Poison can be caused by any damaging hit, whether it’s an attack or spell, that deals physical and/or chaos damage. As poison deals damage over time, stats modifying spell and attack damage do not apply to it. Modifiers such as Reap Reap Spell, Physical, AoE, Duration Level, (1-20) do not apply to poison, nor damage modifers only affected by the skill.
The way PoB calculates total damage per poison is by using the calculation Total Damage per Poison. Tinctures work by applying them on weapons, such as coating a weapon with poison. Thematically, poisons inflicted by skills with no innate poison chance are affected by mods.
Poison is a chaos damage, so it doesn’t need physical or chaos spells to poison. Poisonous Concoction is an unarmed attack skill gem that throws an explosive bottle, dealing area damage with a chance to poison. Charges can be consumed from a Life Flask to add further damage.
Poison is a stacking debuff, meaning each application of poison deals chaos damage over time until its duration expires. Poison spells and weapon poisons don’t stack, and whichever one has higher DPS will stay on and do the first frame thing whenever they hit. If a poison spell is used with a 200 ignite chance on a staff hit, it will also apply poison and ignite.
In summary, poison can be caused by projectiles, traps, and other damaging hits, but it doesn’t stack like other debuffs. Modifiers like Reap Reap Spell, Physical, AoE, Duration Level, and Poisonous Concoction should apply globally to spells and attacks.
📹 Why spell poison is weak. Even with new Synthesis implicit – Path of Exile (3.6 Synthesis)
Trying to explain why spell poison is worse than attack poison. Also briefly about my poison bladefall / bv build. Also i feel this …
How does poisoned work?
Toxins, when consumed or absorbed, cause bodywide symptoms due to their impact on cells and enzymes. These symptoms can include changes in consciousness, body temperature, heart rate, and breathing. Toxins can also cause irritation in the mouth, throat, gastrointestinal tract, and lungs, leading to pain, coughing, vomiting, and shortness of breath. Skin contact with toxins can also cause rashes, pain, and blistering.
Does Spellpower affect poisons?
The utilization of poisons results in the infliction of damage upon designated targets. Consequently, the implementation of a buff that augments the damage sustained will consequently result in a heightened impact. It can be observed that enhancing the damage inflicted upon a target will also result in an increase in the potency of poisons. The damage caused by spells is not enhanced by the power of the spell itself; rather, the damage is calculated using a different formula. The term “black” does not inherently denote racism; rather, it is a social construct that can be used to describe a person’s racial identity.
How does poison proliferation work in poe?
The passive, known as “poison proliferation”, has a secondary effect of reapplying poisons instantly upon killing a poisoned enemy, and its area of effect cannot be modified. It now allows poisons inflicted during any Flask Effect to deal 20 chances of 100 more damage, no longer requiring Nature’s Reprisal as a prerequisite, and no longer grants 10 more Chaos Damage with Attack Skills. It also causes nearby enemies to be poisoned when you kill a poisoned enemy during any Flask Effect, and allows poisons inflicted during any Flask Effect to deal 30 chances of 100 more damage.
Does poison spell do damage?
The Poison Spell is a new spell introduced in the Dark Spell Factory, causing damage and slowing down enemy Troops, Heroes, and Skeletons within its area of effect. It takes up one housing space, unlike the Lightning Spell, which currently occupies two. Both can be used similarly, depending on the attack style, defending base layout, and Clan Castle troops.
A Poison Spell deals scaling damage, which can take a significant amount of time depending on the type of Troops inside the Clan Castle. Upgrading this spell is useful as higher level Poison Spells kill them faster and leave more time to finish the attack. If you see Dragons, Balloons, or Valkyries on defense, use a Poison Spell to kill them, as the scaling effect is deadly against high hit point units.
Poison Spells now do scaling damage in a similar manner to a single target Inferno Tower, but to a lesser extent. This scaling effect affects high hit point units but does not deal the same scaling damage against Heroes.
Previous strategies that did not include a Clan Castle lure utilized a well-placed Lightning Spell to destroy defensive Clan Castle troops. However, the introduction of the Poison Spell has made it a viable alternative to destroying Clan Castle troops.
The Poison Spell used to stack damage, making it possible to kill any Clan Castle unit with enough spells. However, since the change to progressive damage, this approach is less favored.
In the 2015 Halloween event, ghosts emerged after a Poison Spell was thrown, and after the March 2016 update, defending troops and heroes will flee from poison spells. This makes the poison spell 99 useless, meaning troops will flee from the spell even when attacking your troops.
Where do you use Poison Spell?
The Poison Spell is a powerful Dark Spell that slows down enemy Clan Castle Troops, Heroes, and Skeletons within its area of effect. It is the first Dark Spell unlocked in the Dark Spell Factory and is automatically unlocked once the Town Hall is at level 8. The Poison Spell increases damage over time as a unit stays poisoned, and lasts for an additional 6 seconds after leaving the poison radius. It can also slow down the movement and attack speed of opposing heroes, except for the Grand Warden, which is a defensive building on defense. The Poison Spell is unlocked once the Dark Spell Factory has been built, and it is essential to use it to gain an upper hand against enemy troops.
Does Poison Spell do damage?
The Poison Spell is a new spell introduced in the Dark Spell Factory, causing damage and slowing down enemy Troops, Heroes, and Skeletons within its area of effect. It takes up one housing space, unlike the Lightning Spell, which currently occupies two. Both can be used similarly, depending on the attack style, defending base layout, and Clan Castle troops.
A Poison Spell deals scaling damage, which can take a significant amount of time depending on the type of Troops inside the Clan Castle. Upgrading this spell is useful as higher level Poison Spells kill them faster and leave more time to finish the attack. If you see Dragons, Balloons, or Valkyries on defense, use a Poison Spell to kill them, as the scaling effect is deadly against high hit point units.
Poison Spells now do scaling damage in a similar manner to a single target Inferno Tower, but to a lesser extent. This scaling effect affects high hit point units but does not deal the same scaling damage against Heroes.
Previous strategies that did not include a Clan Castle lure utilized a well-placed Lightning Spell to destroy defensive Clan Castle troops. However, the introduction of the Poison Spell has made it a viable alternative to destroying Clan Castle troops.
The Poison Spell used to stack damage, making it possible to kill any Clan Castle unit with enough spells. However, since the change to progressive damage, this approach is less favored.
In the 2015 Halloween event, ghosts emerged after a Poison Spell was thrown, and after the March 2016 update, defending troops and heroes will flee from poison spells. This makes the poison spell 99 useless, meaning troops will flee from the spell even when attacking your troops.
Does spell damage apply to traps Poe?
It should be noted that traps are not buffed by attack/cast speed; rather, they are enhanced by trap nodes that facilitate laying speed. In regard to damage, nodes of the appropriate elemental type are effective, and Spell Damage provides a further enhancement, with the exception of Bear Trap.
How does spell damage work in Poe?
Spells are skills that can deal damage to enemies or apply positive or negative effects to the caster, allies, or enemies. They are one of two major categories of skills, unlike attacks. Spell damage is one of four sources, and can be mitigated by spell suppression. Kinetic Blast, for example, creates additional explosions from 1-20 quality, indicating that spells can be used to deal additional damage.
Does poison on hit apply to spells poe?
Poison is an ailment that deals chaos damage over time to the affected target, and stats modifying spell and attack damage do not apply to it. It is a stacking debuff, with each application dealing chaos damage over time until its duration expires. Critical strikes that deal physical or chaos damage do not inherently inflict poison. A single “hit” can apply a maximum of one poison stack, so having more than 100 chances to poison grants no additional benefit.
How does poison work engage?
The item in question remains in place even when one of the health bars is regenerated.
Does spell damage affect poison Poe?
The damage caused by poison is influenced by a number of factors, including the damage itself, the damage over time, the damage over time multiplier, the chaos damage over time multiplier, chaos damage, poison damage, and physical damage. These modifiers are based on and scaled by the value of the physical and chaos damage of the hit that inflicts the poison ailment. Statistical modifications to spell and attack damage do not apply to poison.
📹 Path of Exile Guide: Damage Over Time (Ignite, Poison, etc)
TIMESTAMPS 00:00 – Intro 01:50 – Tutorial Start 06:51 – Damage Scaling 11:45 – Mark GGG Post 14:36 – Poison Example 24:20 …
They dont have to do much for spell poison, they just need to give it some love. They could just put a spell poison wheel somewhere between shadow/witch area or close to the corruption notable. With the implementation of non-ailment damage over time multiplier, spell poison became even worse cos they reduced the plain “chaos damage nodes” to compensate for the new stat. Buffing dots and completely ignoring poison :(. Also, just give cast on crit a generic more damage multiplier instead of the spell-damage-only they currently have, or just add “more damage with ailments” as well. Pretty sure all other trigger gems give generic more damage except this one. This change would only give love to funky coc poison builds and not really change the power of current coc builds, so I dont see any reason why not do it. They dont have to completely focus on a spell poison rework, they just need to give some love here and there and see how it goes!
I have been trying quite a few poison spell builds in the latest leagues. This league I used the volkuur’s gloves and used unleash ball lightning for pack clearing and storm burst for bossing. Assasin is too good to skip in my opinion since we need as much damage as possible to make poison playable, and since there aren’t many other ways of scaling poison, stacking crit multi is the only “viable” way to do it right now in my opinion. Assassin’s insane duration stacking also means that we basically dont care about the gloves’ drawback. At first i was thinking of dual wielding shimmerons but in the end i figured out that dual wielding apep’s rage is better and cheaper with less drawbacks(EB solves mana issues). I know it is not the best in slot but they are really cheap and i didnt wanna bother messing with the new implicits. Ball lightning clear was fine,not exceptional but pretty fun( unleash helps) and storm burst bossing was GREAT! Although maybe its just that storm burst is too good and carries the poison, I nonetheless had 0 issues bossing with that character and i think anyone who wants to try poison spells should really check storm burst.
I don’t think you adequately explained the significance of the Damage Effectiveness stat and may inadvertently confuse new players. For anyone wondering, Damage Effectiveness is a multiplier applied to FLAT ADDED DAMAGE sources. Poison damage is based on the FLAT BASE DAMAGE before scaling. In the case of attacks, the level of the gem makes the damage effectiveness better, meaning any additional sources of flat added damage, like a Steel Ring, will actually improve the poison EVEN MORE. Spells gain flat damage that are unaffected by Damage Effectiveness with levels, so higher level spells will deal more poison damage naturally, but trying to push the poison higher by getting flat added damage sources, such as from abyss jewels, never gets any stronger with spell levels because the Damage Effectiveness remains static. Meanwhile, similar flat damage attack jewels only get better, or even multiplied in the case of molten strike, as your gems level.
have you tried to poison things by dual wielding the consuming dark and wearing infernal mantle and casting INCINERATE? by default, ailments caused by incinerate will be stronger once you website it for longer, so it will affect the poison damage as well as the ignite damage… on Path of Building I menaged to achieve around 2M poison dps with some really cheap items…
been saying they should make witch starting nodes “spell damage and damage over time” nodes for yonks to support the fact that 1) she literally starts with a skill whose primary feature is, uh, improved dots (fireball) but cannot scale that dot with her basic item type or passives and 2) she has a dot theme in two of her ascendancies (ignites/herald of ash in elementalist and all the chaos dot spells with occultist) its worth noting that eg shadow literally has the double dipping phys + chaos starting damage nodes so its hardly like this would be op
hey thank you for your articles with irregular builds. make pls build hierophant with cremation-unleash and volatile dead double totem, and desecrate-spellcascade. tried it and liked it but burned because of one more leveling. i used catarina’s helm for consuming corpses and catarina’s flask. i hope you’ll do this build, it’s very interesting with a great survivability and damage. good luck=) ps. i played with duskdawn and carcass jack with mana before life
Something maybe worth mentioning too is that all DoT effects in the game have an absolute maximum amount of DPS they can do. This value of 35.8 mil DPS is the maximum value that a mob can take from all sources of damage over time. This may not be relevant for many people but those who play in a group can hit this cap quite easily when running with an aura bot and curse bot. We’re working on including this cap into the next PoB update
Before listening to subtractem, I had no life. I was a loser. I had zdps builds and was living in my mom’s basement running Chain Hook CWDT Frostbolt Pathfinders. Now I sip PoB juice with a side of DPS every day. I one-shot Uber Siruses in Maven-witnessed release-all Cortexes. Now I steamroll all endgame content, live in a mansion, and drive a McLaren 720s. Thank you Mr. subtractem 🙏
You’ve been making THE best Poe content on youtube recently, your charisma and presentation style are exceptional. I really hope what with these almost daily uploads algorithm will pick it up and more people will see it. This amount of informational/educational articles on a league start would be a blessing. Thanks for what you are doing!
12:49 yes, conversion is surely processed …? the image literally says “phys->cold conversion” and “cold damage can ignite”. furthermore, the base damage is purely phys in that image, and phys damage can’t ignite on it’s own, so it definitely is processed, otherwise there’d be no base ignite damage and the flowchart would end there.
Poison question for you: I’ve heard a lot of people say the “Poisons deal damage 20% faster” mastery is worthless and that only the duration one is good. But if you get duration too high, it would just mean it takes forever to ramp up to your max dps, right? So for a bosser, is the faster damage of use or no?
I wonder if some kind of strange magic can be done with Goddess Scorned and Dyadian Dawn with a totem that uses your weapon? 85% faster ignites. Could you get what is basically a slow but high base damage skill on totems that attack a bit faster (at least once every .5s between them probably) to just scale really high damage fast ignites? Probably using crit somehow too? IDK I’m no expert, but I’d love for a certain expert that runs this website to give it a go if you are also interested in this idea xD
Conditional modifiers should work with DoTs if the condition says so explicitly, for example Singularity’s “increased damage with hits and ailments against hindered enemies” will work for ignite, bleed and poison because they are ailments, but not for non-ailment DoTs like Vortex. More interesting is whether the condition checks only once when the ailment is applied, or whether the increased damage works only while the enemy is hindered.
Hi subtractem, I do have a quick question, when it says, “Max Poison Stacks” and the faster we attack the more poisons we put on, where does the, “dps multiplier for this skill” come from? I’m making a build that has similar numbers, except for that #12, I’m not sure where it comes from or how to get it in my calculations. 🙂
i have some questions about ignite and chaos. Lets say ignite 100dmg without any duration modifiers last 4sec. is it true that if i will get less 50% less duration it will be 100dmg in 2sec? so same dmg in shorter time and as for chaos its different chaos has 100 dmg per second and with 50%less duration means dot will last shorter meaning i will do 50dmg in 0.5sec? am i correct?
one thing i didnt catch from this article, how does spell damage play with ignite? i was planning to make an elementalist and i like being a caster as far as i understand it: hits from a spell will ignite and 90% of said hit is the ignite amount? over default 4seconds (which can be “fastered” and increased simultaniously to do bigger ticks (lol)), tldr question is stacking spell damage only helping the initial hit of the spell that then trickles down to what the ignite amount is? (is spell damage stacking a waste for ignite builds?)
I wish someone would show for each dot type what 3 different levels of investment of a weapon for that would look like. I dont mean if you are using spells to do the dot but if you are using a melee weapon. And I dont mean if you are trying to just scale the base damage of the ability like what you used to do with caustic arrow and toxic rain. so like if I want to do a viper strike build with poison, what would 3 weapons look like using that skill? at different investments, starter weapon(craft yourself), mid/endgame and super expensive. same for ignite and bleed. I still dont quite understand what they would look like.
Question with the DoTs applied by minions… So the On-Kill effects are attributed to the owner of the minion but how about the actual application? If I use Herald of Agony and have raise zombies supported by chance to poison while wearing unity of souls (zombies would have 100% poison chance this way) does that mean I would gain HoA stacks from each minion attack or is it still restricted to the poisons my character applies exclusively. P.S. Thanks for putting out this content! Very informative!
Curious how the alt base, heist poison Dagger factors hit damage->dot damage. Seems like it takes all damage and allows it to poison. Therefore does increases to all damage types scale the damage being turned into poison, at the poison ratios? Playing a poison LS build this league, and DPS is solid, and I’m far from minmaxed. Just unsure what actually scales my dot, and what is just scaling my Hit, which helps clear but doesnt do much for big boy DPS
i still dont quite understand how to make DoT builds go brrrrrrrrrrrrrr. most of my builds got stuck. i think it’s the lack of “DoT applies faster” stats in the game… the only way we can scale DoT builds are DoT multipliers and maybe spelldmg where possible.. but just attacking paster isn’t quite helpful now that you told me about all this.. i kinda hate dot builds as i dont see how a way to make them as good as the rest. they seem really limited compared to all other builds also.. dealing with gem levels is depressing.
Hi, I am confused with the part where poewiki said “Flat damage from things like Added Chaos Damage Support does not apply to damage over time”. I saw a lot of content creators use added flat damage support gems in their poison build and when I asked them about this, they said it does affect DoT. So what’s what? Anyone able to clarify?
10:10 duration equals max damage….. false… duration equals duration and it only affects the time frame. damage faster also does not affect the damage itself NOR the time frame. it only affects the speed at which damage is dealt DURING the time frame. so a 2 second ignite with 50% faster will not be a 1 second ignite, it will be a 2 second ignite that inflicts damage 50% faster. to get a shorter ignite you have to lower IGNITE DURATION. weapon, projectile damage etc does not DIRECTLY affect poison IF that poison is not from a HIT if there is any other means of applying a poison debuff from a non-hit effect it will not be scaled by this source of damage. OVERALL damage is ALWAYS in some way affected, but the TOTAL DPS which is inaccurately denominated as such IS. EXAMPLE 100 dps dealt over a time frame of 0.5 seconds is NOT damage per “SECOND”. it is damage per HALF SECOND!
I really want to try a build with Exsanguinate and Corrupted Blood, because the fantasy there is just so cool. Unfortunately, there’s a bit of a problem: Exsanguinate/Reap and Corrupted Blood scale with just enough of the common modifiers to be interesting: * Physical Damage * Physical DoT multiplier * Skill effect duration But they don’t have enough modifiers in common to be really viable. CB doesn’t scale with spell damage or spell crit, like Reap/Exsanguinate. CB also has max stacks of 10, while Exsang/Reap cap at 3. CB isn’t even an ailment, like Bleed, Poison, or Ignite. There’s just a lot of awkward, small things that make the skills not mesh super well. 🙁