Doctor Archive
Thread: Can somebody explain Poison B vs Poison C Enhancers (and disease)
Page 2 of 2
Bermag
Fri Mar 11, 2005 3:13 am
#14
I wonder if there is a hidden poison resist stat?
If you have no resists buff or +skills will the poison then have a 95% chance to stick?
Bermag
Fri Mar 11, 2005 4:53 am
#15
Obata wrote:
Bermag wrote:
I wonder if there is a hidden poison resist stat?
If you have no resists buff or +skills will the poison then have a 95% chance to stick?
If the potency is over 100, then yes. Before the resistance buffs were added CMs knewour poisons would stick almost 100% of the time if we got the potency over 100. The minimum 5% chance to resist was added at the same time as the resistance buffs. Poisons with a potency below 100 have a higher resist rate, even without resistance buffs. I don't think there's a hidden resist stat per se. I think it's that the potency was originaly indended (and coded) to be the chance of sticking. When the advanced resiliance compound became craftable, (RCs are the CM components that add to potency and the advanced ones couldn't be crafted for the first few months of the game due to a bug) it became very easy for a CM with decent resources to hit 100+ potency without even experimenting the final packs for potency. That's what lead to the addition of the resistance buffs and AOE cures.
Personally, I think it would have been better to change the crafting calculations for potency so that 100 couldn't be hit, instead of creating the resistance buffs and AOE cures. But, that's another discussion.
Message Edited by Obata on 03-11-2005 06:28 AM
Yes it seems reasonable that potency= chance of sticking (that is always how I have looked at DOT weapons) and seems fit with how potency is described on weapons, ie %. Then I guess that a 90% DOT weapon is same as a 90 potency CM poison or am I wrong about that?
Any attempts made on a formula for chance to stick poison?
Obata
Fri Mar 11, 2005 5:10 am
#16
Bermag wrote:
Obata wrote:
Bermag wrote:
I wonder if there is a hidden poison resist stat?
If you have no resists buff or +skills will the poison then have a 95% chance to stick?
If the potency is over 100, then yes. Before the resistance buffs were added CMs knewour poisons would stick almost 100% of the time if we got the potency over 100. The minimum 5% chance to resist was added at the same time as the resistance buffs. Poisons with a potency below 100 have a higher resist rate, even without resistance buffs. I don't think there's a hidden resist stat per se. I think it's that the potency was originaly indended (and coded) to be the chance of sticking. When the advanced resiliance compound became craftable, (RCs are the CM components that add to potency and the advanced ones couldn't be crafted for the first few months of the game due to a bug) it became very easy for a CM with decent resources to hit 100+ potency without even experimenting the final packs for potency. That's what lead to the addition of the resistance buffs and AOE cures.
Personally, I think it would have been better to change the crafting calculations for potency so that 100 couldn't be hit, instead of creating the resistance buffs and AOE cures. But, that's another discussion.
Message Edited by Obata on 03-11-2005 06:28 AM
Yes it seems reasonable that potency= chance of sticking (that is always how I have looked at DOT weapons) and seems fit with how potency is described on weapons, ie %. Then I guess that a 90% DOT weapon is same as a 90 potency CM poison or am I wrong about that?
That's been my working theory also.
Any attempts made on a formula for chance to stick poison?
There were some tests done when the buffs first came out that lead to them getting adjusted. I haven't seen enough test results to even attempt a formula. I would do it myself (seeing as I can make all the meds involved), but it would require a very high number of attempted poisonings with multiple potencies each used against multiple resistance levels.
Page 2 of 2