Id like to start a discussion about poison damage and the dismal state it’s in compared to every other damage type in the game.
And perhaps we can even come up with some ideas to improve it.
What is wrong with poison damage, you ask?
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Damage over time.
Although I don’t think there is anything wrong with this itself, as this is the defining characteristic of poison in diablo 2, it is implemented in a way that holds it back. It locks you into waiting for the poison to complete, resulting in DPS that is a fraction of what any other damage type would achieve. -
The poison bug.
Any damage done to an enemy while it is poisoned, stops the enemy from taking poison damage for that frame. -
Low damage.
Some of the numbers seem impressive, but when broken down over the duration, ends up in the lowest DPS among all damage types. This applies to both skills and items.
For example we will use exceptional unique swords,
Fire: Todesfaelle flamme
50-200 Fire damage on hit
Lightning: Cloudcrack
1-240 Lightning damage on hit.
Cold: Bing Sz Wang
50-140 Cold Damage on hit + slowing
Magic: Ginthers rift
50-120 Magic damage in hit (not resisted, almost no immunities
Poison: Plague bearer
300 poison damage over 8 seconds.
Seems high right? That’s 37 damage per second. That can only be applied once. It’s by far the worst out of all the damage types here.
Where is the advantage here?
Fire has balanced damage. Decent low end, decent high end.
Lightning is extreme on low end, and on high end.
Cold is has lower ranges on both, but provides crowd control, and defence
Magic is a bit lower like cold, but cannot be resisted.
Poison, is just low. Low and slow. There’s no upside here.
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Does not stack.
This is where it really starts to suffer bad.
With every other damage type, the full damage is applied again instantly upon re-application.
With poison, striking again does nothing. You’re locked into low DPS.
If you are on a team with another poison character, one cancels the other out. -
Does NOT engage hit recovery.
This one is bad too, every other form of damage can stagger the enemy, creating a window of safety for the player. Poison can not. -
-Enemy Poison Resistance is one of the hardest element resist negating properties to find.
To get -40 to -50, you need to find the second rarest item in the game, deaths web.
Compare with an um rune to make crescent moon, which provides -35 enemy lightning resist, or a lem rune to make voice of reason for -24 cold resist -
Not affected by conviction.
Other elements get a massive -85 enemy resist from infinity, except for poison. -
In PvP, you can just rejuv/antidote the damage away
SOLUTIONS:
I think the biggest problem with poison is caused by its inability to stack.
I think straight stacking would overshoot the mark, but what if it stacked at half power with each application.
So let’s say you hit a monster with a 10k poison dagger… if you strike again, it only adds 5K. And then again, only 2.5k.
Or allow up to 4 seperate poisons.
1st: full power
2nd: half power
3rd: quarter power
4th: eigth power
Or maybe each application reduces the duration by a certain amount, while retaining the damage.
So the damage gets pressed into a shorter window with each hit, making for higher DPS?
I haven’t thought these solutions through very much, just thrown them out there.