Combat Medic Archive
Thread: anti poisen buffs, do they work?
Page 1 of 2
santachristo
Sat Oct 09, 2004 6:15 pm
#1
everybody is telling me that antipoisen buffs dont work anymore... is that true?
(they should have been removed for balance, etc...
(they should have been removed for balance, etc...
Tdawgless
Sat Oct 09, 2004 6:20 pm
#2
They do, but the poisons can still get past them. It just lower the chance. Potency has a good role in passing resistances.
SolSpur
Sat Oct 09, 2004 11:12 pm
#3
Players believe the extra 2k they pay a doc for resistance buffs should merit complete immunity. You are in no way immune to poison as a good cm can get past them.
somerandomuser
Sun Oct 10, 2004 4:30 am
#4
voritors and quenkers get past them as well.. 228 resist buff.. and i was still consistantly poisoned by those critters..
PsionicHawk
Sun Oct 10, 2004 7:37 am
#5
really.....
Quenkers shouldn't have a posion with that high potency. We can't see all the stats of the poison they have though so it is possible.
To answer the original question. Yes resist buffs do work. CM's can expirament to get about a 50% hit rate with poisons, this comes at the cost of effectiveness however.
somerandomuser
Sun Oct 10, 2004 10:44 pm
#6
PsionicHawk wrote:really.....Quenkers shouldn't have a posion with that high potency. We can't see all the stats of the poison they have though so it is possible.To answer the original question. Yes resist buffs do work. CM's can expirament to get about a 50% hit rate with poisons, this comes at the cost of effectiveness however.
i'm not saying they have a high potency..
i'd guess their potency is around 60-80 or so.. but still have the same 1/20 chance to apply that we do..
and since i usually have 5 quenkers or more attacking me at once.. and about once every other second (at a guess).. it's quite concievable that i should get poisoned by them much more often than i do..
Servayne
Mon Oct 11, 2004 3:51 pm
#7
I have 12 experimentation points - my poisons I make directly for PvP are experimented for potency. They have not once been stoppd by poison resist buffs. The potency of the poison / diseses needs to be higher than 200 - the more over 200 the easier it is. Mine generally are 215-220 and are not stopped. Granted their effectiveness is lower but they still hurt and get throug when most don't expect it.
Orya
Wed Oct 13, 2004 4:33 pm
#8
servayne, you have just planted an ear to ear grin on my face, im winging my way to your shop this instant!
Lambchops79
Sun Oct 17, 2004 10:57 pm
#9
so would you all say that poisons/diseases have to have a pot over 200 to have a good chance of gettign through a resist buff? Im looking for a good number to make sure all my stuffhas atleast that potency.
KnightHawk420
Tue Oct 19, 2004 6:10 pm
#10
CM can be effective still using stuff with far lower potency....Its just a matter of how many throws you gotta make.
And no one forget that regardless of of the potency vs resist stats involved there is always a 5% chance to get hit.
Lastly, resist buffs are useless with creatures . Soemthing in general is wrong here though... not only do resist buffs seem not to work on animals, they seem to resist poison/disease pretty well now too.
Kadgarth
Fri Oct 22, 2004 2:42 pm
#11
Lambchops79 wrote:
so would you all say that poisons/diseases have to have a pot over 200 to have a good chance of gettign through a resist buff? Im looking for a good number to make sure all my stuffhas atleast that potency.
Shouldn't require anymore than two throws, usually working on the first.
My 100% ones are around 240 (but the effectiveness is pretty darn icky hehe)
vortexala
Sat Oct 23, 2004 11:35 am
#13
120ish is the baseline, or supposed to be, for a 50/50 change to hit. But I think the base is actually lower considering that I run with base 120ish Potency stuff that hits about 80-90% of the time against creatures of varying levels. Rancors, Kimo, high-end NPCs. They get the same stick-rate with my 120ish stuff.
Against resist buffed PCs though, 120ish doesn't cut it at all.
Page 1 of 2