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003997AF Ench_Weapon_IgnitionBeams
which has 2 effects
000C7041 ModLegendaryEffect_Incendiary_Damage, magnitude 2, duration 4
If target is not robot/turret/fire immune does 2%max hp/sec (reduced by energy resist) for 4sec.
0007D727 ModLegendaryEffect_Incendiary_Damage_Robots, magnitude 3, duration 4
If target is a robot/turret and not in water does 3%max hp/sec (reduced by energy resist) for 4sec.
Laser 4: if using Laser/Particle Beam (non-EM damage) gives a 5% chance to do
0013DEAB Lasers_Rank4 which does
00084A4F dtFireFlameEffectChanceAlways, magnitude 0.03, duration 7
3% of max hp/sec (reduced by energy resist) for 7 seconds.
(The last one is a Archetype: Value Modifer(Health) instead of Damage, but should do the same thing...)
Anyways, I don't see any reason why they wouldn't stack.
All the Damage over Time effects stack with other ones, even if the same type of damage.
(Fire from Ignition Beams is different from Whitehot Rounds is different from Incendiary legendary is different from Lasers 4, etc.)
Most DoTs have 'extend duration on recast' flag, which prevents them from stacking with themselves (they reset the DoTs duration instead).
The Laser 4 perk does *NOT* have this, so it does stack with itself.
The non-Bleed DoTs from legendary weapon abilities also prevent themselves from activating again for a while after they apply.