TABLE OF CONTENTS
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Introduction
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History of Poison
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Current Meta
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IMC’s final direction
Poison is a commonly used mechanic in traditional MMO and games alike to introduce damage over time. It is typically employed or used in long fights
TOS have introduced an array of mechanics available to poison with Wugushi being the most distinct poison user in the game. Other poison users include Plague Doctor, featherfoot and druid through transformation into poison mobs.
Additional tools to inflict poison were added to the game in the form of Venom (Forgotten Dagger) and Biteregina cards.
Poison was infamously used through the game with extreme effectiveness as the damage scaled primarily to the target’s max hp. It was an extremely cheap form of damage as it requires little to no investment.
Druid3 was notoriously strong back when skill factor of skill were of flat damage. For those foreign to the old damage system, a rank 7 damage hit for around 3000 damage. Fencer 3 and Feather foot was the few classes that could hit cap damage of 155k. However druid3 was able to deal more damage than this classes with the use of poison transformation.
Do note that poison bypasses Physical and Magic Defense
A look into classic druid 3 days
35k ticks, sick and lit
However this was later removed and poison damage rescaled.
Reference: Druid Thread
Wugushi poison later got buffed which scale to STR instead of flat damage.
Falconer aiming could stack poison ticks , which was also removed.
Wugushi poison however does not scale to target’s HP and scales entirely on the user’s STR and physical attack.
Reference: Wugushi Thread
PD, nothing much just magic damage scaling. Pain in the ass in PVP.
Oh wait, they were later buffed such that incineration does not overwrite each other. Pretty neat, but that’s not poison.
Cute PD at work!
Only bugs were BDS spreading to own owl statue and icewall and spreading to own team/user.
This was later fixed too, at the expense of spread chance.
Pokemon Event
Poison was commonly used in the initial stages of the event as the damage scaled to the boss max HP.
It was extremely efficient and eventually got the IMC treatment.
EASY EVENT. BAM. nerfed.
IMC hates poison
3x Biteregina + 3x Velnia Monkey is a top choice among players to dish out consistent damage with almost 100% up time to poison status for multi hit users. The consistent 30% damage boos simply outshine the old traditional glass moles.
As you know that the Biteragina card is “[Card Equip Effect] [★/3]% chance per attack of poisoning the enemy for 6 sec”. Posion ticks inflicted by Biteregina also inflict HP% scaling damage. This is extremely useful in scenarios such as higher HP bosses or mobs. Thats easy cap damage per tick for 6s.
777 777 x 6 = 4666662
This is the damage potential of the poison card without gear. Multihit/DoT builds are extremely efficient in maintaining poison ticks with 100% uptime.
Theoretically an SR3 with a manamana could outdps a fully geared shinobi who is actually pressing buttons instead of holding one button.
IMC what is your approach with poison?
Should it scale to HP or not. The inconsistency has torn the playerbase apart. Poison mechanic should work equally for all classes. Damage reduction is also a very lazy way to nerf poison damage, perhaps poison resistance should be a relevant mechanic.
Whats your next step?
CD to poison effect
Lower Poison Rate
Increasing resistance to poison damage
Making Biteregina actually scale properly like other [poison] mechanic in game