More Fire Damage != More Ignite Damage (A counter debate for Mark)

A while back Mark mentioned it seemed to make sense that more fire damage == Bigger Ignite.

I would tend to disagree. The more Fire Damage that is dealt aka Burned. The less of the object is left to ignite. It's like trying to set fire to the ashes of a nuclear explosion. It's not going to happen.

As in life this reflects the same in-game. The more fire damage you do. The less Ignite does.

Ignition requires a catalyst in addition to heat. Even if it's a simple combustible material. If you want to Ignite something you apply just enough heat in addition to an accelerant or similar.

I don't want to be too technical because Lightning burns. I'm just trying to help the point that Fire Damage is in itself doing the same job both mechanically and realistically. I know the Devs want combo interactions with statuses but as a damage source I don't think this will ever work.


"Never trust floating women." -Officer Kirac
最後にスレッドがバンプされた時間 時刻 2025/06/02 14:58:27
I mean....the same could be said for all ailments. Bleed, a gigantic "bonk" might not cause any blood, but a tiny slash to the right place can cause insane blood. Poison, why does the attack matter at all? Chill, Shock....same thing.

Perhaps the only one that sorta makes sense is shock. More electricity generally means more shock damage irl.

Don't go down the "logic" road lol.
Starting anew....with PoE 2
最後に cowmoo275#3095 が 2025/06/02 8:40:41 に編集
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cowmoo275#3095 が発言:
I mean....the same could be said for all ailments. Bleed, a gigantic "bonk" might not cause any blood, but a tiny slash to the right place can cause insane blood. Poison, why does the attack matter at all? Chill, Shock....same thing.

Perhaps the only one that sorta makes sense is shock. More electricity generally means more shock damage irl.

Don't go down the "logic" road lol.


I'm not trying to go to deep into logic but I find fantasy concepts hold up and feel better when based off some type of real concept. For instance I made a status in a game based on super heating + cooling to allow Fire and Cold magic to function together.

In your examples a gigantic Bonk and Stun works fine together.
A small but highly penetrating/precise slash causes heavy bleeding.

Chill/Frozen makes enough sense and it's an instant payoff.

Chance/Magnitude just aren't right for DoTs like Bleed/Poison/Ignite.
"Never trust floating women." -Officer Kirac
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Xzorn#7046 が発言:

I'm not trying to go to deep into logic but I find fantasy concepts hold up and feel better when based off some type of real concept. For instance I made a status in a game based on super heating + cooling to allow Fire and Cold magic to function together.

In your examples a gigantic Bonk and Stun works fine together.
A small but highly penetrating/precise slash causes heavy bleeding.

Chill/Frozen makes enough sense and it's an instant payoff.

Chance/Magnitude just aren't right for DoTs like Bleed/Poison/Ignite.


Besides "stun", none of it works that way in-game. So you are talking a total overhaul of ALL ailments

Why would it make sense that a larger damage cold hit applies a greater chill? It should be duration-based, not damage-based. Or temperature-based. Think about throwing an ice ball at someone vs. locking them in a fridge overnight. The ice ball does more instant damage but basically no chill, but the fridge will apply a greater chill and freeze. Freeze based off chill magnitude makes sense. Instant effect is also contradictory to how chill works irl. You progressively get more and more chilled when exposed to cold, eventually leading to a freeze.

For that matter, all DoT's should technically increase in damage the longer they are in effect which isn't the case. Damage over time is rarely ever a static level of damage.

If you go down the road, you need to go ALL THE WAY down the road.




And then we need to look at video game logic: ignite damage is a fire-based damage. So yes, it would make instant sense for higher fire damage to mean higher ignite damage as well. Or do you REALLY want the damage to be ENTIRELY separate? That would be wild.
Starting anew....with PoE 2
最後に cowmoo275#3095 が 2025/06/02 9:45:05 に編集
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cowmoo275#3095 が発言:
Why would it make sense that a larger damage cold hit applies a greater chill? It should be duration-based, not damage-based. Or temperature-based. Think about throwing an ice ball at someone vs. locking them in a fridge overnight. The ice ball does more instant damage but basically no chill, but the fridge will apply a greater chill and freeze. Freeze based off chill magnitude makes sense. Instant effect is also contradictory to how chill works irl. You progressively get more and more chilled when exposed to cold, eventually leading to a freeze.


In short I do think DoT based status should be reworked.

We can flash freeze things and myself who lives in sub-tropics would chill near instantly if thrown up north. We suspend logic at a point for the sake of it's function in a fantasy game.

If you hit someone with a block of ice it wouldn't do cold damage it would do physical damage. Earth based magic tends to have this issue too but long as it works and is on theme players will accept it.

Ignite does not work outside a trigger status and the reasoning was "More fire = more ignite makes sense" when that's not really the case. So we have a failure of reasoning and function.
"Never trust floating women." -Officer Kirac

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