Quote Originally Posted by HerpThatDerp View Post
This is even worse because resistance "double dips". You can resist both the application of a DOT and the subsequent ticks. If you have 30% resistance, you effectively take 49% damage from dots because they will fail to be applied to you 30% of the time and then you will resist the ones that ARE applied 30% of the time. You effectively take 30% less damage twice.

Would it be possible to make DOTs always apply (but keep resistance working against other, non-damaging debuffs, resisting on application) but then get resisted on ticks? I realize this is a system change but as it currently exists with double dipping it severely penalizes DOT users during the leveling process and any point at max level when they don't have a metric ton of finesse. It could be something built into player DOTs - or warden DOTs specifically - so as to not upset the rest of the game, but I think the system is just flawed to begin with.

Edit: If resistance penetration is added to the warden as a band-aid, as I have seen others suggest, please do not make it difficult for blue line to get. Penetrating those resistances is so incredibly important for morale taps as well.
To me, after you fail to resist getting stabbed, it doesn't make sense for you to be able to resist bleeding from it. The resistance check should only occur on initial application.