A few findings about constructors and saturn

Wait, if Saturn has Splash resistance…is my slow hand literally the worst weapon I could use? Even as a Corrosive weapon? It’s all splash

2 Likes

yes saturn and constructor resist it. Even the Peak Opener is a worst weapon on them.

2 Likes

Hey, @peddroelm do you think you could find out if there’s a massive difference between Saturn and Uranus? (Not a joke. Lol). Because the PO turned Uranus into rubble (more joke, but still serious). And I’m interested in finding out if…wait. Is that splash resist only in UVHM?

1 Like

Uranus is about half the size of Saturn :rofl::rofl::rofl:

4 Likes

haven’t played lilith DLC and will be a while till I do.

One ‘simple’ way to check for splash resistance I can think off.

Take any regular torgue pistol (without dual penetrating prefix) - shoot a target (NON-CRIT) without any splash resistance (say act1 bullymong in the starting village) without killskills/stacks or other variable damage bonuses in play and write down the value .

Then shoot a Uranus of the same level (same conditions) and check if there is a damage difference …

1 Like

Saturn resists grenade splash specifically, ‘Reaper’ splash and rocket launchers still do fine against him.

The Slow Hand and the main projectile of the peak opener (the child grenades get resisted) hence won’t get a penalty- hell, they have some advantage over standard pellet weapons which need crits to make the most of their DPS

4 Likes

that sounds very plausible …Edited OP. Will test …someday … with ‘reaper and launcher’ types of splash …

1 Like

More importantly, Saturn has a mass of about 5.68×1026 kg, while Uranus (properly pronounced “yoor uh nus”, sorry Tina) has a mass of about 8.683×1025 kg, making Saturn about 6.54 times as massive as Uranus.

(It also has 2.36 times the diameter [what I think you were going for], 5.56 times the cross-sectional area [if you’re trying to snipe it from Proxima Centauri], and 13.1 times the volume [if you need to know how much water it displaces when sitting in a Pandoran swimming pool].)

OT:

Constructors do take damage ticks from Cloud Kill.
Constructor vs Cloud Kill UVHM
(I know, not very good “proof” since you can’t see the actual constructor. It’s the first one in Hero’s Pass, but I hid in a container while I took the screenshot.)

2 Likes

I don’t think there is one enemy that doesn’t

You may be right. I seem to remember there being some, but I was probably just being noobtarded at the time. Anyhow, I saw “no corrosive ticks” in the OP and had to test it out to be sure. Figured I’d mention it in case someone else wasn’t sure.

No one is disputing that. Its just that nothing , not even Cloudkill damage ticks (Clodukill is NOT a DOT) can trigger DOTs vs constructors/Saturn.

Cloudkill like vladoff pulse grenades does hit multiple times per second. BUT those are not DOTs.
Each of those damage ticks will roll to trigger DOT every time they hit… Needless to say nothing, not even cloudkill will ever succeed triggering a DOT vs a constructor or saturn …

Krieg will NEVER be able set himself on fire shooting Constructor/Saturn he’ll need barrel, vladoff fire grenade, fire splat shotgun or rocket launcher to set himself on fire vs these types of enemies.

Look here an example of vladdoff corrosive grenade to see the difference and between the grenade’s damage pulses (that use the character’s corrosive multiplier ) and hit much harder and the DOT ticks they can RNG trigger vs susceptible enemies. Sadly that is an older version of the combat log and it doesn’t show the dicerolls to trigger DOT after every grenade damage tick impact …

EDIT: tesla test here you can see it took a few ticks until a DOT was successfully applied (test was not vs constructor/saturn)

Actual Cloudkill example vs dummy 15 % chance to apply DOT vs dummy of same level took ~12 cloudkill ticks to trigger a DOT (corrosive has a hard time applying DOT vs health) you can see remaining DOT damage lasts a bit after Clodkill ends
# Normal Hit = 33399.09375; using          Snider; Scaled Base Gun Damage (CARD) = 23282.03906 ; Sum of Additive Gun Damage Multiplier    0.43454 (beware AMP SHIELD) gun address 
# Damage Type =          SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.13768 ); address =   19828C18 
       4281  9822888.000 Max   9758155.000 Cur  9818273.000 Prev    60118.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389718 
          0  9822888.000 Max   9758136.000 Cur  9758155.000 Prev       19.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Chance to trigger effect 1.0000 * 30.0000 * 1.0000 * 1.9911 * 1.5000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.8960  
# Damage Type =          SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.13768 ); address =   19828C18 
         16  9822888.000 Max   9713047.000 Cur  9758136.000 Prev    45089.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389734 
# Chance to trigger effect 1.0000 * 30.0000 * 1.0000 * 2.9867 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.8960  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        234  9822888.000 Max   9248717.000 Cur  9738702.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        266  9822888.000 Max   8785148.000 Cur  9275133.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390234 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        234  9822888.000 Max   8320002.000 Cur  8809987.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390468 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   7854856.500 Cur  8344841.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   7391064.500 Cur  7881049.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   6925918.500 Cur  7415903.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        266  9822888.000 Max   6462218.000 Cur  6952203.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391484 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        234  9822888.000 Max   5996885.000 Cur  6486870.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   5531598.000 Cur  6021583.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   5067944.000 Cur  5557929.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   4602811.500 Cur  5092796.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392468 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
         78  9822888.000 Max   4608658.500 Cur  4611251.000 Prev     2592.500 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392546 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        188  9822888.000 Max   4136686.250 Cur  4626671.500 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392734 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        141  9822888.000 Max   4148906.000 Cur  4151445.000 Prev     2539.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392875 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
         93  9822888.000 Max   3668742.750 Cur  4158728.000 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        235  9822888.000 Max   3689466.500 Cur  3691972.750 Prev     2506.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393203 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
         15  9822888.000 Max   3201118.250 Cur  3691103.500 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        266  9822888.000 Max   2737559.750 Cur  3227545.000 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393484 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
         62  9822888.000 Max   2741610.000 Cur  2744206.750 Prev     2596.750 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393546 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        172  9822888.000 Max   2269632.500 Cur  2759617.750 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        141  9822888.000 Max   2281907.750 Cur  2284455.750 Prev     2548.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393859 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        125  9822888.000 Max   1803383.125 Cur  2293368.250 Prev   489985.125 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393984 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        203  9822888.000 Max   1822424.000 Cur  1824936.500 Prev     2512.500 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394187 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
         31  9822888.000 Max   1335712.750 Cur  1825697.875 Prev   489985.125 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max    870567.500 Cur  1360552.625 Prev   489985.125 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394468 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
         47  9822888.000 Max    873307.875 Cur   875810.438 Prev     2502.563 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394515 
        281  9822888.000 Max    898596.875 Cur   901175.813 Prev     2578.938 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394796 
         63  9822888.000 Max    902573.188 Cur   905144.438 Prev     2571.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394859 
        250  9822888.000 Max    926243.188 Cur   928766.500 Prev     2523.313 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395109 
         78  9822888.000 Max    930275.063 Cur   932790.750 Prev     2515.688 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395187 
        266  9822888.000 Max    955515.688 Cur   958104.875 Prev     2589.188 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395453 
         62  9822888.000 Max    959481.938 Cur   962063.438 Prev     2581.500 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395515 
        266  9822888.000 Max    983139.813 Cur   985673.250 Prev     2533.438 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395781 
         62  9822888.000 Max    987161.688 Cur   989687.438 Prev     2525.750 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395843 
        266  9822888.000 Max   1012390.750 Cur  1014989.938 Prev     2599.188 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396109 
         78  9822888.000 Max   1016346.875 Cur  1018938.438 Prev     2591.563 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396187 
        250  9822888.000 Max   1039999.938 Cur  1042543.813 Prev     2543.875 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396437 
         63  9822888.000 Max   1044011.313 Cur  1046547.500 Prev     2536.188 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396500 
        265  9822888.000 Max   1067713.625 Cur  1070202.625 Prev     2489.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396765 
         78  9822888.000 Max   1073306.625 Cur  1075909.375 Prev     2602.750 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396843 
        250  9822888.000 Max   1096942.625 Cur  1099497.250 Prev     2554.625 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615397093 

From a pedantic standpoint, DoT literally means “damage over time”, making Cloudkill a DoT, which is where my thinking came from. Obviously that doesn’t mean BL2 uses the term that way (there are skills labeled “damage reduction” which act very differently from the standard definition of “damage reduction”; instead they act as an effective health multiplier). Or that you were using it that way.

Thinking about it a bit more, it makes sense that Cloud Kill or the sprayer grenades, being AoE DoTs, would behave differently than a status effect DoT. The first periodically hits anything (still) standing in the area with each tick being treated as a separate attack on the enemy, while the second attaches itself directly to the target regardless of movement and can’t proc ticks if it never got applied.

I’m guessing that means I could kill myself with a corrosive sprayer even with a corrosive-immunity shield (corrosive cloud damages with the initial explosion, but does nothing extra).

1 Like

You explained it very well :

  • AOE attack that damages ANY target inside a target area periodically (uses player’s elemental multipliers …ex bone) vs
  • status effect attached to a specific target and damages it periodically that must pass a dice roll to apply elemental effect to be attached to the target in the first place. (DOESN’T use player’s elemental multipliers, uses BAR - elemental effect damage )

The periodical nature of the applied damage can be a source of confusion …Edited OP

1 Like

Hold on. Does a bone affect the DoTs (like electrocution damage). I Realize that I can test that tonight really easily.

nope … Its one of the reasons the elemental DOTs are kind of sucky, and that goes doubly so in TPS where there are more sources for elemental damage multipliers (ex Athena’s Maelstorm )

In the combat log Cloudkill example above you’ll notice before cloudkill damage ticks this line:
Damage Type = CORROSIVE ; ElementalMul = 1.31200;
it reads the corrosive multiplier to use it in calculating its damage. (I had a corrosive bone on maya)

there are no such lines before the corrosive DOTs caused by Cloudkill damage application lines (it does not care about the stuff such as Wires don’t talk or elemental Bone).
There is that BAR multiplier for elemental DOTs and some COMs boost specific elemental type DOTs …

the relics boosting the elemental damage also boost DOTs damage multipliers (different parameters)

2 Likes

That’s means I need to do some real number crunching tonight on Shock And Ahhhhhhhhhhh to see what I’m comfortable with. OP1 Peak requires a new strategy because of Loaders

Are you sure about that? I just ran a spot of testing and elemental damage relics do definitely increase DoT damage (though it gets wonky when you already have existing DoT buffs).

1 Like

I’m sure it doesn’t ‘read’ the elemental multiplier which is 99% proof.

But I am in the process of doing ‘numeric’ tests. THE PROBLEM with doing DOT tests is that Unlike gun/grenade/ability damage DOT damage is NOT consistent/predictable/repeatable … so being able to see each individual damage tick doesn’t help as much as I would’ve hoped. Not even the total damage inflicted by the ‘same’ single shot DOT isn’t the same value between 2 separate DOT activations… The fact the game ‘rounds’ damage before application to ‘rounder’ values doesn’t help things…(source of compound errors in this instance)

Will move further tests on this matter to a new thread …

2 electric DOTs fired by Vladoff SR - notice the inconsistencies

17661.7 /s electric DOT damage on weapon card 
17661.7 * 2 = 35323.4 


# Normal Hit = 72412.85156; using           Droog; Scaled Base Gun Damage (CARD) = 72412.85156 ; Sum of Additive Gun Damage Multiplier    0.00000 (beware AMP SHIELD)  
# Damage Type =      ELECTRIC ; ElementalMul = 1.00000; ( GrenadeMul = 1.00000 ); address =   46F78C18 
        968  7558974.500 Max   7486193.000 Cur  7558606.000 Prev    72413.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2378296 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.5000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.2250  
        329  7558974.500 Max   7505850.500 Cur  7511833.000 Prev     5982.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2378625 
        312  7558974.500 Max   7525639.000 Cur  7531490.500 Prev     5851.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2378937 
        344  7558974.500 Max   7546556.000 Cur  7552561.000 Prev     6005.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2379281 
        328  7558974.500 Max   7553100.000 Cur  7558974.500 Prev     5874.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2379609 
        328  7558974.500 Max   7552946.500 Cur  7558974.500 Prev     6028.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2379937 
        328  7558974.500 Max   7553077.500 Cur  7558974.500 Prev     5897.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2380265 
         16  7558974.500 Max   7554006.500 Cur  7554359.500 Prev      353.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2380281 

2380281 - 2378296 = 1985 // DOt lasted ~2s

Total DOT damage ( NO skills ; no COM ; no BAR )
 = 5982.5 + 5851.5 + 6005 + 5874.5 + 6028.0 + 5897.0 + 353.0 = 35991.5 // somewhat in the neighborhood sadly BUT NOT PRECISE MATCH/MATH


repeat in same conditions

# Normal Hit = 72412.85156; using           Droog; Scaled Base Gun Damage (CARD) = 72412.85156 ; Sum of Additive Gun Damage Multiplier    0.00000 (beware AMP SHIELD)  
# Damage Type =      ELECTRIC ; ElementalMul = 1.00000; ( GrenadeMul = 1.00000 ); address =   46F78C18 
        703  7558974.500 Max   7470604.500 Cur  7543017.500 Prev    72413.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2819609 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.5000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.2250  
        328  7558974.500 Max   7490314.500 Cur  7496311.500 Prev     5997.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2819937 
        328  7558974.500 Max   7510088.000 Cur  7515954.500 Prev     5866.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2820265 
        328  7558974.500 Max   7530990.000 Cur  7537010.500 Prev     6020.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2820593 
        328  7558974.500 Max   7550740.500 Cur  7556630.000 Prev     5889.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2820921 
        344  7558974.500 Max   7552931.000 Cur  7558974.500 Prev     6043.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2821265 
        313  7558974.500 Max   7553062.000 Cur  7558974.500 Prev     5912.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2821578 
         15  7558974.500 Max   7553991.000 Cur  7554344.000 Prev      353.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         2821593 

Total DOT damage ( NO skills ; no COM ; no BAR )
5997.0 + 5866.5 + 6020.5 + 5889.5 + 6043.5 + 5912.5 + 353.0 = 36082.5
// different damage per tick and different total - not huge variation but NOT SAME


Unlike gun/grenade/ability damage DOT damage is NOT consistent/predictable/repeatable .. 
This makes testing DOT damage related skills/factors A BITCH ...

ADDED  17.8 % shock damage elemental relic

# Normal Hit = 72412.85156; using           Droog; Scaled Base Gun Damage (CARD) = 72412.85156 ; Sum of Additive Gun Damage Multiplier    0.00000 (beware AMP SHIELD)  
# Damage Type =      ELECTRIC ; ElementalMul = 1.17800; ( GrenadeMul = 1.00000 ); address =   46F78C18 
        672  7558974.500 Max   7414601.000 Cur  7499903.500 Prev    85302.500 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3680781 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.5000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.2250  
        312  7558974.500 Max   7433194.000 Cur  7440241.000 Prev     7047.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3681093 
        328  7558974.500 Max   7451941.000 Cur  7458834.000 Prev     6893.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3681421 
        329  7558974.500 Max   7471789.000 Cur  7478863.000 Prev     7074.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3681750 
        328  7558974.500 Max   7490509.000 Cur  7497429.000 Prev     6920.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3682078 
        343  7558974.500 Max   7510330.000 Cur  7517431.000 Prev     7101.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3682421 
        313  7558974.500 Max   7529023.500 Cur  7535970.500 Prev     6947.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3682734 
         16  7558974.500 Max   7529889.500 Cur  7530305.500 Prev      416.000 Damage   47016B98 baseaddress            Psycho vsHealthOrArmor         3682750 

CRAP the numbers are visibly higher !!! I WAS WRONG while being technically correct

Total DOT damage ( NO skills ; no COM ; no BAR; 17.8 % shock damage elemental relic )
7047.0 + 6893.0 + 7074.0 + 6920.0 + 7101.0 +  6947.0 +  416.0 = 42398

17661.7 * 2 * 1.178 = 41610.9652 //
1 Like

What’s interesting is that when a character already buffs DoT damage (Krieg for example with BBB buffing burn damage), the buff from the Bone is proportionately less than an unbuffed DoT. Makes me think that DoT damage is on the same side of the multiplier as elemental damage, just restricted to DoTs (so the bone is “additive” to DoT damage).

Of course this is something that requires more testing and not all DoT damage might even operate on the same formula so :rofl: