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Lethal Poisoning

Discussion in 'UHall' started by Zyon Rockler, Mar 27, 2012.

  1. Zyon Rockler

    Zyon Rockler Guest

    I was wondering if they could add lethal poisoning to the game to help the poisoning skill become more powerful. For example: If I poison a bally it doesn't seem to have much affect and in some cases it tells me the creatures are completely immune to poison. From a PvM stand point, I think poisoning should be alot stronger. Creatures seem to shrug off poisoning to easily.

    For example: Picture yourself going up to a Titan using 120 magery 120 eval and 100 poisoning, you poison the titan but it simply cures it and just continues to cast at you almost as if you had no skill at all, then after it kills and loots you, it scratches its' head, walks away wondering why you ever tried to poison it in the first place.

    Should it not be that when you poison something it has the chance to not be able to cure the poison. Should not poison affect everything differently. Why is it always the same poison. Why is it based on my skill. Should it not be based on the resistance of poison that the creature has.

    Also, when the creature goes to cure, should it not be based on the resistance to poison?

    Should poison not be scaled not only by the skill creating the ability or different levels of power but also by the resistance which would allow for greater ease of power and a lack for resisting and the inability to cure.

    So, if lethal poisoning was added and you were able to cast it and someone had 70 poison resistance then their chance to have lethal poisoning would be perhaps be 5% coming from a skill of 120 120 100 poisoning magery and eval and also their chance to cure being that of 95% based on optimal healing, be that bandage, 120 healing, 120 anatomy, cleansing winds, 120 mystic, 120 focus or imbue, mass cure, mage 120, eval 120.

    So, if you have more resistance to poison, for example: 75 poison resistance your chance to receive lethal poisoning would be 0.

    But if your resistance to poisoning was lower, for example: 35 then your chance for lethal poisoning could be absolute, meaning at such a low resistance anyone with max poisoning would be able to inflict their maximum potential. This would also cause the curing process to become alot more difficult. You would have a 65% fail rate.

    This could also be done with potions, keeping their current values but then adjusting the possibilities based on the resistance to poison. So, to drink a greater cure with 70 resistance to poison you would have the same chance as set in the patch notes but you would be vulnerable to lethal which would off set your chance of greater cure potion by 5% unless you had 75 resistance which could only result in deadly poison.

    But as the values to poison resistance drop so would the percentages increase in the fail rate, meaing that if your resistance was low, for example: 0 then your chance to cure would also be 0 and would cause death.

    This would balance both PvM and PvP because it would be up to the player to safe guard against lethal poisoning. It would be a choice and the usefulness of poisoning skill in PvM would be increased when certain spawns would have lower resistances to poison. For example: A greater dragon could become lethally poisoned and might not have the resistance to poison that would be necessary to cure lethal.

    Fields could be lethal but I think their rarity might be more perhaps 5x less but still a chance of creating a lethal field. It should be most affective in close range casting.
     
  2. PlayerSkillFTW

    PlayerSkillFTW Lore Master
    Stratics Veteran

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    Alot of people ***** and moan about Nox Mages in PvP today, with the lowered cure % on pots, but what they seem to forgot, is that Nox Mages are devoting 80.0 - 100.0 skillpoints specifically to buff just two spells, Poison and Poison Field. Both of which are resistable if you have Resist. Arch Cure still has an incredibly high chance of curing both DP and Lethal, and Healing has a pretty good chance too with GM Healing+Enhanced Bandy for 110.0 Healing.
    I have an oldschool Scribe/Nox Mage from 12 years ago, and it's funny to see his ancient template suddenly become a source of so much complaining. He has 120 Magery/120 Eval/GM Med/GM Wrest (120 with Jewelry)/GM Resist (120 with Jewelry+Spellbook)/GM Inscrip/80.0 Poisoning. For the longest time, his specialty template was completely nullified by a Greater Cure Potion which not only took no skillpoint investment to use, but alot of PvPers also ran "Auto Pot Scripts" that would immediately chug one whenever they got poisoned. For the longest time, DPers were worthless because of Greater Cure Pots. Now that Greater Cure Potions don't always work 100% of the time, people complain to the high heavens about a template that is specifically designed to keep you from healing and to wear you down.
     
  3. Phangs_of_Phage

    Phangs_of_Phage Journeyman

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    Poison is strong but what puts it as OP right now is the natural resistance gained to it...