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?

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
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
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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dephness wrote:
the poison talent is 4x better then vulnerability

Vulnerability is multiplicative, Increased Damage is not.
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?
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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scorpios22 wrote:
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.

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.
I now understand the incinerate nerf. Shame it will only be usable with a consuming dark now.

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