Original Post — Direct link
over 4 years ago - /u/Mark_GGG - Direct link

I have just tested this, and the multistrike modifiers are definitely applying correctly to damage with bleeding.

The linked twitch clip isn't working for me, so I can't actually see what that shows, but the per-repeat modifiers on multistrike apply to all damage dealt with that repeat of the skill. I can see it working in-game, and there have not been any recent changes to the relevant code that I can find.

over 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Rezins

https://www.twitch.tv/videos/774050050?t=01h41m41s

This is where the testing happens, a little bit into the muted section.

Tested with Multistrike as well as woke Multistrike. The damage from 3 hits compared to Multistrike is almost the same. 4 hits normal vs woke Multistrike with Crimson Dance is almost the same. Regular attacks do a little more.

The testing setup might be bad because of armour or stuff like that, but it really doesn't look like it's working.

PVP scaling depends on attack time, so the attack speed bonus could have a significant effect on how much PVP hits with multistrike are scaled compared to non-multistrike hits, separate from the damage modifier? Might depend on a bunch of other factors how much that affects results. I'll try to do some quick testing.

I can see the numbers in-game right now and it definitely applies correctly. I can breakpoint the bleeding damage roll and see that the values are different on each hit, and look at the stat values applied to the monster by the debuffs, and see they match those rolls. My first hit rolls bleeding in the range (806-1465), resulting in 1125. The second rolls in (984-1788), resulting in 1636. The third rolls in (1161-2110), resulting in 1767. All three bleeding debuffs are then on the target, with those values, and only the last one is affecting the enemy, because it's the strongest.

over 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Mark_GGG

PVP scaling depends on attack time, so the attack speed bonus could have a significant effect on how much PVP hits with multistrike are scaled compared to non-multistrike hits, separate from the damage modifier? Might depend on a bunch of other factors how much that affects results. I'll try to do some quick testing.

I can see the numbers in-game right now and it definitely applies correctly. I can breakpoint the bleeding damage roll and see that the values are different on each hit, and look at the stat values applied to the monster by the debuffs, and see they match those rolls. My first hit rolls bleeding in the range (806-1465), resulting in 1125. The second rolls in (984-1788), resulting in 1636. The third rolls in (1161-2110), resulting in 1767. All three bleeding debuffs are then on the target, with those values, and only the last one is affecting the enemy, because it's the strongest.

Certainly the difference in attack time has a notable effect. PVP scaling is based both on the time taken to deal the damage and the amount, so how much exactly will vary from hit to hit, let alone build to build.

In my testing, bleeding without multistrike was PVP scaled to about 29%-32% of pre-scaling damage, while bleeding with multistrike was PVP scaled to 22%-27% (repeats dealing more damage makes this more variable) of pre-scaling damage - this in combination with the bleed roll was enough that some final-repeat bleeding was lower than some non-multistrike bleeding due to being scaled more.

over 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Samsenggwy

Just want to confirm..... how long is this bug in game already?

Is it since league start or just due to recent patch ?

Never. It is not bugged, and is applying to bleeding. It has not changed. The per-repeat modifiers have always applied to all damage dealt by that repeat of the skill.