Perhaps the most fundamentally crucial distinction to make when evaluating DoT/HoT final value outputs is the difference between Classification and Scaling. Classification refers to the type of damage, and it is this damage type which allows for certain modifier stats to apply to the base value. Scaling refers to the base formula from where the DoT value is derived. In general, the order of operations goes as follows: Scaling-->Classification-->modifiers-->Final output.
There are 4 different types of classifications that DoTs can have, the first of which being the All Out tag. The second is the 'DoT' tag, which allows for DoT in and DoT out modifier stats to affect their values. It is important to note that HoTs are essentially just negative DoTs and hence, there is no 'HoT' tag. When a class' passive says that it increases HoT Out that is essentially just flavour text for Heal Out. The 2 more important classifications are as follows:
No skill can have both of these classifications at a time, which also means that a skill labelled as (Physical/Magical) is either one or the other, not both. However, the DoT itself can in fact have a separate classification to the skill in which its associated aura is tied to. For example, you could have a physical skill that applies a magical DoT, in which case a Phys Out buff would not effect the value of said DoT. Conversely, a Mag Out buff would vary the value of the DoT, but leave the skill damage unchanged.
There also exists 4 types of stat-based scaling components, which correlate to the base formula of a DoT/HoT equation. These result in the DoT value before any modifiers are introduced. The 5 types of scalings are:
The distinction between DPS and Damage is made to account for the DoTs that depend on weapon damage range, of course since DPS is a static value any DoTs that do not vary with unstable weapons are assumed to be DPS derived. Most DoTs in AQW scale off either Weapon DPS or Spell DPS and are classed as magical. Hybrid DoTs are those which scale off a combination of both Spell DPS and Weapon DPS by varying amounts, however, as previously stated they can only be classified as one or the other. More on this will be discussed in the equations subsection.
DoT squaring in AQW refers to how the damage buffs provided from an All Out source are applied twice when used before a DoT is applied, if used after the phenomenon does not occur. If a DoT and an All Out source aura are tied to the same skill (i.e., are applied simultaneously) then DoT boost squaring will not occur. Since most all out damage increasing passives have a constant up-time they will always result in squaring your DoT. This occurs when used just before the application of the aura that is tied to the DoT, therefore, with classes such as Ultra OmniKnight, where 'Recovery' is re-applied with every auto attack it is quite literally impossible to avoid DoT boost squaring. it is important to note that this only occurs with the All Out modifier, Mag Out and Phys Out do not cause DoT boost squaring. In the video clips below I will be detailing how this boost squaring interacts with other modifiers, and what happens when there are multiple sources of All Out being applied both at the same, and at different times (before and after the DoT is applied).
In this example you will notice that the base HoT value is 141. Before applying the HoT, 'Drums of War' and an Honour Pot were used to increase the player's All Out by 20% and 50% respectively, resulting in a final damage modifier of (1.0+0.2+0.5), of 70%. However, 141*1.7 does not equal 406, and this is due to the all out being squared, so ; 141*(1.7^2) = 406, and there we have it. You will also notice that the HoT dropped down to 359 after 'Drums of War' fades. What happens here is that the 20% fades, but since it was squared only one of its applications was erased, so instead of 141*(1.7^2) we get 141*1.7*(1.7-0.2) which is of course 141*1.7*1.5, which so happens to equal 359.
In this next example we again apply the 20% All Out before the DoT is initiated, getting us from a value of 141 to 202, which is; 141*(1.2^2). After the HoT is initiated we then apply the 50% All Out and get a value of 286 for our HoT, what happens here again, is that one of the All Out buffs in the squaring instance gets carried forward to the non-squared instance, which leaves us at; 141*1.2*1.7 = 286, and so this means that the squaring boost gets overwritten,or corrected so to speak. Finally, when 'Drums of War' fades the HoT is reduced to 252, which is a result of the 20% buff now fading from the non-squared components of All Out (after HoT application), therefore: 141*1.2*1.5 = 252.
In this final example everything is working very neatly and as it should. Since the All Out buffs are applied after the HoT aura application there is no squaring involved. Simply we get the initial 20% all out from 'Drums of War', 141*1.2 = 170, and then once we introduce the 50% all out from the Honour Potion the HoT updates, since these all out buffs are an example of intra stat interactions, the modifier goes as follows: 141*(1.0+0.2+0.5) = 240
As you can see these calculations become quite convoluted as you introduce multiple different sources of All Out buffs at different stages in the DoT's application. However, as a general rule of thumb you would almost always want to be in a position where you can apply as many all out buffs as possible pre-DoT aura application, as opposed to separating them across two components (this also makes calculations a lot more predictable). So to recap: When dealing with multiple sources of non-squared and squared DoT boosts these two components interact additively within themselves and multiplicatively between one another.