A note about poisoning weapons

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Kreador Freeaxe
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A note about poisoning weapons

Post by Kreador Freeaxe »

On my current character I've been testing a bit of adding things like poison to weapons, but in particular, I find the way that poison works to be odd. Increasing the level of poison from +1 to +2 to +3 doesn't increase the damage that the poison does as far as I can tell. It always does one damage per round. Does the higher level make it last longer? (+2 is generally 1 per round for 4 rounds, unless the creature saves).

I think poison would be a more attractive option if it increased the actual damage done per round. And the first round it does no damage right now. All of the damage of poison happens in rounds following the hit.
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Re: A note about poisoning weapons

Post by deathknight1728 »

I might have a decent idea to make it legitimate. When I was doing a little playing of mods for the Baldurs Gate Series, I came across the assassin build they had. They had done what you said and more. Here's how it worked. They would make the initial damage be a set number like 3 or 4. That is in case the opponent makes their save, there will always be damage (which makes sense). Then when you get to the saving throws you increase the damage you do by a little bit per level of skill, but mostly increase chances of the opponents failing. You also might be able to make it so the poison if it works, lasts like 2 rounds to make it realistic and fair. This skill should also increase the poison resistance your own character has from coming in contact with it on a regular basis. It would make sense.
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IJBall
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Re: A note about poisoning weapons

Post by IJBall »

Kreador Freeaxe wrote:On my current character I've been testing a bit of adding things like poison to weapons, but in particular, I find the way that poison works to be odd. Increasing the level of poison from +1 to +2 to +3 doesn't increase the damage that the poison does as far as I can tell. It always does one damage per round. Does the higher level make it last longer? (+2 is generally 1 per round for 4 rounds, unless the creature saves).

I think poison would be a more attractive option if it increased the actual damage done per round. And the first round it does no damage right now. All of the damage of poison happens in rounds following the hit.
We definitely need to discuss how poison works going into Book III.

I've been arguing for a while now that poison isn't "stackable", and it should be.

The way it is, right now, Poison is an unattractive choice for characters, and an underpowered weapon from mobs' standpoints.

So, yeah - Poison's going to need to be reworked.
But I'm saving that discussion (too!) for when the Book III forum opens... :wink:
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Kreador Freeaxe
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Re: A note about poisoning weapons

Post by Kreador Freeaxe »

Well, part of my issue is that when the devilmanders and phase spiders poison me, it lasts until I make a save with my endurance (and on some characters, that can be a long time--my mage was poisoned by a phase spider, I had to walk all the way back to Eastwillow to find a detox potion to cure him). On the monsters, my poison seems to last a set number of rounds.
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Re: A note about poisoning weapons

Post by IJBall »

Kreador Freeaxe wrote:Well, part of my issue is that when the devilmanders and phase spiders poison me, it lasts until I make a save with my endurance (and on some characters, that can be a long time--my mage was poisoned by a phase spider, I had to walk all the way back to Eastwillow to find a detox potion to cure him). On the monsters, my poison seems to last a set number of rounds.
Actually, unless you're "mortally poisoned", poisoning should only last a set # of rounds on your character too. Just click on the little "Poison" icon button, and it'll tell you how many turns of poisoning that you have left.

The trick I've learned in Book II? Once you have defeated your foes, if you're poisoned, and you have a relatively high Endurance and/or high number of HPs- just immediately camp: your poisoning will wear off pretty darn quick! :)
Rowanas
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Re: A note about poisoning weapons

Post by Rowanas »

Actually, I believe you can just fast travel to the nearest population centre and buy a detox. Whenever I get caught in a snowstorm up north, I just fast travel, apparently I still heal for the time passed, but I don't take any extra damage.
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Re: A note about poisoning weapons

Post by nomo »

so you're saying +3 poison on a weapon only does more damage on each actual attack, and the "tick" is always 1 damage per turn?
i suggest it should be 1 damage a turn for +1, 2 for +2 and 3 for +3.
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Re: A note about poisoning weapons

Post by KillingMoon »

Kreador Freeaxe wrote:Does the higher level make it last longer? (+2 is generally 1 per round for 4 rounds, unless the creature saves).
I've got that impression, but I can't sure. The first time I imbued with poison I think I imbued with +1, and it didn't linger much.
Now I've got +3 poison, and it seems to linger a bit longer, but now I'm attacking dwarves instead of wolves and devilmanders; not a reliable comparison.
Do creatures save at all against cold and fire? I don't find imbuing with poison working out that bad, but the other imbuements - if that's a word at all - seem more reliable.
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Re: A note about poisoning weapons

Post by Rowanas »

They are.

Fire and Cold don't add to the base damage, but fewer things resist them than poison and some things are even scared of fire, so it's a very strong choice for weapons.
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