The summary of ‘Starfield Amazing DoT Tested and Explained: Fire, Poison, Bleed, Incendiary, Elemental, Flechette’

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00:00:0000:16:47

In the video, Angry Terle explores the intricacies of damage-over-time (DoT) effects in the game Starfield, focusing on how various elemental damages interact with each other and affect high-level enemies like terramorphs. He demonstrates the practical applications of fire, bleed, poison, corrosive, and radiation damages, using a variety of weapons and legendary effects. Key points include the differentiation of DoT effects even when they share names, the significant impact of stacking multiple damage types, and the unique advantages of using specific weapons like the grandal with White Hot rounds and arc welders. Laser perks are highlighted for their ability to stack damage, making them particularly powerful. The video emphasizes the strategic value of combining elemental damages to maximize effect and swiftly defeat formidable adversaries. Lastly, Angry Terle hints at further detailed testing and future content to optimize weapon performance in the game.

00:00:00

In this part of the video, the narrator, Angry Terle, demonstrates the effects of combining various types of elemental damage while firing a shotgun in the game Starfield. He discusses the concept of ‘damage over time’ (DOT) and its complexity, noting that different DOT effects—even with the same name—can vary significantly in impact. The narrator uses the ‘grandal’ weapon equipped with ‘White Hot rounds’ to show fire damage on a high-level terramorph enemy, highlighting that the damage done is based on the enemy’s health rather than the player’s damage. The fire damage consistently hits the terramorph at about 2% of its total health every second, with one bullet required to reset the duration and ensure continuous damage.

00:03:00

In this segment of the video, the narrator discusses the application and combination of fire and bleed damage effects from different weapons. They mention that shotguns equipped with flash rounds can inflict bleed damage, which takes longer to apply and has a different trigger mechanism compared to fire damage. The bleed damage lasts 16 seconds, dealing 21 ticks of 200 damage each, totaling about 32% of the terramorph’s health. Additionally, damage effects like lacerate from legendary weapons can be combined with flash round bleeds, doubling the damage rate and duration, potentially taking about 60% of the terramorph’s health with combined effects. Detailed testing with various damage effects is ongoing to optimize weapon performance.

00:06:00

In this segment of the video, the speaker discusses the use of various ignition beams and their effectiveness in combat. They highlight that standard ignition beams only cause minimal damage, around two damage per tick, which is considered insignificant. They then demonstrate a higher damage trigger, resulting in 300 damage from laser weapons due to extensive testing. This payload translates to about 3% of an enemy’s health per second.

Furthermore, the speaker examines a powerful legendary weapon effect, which they manually added using console commands. This effect triggers 800 damage per tick and includes an initial boost of 1,600 damage upon activation, totaling 5,600 damage over five ticks. This can significantly reduce an enemy’s health by about 45%, achieving this impact within just four seconds. They proceed to switch to an arc welder weapon to show an exception where multiple 300 damage effects are applied over time.

00:09:00

In this part of the video, the presenter discusses the mechanics of different damage-over-time (DoT) effects in the game. Laser perks can stack their damage, unlike other DoT effects, and various fire effects from different sources (e.g., bullets, legendary effects, lasers) are treated as separate effects. Poison damage is applied with each tick dealing 300 damage and can reach up to 3,900 total damage over 13 ticks, constituting about 30% of a terramorph’s health. Additionally, corrosive damage, which is triggered based on the enemy’s health percentage, deals a consistent 2,000 damage but can only be applied once every 6 seconds. The presenter emphasizes how significant poison and corrosive damage are in reducing the health of formidable enemies like terramorphs.

00:12:00

In this segment of the video, the discussion focuses on various legendary effects and their impact on enemies. It’s noted that the Incar effect is highly powerful, dealing significant fire damage both instantly and over time, capable of reducing enemy health by about half. Elemental effects such as corrosive, radiation, poison, and inary damage and their effectiveness are also detailed. Corrosive is noted for its immediate impact, while the poison effect takes longer to fully apply. Modifications like flet rounds and white hot rounds, which apply bleed and fire damage respectively, are explained in terms of duration and percentage of total enemy health affected. The segment also touches on how the laser skill can inflict damage, stacking effects without limit, and applies to weapons with combined energy and physical damage.

00:15:00

In this part of the video, the speaker discusses the effects of various damage types on enemies, highlighting that bleed and poison damage do not work on robots, whereas fire and corrosive damage are effective against all enemy types. The speaker also mentions that Boost Assault Training is not very effective due to its weak, chance-based fire damage. They then demonstrate the combined power of different elemental damages using a shotgun, showing that stacking multiple types of damage over time can quickly defeat even high-level enemies like terramorphs. The segment concludes with a thank you to the viewers and a teaser for future content.

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