I need some clarifications for Gas Arrow

The tooltip isn't much help for the poison cloud part of the skill, i don't know if poison magnitude affect the poison damage of the cloud, and on that note i do not understand clearly how magnitude affects the poison damage.

Does magnitude increase the 20% of physical and chaos damage combined to calculate poison damage ?

I might also ask does chance to poison affect the gas cloud in any way ?
Does it give the cloud a chance to put one more poison on an ennemy whenever it poison enemies ?

Is it a thing that burning ground created by enemies detonate the gas ?
It happened to me while i was fighting balbala the burning grounds made my gas explode.

On a last note i would ask another question why is there a support gem who allows poison to break armour if armour break doesn't increase poison damage ?

I assume it did at first since as mentioned poison damage is calculated on the basis of 20% of physical and chaos damage combined, and my thought was if the enemy has no armour therefore i deal 100% of my physical damage and so my poison damage would be calculated on this base.

I think now poison damage is calculated on my part before the hit and then it does damage based on the enemy resistance.



Edit : thanks for the informations :)
Last edited by TH0M45#3307 on Dec 13, 2024, 6:46:19 PM
Last bumped on Jan 18, 2025, 11:51:41 AM
Honestly having a breakdown on the tooltip that shows base value and current value would be great, and I don't think there's any reason it can't be done.

Accurate information is good.
To my knowledge Magnitude only affect Ailment damage like DoT Multi. All ailments have a threshold you have to hit for them to apply which is based on their respective damage amounts and the target. Increasing your chance reduces the damage needed to apply the Ailment on non-Crits.

You can't apply more than one ailment per"Hit".

Yes Burning ground Explodes Gas. It got nerf'd twice but it's still good.

Poison Breaking Armor is likely because it's damage portion can be physical. This 'should' allow you to hit harder with Physical Hits but it shouldn't affect poison damage.

Yes, Aliment damage is calculated before resistances thus Penetration is useless but Exposure or causing negative resistance is not and will increase ailment damage.

I did a lot of testing with Ignites and sadly it's not a valid damage source like PoE1.
Poison is better I'm told but I can't afford to spec and test it right now.
"Never trust floating women." -Officer Kirac
I suppose it could be clearer but if you read enough of the tool tips it does explain it well enough.

The biggest tip i can give you is look at the first part (impact) of gas arrow there is a part their that says "main hand poison damage" when looking at the skill damage statistics. This is the only number you should care about. Choas and physical both play a roll in that calculation all other damage types are ignored.

This is the number that you care about

If that number goes up your damage goes up.


As far as other scaling factors go.

Both chaos and physical are added together

The "final" damage that hit "would deal" is the BASE damage which will be converted to poison

Only 20% of this base damage is considered for how strong the dot will be.

So if your chaos/physical damage was 200 then the poison at base magnitude would be 40.

The nodes on the tree that state "5% increase to poison magnitude" or "5% increase to damge ailment magnitude"

All are a % of base increase.
Meaning if you got 100% increase to magnitude (poison magnitude increase and damage ailment magnitude increase add together)

Its 100% or 2x base magnitude which is 20% and would then be 40%.

Its important to note the damage per use and not damage per second. Increasing your attack speed for instance causes your skill dps to go up but not the actual damage each individual attack does.

Poison scales off the pre hit calculation of that attack damage.


This causes some grey area and confusion when you start to get into debuffs and affects that impact how much damage your target takes vs how much damage you deal.

If something says "increased damage" say from Shock or the concentration support "40% increase area damage" of which gas arrow is an "area attack" and benefits then your inital damage roll for the impact of that arrow will be higher causing the poison to be increased proportionatley.

If something doesnt increase your damage but does something to the monster causing it to "take more damage from the hit".

The inital impact will do more damage to the target but that additional damage will not be taken into consideration for poison calculation which was done based on the inital pre hit projectile damage.

The target does take more damage from the arrow impact but that damage is not "seen" by the poison calculation as its a modifer which applies after it was calulated.

Thus penetration or other debuf which impact how much damage a target receives is not the same as how much damage YOU DEAL.


OTHER considerations are for nodes which "increase chaos damage".

This does not directly impact poison damage which is chaos damage over time.

If you do no form of base chaos damage and were entirely physical %increase to chaos damage will have no impact on your hit or the poison DOT.

If you have a cultist bow which does base CHAOS damage. The % chaos increase would increase the chaos damage on the bow/projectile making your "pre hit damage" higher

If that number is bigger your poison dot will be bigger since its a %.

You could acheive the same effect if you were purley physical damge and just scaled %increase to physical.

There are plenty of reasons to go both damage types given the limited number of %damage buffs available to us and restriction to 1 support gem.


The biggest grey area for me are the few instances where you do increase your "hit damage" based on if a target has an ailment or not.

These say do "33% more hit damage if enemey is effected by an ailment".

Per the tool tip its unclear if the applies as this impacts "hit damage".

From my understanding though, in this case since you are the one dealing more damage and its not more damage caused by a negative decrease to the targets stats-- making them take more damage-- it does scale with poison.

Its hsrd to test this particular node with low toxicity since if they are not poisoned they have a 60% increase to the effect of being poisoned (which is a 12% increae in base magnitude of 20 i.e. 32% not counting any other nodes or stats.)


I hope this helps some.

My gas arrow does like 1800 poison mainhand dps max "cloud is over 2k"

This really shines when combined with vine arrow. Absolutley melts stuff.
O right i forgot to address poison chance.

Absolutely 0 effect on gas arrow or poison burst which of 100% chance to poison inherintley.

All the poison chance increases apply to other things (like base attack)

So if you have 60% chance to poison about 1/2 arrows would proc the effect.

If your a pure poison build it probably means nothing.

Although if you used other skills like rain of arrows or a lightning srrow skill you would have a chance to apply poison with each hit.

It does not impact actual damage calulation at all only chance of the ailment applying for that attack.

Unless a item/skill says otherwise (havent seen one yet)
"
Xzorn#7046 wrote:

You can't apply more than one ailment per"Hit".

Yes Burning ground Explodes Gas. It got nerf'd twice but it's still good.


You can apply more than one poison per hit with poisonburst arrow for example with envenom support you have a 60% chance to apply a second stack of poison if you have the ability to have more than one poison on a target it might only apply to certain skill who apply poison by default but it does.

and i knew burning ground detonates gases i was wondering if it was a thing for the environment to make it explode as well with it might be.


"
Xzorn#7046 wrote:

Yes, Aliment damage is calculated before resistances thus Penetration is useless but Exposure or causing negative resistance is not and will increase ailment damage.


Thanks for the explanations i apreciate it.
"
TH0M45#3307 wrote:
"
Xzorn#7046 wrote:

You can't apply more than one ailment per"Hit".

Yes Burning ground Explodes Gas. It got nerf'd twice but it's still good.


You can apply more than one poison per hit with poisonburst arrow for example with envenom support you have a 60% chance to apply a second stack of poison if you have the ability to have more than one poison on a target it might only apply to certain skill who apply poison by default but it does.

and i knew burning ground detonates gases i was wondering if it was a thing for the environment to make it explode as well with it might be.


Yea I was more explaining from a baseline approach. A support which adds chance to poison a second time or a Hit which produces a secondary effect both of which can poison would work.

I would need to test on this claim "So if you have 60% chance to poison about 1/2 arrows would proc the effect." because that's not how Ignite works. You can have 200% Ignite chance and still not Ignite an enemy if you do not have enough damage.
"Never trust floating women." -Officer Kirac
For whatever reason no matter how much Magnitude of poison I add, the on-screen DPS never goes up.

Like there is nowhere showing what my total magnitude is, and no DPS meter showing if the poison damage is changing or not. It makes it VERY hard to tell if magnitude is worth investing in.

Even in POB, as far as I can tell Magnitude is not being calculated in any way I can see.

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