Damage over time

Quick definition:An effect that harms a target gradually, in repeated small ticks over a period, rather than all at once, such as poison, bleeding or burning.

Meaning

Damage over time, often abbreviated to DoT, harms a target repeatedly after it is applied. Each pulse, called a tick, usually happens at regular intervals, and the effect ends after a set period, when the target is cured or when it is defeated. The total can be higher than a single strike, which rewards players who apply it early.

Common examples include poison, bleeding, fire, acid and curses. Because the damage is spread out, DoTs suit characters who prefer to attack from a distance, and they work well against enemies that flee or hide behind barriers.

Designers balance DoTs through duration, tick size and stacking rules, which decide whether several copies add together. A DoT that cannot be removed can be frustrating, so many games provide cures, resistances or healing abilities that counter it.

Origin:The phrase is a plain description that grew popular in online role-playing games, where spells and attacks could keep dealing harm after the initial strike. It is often shortened to DoT, pronounced as a word. The idea is far older, appearing in tabletop games, but the abbreviation spread with online communities.
Example:The mage ignites a bandit with a fire spell, and a small flame icon appears above his head. Every second, the bandit loses a bit of health. Meanwhile, the mage retreats and prepares a second spell, trusting the burn to keep working while she stays out of reach.
Did you know?DoTs reward patience and good timing, since the damage depends on the time left to tick. They are often paired with healing prevention effects, and refreshing a DoT early can waste damage, so players learn when to reapply.