I recently posted the Calculating Poison Damage thread in the Statistics forum, and I was asked to post something more specific in the Necromancer forum. As with the more general thread, most (if not all) of what follows may already be known, but hopefully it's useful to have it all compiled in one place.
I've also posted Poison damage calculator.xls, a Microsoft Excel worksheet, in the Diablo Files forum of the Diablo III Community Forums. Even if you know how to calculate poison damage, this should make it easier.
1. Poison Explosion and Poison Nova
2. Poison Dagger
3. Immune to Poison
1. Poison Explosion and Poison Nova
- PE has a 2 2/3 yard radius, while PN has an approximate 11 1/3 yard radius.
- PE and PN cannot be blocked, but an Amazon can Avoid or Evade them, and an Assassin can Weapon Block them.
- Skill level and +% to Poison Skill Damage are applied at the point of casting, while Lower Resist and -% to Enemy Poison Resistance are applied when the target is poisoned.
Fully synergised, PE and PN have comparable damage rates (damage per second or frame) at the same level but PE applies that rate for much longer. While PN is the skill of choice for crowds, PE can be used to kill targets with high hit points e.g. a single PE can kill Diablo in Hell, allowing you to take cover while you wait for him to die (although if you return to town or otherwise leave the area, poison stops being applied).
2. Poison Dagger
I used PD as a running example of how poison damage is calculated at each stage in the general thread, so this is just a summary:
- When a weapon, circlet or charm has both a poison damage prefix and suffix, then the rates (damage per second or frame) and lengths of both affixes are added together and the item is treated as a single source.
- Gems, jewels and runes all count as separate items, even if they're socketed in a single item.
- When PD is applied with items and Venom, the rates of all are simply added together.
- When PD is applied with items alone, the lengths of PD and all items are added together and then divided by the number of items.
- When PD is applied with Venom, the lengths of PD and Venom are added together and those of any items are ignored.
When using PD with items alone, it's generally best to equip a single item with the longest length possible. Equipping more items will always increase the rate of damage, but it can significantly decrease the length for which that rate is applied, even if the items in question have long lengths themselves. For example, fully synergised level 30 PD (12,383-12,909 Poison Damage Over 13.6 Seconds) with one Toxic Small Charm of Anthrax (313 Poison Damage Over 11 Seconds) results in the following:
9,615-10,011 bit rate is applied for 615 (615/1) frames, resulting in 23,098-24,049 poison damage over 24.6 (615/25) seconds (1 bit = 1/256 hit point, 1 frame = 1/25 second). Adding a second Toxic Small Charm of Anthrax increases the bit rate by 291 (9,906-10,302) but reduces the length to 445 ((615 + 275)/2) frames, resulting in just 17,219-17,907 poison damage over 17.8 (445/25) seconds. Equipping 6 Toxic Small Charms of Anthrax would actually reduce level 30 PD's 13.6 second length ((340 + (275 * 6))/6 = 331 frames or 13.24 seconds). If you're not careful, adding items can even result in less total poison damage than PD alone. :shocked:Code:SOURCE BIT RATE FRAMES Min Max _________________________________________________ Level 30 Poison Dagger 9,324 9,720 340 Small Charm 291 291 275 _________________________________________________ TOTAL 9,615 10,011 615
Casting Venom adds its rate and 10 frame (0.4 second) length to those of PD: any item rates are also added, but their lengths no longer affect PD's length. Although the most obvious advantage of casting Venom is the significant increase in rate, it also allows you to increase both rate and length by equipping Rainbow Facet Jewels. While these Jewels each apply +3-5% to Poison Skill Damage (increasing rate) and -3-5% EPR (increasing rate and length), they also apply 37 Poison Damage Over 2 Seconds: such short poison lengths more than offset their other advantages for PD.
Since the only other source of -% EPR available for PD is Trang-Oul's Wing Cantor Trophy's -25% EPR when equipped with two other items from Trang-Oul's Avatar, casting Venom can allow you to equip these Jewels and other items to increase both rate and length, to the point where it's technically possible to assassinate Baal (493,701 base hit points and Poison Resist 50% in Hell on the Ladder) with a single stab.
Since Lower Resist is applied when the target is poisoned, it can be overwritten immediately afterwards by another curse without affecting poison damage. You can curse a boss like Diablo or Baal with Decrepify, or curse normal monsters with Dim Vision or Terror. More interestingly, you could use Hit Causes Monster to Flee: since this is applied after the poison damage, you can cause monsters to flee without having to bother casting Terror.
3. Immune to Poison
No random Unique modifiers apply any PR +%, so the only way a monster that isn't Immune to Poison can normally become so is if it's a Possessed Champion, which cannot be cursed with LR. Achmel the Cursed, the Super Unique Unraveler spawned by Baal in the Throne of Destruction of Act V, becomes Immune to Poison due to a Super Unique modifier which isn't displayed (poisonhit, which is effectively Poison Enchanted and applies PR +75%). The same modifer may also apply to Lilith in the Matron's Den of the Pandemonium Event, although I cannot confirm this.
The Ancients spawn with equipment, which gives them a chance of spawning with PR % (and Poison Length Reduced by %). If this makes them immune to poison it won't be displayed, but if it's difficult or impossible to kill them with poison damage you can always cast a Town Portal and spawn them again.
Monster's PR % is normally a multiple of five or an approximation of a fraction e.g. 33% (1/3) or 66% (2/3). Level 61 LR applies maximum PR -70% (-14% vs Immune to Poison) which won't reduce PR 115% to less than PR 100%, so the highest breakable poison immunities are normally PR 110%. These immunities can be broken by level 10 LR's PR -55% (-11% vs Immune to Poison), which leaves the following unbreakable poison immunities:
The following are Immune to Poison and cannot be cursed, although in many cases their immunities would remain unbroken even if they could be:Code:ACT AREA TARGET PR % ________________________________________________________________ I Tristram GRISWOLD 120 II Canyon of the Magi Devourers 115 III Arachnid Lair Giant Lampreys 120 Spider Cavern Giant Lampreys 120 Swampy Pit Levels 1-3 Undead Soul Killers 115 Undead Stygian Dolls 120 Sewers Level 1-2 Undead Soul Killers 115 Sewers Level 2 Blood Wings 120 Durance of Hate Levels 1-2 Undead Stygian Dolls 120 IV River of Flame Blood Maggots 125 V Abaddon Horror Archers 140 Halls of Vaught Returned Archers 130 Frozen Tundra Blood Temptresses 120 Infernal Pit Unholy Corpses 120 Icy Cellar Undead Stygian Dolls 120 Worldstone Keep Level 1 Unholy Corpses 120 Worldstone Keep Level 2 Serpent Magi 115 Cadavers 130 Worldstone Keep Level 3 Rancid Defilers 115 Throne of Destruction Burning Souls 115 Serpent Magi 115 ACHMEL THE CURSED 125 VENTAR THE UNHOLY 120 Venom Lords 120 Furnace of Pain Pit Lords 145 Tristram Horror Archers 140 Pit Lords 145
Note that all are immobile (technically, they can't be cursed because they have no walk mode, although I've no idea why one should follow from the other).Code:ACT AREA TARGET PR % ________________________________________________________________ II Halls of the Dead Level 1 Fire Towers 1000 Maggot Lair Level 3 COLDWORM THE BURROWER 120 Lost City Fire Towers 1000 Valley of Snakes Fire Towers 1000 Claw Viper Temple Level 1 Fire Towers 1000 Arcane Sanctuary Lightning Spires 1000 Tal Rasha's Tombs Fire Towers 1000 III Great Marsh River Stalkers 105 Flayer Jungle River Stalkers 105 Swampy Pit Levels 1-3 Water Watchers 100 Flayer Dungeon Levels 1-3 Water Watchers 100 Sewers Level 1-2 Stygian Watchers 110 Travincal Water Watchers 100 IV Chaos Sanctuary Bone Prisons 200 V Bloody Foothills Catapults 1000 Frigid Highlands Barricades 1000 Barricaded Doors 1000 Barricaded Towers 1000 Catapults 1000 Prison Doors 1000 Arreat Plateau Barricades 1000 Barricaded Doors 1000 Barricaded Towers 1000 Catapults 1000 Frozen Tundra Catapults 1000 Barricades 1000 Barricaded Doors 1000 Barricaded Towers 1000