A big problem with dots are, that they often don't deliver their entire payload, because the target dies before the dot is done, or at times because it gets removed (like Saitha curing her self, the Golems pre Taeshlin ect.)
So this deters you from casting your dots, which make you not have a good time, especially when its your primary (only) weapon.
Here is my idea to fix it.
Dots still cost the same as they do now, but right after the spell lands, the caster gets 80% of the mana spent, back.
Then each dot tick will cost the caster, mana-spent*0.8/#ticks-the-dot-has.
This way the caster will still have the same chance of proc'ing with bracers. Will still have to have mana for the entire spell, but if the dot for some reason doesn't run its full time, the caster wont lose as much mana.
A minor positive side effect will also be that the caster can get dot ticks off while oom. Say a necro is at 1020 mana, casts R2, gets ~800 mana back after the spell lands, and quickly casts Archaic. If both dots complete, the necro will be very oom, becuase she was being taxed more mana than she had at some point near the end of the dots cycle.
It wont mean a lot in the big picture though.
An other positive side effect is when a dot is resisted. This can only happen for dots that gives a DD effect at first. These dots would then only cost 20%. Again in the big picture it wont mean anything, as you'r pretty stupid to begin with, if you'r casting dots on a target that flat out resists them.
Dots that doesnt have a DD component to them, can't be resisted, the tics can though, but that would still tax the caster.
Not really sure how to elegantly code dots like the Necro R2, or other spells that splash casts dots.
This would really make dot class a lot more free and fun, cause they wont get punished as much for casting a dot that doesn't run its entire course. More spells = more fun.
On big raid targets, it wont make any difference, but on low hp targets, it will be really nice.
So this deters you from casting your dots, which make you not have a good time, especially when its your primary (only) weapon.
Here is my idea to fix it.
Dots still cost the same as they do now, but right after the spell lands, the caster gets 80% of the mana spent, back.
Then each dot tick will cost the caster, mana-spent*0.8/#ticks-the-dot-has.
This way the caster will still have the same chance of proc'ing with bracers. Will still have to have mana for the entire spell, but if the dot for some reason doesn't run its full time, the caster wont lose as much mana.
A minor positive side effect will also be that the caster can get dot ticks off while oom. Say a necro is at 1020 mana, casts R2, gets ~800 mana back after the spell lands, and quickly casts Archaic. If both dots complete, the necro will be very oom, becuase she was being taxed more mana than she had at some point near the end of the dots cycle.
It wont mean a lot in the big picture though.
An other positive side effect is when a dot is resisted. This can only happen for dots that gives a DD effect at first. These dots would then only cost 20%. Again in the big picture it wont mean anything, as you'r pretty stupid to begin with, if you'r casting dots on a target that flat out resists them.
Dots that doesnt have a DD component to them, can't be resisted, the tics can though, but that would still tax the caster.
Not really sure how to elegantly code dots like the Necro R2, or other spells that splash casts dots.
This would really make dot class a lot more free and fun, cause they wont get punished as much for casting a dot that doesn't run its entire course. More spells = more fun.
On big raid targets, it wont make any difference, but on low hp targets, it will be really nice.
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