Sssseth / Mittenhands / Muuray / Zoh -Kah apply their poison/bleed debuffs that override damage on player debuffs, resulting in much lower damage per tick.
"In a horror story, there are only victims and monsters, and the trick is not to end up as either." A.Wake
This isn't a bug, per say, as the effects they apply count as your effects, and can trigger anything related to them (like forms, etc), but it is scaled based on their stats. There may be a way to change that, but I don't think it's realistic to implement anytime soon as it would involve adjusting every pet power that applies an effect like that.
This isn't a bug, per say, as the effects they apply count as your effects, and can trigger anything related to them (like forms, etc), but it is scaled based on their stats. There may be a way to change that, but I don't think it's realistic to implement anytime soon as it would involve adjusting every pet power that applies an effect like that.
Some sidekicks already apply a unique version of their dots/debuffs that do not override the player version... I think simply copying that code from those sidekicks may do the trick for separating player and npc dot/debuff
"In a horror story, there are only victims and monsters, and the trick is not to end up as either." A.Wake
That part is a bug, as the ones that currently do that will not trigger any effects associated with those debuffs.
That bug accomplishes separation of pet and player debuffs though, preventing low damage pet dots hindering player damage *Shrugs* So may be it is worth turning that bug into a feature...
"In a horror story, there are only victims and monsters, and the trick is not to end up as either." A.Wake
Comments
Some sidekicks already apply a unique version of their dots/debuffs that do not override the player version... I think simply copying that code from those sidekicks may do the trick for separating player and npc dot/debuff
That bug accomplishes separation of pet and player debuffs though, preventing low damage pet dots hindering player damage *Shrugs* So may be it is worth turning that bug into a feature...