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Have poison lower status resistance.

10 replies [Last post]
Mon, 04/22/2013 - 08:35
Zeddy's picture
Zeddy

Poison lowers all attack power and all defences, but it doesn't do anything with resistances. I say why not? There are two ways to go about it:

Let' assume, as my science indicated, that minor poison reduces defence by 15%, moderate by 17% and strong by 20%. If you're wearing full Vog for 8 points of resistance, minor poison would reduce that to 6.8, strong would reduce it to 6.48. If you had 0 resistance, it would simply not be affected. Negative resistance would be boosted by 15% to 20% (Probably more if you also have negative poison.)

Poison itself would not get reduced, to avoid recursive shenanigans.

Another way to do it is to have minor poison reduce resistances by 1.5 bars, strong by 1.9 and then just scale it up or down from there depending on poison strength and resistance.

In practice, this'd make poison more of a threat in levels where poison and other statuses mix (C42, poison levels containing rocket puppies and mecha knights), it'd make poison a valid option for Lockdown (as it could bring skolvers and shockwalkers just under immunity), and it would, perhaps, allow you to set a fire-themed enemy aflame by the use of strong fire or something such. There are also enemies with partial resistances to statuses, such as most slimes vs stun and Darkfire Vanaduke.

Perhaps with the introduction of this, Vanaduke would be immune to minor freeze, with the possibility of poisoning him below it.

Mon, 04/22/2013 - 08:38
#1
Krakob's picture
Krakob
+1

Or maybe we could make it impossible to waltz through haze bombs without 9 resistance. I'd prefer both, though.

Mon, 04/22/2013 - 20:54
#2
Qwez's picture
Qwez
+1

However the science I have done (scroll down) doesn't relate to hard# percentages (Guild Training Hall T3) it really differs from weapon to weapon...

The theory that I have, is that pure weapons already pierce through most of the enemy's defence, so poison reducing defence has hardly any benefit. Thus, poison helps more on Neutral damage and Weak damage than Strong damage.

Between minor and strong poison, there was a maximum percentage difference of 5.43% and a minimum of 0% difference (on regular attacks, did not check charge attacks .-.)

The minimum and maximum Strong poison percentages that I found were:
-W. Rocket Hammer, Pure-type weapon, dealing Strong damage had 3.67% increase
-Fang of Vog, Split-type sword, dealing Neutral damage had 31% increase

Tue, 04/23/2013 - 00:21
#3
Xenonguard's picture
Xenonguard
I have absolutely no idea

I have absolutely no idea where this suggestion came from.

http://forums.spiralknights.com/en/node/79154

EDIT: +1

Tue, 04/23/2013 - 03:09
#4
Zeddy's picture
Zeddy
@Qwez

The amount of defence poison reduces is a simple 15%-19%. What you're observing is defence not acting linearly below itself. GTH training bags have 122 normal defence and 61 special defence.

Tue, 04/23/2013 - 06:12
#5
Emlotargh
poison could also cause a

poison could also cause a very slight movement decrease (minute)

unlike stun which affects move and attack speeds significantly

Tue, 04/23/2013 - 08:54
#6
Rewopa
If I understand this

If I understand this correctly:
For the specific case of C42, being poisoned but maintaining fire immunity now depends on what fire resist trinket/UV you have. Simply having any 5* fire set plus any fire trinket/UV is no longer enough. But if you also have poison immunity, you avoid this situation altogether.

So a plain dragon scale set with no UV's plus any fire and any poison trinket still works fine.
But forget the poison trinket and now you need a stronger fire trinket to plug the newly created hole.
Is the size of the hole created in this situation reasonable enough to justify the size of the plug needed to fit it?

Tue, 04/23/2013 - 08:59
#7
Zeddy's picture
Zeddy
@Rewopa

You're understanding it correctly.

I'm going to assume that C42's oil poison and oil fire require exactly above 8 resist. If we assume the poison to be moderate, it would reduce your fire resistance by either 17% or 1.7 bars depending on which method is implemented. For 17%, you'd need over 9.63 resist and for 1.7 bars you'd need over 9.7 resist. A single 5* fire trinket takes you to a total of 10 so perhaps poison's effect on resist needs a buff, even! This would only punish people with subpar fire trinkets and low UVs.

This isn't taking into account that if you wear Dragon Scale, that'd lessen the effect of poison already.

Tue, 04/23/2013 - 09:52
#8
Rewopa
This might be a technically

This might be a technically correct suggestion, but may over complicate things. In the specific case of C42 fire immunity used to require X amount of fire resist, but now it requires X+Y... unless you have X poison resist in which case you don't. Huh?

How about a trade: buff poisons effect on players in exchange for a nerf to monsters - that is, poisoned lichens can not fuse. The intent is to improve the poison utility of Biohazard. Seem reasonable?

Tue, 04/23/2013 - 19:53
#9
Klipik's picture
Klipik

I have a question.

How did you guys figure all these numbers out?!?!?!?!?!?!?

Tue, 04/23/2013 - 20:02
#10
Zeddy's picture
Zeddy

Science!

If you're interested in the details, check out the thread on wiki editors about damage vs Lost Souls on D24. That's basically where i made my biggest breakthrough yet. (The bigger one will be when I figure out the formula for damage below the treshold.)

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