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No spell damage dosen't stack,
So 1-10 drain health over 30s the debuff will stay on the target for 30s and then fall off before the next one gets applied,
unless you land a successful hit on them again while the debuff is active which would reset the timer back to 30s and the magnitude will reroll a value between 1-10.
So if you can hit them constantly and succeed then the debuff will always stay at 30s but the magnitude of the spell/effect will change each successful roll.
And as far as I can tell, there's no stacking of the same effect. But you could skin the cat in other ways like poison, burden, paralyze, etc. at the same time.
Part of the reason I prefer to play a mage and join the Mage Guild is to take advantage of spellmaking. I could make an Absorb health 100 points 10 feet range spell and spam it against high health enemies from a distance until they drop dead. No worries about stacking, debuffing, etc.
Drain health= reduce maximum amount of HP an enemy has by the value for the duration. Doesn't stack unless you use a separate spell.
Absorb health = straight damage like damage health, but you gain what they lose.
So basically there are spells which tick once per second and there are spells which stay active for duration and the ones that stay active usually suck. (unless one second duration maybe)
Of course fire damage 10 pts for 10 secs will do 100 damage by the end yes?
Tried "dire earwig" I don't think that ticks must be a similar effect as "drain health" as I couldn't even kill a Shalk with it.
Absorb health seems nice I'm not sure that it ticks though will have to test sometime.
thanks for the replies