'DoT' and 'HoT' stand for Damage over Time, and Heal over time respectively.They are tick-based, unavoidable attacks that are initiated when a given aura is successfully applied. A 'tick' refers to the time elapsed between each DoT inflicted. They come in many different types and can behave in various ways depending on the class. In this section we will mainly be covering their overall behaviour, as well as how different DoTs scale, and how they can be classified. Below you will find a list of definitions that encompass the different types of DoTs that can be found currently in AQW, along with an example of a class that features each type of DoT/HoT:
Overtakeable DoTs: These are DoTs whose base formula can be updated upon refresh, and so if you were to loop such an aura with a non-static weapon the value would change (examples include Ultra OmniKnight's 'Recovery').
Non-Overtakeable DoTs: Conversely these are DoTs that can not be updated with each aura re-application (it must fade), and so if you had a non-static weapon the DoT/HoT value would remain the same upon looping (examples include Legion Revenant's 'Exhortation').
Weapon Ranged DoTs: These are DoTs whose values vary with weapon range, in that each re-application will result in a new value. These are DoTs based on your Spell/Physical Damage. (Examples include Frostval Barbarian's 'Frostval gifts').
Static DoTs: These are DoTs whose values do not vary, regardless of how unstable your weapon's range may be and are based on your Spell/Weapon DPS values, which are static integers. (Examples include Rogue's 'Viper's kiss').
Stackable DoTs: These are DoTs whose damage outputs increment with each consecutive use. Usually it will follow that there is a base DoT value, and then the leading values are simply that base formula multiplied by some scaling modifier. (Examples include Dragon Shinobi's 'Shadow Kunai').
Infinitely Scaling DoTs: These are DoTs that scale non-linearly with non-stat based conditional variables, such as damage dealt in a particular time-frame, if you could source an ever-increasing output of damage then it follows that you would be able to inflict an ever-increasing DoT. (Examples Include ShadowStalker of Time's 'Umbral Stigma').
Hard-Capped DoTs: These are DoTs that appear to scale infinitely due to non-stat based conditional variables, however in actuality are capped to prevent any gameplay abuse. (Examples include Blaze Binder's 'Burning Ward', which is hard-capped at 1000).
In general DoT ticks do not contribute to mana consumption, nor mana regeneration. However, there are exceptions to this rule such as DeathKnight, whose mana regeneration has been hard-coded to be sourced from DoT ticks, at a fixed rate.
Each tick is treated as a successful attack. This can be most easily demonstrated when going up against a ninja in PvP where each successful DoT tick will trigger thin air's effect of stacking its dodge. Another instance is that each tick will deplete an enemy's mana if they are under the effect of arcane shield.
With stack based DoTs, if the aura tied to the DoT is re-applied before the next tick, then sometimes it will skip a stack. This can be most easily seen with classes whose DoT is tied to their auto, such as Infinity Knight.
DoTs cannot crit, they are also unaffected by gear damage boosts (such as NSoD).
DoTs can only be seen by the caster of said DoT. The same is true for party HoTs, they can only be seen by the caster as well, but the party regardless still benefits from its effects.
Refreshable DoTs can update if you change your equipment mid DoT. This change occurs with every tick.
HoT values are increased by Heal Out, although the player only receives the amount of the HoT prior to this modifier.
DoTs/HoTs can only be modified by DoT out pre-application, increasing DoT out will not impact the DoT value until the aura has been re-applied.