removed with an item such as a , or or with a spell such as . Strategically, a DoT skill can be used to pull an enemy from a congested area to one where they can be more easily killed. If there are social NPCs which pull with the desired target, the others will drop as the player runs to the safer spot, while the DoT maintains damage and therefore aggro from the target. The DoT might need to be recast to maintain it while pulling the target.
  • With one regular hit, additional damage is repeatedly dealt to the target periodically (Damage over Time - DoT). After the Combat Upgrade, DoT's were limited to Bleeding, Fire, and Poison. These could be be administered through combat specials, with specific Commando Heavy Weapons, and through abilities such as the Medic's Neurotoxin. With time, additional DoT effects have been added. DoT damage can be identified in the Combat chat window by its orange text. The specific debuff can be identified by particle graphics on the avatar, as well as a debuff icon under the target's Health bar. DoT's can be resisted, absorbed/mitigated and removed, and given time they will dissipate. All DOT's can be cured in at least one way, and Medics has the abilities to cure all of them. While some Food & Drinks offer a nice bonus towards DoT mitigations, the Shard of the Serpent will cap out the absorbtion/resistance for as long as its active. With Game Update 4 a new type of DoT Mechanic was added that allows the DoT type to be stacked. Some DoTs where converted to work under this new mechanic while others are still using the old mechanic. That means that there are currently two different DoT mechanics, one will allow the type to be stacked, the other one will not. You can tell the difference by viewing the debuff icon. The stackable DoT type will have a number embedded in the debuff image. Only a Commando can increase the stack size to 10. The list of DoT effects are: 1. * Heat 2. * Acid 3. * Cold 4. * Electricity 5. * Poison 6. * Bleeding 7. * Kinetic 8. * Energy
  • Damage over Time effects are status effects that are applied to a target, reducing their Health until the effect expires or is removed. In Pirates Online, DoT effects cannot reduce a target's health to zero, leaving it at 1 health point. Several can inflict DoT. Some can inflict DoT as well. There are several different DoT conditions:
  • Damage Over Time is a common Video Game mechanic where, instead of sustaining one-time sums of damage from one attack at a time, a unit receives a negative status that inflicts a small amount of damage at regular intervals, independent of any other factors or further attacks against them. The definition of an 'interval' varies by game: In action-based genres these intervals may be measured in real time, while turn-based genres (including non-video games, like a Tabletop RPG) may measure intervals based on "turns" or "rounds". Depending on how long the effect lasts, the accumulated damage can become significant, especially if combined with an Area of Effect to harm multiple targets simultaneously. On a mechanical level, this is the opposite of Gradual Regeneration (and the "Regenerate" Status Buff), and some varieties may officially neutralize or counteract each other. Note that characters who prefer defeating opponents via this method are almost always evil due to the connotations of slow, painful deaths (as opposed to the more-heroic quick and clean kills). Damage over time can manifest from a wide variety of in-game sources: * Any number of Standard Status Effects -- "Poison" status is the obvious candidate here, but other status labels like "burn" or "bleeding" may cause it as well. A character who needs food badly may also lose HP over time from starvation. * A nearby hostile Field Power Effect * Falling into any Hazardous Water * Falling into Videogame Lava (or in some cases, just being in the same room as it, partially averting Convection, Schmonvection) * Characters who are Allergic to Evil (or vice versa) Examples of Damage Over Time include: (For sake of expediency, only list examples that are not covered by existing sub-tropes.)
  • Damage Over Time, abbreviated DoT or DOT, is an attribute of some weapons that causes damage over a span of time rather than all at once, after the weapon has hit.
  • __NOEDITSECTION__ Damage over Time (w skrócie DoT) jest to efekt umiejętności (Debuff), który pozostaje na celu przez określony czas, zadając co pewien odstęp czasu obrażenia. W Rappelz efekty DoT łączą się z różnymi umiejętnościami np. Atak z DoT (atak o pewnej wartości z pozostawieniem DoT), Ogłuszenie z DoT lub zablokowanie z DoT. lub występują jako zwykły ale silniejszy DoT Zwykle znacznie silniejszy niż pozostałe, ale nie zadaje obrażeń poza samym efektem. Podobne do DoT jest leczenie z efektem HoT (Heal over Time) Zobacz też: Heal over Time
  • Damage over Time, generally abbreviated as DoT and or simply dot, refers to inflicting some damage on one's foe which will be applied at a regular interval for a limited duration. Typically in World of Warcraft, the damage is applied every X seconds, where X varies from one tick (when periodic damage is dealt once, one interval) to the next. A DoT 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 most reliant on DoTs as the backbone of their DPS rotation. See also: Area of Effect, Buff, DD, Debuff, Healing, HoT, Utility.
  • Damage over time (DoT) is a term used to describe a single spell or attack which deals full damage not instantly but over a period of time, dealing a portion of its total damage at regular intervals. The damage is often done every second or every half-second, and each instant in which it is dealt is called a 'tick'. The slow effect from [[File:|20px|border|alt=|Rylai's Crystal Scepter|link=Rylai's Crystal Scepter]] Rylai's Crystal Scepter always applies a 20% slow from abilities which deal this type of damage; the slow is applied from the first tick of the DoT until 1 seconds after the last tick. The behavior with Area of Effect DoT spells is currently bugged in that a full 40% slow is applied for 1 second. For single-target DoT spells, spell vamp will be applied to the total amount of damage dealt by all ticks. Becoming untargetable ( File:Playful.png Playful/Trickster, File:Sanguine Pool.png Sanguine Pool) does not stop DoT. However, ( active, File:Tempered Fate.png Tempered Fate, self-casting File:Frozen Tomb.png Frozen Tomb) will prevent DoT applications.
  • Damage over Time (DoT, dot), sometimes also called duration damage, is any damage inflicted on a target over a limited period of time, instead of being dealt directly on hit. In Titan Quest, the following damage types are inflicted over time: * Poison Damage * Bleeding Damage * Burn Damage * Frostburn Damage * Electrical Burn Damage * Life Leech * Energy Leech Damage over Time is applied to a target when hit. Once applied, it inflicts small amounts of damage at certain intervals, until its effect wears off. In tooltips, Damage over Time is always given as XX Damage over YY Seconds, meaning, the full amount of XX damage is dealt after YY seconds. The default duration for Poison Damage is 6.0 seconds, for all other types 3.0 seconds. A target can have different types of DoT active at one time, e.g. both Poison and Bleeding Damage. However, a target cannot have multiple DoTs of the same type active – attacking an already poisoned target with poison damage again will just reapply this type of damage (with timer and full damage getting reset). Resistances reduce the amount of damage taken per interval, but not the duration. However, some items have modifiers, which directly reduce the duration of a particular DoT, resulting in a reduction of total damage dealt.
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