Double dipping: Difference between revisions
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>TheFrz (Created page with "{{stub}} '''Double dipping''' is an unofficial name for a game mechanic when the same damage modifier applies twice to a single damage source. These are conditio...") |
>TheFrz mNo edit summary |
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These are conditions for double dipping to happening: | These are conditions for double dipping to happening: | ||
* damage from | * damage from one source is based on another source' damage (e.g. [[ignite]] or [[poison]] are based on the initial [[hit]]) | ||
* a modifier grants a generic stat that can apply to different damage sources (e.g. {{c|mod|increased Area Damage}} or {{c|mod|increased Elemental Damage}}) | * a modifier grants a generic stat that can apply to different damage sources (e.g. {{c|mod|increased Area Damage}} or {{c|mod|increased Elemental Damage}}) | ||
Then the interaction can be explained as follows: | |||
{|style="text-align:left;" | |||
|- | |||
| <div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto;">The modifier applies to<br>the damageof the 1st source</div> | |||
| ⇒ | |||
| <div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto; text-align:center;">Damage of the second source is based on<br>damage dealt from the 1st source</div> | |||
| ⇒ | |||
| <div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto;">The modifier applies to<br>the damage of the 2nd source</div> | |||
|} | |||
As a result the modifier has been applied twice to the 2nd modifier. | |||
==Examples== | ==Examples== |
Revision as of 14:42, 26 November 2016
This article is a stub. Please help improve the article by expanding it.
Double dipping is an unofficial name for a game mechanic when the same damage modifier applies twice to a single damage source.
These are conditions for double dipping to happening:
- damage from one source is based on another source' damage (e.g. ignite or poison are based on the initial hit)
- a modifier grants a generic stat that can apply to different damage sources (e.g. increased Area Damage or increased Elemental Damage)
Then the interaction can be explained as follows:
The modifier applies to
the damageof the 1st source |
⇒ | Damage of the second source is based on
damage dealt from the 1st source |
⇒ | The modifier applies to
the damage of the 2nd source |
As a result the modifier has been applied twice to the 2nd modifier.