Is a waste of talent points. The tooltip states that specific talent allows a 2nd application of a lethal or non lethal poison, BUT at a 30% decreased chance of applying the applied poison. ALL poisons have a 30% application chance… meaning that specific talent makes application chance of the 2nd applied poison = 0% chance… Only taking the Virulent Poison talent raises chance by 10%… A “pigeon hole” talent. Someone explain why a player should use this talent.
I’m fairly certain most talents like that aren’t additive, they’re multiplicative.
It’s not 30% - 30%, it’s going to be 30% of 30%, which ends up at a 9% chance to double proc, before factoring in Virulent which would bring it up to 12%.
Still not amazing but by no means is it zero.
Haven’t tested it first hand but if it gave a zero percent chance, players would know
It’s a 30% reduction of the application rate, so 30% of 30 is 9%, so the base application rate of a poison goes down to 21%, before modifiers like improved poisons or the envenom buff.
You can double check this by looking at the tooltip of any lethal poison, it also updates when you use envenom too dynamically.
Talent is taken because…your understanding on how it works is wrong.
The problem is they aren’t consistent with these descriptions. Even in recent history, MoP Remix has two tinkers for Windweaver and Brilliance which give a flat +5% to their underlying skills, but two tinkers for Avoidance and Vampiric Aura which give a multiplicative 120% and 110% to their ratings. To confuse the matter even more, tinkers like Righteous Frenzy and talents like Into the Fray give a multiplicative 107% and 102-110% to haste value not rating, even though the first two tinkers read almost exactly the same language as the latter.
In general the rule is “stacks add, instances multiply”. But again, Windweaver and Brilliance are masked by an instance (for their other effects) but specifically coded to add. Very confusing!
The tooltip for DTB could read:
You may apply 1 additional Lethal and Non-Lethal Poison to your weapons, but they have 30% less application chance. (Deadly Poison application chance: 21%)
And that last number dynamically updates like all the other tooltips. I love that they didn’t hide the description of the math behind the tooltip (just say “reduces by 9%”) because nobody should be expected to monitor tooltip text in combat to see how it changes. The affecting skills can be written to minimize the need for cross-references though, and that should be what the community expects.
In standard english, the phrase “but they apply 30% less often” would be the functionality described. As written, it does sound to be a decrement. “30% less application chance” or “application chance less 30%”.
Now I’m in my own head that it should be coded as “but they apply 30% slower” and the underlying math should be a multiplicative 1/(1.3)~=76.9% or -23.1% “often”. This way, we can scale to 100% slower or the moon. Dealer’s choice.
Personally, I think cooldown reduction needs drastically overhauled to mirror Last Epoch or Guild Wars 2, in that all cooldown reduction effects (except where specifically noted) increase the recovery speed as a multiplier, not reduce the remaining time as a decrement.