Let me start with - this problem is mind-bending, and you do not want to know how often did I cast that on my entire party to see what happens. I think I deserve an honorary animancer title.
Damage over time is applied in 3 distinct moments:
- At the start it is applied once.
- At every full 3 seconds passed after the start of the spell
- If spell time is not divisible by 3, at the end of the spell there is additional damage. Maybe.
In order to test it I have analysed 3 levels of intellect that give 0%, 20% and 40% bonus (so 10, 12 and 14 seconds). Those split into two groups - those that do 10 damage per tick, and those who do 9 (it seems that some of my characters have an unmentioned anywhere damage reduction?)
Here are the results:
10 seconds
- 10 seconds remaining - 9/10 damage
- 7 seconds remaining - 9/10 damage
- 4 seconds remaining - 9/10 damage
- 1 second remaining - 9/10 damage
- end of the spell - 0 damage
Result: expected 33.3 damage, got 36/40
12 seconds
- 12 seconds remaining - 9/10 damage
- 9 seconds remaining - 9/10 damage
- 6 seconds remaining - 9/10 damage
- 3 second remaining - 9/10 damage
- end of the spell - 9/10 damage
Result - expected 40 damage, got 45/50
14 seconds
- 14 seconds remaining - 9/10 damage
- 11 seconds remaining - 9/10 damage
- 8 seconds remaining - 9/10 damage
- 5 second remaining - 9/10 damage
- 2 seconds remaining - 9/10 damage
- end of the spell - 6/5 damage
Result - expected 46.6 damage, got 51/55
So with an overwhelming amount of evidence I am still in the dark on what the underlying mechanism is. I have revised my theory on that 3 times and the end result was not pretty, and I still might have missed something. I hope that my research will help in judging the usefullness even without true understanding of how that works.
Materials for further studies for interested researchers:
- confirm my findings (especially concerning the 5/6 damage at 14 seconds and identifying why the 9/10 division might occur)
- confirm 5/6 case on another length (2 seconds remaining look like they might be the key - so 17 would do nicely)
- redo the experiments in combat environment (all I did was in sterile environment of dunryd row headquaters outside of combat)