All dots do less damage when a mob is chasing, if rooted/feared/tanked/fleeing it will do the same damage. To offset the nerf durations have been raised sounds like 1 tick, so that after 18s the 33% nerf will bet he equivalent of that added tick in total damage. So if the mob is running for 18s it does the same overall damage for the spell but over a longer time, if the mob is not running at all you will gain an extra tick with no detriment at all.
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