Doctor Archive
Thread: Poison and Disease buffs
beyowulf wrote:
I've addressed this by stocking two different lines of resists: PvP and PvE. The PvP resists are shorter duration, maximum power. The PvE resists are maximum duration with as much power as possible (balanced towards the common level of poison/disease a toon will encounter).
I do this and prefer it as well (when not playing a doc). A longer duration isn't going to mean jack if a poison beats the resist. If the duration is short then people will start coming back for more and you can make more cash that way.
You also might want to get your hands on some pyrollian cake and bespin port and head over to a reasearch town. If you can get enough amazing successes save the result as schematic and crank out a few crates worth. Its much better in the long run if its an option.
Dont forget that janta blood goes nicely with resists allowing you to spend more points into duration than power.
Brainplay wrote:
You also might want to get your hands on some pyrollian cake and bespin port and head over to a reasearch town. If you can get enough amazing successes save the result as schematic and crank out a few crates worth. Its much better in the long run if its an option.
Dont forget that janta blood goes nicely with resists allowing you to spend more points into duration than power.
Berdelsan wrote:
what is the longest duration on poison/disease buffs possible? Is there any looted enhancements you can use to craft better ones with more power and duration?
beyowulf wrote:
Berdelsan wrote:
what is the longest duration on poison/disease buffs possible? Is there any looted enhancements you can use to craft better ones with more power and duration?
Resists are like Buffs-the final combine resources are everything when it comes to determining the final pack stats. While your loot drop components will increase power and let you focus more on duration, the potential maximum duration itself is going to be set by the quality of your final combine resources. One of the problems we have on Tempest is that the final combine resources for C-level Resist have been barely average, resulting in Resist-C's having about the same power and duration as the Resist-B's.
The best Resist-B duration I've gotten without Janta blood is slightly over 4,200 seconds...or about 1 hour and10 minutes.
From what I recall from the first test the equation for power and duration for the B's and C's were the same. The only extra thing a C has is the absorption. Since C's have more restrictive resouces you will always be able to make a B with higher power/duration (for example, Tat herb has a PE cap of 700 while carn meat does not). The base absorption of about 5% is not worth bothering with making a C unless you plan on exp on absorption.
I think resist buffs are rather useless for PvE for two reasons. First, the duration is only an hour or so. As a result by the time you get to where you need the resist it will almost be expired (only lasts 1/3 of a doc buff). Second is that you will always have at least a 5% chance of having the poison/disease stick. In PvE mobs make many attacks and one of them is bound to land regardless. It has been my experience that once I am poisoned/diseased the resists dont seem to resist any more. I have not fully test this, just an observation.
They are for pvp use m8 ![]()