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When using Dragon Rounds or other applied on hit effects their damage gets also halved by a dodge for all ticks of the effects because they remember the hit result being eHit_Graze. This can end up with them doing no damage at all.
it's also true of crits, but generally not noticeable because DoTs are typically not set up with crit damage.
should be possible to gate it behind a (ApplyEffectParameters.EffectRef.ApplyOnTickIndex == INDEX_NONE) check.
(that is, DoT damage will always have a tick index, while directly applied damage effects will not)
Just tested this with the above gate suggested by Mitzruti and it does indeed fix the problem. Yet to test for un-intended consequences but first impressions is that it seems robust.
When using Dragon Rounds or other applied on hit effects their damage gets also halved by a dodge for all ticks of the effects because they remember the hit result being
eHit_Graze
. This can end up with them doing no damage at all.X2Effect_ApplyWeaponDamage::CalculateDamageAmount()
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