|
Post by John Robinson on Apr 21, 2018 17:02:22 GMT -5
+
Combat Medic's poison attacks, poison resistance attacks, and initiative curse attacks. I'm driving myself crazy trying to figure out how the multi-turn attacks are going to stack.
1 | Bio-Poison Slugs
| 3 Turns | +20 Bio-Poison damage
| 2 | Toxin Terror | 3 Turns | -2 Initiative, -10 Bio-Poison Resist | 3 | Bio-Poison Grenade | 3 Turns | -2 Initiative, -10 Bio-Poison Resist , +14 Bio-Poison Dmg
| 4 | Snakebite
| 3 Turns | -15 Bio-Poison Resist
|
1.) If I land a hit with 2 and 3. Will target initiative be reduced by -4 ?
2.) Do initiative attacks stack the same way as critical hit percentages? For example a follow on attack with Pistoleer's, Tricky Gunplay, curses -6 initiative for 2 turns.
3.) If I land a hit with 2, 3 and 4. Will poison resistance be lowered by 35? 4.) If I land a hit with 1 and 4. Does this mean the target is taking 35 points of poison damage?
Really appreciate shinning a flashlight on this mental cockroach of confusion.
+
|
|
|
Post by fallen on Apr 21, 2018 17:24:37 GMT -5
1. yes. 2. A -2 Init debuff followed by a -6 Init debuff = -8 Init debuff. Simple stacking, no percentages involved. 3. Yes, simple stacking of poison resist = -35 4. Negative Res and Special Damage works like Heroes of Steel. If you have negative poison res and take a point of poison damage, it causes 2 damage. So, if you take 20 Bio-Poison and have -15 Res, you take (15 x 2 because there is only -15 to double) + 5 (the remaining poison damage). However, remember that poison damage is ROLLED like normal damage, so you don't guarantee to get 20, you get WeightedDice(20) which is 10+D10.
So, full example ... Let's say 10+D10 = 12 (rolled a 2). You have -15 Poison Res, so up to 15 Poison damage can be doubled = 24 BP damage.
|
|
|
Post by John Robinson on Apr 21, 2018 19:39:39 GMT -5
Thanks, especially for the weighted dice / HoS comparison. Really demonstrates the importance of having V.W. when facing an enemy Combat Medic. Vaccination Watch | Buffs entire team with +10% Armor, +36 Bio-Poison Resist for 3 Turns |
|
|
|
Post by drspendlove on Apr 21, 2018 20:59:16 GMT -5
Seems like it isn't the best for balance if the best counter to a combat medic is a combat medic.
|
|
|
Post by Cory Trese on Apr 21, 2018 21:30:26 GMT -5
Seems like it isn't the best for balance if the best counter to a combat medic is a combat medic. Thank goodness it isn't, right?
|
|
|
Post by fallen on Apr 21, 2018 21:34:57 GMT -5
Seems like it isn't the best for balance if the best counter to a combat medic is a combat medic. Lol why? Careful, Exo-Scouts also have poison! So will Assassins oh my!
|
|
|
Post by drspendlove on Apr 21, 2018 22:34:34 GMT -5
I haven't been overly worried about poison in general. But I thought the earlier sentiment was that you must use a Combat Medic ability to fight against Combat Medics or you are at a serious disadvantage. But meh. I was just commenting. I didn't mean anything too serious by it.
|
|
|
Post by fallen on Apr 21, 2018 22:46:34 GMT -5
I haven't been overly worried about poison in general. But I thought the earlier sentiment was that you must use a Combat Medic ability to fight against Combat Medics or you are at a serious disadvantage. But meh. I was just commenting. I didn't mean anything too serious by it. But you really don't. It's a debuff Sorry if that hasn't been clear. Bio-Poison is a debuff like any other debuff and can be purged by many different Jobs. Hmm, thanks. Good reminder to teach the AI to be smarter about purging.
|
|
|
Post by drspendlove on Apr 22, 2018 13:39:14 GMT -5
Hah! I was half-asleep while writing both comments. Sorry if they didn't make sense!
|
|