PoE2 Early Access : Poison damage clarification

The chaos damage nodes do not appear to have much of an impact unless you are using chaos damage as your primary means of damage (eg: Cultist Bow), and only appears to scale off of the initial damage. It is hard to tell if Despair or Wither has any impact at all, as the difference with or without them is negligible.

My testing has been with a Poison Bow Witch that went for chaos damage nodes (before I realized poison had been changed from how it worked in PoE1). Getting through Cruel has been a slog, since there is no way to increase my damage until I next the next tier of Cultist Bow, and bows can't roll chaos damage. IMO, investing into chaos damage is not worth it.

It seems like they wanted Poison to be its own thing, but also didn't want to introduce a 5th resistance type so they made it into this weird hybrid of physical-to-chaos-but-not-really-chaos damage. :)
Yes, indeed. Chaos damage only affects poison if your attack/skill that triggers the poison does chaos damage by itself, or with the weapon used (e.g. Cultist bow, as you said).

Sadly, chaos damage-based poison attacks do not seem to be in a good place as the Cultist bow is such a low-power base. In many cases, as supported by some unique items, it's preferable to stack physical damage over chaos damage. Maybe it will change with the Shadow and daggers/traps skills.

I have not logged on my Pathfinder in over a month though, so I didn't see if there were any changes to poison damage as a whole.
Last edited by pyrocyborg#0256 on Jan 24, 2025, 12:55:00 PM
Chaos damage modifiers still affect poison concoction if that's the way you go with it

Apparently the cultist bow even increases it's damage when equipped though I'm pretty sure that's a bug, not that it matters the widowhail build is the only really decent at to scale pconc anyway
simple the only thing to effect the dot damage other than a larger base skill hit of phy/+chaos is poison damage flat / chaos damage over time multi for one and 2 though in 1 there is no cap so you can apply as many as you can before the timer on the first ends. for 2 if you have multi stacks via items skill points all timers running separate with the highest always taking precedent over lower new stacks but still the same formula P/+C=dot+dot% increases+ dot multi mods=end dot

(edit dot time increase i do believe is best in 2 but in 1 depends heavily on the build theory your following. any chaos or phys in tree will only apply to hit damage and may not be the best points spent depending if you are spell or attack based poison)
Last edited by hippieballz240#0709 on Jan 24, 2025, 5:53:03 PM
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Hi there!

I'm trying to figure out what affects poison damage at a whole or not. Long text, sorry, and I really could help from people who tested/experimented or even someone at GGG, which I know aren't really available right now for such petty questions.

The topic probably has been discussed before, but I the forum search is kind of basic and Google only shows theorycrafting that was discussed before the release, and thus, untested.

What is clear is that any physical or chaos damage value before the "Hit" is transformed into Poison damage, as long as your attack or weapon does that kind of damage beforehand. Then the different modifiers (poison duration, poison magnitude, faster ailments) kicks in.

What happens after that? If you hit an enemy with a full physical attack, let's say, 1000 damage: If you have + Chaos damage nodes on your tree, does it increase poison damage accordingly despite hiting with a physical skill initially? Poison doesn't seem to be chaos damage per se, so it shouldn't... right? On the other hand, if you socket the Brutality gem in, which removes Chaos damage from your skills, you no longer do any kind of poison DoT... so Poison triggered by a 100% physical skill does chaos damage?

What about the Added Chaos Damage gem : Would it increase a poison DoT by 25% or would the 50% "less" non-chaos damage reduce the initial physical hit by 50%, gimping your damage?

There's a lot of testing to be done, and no target dummy at all. Testing said skills in endgame maps mean potential death and lost of a map and Experience, so it's not exactly fun to do especially on a very squishy class like Ranger.


What works :

1) Physical damage nodes + flat Physical damage on gear if you're using a physical-based attack to trigger the poison (i.e. Bow/Crossbow skills). Nodes increasing the potency of a damaging skill does seems to increase poison damage too

2) Any specific damage nodes related to your attack type as long as this damage affects the skill that triggers the poison (e.g. Projectile damage in the case of a projectile skill). At least, it seems to work.

3) + Level to Chaos skills does increase Poison related gems, as they're Chaos skills. It's more impactful on "spells" type of gems like Plague Bearer than it is on Attack skills.

4) Generic "all damage" nodes, if those exist.


What doesn't work :

1) Armour breaking : I thought it worked, as damage would ramp up over time, but it does not work with poison.


What could work, but I didn't/cannot test :

1) Critical hits increase the damage of the initial hit, which should trigger a more potent poison. This is supported by the fact that the "Increased Ailments/poison magnitude on critical hit" affixes exists.

2) Chaos damage nodes + flat chaos damage on gear if you're using a Chaos skill to trigger the poison like the Hand of Chayula skill, or any similar Chaos damage skill that could poison with Envenom (if it does work with Envenom)?.

3) Chaos resistance reduction like Despair? I think it should work as "Resistant to Chaos damage" mobs are way harder to kill with poison, so Chaos resistance reduction could do the contrary.

4) Wither as it increases chaos damage done?

5a) Poison on hit and Gas arrow : It does seem to trigger an additional stack with Gas arrow for each tick (meaning at 100% it could potentially increase 2 stacks per second per gas cloud), but I can't say for sure.

5b) Can Poison on hit go beyond 100% (e.g. 110%) and potentially trigger twice?

6) Chance to inflict Ailments : Does it increase chance of poisoning up until 100%?


EDIT : Typos and clarifications.
EDIT 2 : Some stuff here and there.


Nothing of the above actually works.

To damage something with poison/bleed/ignite, you need to hit it hard.

And if you hit hard, you no longer need the ailment, because the thing just dies.

(Poison concoction left aside, of course.)

I tried to poison enemies high damage crossbow shots, combined with "100% extra chaos gamble" from the dark monk.

The truth is - if it triggers, the rare monster dies anyway.

And if it doesn't trigger - the poison deals no damage.

Logical non-sense from GGG part.
Tying ailment damage or magnitude to the initial/base hit damage is just plain odd and doesn't work that well outside of some very specific skills, even with high magnitude stat. I get that it's to go against high-speed stacking builds (i.e. if an ailment does 1000 dmg per stack per second regardless of how hard you hit, it's better to attack fast), but limiting the number of ailments stacks just make many ailments builds or skills fall flat compared to raw damage ones.

The only Bow skill I feel was "fine" when it comes to poison stacking is Gas arrow, as it could stack multiple times and kill almost anything that came in contact with the gas cloud, whether on impact or a few seconds after that. Worked fine up to T14 maps or so, didn't try anything over that frequently enough with that character to have an opinion on the matter, but with a better bow than my crappy one, it would probably be better. Anyway, the rest of the time, I totally agree : If you hit the enemy hard enough for the ailment to be actually strong enough, it's probably already dead.

With one stack only, Ignite usually makes no sense, and unless I'm mistaken, neither does Bleed as it pretty much does damage according to the the strongest bleed stack value/magnitude, then extend the duration if a new/lower bleed happens.
Last edited by pyrocyborg#0256 on Jan 31, 2025, 3:26:24 PM
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misapan#1493 wrote:
Thank you for your answer.

So if do undrestand corectly herald of plague spreads only one "stack", but contagion spreads all stacks?


I cannot say for contagion, but Herald of Plague seems to only spread the most damaging poison stack indeed. From what I can read, Contagion spreads the other chaos damage over time debuffs (maybe not poison, as it's probably not considered as a chaos over time debuff). As such, it can spread multiple spells/debuffs with the chaos damage over time tags and refresh their duration.


Poison is an ailment which inflicts Chaos Damage over Time. Ailments are a family of common debuffs. Contagion spreads all stacks of poison, as they are chaos damage over time debuffs. Both based on the description, and based on practical knowledge; my Poison Ranger was using it to spread 4 stacks of poison consistently and without issue.

Worth noting that it also spreads the secondary effects associated with said poison - I ran gas cloud with corrosion (the armor shred doesn't help the poison damage but does help the physical damage dealt by other skills like toxic growth) and poisonburst arrow with bursting plague, and as long as both stacks were on enemies both effects were spread via contagion without issue. Easiest way to guarantee that was to have comorbidity on the poisonburst arrow and lead with the gas cloud.

As a note Curses (a debuff) with Decaying Hex (enemy takes chaos damage over time while under the curse) also then qualify for and are spread by contagion, despite not natively qualifying without Decaying Hex. And it's the curse itself that spreads, not just the decay effect.

Though also a note, chaos resistance reductions such as via Despair do not seem to impact poison damage. If you have two identical enemies, afflict one with despair, but not the other, and poison both at the same time via Gas Cloud or a similar effect they'll have taken the same damage once the poison runs its course.

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