The 150% damage is direct damage. It deals damage directly (and instantly) to all targets factoring in a number of components including: Vela’s attack stat, enemy defence stat, attack/defence buffs/debuffs, RNG component and any other modifiers (like miss chance etc…).
This calculation is set out in the following thread:
the 208 Water Damage however is different. It is Damage Over Time. This damage is inclicted at a set rate over a set number of turns REGARDLESS of any attack or defence buffs. In fact it completely ignores all the factors used in the Direct Damage calculation (except the chance to miss).
Damage Over Time (DoT) is explained a lot mroe in this thread:
The amount of DoT is split down on a per-turn basis. So with Vela at 208 damage over 4 turns, the actual amount of damage inflicted per turn is 52 damage (unless the target is Red). Also worth noting that DoT scales with the base attack-stat of the hero. So you won’t get the full 208 damage until Vela is max special skill & max level (4-80 8/8).
You are right. Post 10 inquires on the 20% and Z answers it in post 12. But costumes are not discussed at all. I was really trying to focus on the one topic, but once you pull the thread, things unravel. Good point.
It is very cool that users discovered the +20% attack stat on defense teams BECAUSE of DOT being a fixed amount per turn but based on hero skill rating and hero attack stat.
DOT used to be a fixed amount based only on the hero until HotM with pure DOT were introduced ( Natalya).
As you can calculate, the in game attack and defense stat was exactly +26% and +17% of the base stat. However, the in game burn damage was 51% of the base burn damage listed on the card.
@littleKAF Thank you! Clearly I was searching for the wrong terms in the forum. This is helpful in understanding why I sometimes would see a player run with two HoTM, for example.