DoT Effects or Damage over Time Effects are effects that damages every character's turn or round. They last mostly 2 rounds. It can possibly be KO'ed when the health reaches to 0.

DoTs are calculated by taking percentage of average Health from opponent's team as damage or affected target's base health. Most DoTs are based on average Health (e.g.

Burning (2 rounds) - Taking damage every turn; Defense reduced; Cancelled by chilledBurning (2 rounds) - Taking damage every turn; Defense reduced; Cancelled by chilled

 Burning,

Chilled (2 rounds) - Taking damage every turn; Evasion reduced; Cancelled by burningChilled (2 rounds) - Taking damage every turn; Evasion reduced; Cancelled by burning

 Chilled). Most DoTs triggered once per round when a character made a turn and before performing an action. Some DoTs trigger every turn, for example

Goblin Serum #7 - Increases all stats; Takes damage every turn; Effect increases when attacking; Recharging removes several stacksGoblin Serum #7 - Increases all stats; Takes damage every turn; Effect increases when attacking; Recharging removes several stacks

 Goblin Serum 7. Some DoTs trigger after performed an action like

Bleeding (3 rounds) - Taking damage every round or after performing hostile actions; This effect can be applied 3 timesBleeding (3 rounds) - Taking damage every round or after performing hostile actions; This effect can be applied 3 times

 Bleeding. DoTs can take reduced damage (usually by 50%) by having effects like

Dark Fortitude - Reduces damage taken from damage over time effectsDark Fortitude - Reduces damage taken from damage over time effects

 Dark Fortitude, some effects have DoT immunity like

Ionic Body - Immune to all Damage Over Time effectsIonic Body - Immune to all Damage Over Time effects

 Ionic Body, and some effects take increased damage like

Bane (3 turns) - Taking additional damage from Magic attacks and effectsBane (3 turns) - Taking additional damage from Magic attacks and effects

 Bane. Effects that take reduced damage from DoT suppresses effects that take increased damage. DoT reduction effects do not stack. There are some DoTs that are not resistant or immune like the effects mentioned above, but counted in Slow Death in PvE Score Modifier. For example

Fatal Blow (1 turn) - Defeats normal enemies with less than 30% health; Greatly damages bosses with less than 30% healthFatal Blow (1 turn) - Defeats normal enemies with less than 30% health; Greatly damages bosses with less than 30% health

 Fatal Blow.

In PVP, the amount of health gained or lost is adjusted based on PVP bonuses so that damage from statuses scales accordingly. If statuses did the same damage regardless of PVP bonuses, they would barely do any damage in end tier PVP where characters have several times more health than in PVE.

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