Talk:On Fire!

This debuff, and the Poisoned debuff, appear to me to have the wrong health degeneration values; I've observed On Fire to take about 4 hp per second, and Poisoned to take 8 hp per second. The Flaming Arrow says (on this page) that it does 3 seconds of burning, at 8 hp per second that's 24 health lost; I have, every time I watched their health, seen that 3 seconds of burning deal 12 damage instead of 24, counting the damage I deal away from their maximum hp and then observing their hp after the burning stops. Could someone conclusively test this? I believe that the two values were switched somehow.
 * I was about to give the standard "Are you wearing molten armor" answer, but after testing it looks like you're right, and the armor doesn't really make any difference. It's hard to time this cause life isn't taken off in neat 1-second steps. But a rough estimate does look like about 4 per second.  Equazcion ( talk ) 18:01, 16 Aug 2011 (UTC)
 * Okay, I revisited the code and I think this is how it is:
 * Each frame, the health regen factor is calculated. It's based on time elapsed without damage taken. The following times (seconds) each add +1 to the factor: 5, 10, 15, 20, 25, 30, 40, 50, 60.
 * If your horizontal velocity is zero or a grappling projectile is active, the factor is increased by 25%; otherwise, it's halved.
 * The factor is adjusted based on the player's maximum life; it's between 43.75% and 100% of the previous number. The more max health, the higher the factor. (That's assuming legit health -- hack your health higher and you'll regenerate faster).
 * Band of Regeneration adds 1.
 * The factor is added to a counter, each frame. When that counter hits 120, it's decreased by 120 and health is increased by 1.
 * Now, the damaging debuffs nix accessory and time-based regeneration, and set the life regeneration factor to -8 and -4, respectively; the adjustments #2-4 don't apply. When the aforementioned counter hits -120, life decreases in the same fashion.
 * So, in 1 second (60 frames), being on fire decrements the counter by 480, which amounts to -4 health. The current damage values are indeed wrong. The overall damage taken from a debuff could be 1 less, because in the frame you got lit on fire, the regen counter probably wasn't 0. Even if you're at full health, time and armor regeneration are constantly ticking. And even then, there could be some edge case or adjustment I forgot.


 * Now, if someone else wants to make a wiki article out of this&hellip; I don't feel like touching this topic ever again. --Lunboks 19:23, 16 August 2011 (UTC)
 * So, basically you can interpret the regen rates as "1 unit of regen = .5 health / second"? So, burning is -8 = -4hp/s. If you're standing still and you haven't had damage for 20s, you have 4 * 1.25 regen = 5 regen = 2.5 hp/s. I'm still not sure what you're getting at with the factor based on max life. --JonTheMon 21:06, 16 August 2011 (UTC)
 * I'm not entirely sure either. The formula for that is . --Lunboks 21:14, 16 August 2011 (UTC)
 * oh I see it now. It goes from 43.75% (25+18.75) @ 100 life to 100% (25+75) @ 400. Huh, that's a significant difference, but also interesting since it means that while your regen rate nearly doubles comparing 400hp to 100hp, since the max is 4x higher it takes longer to get to full health. --JonTheMon 21:37, 16 August 2011 (UTC)

mining obsidian plus on fire = INSTA-WTF
i was hunting for obsidian at the worlds edge by taking a LARGE ammount of water with me and i managed to get ON FIRE debuff while underwater, i must ask how THE HEL i did this glitch, it is almost impossile when you think about me being underwater o.o three words, dot dot dot.