Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The dream is alive.
Also, Toxic. Toxic Mist and pooballs.
Poison damage is absolutely pathetic in pvp and you'll easily kill your opponent long before the poison even becomes a threat.
Same goes for most enemies in the game excluding some bosses.
edit:
Based on the wiki page here
http://darksouls3.wiki.fextralife.com/Poison
It seems that poison damage is largely based on the health of the enemy in most cases. This is probably why you were doing 8 damage per tick against players.
As for the effect of luck, well... nobody knows and I'm not sure we'll ever actually find out.
Adding those to the list to test.
Yes, poison is currently lackluster in PvP due to the current meta being so fast and fights ending so quickly (a symptom of how unbalanced many weapons are in terms of damage done to stamina consumed ratios, and the lack of poise meaning stunlocks are possible), and generic trash is always going to be fast, easy kills that you won't be poisoning, but bosses are still good targets for poison, and people who run fun builds for PvP will also want to know what poison is effective and what is useless.
Exactly how poison works, what stats affect it, and what poisons are worthwhile, could also be useful information to know once DLC starts being released. With new weapons, rings, armor and spells, we could one day find a desire to know what kinds of poison works, and what doesn't.
EDIT: Also, as for your edit, I read that article, too. However, Fextralife has only tested out poison from Farron Keep's swamp water, and has made note that other poisons may or may not function differently. I had thought about the crab's HP being a factor in them taking 8 dps over the Corvian's 4 dps, but that doesn't explain why the Ghru weapons poisons, which do 3 dps across the board, didn't increase in potency on the high-healthed Crabs.
Yeah, pretty much, for now at least. Those players I mentioned poisoning earlier today with my Storyteller's staff? It did a real number on them. The two of them appear to have been trying their hands at ganking invaders. At least, one of them had the Dragonslayer Armor's axe, and the other was an Estoc spammer, and this was at a low level in Crucifxion Woods. The 8 dps poison on them put the Dragonslayer SunBro down by a lot of health, and into a position where I was able to burst the rest of his health off, then the Host ran out of Estus flasks (not because of me, I think they'd been fighting invaders before me) and was unable to heal himself and died to the poison.
u can toxic him too, and jst run around and he ded lel
Sulyvahn kind of melts as soon as he gets a whiff of that stick.
Yhorm is immune which is super disappointing.
Demon king can get poisoned but it isn't nearly as effective as on sulyvahn.
Seems like the storyteller staff is a good cheese stick.
You can cast hidden body with it and then use the weapon art to freely poison whatever mob you want without aggroing them. Upgrading the staff doesn't seem to have any effect and I suppose neither does luck, intelligence or faith so all you need is 12-15 int, depending on if you want the full hidden body cheese packet or not.
The scaling poison seems to be an exclusive thing to the storyteller staffs weapon art tho.
I hope they patch poison to work this way rather than destroying the staff, it's really situational anyway.
Swapped over to my SL79 Luck character. With a non-Hollow Ghru blade equipped, he's sitting at 37 Luck. The base +0 non-infused dagger has 38 Poison, while the +6 Poison Infused dagger has 48 poison. This substantial increase should be more than enough to determine what exactly happens when you build for Poison.
Long story short, it's disappointing.
I tested both the +0 non-infused and the +6 poisoned infused daggers on the same Corvians and Crabs. Results were almost identical. Poison damage remained at 3 dps. The +6 dagger DID apply the poison faster, but I wouldn't say it was entirely worth it. On a Corvian Mage (the other bastards move around way too erraticaly for me to reliably time my hits accurately), it took 4 hits with the +0 dagger to poison it, while the +6 Poison dagger took 3 hits. If your goal is simply to poison the enemy, this is a good thing, as for PvP purposes especially, fewer hits to poison means you can swap back to a REAL weapon sooner.
Disappointed that such a subsantial increase in stats provided no tangible damage boost in the poison, I thought I'd look at it in another perspective. Maybe the increased damage isn't alloted in the same duration. Maybe it increases the damage by *extending* the duration?
So, I took a trip back to the Crabs in Crucifixion Woods, as they had more than enough health to test this theory. I attacked the crabs, 1 swing at a time, keeping a mental note on what the damage number was when the poison kicked in so that I could get an accurate total damage reading when the poison ended.
A lot of dancing around the crabs later, I got my results. The +0 non-infused dagger did just a little over 500 damage. The +6 poison infused dagger.... did just a little over 500... well, that theory was busted.
So now I know, for Poison weapons at least, all that poison value does, and thus all Luck and the Poison Infusion (and the Poison Resin) does is apply poison faster. It does NOTHING to help with poison damage nor duration. This means that Poison weapons are of little use for anything but a secondary weapon to quickly apply poison then switch out to a proper weapon.
In other words, it's more or less useless, sadly.
I haven't tested a Hollow infused Ghru weapon yet. This may make the Ghru weapons better PURELY by making them do more damage with a Luck build while still being capable of poisoning, but in that case, why not just use a Bleed weapon? The only arguement I could make for this case is to poison then swap to a bleed weapon in order to make use of both, and that's a rather flimsy arguement as it is. What a Hollow-infused Ghru weapon won't do, based on my tests, is increase the poison damage at all. But hey, at least you could still use a Resin on it this way.
Yet to test Pyromancy Toxic Mist, Storyteller Toxic Mist, Poison Knives, Dung Pies.
I was curious with what you said about Sulyvahn, so I upped my int to 12, and went and got myself summoned for him. It took a couple of attempts to determine how much exactly the poison was doing to him, because, y'know, I kept getting summoned into large groups that wail on him like a pinatta.... but then I got summoned to a world with just a pyromancer and Anri of Astora, which allowed me to get a perfect reading off of Pontiff.
Storyteller Staff poison did a VERY impressive 54 damage per second to him! Now I'm going to have to test the Ghru poison out on him, and then get myself the Pyromancy Toxic Mist, see if that works like the Storyteller Staff. At this point, your findings seems correct that only the Storyteller Staff poison scales with HP, though.
I feel like Storyteller Staff is how Poison is SUPPOSED to work, because the poison from that staff is actually good.
On a side note, I checked out storyteller staff on the Pontiff Knights outside of Sulyvahn's room while waiting for a summon. The one with the shield took 5 damage per second, while the one with the scythe took 6 damage per second.
Talking about the effectivity of poison and numbers appart, It has a (relatively) good use putting pressure in PVP. My archer uses a Poisoned Bandit Knife which also has bleed. The moment I manage to apply the poison to the opponents, the pressure begins and they start doing more punishable moves, specially punishable for a kiting bow.
Resuming, although poison numbers in weapons may be low, it has a good use for the PVP mindgames. Pretty useful for kite/bait based characters and potentially deadly against heavy weapons, since they are the most kitable/punishable when forced to take the initiative.