DoTs clarification

Epic rekit·8/8/2016, 11:04:51 PM·1 votes·731 views

DoTs have always been in the game withought any clarification of how much damage they will do. I'm not talking about zed ult DoTs but I mean teemo poison DoTs and Talon bleed DoTs or even item 3151 and also dfg DoTs, stuff like that. it could be good if you step on a shroom at 400 hp and think you'll die so zhonyahs but then it turns out it would have left you with 2 hp and you used it for no reason. heres how it would work. On hit: http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fimgur.com%2FyNghdzP.png&key=a45e967db0914c7fb472fd4381e6c85b&width=425 As the DoT ticks down: http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fimgur.com%2FBfaHbXA.png&key=a45e967db0914c7fb472fd4381e6c85b&width=425

2 Comments

Tormentula8/8/2016, 11:15:15 PM2 votes

Some DoTs do tell you, but they don't factor in things like MR, or Armor. Some deal true damage and say ### over 3 seconds, meaning it does give you a total. Additionally other modifers like DFT can throw the accuracy off.

You can't really calculate the damage DoT will do just like you can't calculate the damage anything will do, there will always be some factor to throw it off including passives, boots (I think?), resistances, masteries, DoT times, DoT abilities, etc. True Damage is the only accurate calculation you can follow.

Quepha8/8/2016, 11:32:16 PM1 votes

This would be nice and Riot has expressed interest in doing something like this before.

However, there are two major difficulties standing in the way of that:

  1. Visual noise on the health bar. Currently, health bars can have green health, purple health, grey health, a red section for recently lost health, a black section for no health, in special cases there can be transparent health and orange health, all in addition to everything else in that area (name, level, resource bar, secondary resource bar, and soon a glow indicating invulnerability status) resulting in a potential rainbow of confusing nonsense when players need to read up to 10 of these things at every given point in a teamfight. Consider still that they also might want to use more colors for special gameplay mechanics (Orange healthbar as a recent addition to Kled, possibly a physical-only shield as a mirror to magic-only shieds) and I think it's obvious that this is a very limited amount of design space and we have to carefully weigh how much value is added by this feature vs. how much of that design space is locked away forever by it in addition to how it can be effectively displayed in a way that is clear without interfering with all those other effects.
  2. Accurately displaying the damage value. There are A LOT of effects in this game that change how much damage is dealt. Sudden changes to MR or health totals can change certain kills to clutch saves. They only have so much health to apply the poison color to, so how does the damage dealer know if they have dealt 5 or 500 damage more than the enemy's current health and do they need to pursue or back off? Contrariwise, how does the victim know if they'll be fine with a potion or heal vs. if they should just turn around and try to get the most out of a suicide because there's nothing they can do to save themselves? That sounds like a fairly exciting bit of calculation and uncertainty to the game, but isn't the whole point of this feature to add clarity and reduce that element?