Carbineer Archive
Thread: How exactly does potency work?
Pheniox24 wrote:
read the topic, how exact does it work?
I know one of my main DOT carbs has a 13% pot with a 398 action posion, and another has a 33% with a 165 action posion, but the 13% seems to stick ALOT easier in PVP
13% means it has a 13% chance of landing.. so that if you were to shoot off 100 shots, it would land 13 times.
Of course, using the laws of probability, however, it also means that you could shoot it off 100 times and it would never stick, simply because it does not keep track of the previous "dice rolls".
As for sticking in PvP, it should be the other way around, heh.
My only explanation for the odd behaviour you're seeing is a variation in resist buffs from opponents. Resist buffs do seem to lower DoT poison/disease weapons as well, but it's not a direct 1:1 relationship like it is for CM poisons. (Actually, I haven't seen any numbers at all in this respect.. and no one isn't quite sure just how effective resist buffs are against DoT weapons.. but they do lower their potency a bit.)
Just to give you a heads up, resist buffs can range from the low 200s to the high 300s (w/ Janta packs.) The difference is phenomenal between both extremes, however.
Each time you fire you have a 13% chance for the DOT to stick. Each shot is completely unrelated to each other, so you always keep that same chance (I think it's ... p=a/b) and it doesn't increase each time you fire.
However ... what you have to remember is that you only get a shot at that 13% IF you fire and actually hit.
Pheniox24 wrote:
scatter takes 3 away from steak, does it increase chance to land due to hitting 3 times?
I don't think so, no. For the reason that bmeenan posted and the fact that only 1 "use" is used on the DoT when you fire ScatterShot2.
I generally fire DoTs with FullAutoArea2 or FullAutoSingle2 just because they also inflict states as well. Two-in-one deal. ![]()