%Chaos damage on tree not affecting poisons damage is confusing.

Poison magnitude is scaled off of the phys/chaos damage of the hit alone, but poison is stated as being chaos damage over time. You would think that % increased chaos damage would increase the damage, and that the over time part is just a mechanic of poison itself. Not sure if this was only confusing to me, or if other players feel similarly.
Last bumped on Dec 20, 2024, 10:51:19 PM
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Poison magnitude is scaled off of the phys/chaos damage of the hit alone, but poison is stated as being chaos damage over time. You would think that % increased chaos damage would increase the damage, and that the over time part is just a mechanic of poison itself. Not sure if this was only confusing to me, or if other players feel similarly.


All ailments now work this way. Because Poison has split damage type scaling, phys and chaos, increases to one or the other will increase poison damage by the total % phys or chaos that the poisoning hit dealt.


If you are dealing full chaos damage, increased chaos damage will translate to poison damage at full rate.

If you are dealing full phys damage, increased phys damage will translate to poison damage at full rate.

in either case or for the more common mixed case, the poison applied benefits from sources of increased chaos damage taken on enemies such as despair curse or wither.

So even if you scale a big phys hit for poison, you still scale the damage on enemies with - to chaos resist and wither to scale poison outside of the hit.



It is similar to effects that allow all damage to contribute to an ailment. If all damage contributes to ignite, for example, all damage increases will contribute to ignite damage for their portion of the igniting damage but ignite will still deal fire damage so reducing enemy fire resistance or increasing fire damage taken on enemies will scale the ignite damage from all sources.
Most of the stuff doesn't work, or does not follow the description. Hopefully, it's only this way in EA.

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