How many poison damage is enough to stop monster regeneration?
Does any poison damage stop all monster regeneration as in 1.09?
How much life does monster regenerate every second if he is Hell Act5 Possessed in /players8 game.
I know that Prevent Monster Healing or Open Wounds properties can solve any regeneration problems. I know that in 1.09 or before it we needed just any poison damage to prevent non poison immune monster from regeneration. Is it the same in 1.10?
I sought a thread here with poison & regeneration testing results. Where is it?
P.S.: It seems like search function doesn’t work for me. Does it? Try searching “poison and regeneration” on SPF.
Originally Posted by Rpgforums
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Imo it's best to treat poison like regular damage as it's no better suited to stop monster healing than anything else. Calculate the damage per second and compare that to the damage you could be dealing otherwise.
For example, a 100 poison over 5 seconds damage charm does 20 damage per second. Now, how often do you attack per second? Let's take my zealot for example, he attacks at 6 frames so that's 4 times per second. Hence he deals the equivalent of 5 poison damage per attack. If I can find a charm with more than 5 average damage that is already better than the poison charm. In the case of my zealot a simple +2 damage charm would already do the trick.
Basically, the faster you hit the monster again, the more useless poison is.
If you are using something like strafe get open wounds instead of poison. It is much easier to achieve the same effect with OW. Especially if you consider that OW prevents monster heal and does damage at the same time.
Then again, how often do you fight monsters that live longer than 8 seconds but don't get hit often enough to trigger OW again? If you've got a heavy hitter like a zerker the monster is surely dead before 8 seconds are over, if you've got a low-damage char like a strafe you'll surely hit often enough to reset...
OK. Any poison damage works like Prevent Monster Healing.
Lets calculate regeneration of a tough monster.
Originally Posted by Ruvanal
life recovery from the DamageRegen is calcuated as
recovery per frame = Max_life*DamageRegen/4096
note: Max_life must be handled the way the game stores which is with an extra 8 bits of precision (or in increments of 1/256), so the life on the screen would need to be multiplied by 256. The result will be the amount in 256ths that will be recovered per frame of game time.
He is talking about merc regeneration, but mercs and monsters are the same for the game.
Lets take for example Possessed Thorned Hulk in /players8 mode in Hell Act5.
He has DamageRegen=4.
Normal level 82 (Bloody Foothils=80 + champion=2) Thorned Hulk has around 15000 max life.
Possessed monsters has 12x life if Arreat Summit is true (it may be wrong, but I can’t find another info source).
So Possessed Thorned Hulk has 180000 life in solo game.
In /players8 game monsters has 4.5x more life IIRC.
So Possessed Thorned Hulk has 810000 life in /players8 mode.
So players8 Possessed Thorned Hulk regenerates 791 life per frame or 19775 life per second!!!
BTW normal players8 Thorned Hulk regenerates 1647 life per second.
This number looks unbelievable. Did I get something wrong?
I'm not sure you're getting this right. Or I don't understand what you're saying. Either way, poison doesn't stop regeneration any better than regular damage.
Take this one monster that regenerates 1647 life per second. How many 100 poison damage over 5 seconds charms do you need to offset just the regen? One charm does 25 damage per second, you need 1647 dps. That means you need 1647/25 = 65 of these charms.
Just for comparison, how many 1-39 lightning charms would do the trick? They are 20 damage per hit, assuming a moderate attack rate of 12 fpa you get about 2 hits per second. So you need 1647/40 = 41 charms.