Enhancing Poison

does that mean i can stack poison damage on SRS too? :p
Okay Rory, seeing as how you guys are addressing poison damage I'd like to ask if you are finally going to separate Chaos and Poison and have it be a pseudo-element of its own tied with mainly physical damage.

I know you also said Chaos alongside Physical damage in the post but Chaos and Poison don't match thematically at all. Corruption would be more appropriate and a less severe mismatch or mash-up with Chaos if it was paired with it.

Poison is not an actual element in this game and as I had guessed before reading the manifesto, it was probably done for thematic reasons and to stick to having just the classic elemental trinity as elements in the game with Chaos being the special one. So poison had to be tied to something else and you chose Chaos instead of Physical.

But just like bleeding, I'd like to see poison be applied with physical damage alone or be based off of it. Then Chaos can remain distinct and even get its own status ailment down the line without having to share a damage type with something else because of...reasons.

As for poison arrow...do I hear Abyssal Arrow and a change in color?
Oh now I think about it, it might be a nice buff for Null's Inclination (Split Arrow Poison + Minions applying Poison too)
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HoolaBandoola wrote:
PA never did poison damage. It deals chaos damage. (Well, 6L +3 bow with 30% DoT-mod, lvl4 empower, lvl21 PA, stacking jewels with life+3dmg mods is not really easy and it surely doesn't need a buff lol)

Poison has been in the game for quite some time and is not the same as chaos damage. Good that they change name from poison arrow to make it less confusing.

You're wrong. PA deals flat damage, poison scales with physical and chaos damage, so it will be exactly like scaling any other build; getting imba pDPS that is. However I agree very much with this: "why bother with poison or any degen effects when you can use other skills that one shot everything anyway?"!


yes it deals chaos damage, but as raics said it inflicts the poison debuff. but "poison" specifically is based off hit value, which poison arrow does not have but is a cloud degen, so its defaulted to chaos damage because it cannot mechanically work as "poison damage". but poison arrow does inflict "poison"

ok they definitely need to separate the two more distinctly, but as said poison damage is based off initial hit damage. this makes critical strikes inflict more poison damage (which makes daggers best in slot considering adder's touch passive). but theres no need for poison damage if you're crit'ing because then the monster is already destroyed!

it was the very same thing with bleed, how it was based off initial hit damage. it makes no sense to me. "hit them the hardest you possibly can and you'll get the highest possible degen effect!"
but by hitting them the hardest you possibly can, they no longer exist for any degen effect to be useful! this can and sometimes does include even bosses (except atziri).


if i want aoe degen damage based off initial hits then i'll make my HoA build again. easily over a million DPS from herald of ash proliferated burn over a massive AoE, even after the nerfs.

i just don't see a universe in PoE where poison procs will play any type of viability. its too ineffective in its mechanic to begin with. if you're spending the time to hit a monster to stack poisons, you might as well spend that time (or even less) to just destroy it with critical hits.
amp up the wow level by doing this at range, and AoE. poison?...all i can think is...who cares?
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CerbereGamer wrote:
Oh now I think about it, it might be a nice buff for Null's Inclination (Split Arrow Poison + Minions applying Poison too)


That would be a bad idea, because kills with poison wouldn't count as 'kills using this weapon' and wouldn't trigger minions. Sure, you don't keep split arrow and minions in the same item so you could use poison only in Null with your minions, but being that SRS is the most popular minion type it won't work that well with half of their damage being fire.
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Last edited by raics#7540 on Oct 20, 2015, 4:17:06 PM
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Necronus2828 wrote:
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LMTR14 wrote:
another thing nobody asked for and nobody needs. i.e. typical ggg work

Nobody asked for any improvement regarding to viper strike ? Is that a troll ?

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eeluer wrote:
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We're introducing a support gem that lets skills poison, and increases poison damage.

Just curious if it gonna add poison damage to zombies/spectres as well. I think it would be fair to enhance summoners and expand the possibilities for using melee combat spectres.


Yeah spectres are more focused on projectiles, and that's sad :/


compared to the MAJOR problems, NOBODY cares about one fucking skill!!!
since I have no hope for significant game design improvements in this game I am officially done with Path of Exile. done for good
Absolutely dumb change. Before elemental damage was able to deal poison with snakebite or adder's touch + conversion. It will limit the potential poison builds for no reasons.

Maybe the dps gain will be huge, but if it's only to make 10 builds it destroys the diversity.
I will never be good but always I try to improve.
Last edited by Geisalt#1772 on Oct 21, 2015, 11:57:33 AM
So when is this coming to live ?

Free passive respec tree anyone ? :D
Cool change but, tell me why would i choose to play a melee character that doesn't leech more than half the damage he does, clears maps slower, has to spec into heavy defenses just to not die and is still constantly at a much higher risk of being instagibbed by some nasty combo ?
When i can just stack life nodes and cast flameblasts that clear the entire screen from a safe distance in 2 seconds ?
The only way i see the poison changes being anywhere close to viable is there is some way to proliferate stacked poisons (perhaps the duration of the stacked poisons is half the original duration)

from how viper strike was mentioned, why would anyone use viper strike when u can use reave with the poison support gem which boosts the poison dmg(significantly better than longer duration), has built in aoe to equal out vipers need for melee splash(would be superiour in this regard), duration is useless except for single target on incredibily strong bosses.

the core problem with poison of any sort, is it requires time to work, PA works around this by being a set and forget sort of thing from range, and not scaling off hit dmg but melees will not have this option given how poison is scaled off hit dmg, for example, at the moment, if you hit something for half its hp, and poison it, it wont die from the poison, so u have to hit it againm then it is dead and the poison is pointless, and it just gets worse the less dmg you actually do, as poison scales linearly with hit dmg. thus the only way poison would be useful is, for a melee to kill like a few mobs, and the poison to proliferate like a plague and kill the whole pack, and then for bosses, to stack up a large amount of poison on the boss which is just assisted dps(BUT this will only work for phys builds, since poison apparently wont be calculated off elemental dmg. believe me, i have tried to use viper strike, but in the end its aways reave cause the pack clear is so much better, and reave outshines viper evne in boss dps, cause u can just whack on a conc effect and do abillion dmg that way, i tested, against a palace dominus, beat him down to 10% with viper, then ran off, he didnt die..... wat point is it.

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