Damage Over Time (commonly abbreviated as DoT) is any effect that inflicts periodic damage to a character over a span of time, typically as part of a Status Effect. DoT is in contrast to direct Attacks, which typically deal all of their damage instantly. It is not to be mistaken for continuous damage as a result of consecutive or concentrated Attacks. The duration of a Damage Over Time effect may be set, or it may be indefinite, requiring Effect Removal to mitigate. Damage may be dealt at a fixed rate in time, or dealt turn-by-turn in a Turn-Based system. Some instances deal fixed damage per tick, while others calculate damage as a percentage of maximum health. Damage may also scale up or down over the period it’s dealt.
Damage Over Time
Examples
League of Legends (2009) – Cassiopeia’s Miasma deals periodic magic damage to enemies. This effect can stack multiple times, dealing more damage each tick. Final Fantasy XIV (2013) – Black Mage’s ability causes thunder damage over time lasting 30 seconds.
The Legend of Zelda: Breath of the Wild (2017) – Certain environments are either very cold or very hot; staying in these environments causes the player to take continuous damage. This damage can be avoided by wearing temperature-resistant equipment or positive Status Effects that grant immunity.
Pokémon Gold and Silver (1999) – The Status Effect Burn deals 1/8th of a Pokemon’s max health as damage at the end of every turn, and also reduces the Pokemon’s attack. Burn never expires on its own.
Minecraft (2011) – When the player’s Hunger runs out, they begin taking damage at a constant rate until they eat food. On Difficulty Settings Normal and lower, this damage stops before killing the player (at a Health value dependent on Difficulty).
See Also
Attack – Frequently a supertype of Damage Over Time effects
Status Effect – Frequently overlaps or interacts