Double dipping

Double dipping was an unofficial name for a game mechanic when the same damage modifier applies twice to a single damage source. This mechanic primarily applied to damage over time ailments, prior to its rework in Version 3.0.0.

Previously, ailments dealt damage based on the final hit after damage modifiers, which meant if a damage modifier applies to both the hit and the ailment, then the ailment will gain increased damage on top of the damage increase of the initial hit.

Mechanics
These are the conditions for double dipping to occur:
 * Damage from one source is based on another source' damage (e.g. bleed, ignite or poison are based on the initial hit).
 * A modifier grants a generic stat that can apply to different damage sources (e.g. or ). See these other keywords for more examples.

Then the interaction can be explained as follows: As a result the modifier has been applied twice to the second modifier. It's worth to note that the second time it applied it multiplied itself.

Ignite
Let's use for this example. It is a fire based spell so both and  can scale it. Since the skill deals fire damage it is possible to ignite enemies, dealing 20% of the initial hit as fire damage over time. This is a different damage source compared to the initial projectile so it's possible for double dipping to occur if the right stat is used.

Elemental Damage
Assume that the character uses a level 20 and has  that affects the skill gem.

  The spell hits the enemy and deals $\times (1 + 1.00) =$ fire damage to it.

 The enemy is successfully ignited, dealing a base $\times 0.20 =$ fire damage per second.

 The damage over time is also affected by the applicable modifiers, dealing $\times (1 + 1.00) =$ fire damage per second for 4 seconds. 

In this case the was applied twice because it can apply to different damage sources.

Spell Damage
Assume that the character uses a level 20 and has  that affects the skill gem.

  The spell hits the enemy and deals $\times (1 + 1.00) =$ fire damage to it.

 The enemy is successfully ignited, dealing a base $\times 0.20 =$ fire damage per second.

 The damage over time is also affected by the applicable modifiers, dealing $\times (1 + 0.00) =$ fire damage per second for 4 seconds. 

In this case the didn't apply twice because ignite damage, which is a damage over time, does not scale off spell damage.

Version history

 * Damage over Time has been reworked from the ground up, and 'double dipping' is now a thing of the past.


 * Generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.
 * }