DoT (also known as “Damage over Time” and “bleeding damage”, formerly known as Additional Damage) is a debuff that deals damage to afflicted enemies at the end of the turn. This debuff cannot be cleansed unless it is purged.
DoT can be reduced with DoT Mitigation.
Another form of DoT appears in the form of Piercing DoT, which cannot be mitigated.
Interactions with Gradual Healing
This effect will always occur before Gradual Healing takes effect, making it a common strategy and a necessity to use Gradual Healing to counter DoT.
Interactions with Turn’s End to Start Effects
Unlike Gradual Healing and Gradual BB Gauge Boost, DoT will always occur at the end of the turn and cannot be manipulated by any means. It is highly advised to not use Turn’s End to Start effects, as units will become highly vulnerable without utilizing Gradual Healing to survive the incoming attacks on the following turn.
Interactions with Shields
Shields take damage from DoT rather than the unit's HP. Should the shield wear off as a result of DoT, the remaining damage will be dealt to the unit's HP.
DoT = [(UnbuffedATK x (DoT% + 100)/100) - (TotalEnemyDEF/3)] * Element Mod * (100 + DoT dmg% - DoT Mitigation%)/100 UnbuffedATK = Base ATK + DoT Flat ATK + Imp ATK TotalEnemyDEF = Enemy DEF after all buffs Element Mod = 1.5 if strong element, 0.5 if resisted element, 1.0 otherwise (unaffected by EWD)
|Buff||Namespaced ID||In-Game Description|
||Damage taken every turn.|
- The term “Additional Damage” was known to cause major confusion, as it does not mitigate damage like Damage Mitigation and Elemental Mitigation do.
- This was eventually addressed in Bright Star Persenet's initial Unit Details announcement, clarifying that Additional Damage meant DoT (Damage over Time).
- This would later be mostly rectified for unit releases starting with Set the Deceiver, which now uses the term "DoT" instead of "Additional Damage."