Any Word On Poison getting Fixed?


Biowraith

 

Posted

Quote:
Originally Posted by Gemini_2099 View Post
I don't see throw away powers in Poison other than Elixir of Life, which a lot of support sets have rezzes that are considered optional if you have room. Between Paralytic Poison, Poison Gas Trap, and an another hold from primary/epic pools that is a lot of control at your disposal.

I am really tempted to try a DP/Poison corruptor now. :P
Yeah... "throw away" is probably too harsh of a term, and I shouldn't use that to describe the majority of the powers. None of the powers are complete stinkers, but a significant amount aren't enticing enough to require much thought while being passed over for a pool power. Some other people view this as a strength-- namely PvPers that are forced to take SS, SJ, Acrobatics, and most likely Phase Shift and its two prerequisites as well. That is a LOT of wading in the Pool Powers...


I have a DP/Poison Corruptor, and it is a solid choice that benefits immensely from being in melee range-- which is where both Poison and DP want to be. But for a set that encourages toe bombing and planting your Corruptor within 15 feet of an AV, Poison doesn't offer much personal protection.


 

Posted

Not many sets can offer protection against an AV. I don't think that is a bench mark to gauge Poison on.

But looking at other sets, (Sonic Resonance, Trick Arrow, and Force Fields) Poison has a lot less throw away powers from my view.

Poison's -regen needs to be bumped up though if the devs view that the signature debuff of the set.


 

Posted

I can get behind increasing the -regen.


 

Posted

I could have sworn /Poison's -regen used to be 500%?

I must have remembered it wrong.

They can add -regen in Poison's Poison Trap (and for our sake, please change the name!).


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Siolfir View Post
It works with +/- damage powers (including Benumb and Weaken).

It doesn't work with +/- resistance powers (such as the shields in Cold Domination).
@_@ Good to know!

PB + Weaken can be nasty then.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
@_@ Good to know!

PB + Weaken can be nasty then.
Really, it's been mentioned in the thread already, but the issue is whether or not the power accepts external buffs. Due to how resistance works behind the scenes it is affected by damage buffs - it's also why +/- damage powers are resisted by your current resistance. So what happened was that powers that provide slottable resistance buffs - where the single line item couldn't be set to ignore buffs, or else the enhancements would do nothing - were flagged to not accept external buffs for everything in the power, so that you couldn't use damage buffs like Build Up or Aim to boost resistance powers.

It was really funny when Willpower was in beta and the flag was missing on High Pain Tolerance - Brutes would get around 15-20% passive resistance to everything due to Fury.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Siolfir View Post
Really, it's been mentioned in the thread already, but the issue is whether or not the power accepts external buffs. Due to how resistance works behind the scenes it is affected by damage buffs - it's also why +/- damage powers are resisted by your current resistance. So what happened was that powers that provide slottable resistance buffs - where the single line item couldn't be set to ignore buffs, or else the enhancements would do nothing - were flagged to not accept external buffs for everything in the power, so that you couldn't use damage buffs like Build Up or Aim to boost resistance powers.

It was really funny when Willpower was in beta and the flag was missing on High Pain Tolerance - Brutes would get around 15-20% passive resistance to everything due to Fury.
fun little fact along those lines...
golgi's in envenom/weaken used to work....


 

Posted

I found out that Controller's Power Boost effect is so much stronger than Mastermind's Power Boost. Mids shows 122% while MM's version is only 65%.

So if PB affects -damage, this means that Controller's Benumb (50% damage debuff) with PB = 50% + 61% = 111% damage debuff?

Weaken's 30% would be 66.6% damage debuff?

It sounds too high, doesn't it?

And also, does it mean Power Boost can improve Thermal's Forge? 40% Damage Buff becomes 88.8% Damage Buff for 120s duration?

And improve Temporal Selection's +regen and +recharge?

If so, that looks very sick.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
I found out that Controller's Power Boost effect is so much stronger than Mastermind's Power Boost. Mids shows 122% while MM's version is only 65%.

So if PB affects -damage, this means that Controller's Benumb (50% damage debuff) with PB = 50% + 61% = 111% damage debuff?

Weaken's 30% would be 66.6% damage debuff?

It sounds too high, doesn't it?

And also, does it mean Power Boost can improve Thermal's Forge? 40% Damage Buff becomes 88.8% Damage Buff for 120s duration?

And improve Temporal Selection's +regen and +recharge?

If so, that looks very sick.
...

Read the whole thread.

It doesn't affect the +/- damage, it affects the other parts of powers that have them (because the power isn't flagged to ignore outside buffs).

But if you want to be silly, a Cold Defender can - against a target with no resistance to the damage types they do - generate -100% damage with a single Benumb by leading with Sleet and Heat Loss first.

As for why the numbers seem so much higher for Controllers, the AT modifiers that are used for Power Boost, Weaken, and Benumb are the melee stun (PB) and ranged stun modifiers (the others), which explains why they work best for Controllers (who should be good at stuns), and Corruptors have the lowest value of any AT (not even tied for last, they're behind everybody) which is why the MM versions of Weaken and Power Boost are stronger. Defenders have the second best values in those modifiers, tied with Dominators.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Jibikao View Post
I found out that Controller's Power Boost effect is so much stronger than Mastermind's Power Boost. Mids shows 122% while MM's version is only 65%.

So if PB affects -damage, this means that Controller's Benumb (50% damage debuff) with PB = 50% + 61% = 111% damage debuff?
Controller power boost does not affect damage at all, neither does Mastermind or Blaster PB, nor the Corruptor PB from Soul Mastery.

Defender/Corruptor Power Build Up does, but Benumb's -DMG is not affected by buffs.

Quote:
And also, does it mean Power Boost can improve Thermal's Forge? 40% Damage Buff becomes 88.8% Damage Buff for 120s duration?

And improve Temporal Selection's +regen and +recharge?
No, and no. Both of the +DMG buffs are set to Ignore Enhancements & Buffs. The +regen isn't, but Power Boost does not provide a regen strength buff.


 

Posted

I read this part "It works with +/- damage powers (including Benumb and Weaken)" so I thought you meant +damage %.

Does PB affect Temporal Selection's +30% recharge?


Sorry if I sound so confused because I thought you mentioned PB improving Weaken. If it doesn't improve the -Damage part, then what's so good about PB + Weaken? The Tohit debuff part?

And I thought +Regen is just the same as +healing. I am pretty sure PB affects healing powers, so why won't it improve Temporal Selection's 150% regen?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
I read this part "It works with +/- damage powers (including Benumb and Weaken)" so I thought you meant +damage %.

Does PB affect Temporal Selection's +30% recharge?
No, PB does not increase recharge buffs, and Temporal Selection's recharge is not affected by them if it did. Since recharge buffs are by their nature strength buffs, they are all flagged not to be affected by them, or their strength would increase with your global recharge.

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And I thought +Regen is just the same as +healing. I am pretty sure PB affects healing powers, so why won't it improve Temporal Selection's 150% regen?
They're two completely different things. Green enhancements affect both Healing and Regen, much like red enhancements affect all damage types at once.

PB boosts Heal, but not Regen.


 

Posted

Quote:
Originally Posted by Jibikao View Post
I read this part "It works with +/- damage powers (including Benumb and Weaken)" so I thought you meant +damage %.
Apparently you weren't the only one confused by what I meant - I wasn't clear in the post about exactly what was affected, but it was in response to saying it didn't work at all "because of the -damage". It does work, just not on the -damage part; other powers that Power Boost works with are Aim, Build Up, Forge, and Fortitude - all of which have +damage - but like Weaken and Benumb the +/- damage isn't affected, only the other aspects.


Quote:
Originally Posted by Jibikao View Post
Sorry if I sound so confused because I thought you mentioned PB improving Weaken. If it doesn't improve the -Damage part, then what's so good about PB + Weaken? The Tohit debuff part?
The tohit debuff, yes, but also the -special is boosted (yes, +special boosts -special). The -damage is the only part that isn't affected. How useful you find the -special is a personal preference issue.

For the rest of it, I'll let Codewalker answer due to less chance of error.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

I've got Codewalker in Skype and it's looking like Weaken's strength debuffs to mez and Defense should be affected by Power Boost. When he gets home, we're gonna try it out.

EDIT:
Forgot I can test on a free account. Please hold.


 

Posted

Quote:
Originally Posted by GuyPerfect View Post
I've got Codewalker in Skype and it's looking like Weaken's strength debuffs to mez and Defense should be affected by Power Boost. When he gets home, we're gonna try it out.

EDIT:
Forgot I can test on a free account. Please hold.
It's been tested in a variety of PvP leagues already, but feel free.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Siolfir View Post
It's been tested in a variety of PvP leagues already, but feel free.
Based on my understanding of the combat engine, using Power Boost before Weaken SHOULD affect:

-ToHit debuff on the target.
Strength of To-hit buffs used by the target.
Strength of Sleep, Confuse, Terrorize, Hold, Stun, and Immbolize powers used by the target.
Strength of Defense powers used by the target.
Strength of running and flying speed affecting powers used by the target.
Strength of Healing powers used by the target.
Strength of Endurance drain done by powers.

I bolded Strength in the above, because Weaken does not directly debuff Defense and the other attributes. It works like an inverse Power Boost, debuffing you so that when you use those powers their effectiveness is reduced. It would, for example, reduce the amount of Defense that your toggles give you. Think of it as temporarily slotting a negative SO in all your powers.

Which could still be fairly nasty, even though the -Damage portion is unaffected.


 

Posted

Awesome, I thought it didn't affect the -Dmg but I didn't want to bring it up in an argument in resk of being wrong :P Ty Codewalker for the info!



 

Posted

Alright, Codewalker and I worked out a scenario where we could test this.

The first problem is that you can't directly view what your strength attributes are to mezzes, heals, Defense and the like, so we can only gague their existence indirectly. To do so, I created a Force Field Defender (and named it "For SCIENCE") because Personal Force Field is the biggest Defense boost you can get at level 1. This character was entered into the Arena.

I also took a Poison Mastermind I had laying around and spuc up its third build with Weaken and Power Boost (from Mace Mastery). This was entered into the arena as well.

First, I did a control toggle of Personal Force Field:



The power grants 75% Defense in PvE, and in PvP it's... 19.97%. What the hucking fell, Castle? But that's beside the point. Point is, the control sample for Defense is 19.97%

Next, I pelted For SCIENCE with Weaken prior to toggling on PFF:



This is... um... a -24.7% debuff, net, after diminishing returns kicks in. Weaken in PvE is -75%, but PvP math sucks monkey balls because apparently Castle called in sick that day and the only powers designer available was a goldfish that someone pulled from the aquarium and allowed to flop around on the keyboard.

Still, the fact of the matter is, Weaken lessened the amount of Defense granted by PFF.

The logical next step was to launch a Power Boosted Weaken at For SCIENCE and see what happened:



Power Boost is a 65.56% buff to Defense strength mods, which were -75% to start with, which means this should have been a good ol' -124.17% strength to Defense, which against a power that grants 75% from the outset would be a, uh... either a 33.4% boost if I did that right, or a -18.1% Defense *debuff* on self for casting the power? I'm really not sure HOW that works.

Still, what we're left with is a value that's even less than the one without Power Boost, so we're totally certain at this point that Weaken is in fact buffed by Power Boost, at least when it comes to Defense strength mods. It should also work for other strength mods such as healing, ToHit and mez, but NOT the damage strength mod, since Power Boost doesn't affect that.


 

Posted

Quote:
Originally Posted by GuyPerfect View Post
Power Boost is a 65.56% buff to Defense strength mods, which were -75% to start with, which means this should have been a good ol' -124.17% strength to Defense, which against a power that grants 75% from the outset would be a, uh... either a 33.4% boost if I did that right, or a -18.1% Defense *debuff* on self for casting the power? I'm really not sure HOW that works.
It should work the same as Recharge debuffs, which are in fact Strength buffs (and Hasten is +70% Str(Recharge)). The power will never buff you for a negative amount, but it's effectiveness will approach zero as the Strength approaches -100%.

Come to think of it, I have no idea what would happen if a power attempted to increase or decrease your base Recharge attribute (not its strength). Probably either nothing at all, or Bad Things (TM).


 

Posted

deriving numbers from a pvp environment with DR is far more complicated than what you're showing.

you should turn DR off in the arena next time if you want more predictable numbers that are more akin to what would happen in a pve situation.

also, note that you should be wary of testing any -def buffs on anything that has resists to debuffs (a forcefielder doesn't, so you're good) or any resist debuffs at all in the arena (stupid base resists create some odd results).


 

Posted

Quote:
Originally Posted by recalx View Post
deriving numbers from a pvp environment with DR is far more complicated than what you're showing.
All we really wanted to verify was that Power Boost increases the effectiveness of Weaken's debuffs, and that it does.


 

Posted

Poison as it stands is nice.
It is never as effective as for example radiation which adds a huge toolbox. So is time. Or cold. Or Kin. Or traps. Or Dark. It adds no status protection to yourself. No selfheal, no selfbuff.
But what rly upsets is the fact, that as a single target oriented character you just dont have the right tool to support your team effectivly against hard mobs / aka AVS GMS etc.
And as it would fit the theme better than any other set out there:


Give poison (in weaken or envenom) the -regen value it deserves.


It cant be that other supportoptions grant more for the team on single and on massfights, whereas poison just shines at fighting bosses.

And if you are at it: Give alkaloid the rezanimation and make it pbaoe (hmmm...i can dream ...cant I?)

Final statement: Make posion a viable option for even the numberboys, not just the /puke animation lovers (in fact that is where you find me...a puke lover).


 

Posted

Quote:
Originally Posted by Nuclear Girl View Post
Poison as it stands is nice.
It is never as effective as for example radiation which adds a huge toolbox. So is time. Or cold. Or Kin. Or traps. Or Dark. It adds no status protection to yourself. No selfheal, no selfbuff.
But what rly upsets is the fact, that as a single target oriented character you just dont have the right tool to support your team effectivly against hard mobs / aka AVS GMS etc.
And as it would fit the theme better than any other set out there:


Give poison (in weaken or envenom) the -regen value it deserves.


It cant be that other supportoptions grant more for the team on single and on massfights, whereas poison just shines at fighting bosses.

And if you are at it: Give alkaloid the rezanimation and make it pbaoe (hmmm...i can dream ...cant I?)

Final statement: Make posion a viable option for even the numberboys, not just the /puke animation lovers (in fact that is where you find me...a puke lover).
I can support this because it should excel against hard single targets.


 

Posted

I've said it before, I'll say it again. Poison isn't a bad set, it's just a set with all the wrong caveats. A recharge-based debuff set that doesn't stack. A focused debuff set that is resisted in singular focused battles against high-rank foes. A set with low mitigation buff OR debuff, with low control.

The control part is partly taken care of, especially with a functioning trap that can be easily set up. I still think it needs better endurance draining.

The debuff mitigation/boss fights can both be taken care of easily. Make Weaken's -dam/-tohit stack, allowing it to bring progressively greater safety through weakening a foe's offense. Seems to fit the part darned nicely. There's presedent too, look at kinetics with a fast stacking -dam in power siphon, here you are doing much the same, but with a -tohit instead of a +dam.

Envenom is supposed to be the 'make a foe vulnerable' power, but it isn't. In most cases- one shot, bam, that's as vulnerable as they will be. You can sorta-stack with the splash, but I'm going to go back to kinetics again. Siphon speed- an unresistable -speed. Let's use the same on the ST part of envenom's -def, making it an unresistable -def in PvE. I would like the -resistance to be unresistable, but if that can't happen, I'd settle for 25% stackable. Better -regen? I'd prefer unresistable PvE -regen. Forget about getting big enough -regen to cheat past AV/GM resistance, keep the moderate levels but let them fully apply. Poison has fewer/more focused tools, so making this count helps it in big fights.

...Oh, and make masterminds' noxious gas permanent for pete's sake.

There! A slowly sapping patch control power, one damage mitigating debuff that can increase in effectiveness according to fight length, one big offense enabling debuff, and a bit more parity in the tier 9's. Not difficult.


 

Posted

They fear the Poison!