Just how much poison damage do they do?
#1
Every time I have to fight them in the course of time since I started Diablo, I bang my head against the wall because their poison damage drains my life like mad even with poison resist. I've even tried to turn cleansing on, but it's still quite annoying. Perhaps more annoying is running back to town when your merc dies of poison. So is it just necessary to pack more antidotes vs them?:o
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#2
Heiho,

<edit>
well, I should know by now that this code thing eats tables :-P
reformatted the whole stuff
</edit>

Quote:Every time I have to fight them in the course of time since I started Diablo, I bang my head against the wall because their poison damage drains my life like mad even with poison resist. I've even tried to turn cleansing on, but it's still quite annoying. Perhaps more annoying is running back to town when your merc dies of poison. So is it just necessary to pack more antidotes vs them? :o

before I'm going into gory details, you can stack duration of Antidotes' (and Thawing Pots') effect by repeatedly drinking them (or feeding them to your hireling. You also may enhance your equipment with 'poison length reduce' modifiers, they'll help _a_lot_.


monstats, skills and missiles poison damage is written in configuration data as 'elemental damage each frame', so in following data you see '5 damage' and an elemental duration (ELen) of 400, it means in each of the 400 frames 5 points damage are dealt. This differs from how poison damage modifiers on _items_ are listed in configuration data (they're listed as total damage over frames).

MonStats' and directly therein assigned Missiles' damage values are subject to global modifiers from MonLvl and DifficultyLevels. Skills' damage values are no subject to these modifiers, even if the skill is just a launcher for a missile (so in some cases you have to adjust Missiles.txt damage values, and in some cases you haven't).

Global adjustment from additional DifficultyLevels.txt unique boss bonus
N, NM, H -> +90, 75, 66%

I'm no good at calculating, so at first here's raw data.

___________________________________________________

Radament:

- additional poison damage to A1 Standard Attack

Code:
El1Mode&nbsp;&nbsp;&nbsp;&nbsp;A1
El1Type&nbsp;&nbsp;&nbsp;&nbsp;pois
El1Pct&nbsp;&nbsp;&nbsp;&nbsp;25
El1MinD&nbsp;&nbsp;&nbsp;&nbsp;181
El1MaxD&nbsp;&nbsp;&nbsp;&nbsp;272
El1Dur&nbsp;&nbsp;&nbsp;&nbsp;1000
El1Pct(N)&nbsp;&nbsp;&nbsp;&nbsp;25
El1MinD(N)&nbsp;&nbsp;&nbsp;&nbsp;180
El1MaxD(N)&nbsp;&nbsp;&nbsp;&nbsp;270
El1Dur(N)&nbsp;&nbsp;&nbsp;&nbsp;1000
El1Pct(H)&nbsp;&nbsp;&nbsp;&nbsp;25
El1MinD(H)&nbsp;&nbsp;&nbsp;&nbsp;180
El1MaxD(H)&nbsp;&nbsp;&nbsp;&nbsp;270
El1Dur(H)&nbsp;&nbsp;&nbsp;&nbsp;1000

El1Pct gives a percentage of how many of A1 punches will be enhanced with poison. It's always set to 25%, so one blow out of four will carry this additional poison damage in each difficulty. Duration is always set to 1000 frames (40 seconds).



- has also mummy4 missile assigned to A2 Standard Attack (the breathing)

Code:
EType&nbsp;&nbsp;&nbsp;&nbsp;pois
EMin&nbsp;&nbsp;&nbsp;&nbsp;9
MinELev1&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev2&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev3&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev4&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev5&nbsp;&nbsp;&nbsp;&nbsp;5
Emax&nbsp;&nbsp;&nbsp;&nbsp;9
MaxELev1&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev2&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev3&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev4&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev5&nbsp;&nbsp;&nbsp;&nbsp;5
EDmgSymPerCalc&nbsp;&nbsp;&nbsp;&nbsp;-
ELen&nbsp;&nbsp;&nbsp;&nbsp;400

On Missile Level 1 (missLvl) the added poison damage to A2 breathing will be EMin to EMax, this is pretty much what you would call the base poison damage. So we have 9 to 9 damage in each of 400 frames (16 seconds duration).

Missile Level increases similar to Skill Levels (DifficultyLevels.txt), so we have missLvl1 in Normal, missLvl4 in Nightmare and missLvl8 in Hell.

missLvl2 to missLvl8 refer to EMinLev1 and EMaxLev1.
For missLvl4 we get
Poison Damage = EMinLev1 * (missLvl - 1) + EMin to EMaxLev1 * (missLvl - 1) + EMax
This results in 5 * 3 + 9 to 5 * 3 + 9 or 24 to 24 damage in each of 400 Frames duration.

For missLvl8 we get
Poison Damage = EMinLev1 * (missLvl - 1) + EMin to EMaxLev1 * (missLvl - 1) + EMax
This results in 5 * 7 + 9 to 5 * 7 + 9 or 44 to 44 damage in each of 400 Frames duration.

(for completeness, and in case I'm wrong about missLvl:
missLvl9 to missLvl16 refer to EMinLev2 and EMaxLev2
missLvl17 to missLvl22 refer to EMinLev3 and EMaxLev3
missLvl23 to missLvl28 refer to EMinLev4 and EMaxLev4
missLvl29 and better refer to EMinLev5 and EMaxLev5)

EDmgSymPerCalc is (always, with monsters) empty, since there are no synergies here :-)

- mLvl 16, 49, 83 in N, NM, H results in MonLvl.txt damage adjustment for ladder mode as follows

Normal: mLvl16 -> 11% of listed MonStats/Missiles damage
Nightmare: mLvl 49 -> 41% of listed MonStats/Missiles damage
Hell: mLvl83 -> 94% of listed MonStats/Missiles damage


____________________________

Andariel

- applies poison damage to A1 Standard Attack

Code:
El1Mode&nbsp;&nbsp;&nbsp;&nbsp;A1
El1Type&nbsp;&nbsp;&nbsp;&nbsp;pois
El1Pct&nbsp;&nbsp;&nbsp;&nbsp;100
El1MinD&nbsp;&nbsp;&nbsp;&nbsp;33
El1MaxD&nbsp;&nbsp;&nbsp;&nbsp;33
El1Dur&nbsp;&nbsp;&nbsp;&nbsp;30
El1Pct(N)&nbsp;&nbsp;&nbsp;&nbsp;100
El1MinD(N)&nbsp;&nbsp;&nbsp;&nbsp;60
El1MaxD(N)&nbsp;&nbsp;&nbsp;&nbsp;33
El1Dur(N)&nbsp;&nbsp;&nbsp;&nbsp;33
El1Pct(H)&nbsp;&nbsp;&nbsp;&nbsp;100
El1MinD(H)&nbsp;&nbsp;&nbsp;&nbsp;33
El1MaxD(H)&nbsp;&nbsp;&nbsp;&nbsp;33
El1Dur(H)&nbsp;&nbsp;&nbsp;&nbsp;225

El1Pct gives a percentage of how many of A1 punches will be enhanced with poison. It's always set to 100%, so each blow will carry this additional poison damage in each difficulty.
I don't know what happens in Nightmare, where minimum damage is higher than maximum damage. This is most probably a typo in configuration data, and can cause weird stuff.
Duration varies from 30 frames in Normal to 33 frames in Nightmare (I'd bet this is a typo) to 225 frames in Hell.


- mLvl 12, 49, 75 in N, NM, H results in MonLvl.txt damage adjustment for ladder mode as follows

Normal: mLvl12 -> 8% of listed MonStats/Missiles damage
Nightmare: mLvl 49 -> 41% of listed MonStats/Missiles damage
Hell: mLvl83 -> 85% of listed MonStats/Missiles damage


- uses AndrialSpray skill to launch andarielspray missile
N, NM, H -> sLvl1, 4, 8

Code:
EType&nbsp;&nbsp;&nbsp;&nbsp;pois
EMin&nbsp;&nbsp;&nbsp;&nbsp;32
MinELev1&nbsp;&nbsp;&nbsp;&nbsp;32
MinELev2&nbsp;&nbsp;&nbsp;&nbsp;32
MinELev3&nbsp;&nbsp;&nbsp;&nbsp;32
MinELev4&nbsp;&nbsp;&nbsp;&nbsp;32
MinELev5&nbsp;&nbsp;&nbsp;&nbsp;32
Emax&nbsp;&nbsp;&nbsp;&nbsp;64
MaxELev1&nbsp;&nbsp;&nbsp;&nbsp;32
MaxELev2&nbsp;&nbsp;&nbsp;&nbsp;32
MaxELev3&nbsp;&nbsp;&nbsp;&nbsp;32
MaxELev4&nbsp;&nbsp;&nbsp;&nbsp;32
MaxELev5&nbsp;&nbsp;&nbsp;&nbsp;32
EDmgSymPerCalc&nbsp;&nbsp;&nbsp;&nbsp;-
ELen&nbsp;&nbsp;&nbsp;&nbsp;400
ELevLen1&nbsp;&nbsp;&nbsp;&nbsp;10
ELevLen2&nbsp;&nbsp;&nbsp;&nbsp;10
ELevLen3&nbsp;&nbsp;&nbsp;&nbsp;10

The duration is 400 frames at sLvl1 and increases by 10 frames for each further sLvl (ELevLen columns).

This missile has a small portion of physical damage assigned, too! 'HitShift' is set to zero, so the values have to be divided by 256.
Code:
MinDamage&nbsp;&nbsp;&nbsp;&nbsp;1792
MinLevDam1&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam2&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam3&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam4&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam5&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxDamage&nbsp;&nbsp;&nbsp;&nbsp;2560
MaxLevDam1&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam2&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam3&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam4&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam5&nbsp;&nbsp;&nbsp;&nbsp;1280

- uses AndyPoisonBolt skill with andypoisonbolt missile
N, NM, H -> sLvl1, 4, 8

Code:
EType&nbsp;&nbsp;&nbsp;&nbsp;pois
EMin&nbsp;&nbsp;&nbsp;&nbsp;32
MinELev1&nbsp;&nbsp;&nbsp;&nbsp;38
MinELev2&nbsp;&nbsp;&nbsp;&nbsp;44
MinELev3&nbsp;&nbsp;&nbsp;&nbsp;40
MinELev4&nbsp;&nbsp;&nbsp;&nbsp;46
MinELev5&nbsp;&nbsp;&nbsp;&nbsp;52
Emax&nbsp;&nbsp;&nbsp;&nbsp;64
MaxELev1&nbsp;&nbsp;&nbsp;&nbsp;38
MaxELev2&nbsp;&nbsp;&nbsp;&nbsp;44
MaxELev3&nbsp;&nbsp;&nbsp;&nbsp;40
MaxELev4&nbsp;&nbsp;&nbsp;&nbsp;46
MaxELev5&nbsp;&nbsp;&nbsp;&nbsp;52
EDmgSymPerCalc&nbsp;&nbsp;&nbsp;&nbsp;-
ELen&nbsp;&nbsp;&nbsp;&nbsp;800
ELevLen1&nbsp;&nbsp;&nbsp;&nbsp;10
ELevLen2&nbsp;&nbsp;&nbsp;&nbsp;10
ELevLen3&nbsp;&nbsp;&nbsp;&nbsp;10

Duration is 800 frames (32 seconds) plus 10 frames per sLvl.

This missile also has a portion of physical damage assigned, too! 'HitShift' is set to zero, so the values have to be divided by 256.

Code:
MinDamage&nbsp;&nbsp;&nbsp;&nbsp;1792
MinLevDam1&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam2&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam3&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam4&nbsp;&nbsp;&nbsp;&nbsp;1280
MinLevDam5&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxDamage&nbsp;&nbsp;&nbsp;&nbsp;2560
MaxLevDam1&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam2&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam3&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam4&nbsp;&nbsp;&nbsp;&nbsp;1280
MaxLevDam5&nbsp;&nbsp;&nbsp;&nbsp;1280

___________________________________________

Coldworm

QueenDeath skill uses most probably queenpoisoncloud missile (this is heavily hardcoded stuff, so maybe I'm wrong here).

Code:
EType&nbsp;&nbsp;&nbsp;&nbsp;pois
EMin&nbsp;&nbsp;&nbsp;&nbsp;6
MinELev1&nbsp;&nbsp;&nbsp;&nbsp;6
MinELev2&nbsp;&nbsp;&nbsp;&nbsp;6
MinELev3&nbsp;&nbsp;&nbsp;&nbsp;6
MinELev4&nbsp;&nbsp;&nbsp;&nbsp;6
MinELev5&nbsp;&nbsp;&nbsp;&nbsp;6
Emax&nbsp;&nbsp;&nbsp;&nbsp;16
MaxELev1&nbsp;&nbsp;&nbsp;&nbsp;6
MaxELev2&nbsp;&nbsp;&nbsp;&nbsp;6
MaxELev3&nbsp;&nbsp;&nbsp;&nbsp;6
MaxELev4&nbsp;&nbsp;&nbsp;&nbsp;6
MaxELev5&nbsp;&nbsp;&nbsp;&nbsp;6
EDmgSymPerCalc&nbsp;&nbsp;&nbsp;&nbsp;-
ELen&nbsp;&nbsp;&nbsp;&nbsp;800
ELevLen1&nbsp;&nbsp;&nbsp;&nbsp;-
ELevLen2&nbsp;&nbsp;&nbsp;&nbsp;-
ELevLen3&nbsp;&nbsp;&nbsp;&nbsp;-


On Missile Level 1 (missLvl) the poison damage will be EMin to EMax. So we have 6 to 16 damage in each of 800 frames (32 seconds duration).

Missile Level increases similar to Skill Levels (DifficultyLevels.txt), so we have missLvl1 in Normal, missLvl4 in Nightmare and missLvl8 in Hell.

missLvl2 to missLvl8 refer to EMinLev1 and EMaxLev1.
For missLvl4 we get
Poison Damage = EMinLev1 * (missLvl - 1) + EMin to EMaxLev1 * (missLvl - 1) + EMax
This results in 6 * 3 + 6 to 6 * 3 + 16 or 24 to 34 damage in each of 800 Frames duration.

For missLvl8 we get
Poison Damage = EMinLev1 * (missLvl - 1) + EMin to EMaxLev1 * (missLvl - 1) + EMax
This results in 6 * 7 + 6 to 6 * 7 + 16 or 48 to 58 damage in each of 800 Frames duration.

It's released by a skill, so no more value adjustments from MonLvl and DifficultyLevels.


___________________________________________

Achmel

- poisonhit unique boss modifier (similar to fire/cold enchanted, no other boss has this one assigned)

Duration of the death poison explosion will be
mLvl * 5 * 150 frames

mLvl40, 64, 85 in N, NM, H

poisonhit results in added poison damage modifier from MonUMod

Code:
66&nbsp;&nbsp;&nbsp;&nbsp;unique +elem min dmg% (N)
66&nbsp;&nbsp;&nbsp;&nbsp;unique +elem min dmg% (NM)
66&nbsp;&nbsp;&nbsp;&nbsp;unique +elem min dmg% (H)
100&nbsp;&nbsp;&nbsp;&nbsp;unique +elem max dmg% (N)
100&nbsp;&nbsp;&nbsp;&nbsp;unique +elem max dmg% (NM)
100&nbsp;&nbsp;&nbsp;&nbsp;unique +elem max dmg% (H)
which will enhance each A1 or A2 attack with poison damage calculated from assigned MonStats damage (regardless of assigned _kind_ of damage). This is plainly calculated with other percentage modifiers from MonLvl and DifficultyLevels.


- additional poison damage to A1 Standard Attack

Code:
El1Mode&nbsp;&nbsp;&nbsp;&nbsp;A1
El1Type&nbsp;&nbsp;&nbsp;&nbsp;pois
El1Pct&nbsp;&nbsp;&nbsp;&nbsp;30
El1MinD&nbsp;&nbsp;&nbsp;&nbsp;120
El1MaxD&nbsp;&nbsp;&nbsp;&nbsp;152
El1Dur&nbsp;&nbsp;&nbsp;&nbsp;1500
El1Pct(N)&nbsp;&nbsp;&nbsp;&nbsp;30
El1MinD(N)&nbsp;&nbsp;&nbsp;&nbsp;33
El1MaxD(N)&nbsp;&nbsp;&nbsp;&nbsp;33
El1Dur(N)&nbsp;&nbsp;&nbsp;&nbsp;1500
El1Pct(H)&nbsp;&nbsp;&nbsp;&nbsp;30
El1MinD(H)&nbsp;&nbsp;&nbsp;&nbsp;33
El1MaxD(H)&nbsp;&nbsp;&nbsp;&nbsp;33
El1Dur(H)&nbsp;&nbsp;&nbsp;&nbsp;1500

El1Pct gives a percentage of how many of A1 punches will be enhanced with poison. It's set to 30% in each difficulty. Duration is always 1500 frames (60 seconds!).


- A2 mummy4 missile (breathing) same like with Radament, but MonLvl adjustments differ:

Code:
EType&nbsp;&nbsp;&nbsp;&nbsp;pois
EMin&nbsp;&nbsp;&nbsp;&nbsp;9
MinELev1&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev2&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev3&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev4&nbsp;&nbsp;&nbsp;&nbsp;5
MinELev5&nbsp;&nbsp;&nbsp;&nbsp;5
Emax&nbsp;&nbsp;&nbsp;&nbsp;9
MaxELev1&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev2&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev3&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev4&nbsp;&nbsp;&nbsp;&nbsp;5
MaxELev5&nbsp;&nbsp;&nbsp;&nbsp;5
EDmgSymPerCalc&nbsp;&nbsp;&nbsp;&nbsp;-
ELen&nbsp;&nbsp;&nbsp;&nbsp;400
ELevLen1&nbsp;&nbsp;&nbsp;&nbsp;-
ELevLen2&nbsp;&nbsp;&nbsp;&nbsp;-
ELevLen3&nbsp;&nbsp;&nbsp;&nbsp;-

On Missile Level 1 (missLvl) the added poison damage to A2 breathing will be EMin to EMax, this is pretty much what you would call the base poison damage. So we have 9 to 9 damage in each of 400 frames (16 seconds duration).

Missile Level increases similar to Skill Levels (DifficultyLevels.txt), so we have missLvl1 in Normal, missLvl4 in Nightmare and missLvl8 in Hell.

missLvl2 to missLvl8 refer to EMinLev1 and EMaxLev1.
For missLvl4 we get
Poison Damage = EMinLev1 * (missLvl - 1) + EMin to EMaxLev1 * (missLvl - 1) + EMax
This results in 5 * 3 + 9 to 5 * 3 + 9 or 24 to 24 damage in each of 400 Frames duration.

For missLvl8 we get
Poison Damage = EMinLev1 * (missLvl - 1) + EMin to EMaxLev1 * (missLvl - 1) + EMax
This results in 5 * 7 + 9 to 5 * 7 + 9 or 44 to 44 damage in each of 400 Frames duration.

mLvl 40, 64, 85 in N, NM, H results in MonLvl.txt damage adjustment for ladder mode as follows

Normal: mLvl40 -> 25% of listed MonStats/Missiles damage
Nightmare: mLvl64 -> 52% of listed MonStats/Missiles damage
Hell: mLvl85 -> 96% of listed MonStats/Missiles damage


___________________________________________


Uber Andariel / Lillith / Pandora

This will only happen in closed bnet, and the configuration data at the bnet servers may differ from those on local HDD!
There's at least rumour that she may have the poisonhit modifier on the realms, see Achmel.

Her mLvl is 110.

She has same skills and values like Andariel on local disk, so only adjustments differ.
so long ...
librarian

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#3
Thanks.
With great power comes the great need to blame other people.
Guild Wars 2: (ArchonWing.9480) 
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#4
Quote:Every time I have to fight them in the course of time since I started Diablo, I bang my head against the wall because their poison damage drains my life like mad even with poison resist. I've even tried to turn cleansing on, but it's still quite annoying. Perhaps more annoying is running back to town when your merc dies of poison. So is it just necessary to pack more antidotes vs them?:o

Also, there seems to be a major increase in these guys poison damage whenever they hit you with a critcal melee attack that poisons you(the mummys/andariel). It may only double it like other monster critical hits, but it certainly seems to increase the duration as well.

BTW, in addition, in NM and hell there is an increase to the length of any poison you get hit by. I think it matches the penalty to resists, but not positive. This can be mitigated with -% poison length, but if you have none you can be poisoned for quite a long time indeed.

Usually I just port to town after killing one of these guys, especially Achmel with his unique poisonhit mod.

Reply
#5
Heiho,

Quote:Also, there seems to be a major increase in these guys poison damage whenever they hit you with a critcal melee attack that poisons you(the mummys/andariel). It may only double it like other monster critical hits, but it certainly seems to increase the duration as well.

from all what I've understoood about the code stuff Nefarius over at the Keep is publishing the Critical chance of monsters (!) indeed doubles their elemental damage assigned in MonStats (that is, _not_ their spell damage!)
Quote:BTW, in addition, in NM and hell there is an increase to the length of any poison you get hit by. I think it matches the penalty to resists, but not positive. This can be mitigated with -% poison length, but if you have none you can be poisoned for quite a long time indeed.

maybe this little table I've compiled some time ago is of help here. Note that it doesn't include the more PvP specific matters like stacking resistances in case you're encountering enemies with high ability to negate your resistances (eg, Conviction).
so long ...
librarian

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current status: re-thinking about HoB
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