Poison mechanic questions
Do we know how Increased poison damage and Increased damage over time function together?
For example there will be 125% increased poison damage on the new tree lets say you get that and 175% increased damage over time. Will that increase the 10% poison damage does per stack to... 1) 40% as you would expect if there additively combined and then modify the base. 2) 22.5% from the increased poison damage which would then be modified by the 175% increased damage over time? And how will vulnerability, temporal chains, passives that increase skill effect duration work with it? |
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As always, all sources of Increased Damage stack additively.
Vulnerability is a Damage Taken modifier, stacking additively with other sources of Increased/Reduced Damage Taken (Shock, Wither). Being defender-side it multiplies your final Damage dealt. Temporal Chains does what Temporal Chains does; the timer slows down. Poison is not a Skill Effect, so these Passives do not apply. (just like Freeze/Shock/Ignite/Chill) Last edited by Vipermagi#0984 on Dec 10, 2015, 3:01:42 PM
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i'm pretty sure vulnerability will make the poison dot tick harder.
Cursed enemies take x% increased Physical damage Cursed enemies take 33% increased damage from Damage Over Time effects since viperstrike is mostly physical (75%) it will increase in damage and since it applies a DOT it will increase the damage of the dot. The dot doesn't have to be physical. any type of DOT will be increased by vulnerability Last edited by dephness#1979 on Dec 10, 2015, 4:10:12 PM
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I don't see why vulnerability would not increase poison damage
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the poison talent is 4x better then vulnerability
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" Vulnerability is multiplicative, Increased Damage is not. |
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There appears to be 204% increased damage over time not constrained to physical only in the tree and another 125% poison damage which should result in 329% increased poison ticks. Potentially another ~46 from the poison jewel, depending on how it levels and what its quality does could be more or less, this would result in your poison hitting your target for ~47% of each hit per second for 2 seconds.
So say your using a skill that hits for 1k 10 times a second. your poison will stack up to roughly 20 times and each application will tick for 470 damage a second. doing roughly 9400 poison damage a second while maintained. Which vulnerability would then increase by a further 33%. Temporal chains would add an extra .8 seconds to the duration of each poison stack, no idea if that would result in another tick or not though. Does anyone see a problem with my understanding/logic? |
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Just some example math from a Viper Strike build I'm planning.
Stuff Fatal Toxins - 125% increased Damage with Poison Entropy - 47% Increased Damage over Time Dirty Techniques - 70% Increased Damage over Time Vulnerability - 29% Increased Physical Damage Taken, 33% Increased DoT taken Poison - Poison on Hit, 10% Increased Damage with Poison Snakebite - Poison when full Frenzy Charges. So say I Viper Strike with 100 base damage after everything except for Frenzy Charges (build has 6). 100*1.24(Frenzy)*1.29(Vuln)= 160 damage Now we get 3 stacks of poison here. 1 from Viper Strike, 1 from Poison, and 1 from Snakebite. Base 10% of damage dealt so 1 stack = 16 base damage. 16*3.52(increased DoT/Poison)*1.26(Frenzy)*1.33(Vuln)*3(Stacks) = 283 Damage/Second for 2 seconds Viper strike DoT obviously lasts longer and is probably affected by Skill Duration. Anyways that's 78% of the damage of each Viper Strike being Poison damage within 2 seconds. Edit: I've been juggling a few builds around but I think I'm definitely starting with this one after doing this example math. Last edited by 0Yemallis#2343 on Dec 10, 2015, 5:24:43 PM
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" Damage over Time does not function with ticks, it is simply gradual degeneration. As such, every little bit of duration you can add improves the total amount of Damage dealt! I think your numbers are sound? They seem correct to me. |
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I now understand the incinerate nerf. Shame it will only be usable with a consuming dark now.
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