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Dragonfire

Dragonfire

Legendary
15% chance to summon dragonfire when hitting enemies. Fire damage can now apply burn.
Scaling Type:
Hyperbolic scaling for proc chance and burn chance

Detailed Explanation

Dragonfire can summon "dragonfire" when hitting enemies.
Fire damage can also now apply burn. These two effects works differently. Here's how each of these mechanics works:
 

1. Dragonfire

Whenever you hit an enemy, you have a chance to spawn a Firefield (dragonfire) at the enemy’s position.
 
The damage of dragonfire is the same damage as whatever weapon/item procced it. So if the sniper deals 22 damage on hit, each tick of hit from the dragonfire will also deal 22 damage. This also works with crit, so if your projectile hit deals crit damage of 40, the dragonfire will deal 40 damage per tick.
 
On one procc of dragonfire It deals damage for 2 seconds with base duration stat.
Its max duration is 3 seconds which is reached when your global duration multiplier is at 1.5x
 
Proc chance per hit:
Each copy grants 0.15 input value, scaled through the hyperbolic formula:
 
 
$$ \text{ProcChance}(n) = \frac{0.15n}{\,0.15n + 0.5\,} $$
 
 
Where
- $ n $ = number of Dragonfire copies
- maxValue = 1.0
- scaling = 0.5
 
This means that with 1 copy of dragon fire you have about a ~23.08 % chance to procc, not a 15% chance as the description indicates. To understand how that works, please see this article on hyperbolic scaling 
 
This creates diminishing returns while approaching a maximum of 100%.

2. Fire hits can apply Burn

Whenever you deal Fire damage, you have a chance to apply the Burn debuff. (from the firestaff or flamewalkers for example)
 
Burn chance per hit:
 
 
$$ \text{BurnChance}(n) = \frac{0.15n}{\,0.15n + 0.5\,} $$
 
If Burn is applied:
 
- Burn duration = $3 \times \text{DurationStat}$ seconds
- Burn stacks = 1 (burn never stacks; reapplication refreshes only)
- Burn deals damage once per second using:
 
 
$$ \text{BurnTickDamage} = 0.85 \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png} $$

 
Burn has no separate Fire-scaling stat; it only uses base damage and global multiplier.

How it Stacks

Dragonfire provides two scaling stats:
 
- ProcChancePerAmount = 0.15
- BurnChancePerAmount = 0.15
 
Both use the exact same hyperbolic scaling function:
 
 
$$ \text{Chance}(n) = \frac{0.15n}{\,0.15n + 0.5\,} $$
 
 
Where
- $ n $ = number of Dragonfire copies
- maxValue = 1.0
- scaling = 0.5
 
Example table using this data on proccing / burn chance:
 
copies (n)0.15·nChance(n)Chance %
10.150.230769...23.08 %
30.450.473684...47.37 %
50.750.660.00 %
101.50.7575.00 %
152.250.818181...81.82 %
203.00.857142...85.71 %
507.50.937593.75 %
The firefield from dragonfire also scales with size and duration but has a cap:
 
SizeMultiplierRaw Radius (×6)Final Radius
1.06.06.0
1.16.66.6
1.27.27.2
1.37.87.8
1.48.48.4
1.59.09.0
1.69.69.6
1.710.210.2
1.810.810.8
1.911.411.4
2.012.012.0 (CAP)
2.515.012.0 (CAP)
And for duration:
 
DurationMultiplierRaw Duration (×2)Final Duration
1.02.02.0
1.12.22.2
1.22.42.4
1.32.62.6
1.42.82.8
1.53.03.0 (CAP)
2.04.03.0 (CAP)

Burn damage does not scale with number of copies

Burn always deals:
 
 
$$ \text{BurnTickDamage} = 0.85 \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png} $$
 
 
Adding more Dragonfire copies:
- Does not increase Burn damage
- Does not add additional Burn stacks
- Only increases Burn application probability