How is poison damage applied in poe2?

In POE1, normal attack damage did not increase poison damage. However, in POE2, the in-game DPS notation shows that even if you increase attack damage or projectile damage, the poison damage value increases. Is this a notation error?
Last bumped on Jan 8, 2025, 9:31:17 AM
no, they are not the same game

https://www.poe2wiki.net/wiki/Poison

ailments are based on the hit damage of whatever skill causes them. this is exactly how it used to be in poe1, but they changed it because it doesn't make any sense to be that way.

essentially to get a big DoT, you need to do a big hit - but doing big hits means you kill things in 1-2 hits negating the need/want to even have a damage over time effect
this is why poe1 went to the ailment system it did. zero idea why poe2 went back to hit based
"
xMustard#3403 wrote:
no, they are not the same game

https://www.poe2wiki.net/wiki/Poison

ailments are based on the hit damage of whatever skill causes them. this is exactly how it used to be in poe1, but they changed it because it doesn't make any sense to be that way.

essentially to get a big DoT, you need to do a big hit - but doing big hits means you kill things in 1-2 hits negating the need/want to even have a damage over time effect
this is why poe1 went to the ailment system it did. zero idea why poe2 went back to hit based


Huhuhu same as bleed.
"
xMustard#3403 wrote:
no, they are not the same game

https://www.poe2wiki.net/wiki/Poison

ailments are based on the hit damage of whatever skill causes them. this is exactly how it used to be in poe1, but they changed it because it doesn't make any sense to be that way.

essentially to get a big DoT, you need to do a big hit - but doing big hits means you kill things in 1-2 hits negating the need/want to even have a damage over time effect
this is why poe1 went to the ailment system it did. zero idea why poe2 went back to hit based



This is a very weird thing indeed, especially considering how short the time of poison is.

It seems like "dots" in this type of games (ARPGs) are generally a bad idea because the gameplay is based around relatively very fast killing of huge amounts of monsters. If they made dots behave like in an MMO for example, or other RPGs, where fights are more 1v1 and take more time, everyone would say it's super clunky and no one would ever use it.
Maybe i've played too much WoW back in the day, but to me a DOT type effect is all about mana efficiency and aggro management - you cast a cheapish spell, it takes a while to kill but while waiting you can fuck around doing other things, kite etc... Obviously none of this makes sense in an ARPG. It felt a bit off in PoE1, even tho Contagion (i think?) was a pretty spell and easy on the eyes... I tried to play my poison archer in PoE2 with the "dot" mindset to see if it works since PoE2 is way slower than PoE1 (thank god), but it also kinda feels bad. I have pretty OK gear, i think, and yet to kill most trash i need to cast two spells... but just the initial "hit" of the spell basically does 50% of their HP, so it's not very efficient because of a lot of "overkill", mana and time-wise. And on bosses with big HP pools it feels even worse - they should have been a perfect "target for dots", where a big HP pool means a longer fight where DOTs can shine. But instead, with how extremely short the poison duration is, you are basically stuck holding RMB spamming your "dot" as if it's just any other spell and that's it.

In the end of the day it doesn't matter much really, just treat poison/dot spells as "normal" spells that can't crit but do a slight "after-damage" effect. Not ideal, but as i said, i do understand why we can't have a "classic DOT" in this type of game.
Yeah, they fucked it all up again because they unlearned the lessons from PoE1.

Damage ailments are all crap.

Just kill things with hits.
It's worth noting that +2 maps are a dangerous thing.
They can cause players to get out of their depth -
playing maps that are too hard for the items they currently have. Herp Derp.
But people also want DOTs and Curses and "warlock-y" gameplay too...

I did enjoy Flame Blast in PoE1 a while, it had a relatively massive initial (hit) damage (if you channeled long enough) and then left a slight DOT that usually was enough to finish mobs off. Maybe this is what they are going for right now in PoE2, but as a "general" case, for all DOT type skills ?
Last edited by Lyesainer#6273 on Jan 8, 2025, 6:10:12 AM
And for now all poison builds rely on applying a lot of poisons with much shortert time.

There is no option to build a poison build with one long poison in the background where you hit with other things. My suggestions:


Node suggestions
Some on the main tree, some on the pathfinder, whatever is best.

- Increases to poison duration aply to it's damage.
Reductions to poison duration aply to it's damage at double value.

- You can aflict only one stack of poison on enemy. +X% Poison Dmg and/or Magnitude.
Skills that at base aren't poison (or aren't supported by chance to poison) can't poison. All chance to poison is changed to +X% Poison dmg.

- First poison aplied to a target, have +2s duration. -X% Poison dmg. (First meaning if the target doesn't have currenlty a stack of poison, not first in the life of the target)

.
The Toxic Growth - Exploding Growth
Skill should be changed into Exploding Growth.
It shoots not green but brown nodes that will explode or can be poisoned.
You always: Shoot > Arrows hit > Growths form
Then either:
- Growths grow and explode after a time (slower but more dmg)
- You poison growths > They explode faster AND aply poison you poisoned them with (so it have it's properties including supports that affects that poison).

This way it can play either as:
- Stronger timed aoe for non poison build
- Faster aoe that prolongs/ reaplies poison
Last edited by Bakubylozajete#1182 on Jan 9, 2025, 3:54:43 AM
I have spent the majority of my game time as Ranger, specifically that of the poison path.

The Poison DoT can work very well in this game, but you have to invest time and be intentional about how you spec and what you want from it.

Running Corpsewade can clear rooms at speed matched with the best builds.

Getting 10 stacks of poison on a boss can work as well.

Before I switched things up Poison could clear a room before I got an attack off.
PoE2
Poison Ranger

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