Toxic Damage


Arcanaville

 

Posted

Cool vid. Excellent music choice for it. Really neat idea. How well does it manage +2's and 3's?


 

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Technically those were +1s and +2s to begin with, but I was Level Shifted. Assuming level 53s and 54s, it works great offensively. It's a bit too fragile to pull that off on x3 like in the video, though.

All the attacks are 1.25X to 1.33X Accuracy, with a 1.70X global Accuracy and 90.42% ToHit. I didn't really mean to get it that high; it's just how the set bonuses fell into place while I was frankenslotting. Whatever the case, against stock 54s, it still has a 95% clamped hit chance (still 119% before clamping).

It also has +12% global damage, fully enhanced Damage and Endurance (~95% each per power), +20% Recharge, +60% Slow resist, +36% HP (still don't have High Pain Threshold or Born in Battle) and... pretty low Damage Resistance and Defense. With the debuffs, it gives -55% Resistance to all but Toxic (which is -75%) and -33.75% Defense to all (which *I* don't need, but my teammates appreciate).

All of the attacks have slots allocated for damage procs, but I still have two Gladiator's Javelins on the list for the single-target ranged attacks. I've got the 75% Toxic proc from Degenerative equipped as the icing on the cake.


 

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Quote:
Originally Posted by Codewalker View Post
I count repurposing something that's not used as "adding". That could also be interpreted as:

"It's easy to add damage and attack types to the game, until they run out of spare types, then it becomes difficult."

A bit of CoH archeology: At launch the engine supported 24 damage types, and 24 attack types. Today it supports 20 of each. Over the years new things have been added that required space in the attribute structure (Fury, PVP Stealth, Placate, etc), and it was easier to steal some space from those unused types rather than expand the structure.

Obviously, it's possible to expand it, as was done when Elusivity was added, but it no doubt requires a lot of work and careful testing to do so.

Of those 20 damage types, currently 13 are being used. Those include the normal 8 damage types, the Healing damage type, and 4 "special" or "unique" types for various mechanics. Two of those are effectively "claimed" as far as resistible mechanics go, since Ambrosia inspirations provide resistance against Unique1, and Essense of the Earth resists Special.

Of the 20 attack types, only 11 are being used. The standard 7, Toxic_Attack (which as noted above shows up in a few places but has no powers that defend against it), and the three positional types.



Personal Force Field still provides base defense in PvE. We'll see how long that lasts now that it's been pointed out. (though I vaguely remember you campaigning to get that changed before, but I could be mistaken)

Vet combat pets also give you a whopping 2.5% base defense.

It doesn't apply to players directly, but MM pets can gain base defense from the Edict of the Master and Call to Arms enhancements.



They missed one. The DoT portion of the version of Ripper used by several enemies still does Special damage: Crey Paragon Protectors, Longbow Wardens, Tsoo Copper Serpents, Dr. Aeon clones from the STF, and a few random unique enemies.

Not bad considering how many attacks needed to be changed.
I swore there is another power that still offers base defense... I was just looking at it the other day hmm


 

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Quote:
Originally Posted by GuyPerfect View Post
Spines was a launch set. However, Codewalker and I investigated it and the Scrapper version did not appear to have the DoT. NPC versions did, and the DoT's type was Special.
Actually they did have the spines poison it was untyped them and unresistable.


 

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Just double checking in case it got changed on me when I wasn't looking but far as I am aware the passive scaling resistances of SR do not work against toxic or psionic damage.


 

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::squeals with glee::

now i know how i should build a toxic-poisonous themed character.

right now i have a sonic/poison/mace themed bug and am anxious to reach the degenerative goodness, but i really don't have any toxic dmg attacks lol. and poison trap dmg is teeny tiny. and like you mentioned, cant get bile spray or poison ray = i'm a sad panda.
maybe i'll try a plant/poison/leviathan or add degenerative to my plant/thorn/leviathan i think. :/ and if that doesn't satisfy me it's a Bane/Leviathan [which i'll be making anyway ].

god i wish the poison set had at least one more mildy damaging attack. probably the cone would be best. :sigh:

anyway yaaaaaay this thread is my favorite. thanks OP GuyPerfect, and errrbody!


 

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Nice, I to am a fan of Poison/Toxic. I have several snake toons and I love the sound my mace makes when my bane lays down the hurt!



 

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Quote:
Originally Posted by GuyPerfect View Post
When Toxic was added to the game, certain defensive powers were given moderate-to-light Resistance to it. This was usually in the form of self-heals and godmodes, though Dark Armor and Warshades got consistent protection to it through toggle powers.
Nitpick: Eclipse isn't a toggle.

Interesting read.


 

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Quote:
Originally Posted by Doomguide View Post
Just double checking in case it got changed on me when I wasn't looking but far as I am aware the passive scaling resistances of SR do not work against toxic or psionic damage.
They do not. In CoV beta, they did. At the last minute (as in: all the beta builds had it, the live build didn't) those two types were yanked.


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Quote:
Originally Posted by Stone Daemon View Post
Nitpick: Eclipse isn't a toggle.

Interesting read.
True, but Dwarf form is.


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Originally Posted by Brillig View Post
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Quote:
Originally Posted by GuyPerfect View Post
Yay video! Here's an artist's conception of what a Toxic-oriented Arachnos Soldier would be like.

So.. much... clicking.... oh god, my eyes.


 

Posted

Neat guide. It might be helpful, if you can find it, to mention what the positional tags are to the various NPC toxic attacks you listed so people will know if they have a chance of avoiding them.

A Crab can get some pretty good AoE toxic damage by firing Venom Grenade -> Arctic Breath -> Bile Spray, by the last one the targets are at -55% resistance to its damage. Very melty. . .


 

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Arachnos Lore tarantula.


 

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Quote:
Originally Posted by GuyPerfect View Post
Yay video! Here's an artist's conception of what a Toxic-oriented Arachnos Soldier would be like.

Heh that looks fun. I hate the running but that was fun. What tier of Degenerative do you use?

EDIT: nvm, I just saw you answered that


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Posted

Quote:
Originally Posted by Stone Daemon View Post
Nitpick: Eclipse isn't a toggle.
No, but Penumbral Shield is.

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Originally Posted by DreadShinobi View Post
So.. much... clicking.... oh god, my eyes.
Clicking? Compared to what? )-:

Quote:
Originally Posted by JayboH View Post
Heh that looks fun. I hate the running but that was fun. What tier of Degenerative do you use?

EDIT: nvm, I just saw you answered that
Yeah, got Rare for that. I have Rare for all slots now, so I'll be recording a new video at x8 and +2 or +3 tomorrow.

As for the running, I respuc out of the powers I didn't use (Web Cocoon among them) and picked up Wide Area Web Grenade. Should help a little. (-:


 

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Quote:
Originally Posted by GuyPerfect View Post
No, but Penumbral Shield is.
Ah, does it grant toxic resistance? My bad then, haven't had that power in years.


 

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Lusca's head shoots toxic attacks, too.


 

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As promised, the Incarnte Toxicand:


 

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hey i was wondering if anyone had any idea how good a plant/thorn/ -leviathan[with bile spray] or -mace[with poisonous ray + tarantula] dom might be with the chance for toxic dmg proc and the degenerative interface might be as far as toxic output?

i dont really know how to use mids :/

im gonna go see if i can craft the interface and ill check back laterz

also, my bane @ lv 26 is amazeballz. ty!


 

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Quote:
Originally Posted by GuyPerfect View Post

Clicking? Compared to what?
He's referring to your playstyle, which is very mouse-centric.

IE, in that video you hunt and click every power you activate.

Many players, such as myself, instead activate powers with their left hand by typing the corresponding numbers. It's a much MUCH less clicky existence. Heck, for years, in combat I maneuvered using the arrow keys, and still do when the going gets seriously intense.

It's neither good nor bad, just different ways of doing stuff.


 

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When you get 2.5s activation times on powers, it doesn't make much sense to *not* just point at the screen and click. (-:


 

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Quote:
Originally Posted by mauk2 View Post
He's referring to your playstyle, which is very mouse-centric.

IE, in that video you hunt and click every power you activate.

Many players, such as myself, instead activate powers with their left hand by typing the corresponding numbers. It's a much MUCH less clicky existence. Heck, for years, in combat I maneuvered using the arrow keys, and still do when the going gets seriously intense.

It's neither good nor bad, just different ways of doing stuff.
i have to admit i almost always click powers to activate them and maneuver using wasdx<space>.

Also, i'm really tempted by the toxic damage build Bane.


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Posted

I love how your hear that hiss/sizzle sound after you whack'em with your poison mace...so awesome.



 

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I'm cross-posting this from another thread because it has a place here as well.
__________

* Venom Grenade is -20% Resistance to all but Toxic, which is -40%. It favors a build heavy in Toxic damage, and is a pretty nice AoE attack in its own right. It's damage-over-time, so things won't die as soon as it hits them, but it's got an interesting side-effect that you can boost its damage with other debuffs after the fact.

* Arctic Breath from Leviathan Mastery is another -15% Resistance to everything. On top of that, it's -11.25% Defense to all; -30% Speed and Recharge; periodic knockdown; and--you guessed it--a pretty nice AoE attack in its own right (Cold DoT). Its speed and attack debuffs will reduce incoming damage after the alpha volley.

* Bile Spray, also from Leviathan mastery, is a cone of the same size and shape as Arctic Breath and deals pure Toxic damage over time. Arctic Breath was going to be a replacement for Bile Spray in Issue 13, but that decision was repealed and now we get both. After the two debuff AoEs are cast, this power will be 55% more effective.

* Build Up will increase the damage from all three AoEs in addition to making them more likely to hit every target they trigger a to-hit roll on. It won't boost the debuff portions, but it lasts long enough to get all three attacks off and all the DoT ticks from the powers are boosted by it.

* All of the mace melee attacks deal a Toxic DoT (100% chance) in addition to their smashing damage. It makes for an eccentric bludgeoning weapon that really benefits from the -Resistance debuffs already applied to the enemy.

* You can peg tougher targets with Surveillance for an additional -20% Resistance to all and -15% Defense to all. It doesn't aggro, so you can butter them up before launching the AoE debuffs at them.

* Poisonous Ray is some outright silly-high DoT. It's the #1 hardest-hitting Toxic attack available to player characters (Venom Grenade's #3 and Bile Spray's #5), doing a good 105.66 damage over 2.10s. You can debuff an enemy to -75% Resistance to Toxic, which gives this power 184.90 damage per activation without even Enhancing it.

* The ranged mace attacks have some good DPS, but they're of the low-damage-fast-recharge variety. If you're going to be casting debuffs, redrawing weapons and spewing shark breath, you might want to skip them on merit of having an incompatible attack chain. Frag Grenade's still a nice attack that can be launched alongside Venom Grenade, but then you have knockback to deal with (although there is Wide Area Web Grenade for that)... Mix and match to see what works best for you.

* Alphas are a dime a dozen, but Cardiac works really well for Endurance management (freeing up slots for other stuff), and Total Core boosts range by 20% as well, which is very useful for the AoEs (the cones in particular) and Poisonous Ray, which normally has a depressingly-short range.

* The Degenerative Interface has some options for dealing Toxic DoT through all attacks. You can get up to a 75% chance that way, which works wonderfully with the AoEs. With a Radial tier-4, you'll have a 25% chance for -3.5% Max HP on top of that. Otherwise, I'd suggest Total Radial tier-3 for the 75% damage proc by itself.

* Judgement's your call, and nothing's particularly Toxicy. I went for Cryonic and made it green. (-:

* Lore's a matter of preference, but I took Robotic Drones since they're small and inhuman. Turns out they've got the D.U.S.T. plasma blasts, which are all -Regen.

* As far as Destiny is concerned, Barrier will probably be the most helpful on top of Maneuvers and Combat Training: Defensive. I can see Rebirth being preferred in some situations, but Ageless, Clarion and Incandescence don't do as much for the Toxic build.


 

Posted

Quote:
Originally Posted by GuyPerfect View Post
* Judgement's your call, and nothing's particularly Toxicy. I went for Cryonic and made it green. (-:

* Lore's a matter of preference, but I took Robotic Drones since they're small and inhuman. Turns out they've got the D.U.S.T. plasma blasts, which are all -Regen.
solves my judgement problem XD

dont the Arachnos Lore Pets: Total Core Improved and Core Superior - Which have a Bane Spider and Toxic Tarantula - continue the toxic dmg output? or do they not really? they dont do the most dps according to the wiki but are somewhere in the middle... But im not sure of all the lore pets' additional affects beyond the storm elementals [which i use a lot heh]