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poisons question
#7
This is mostly formulating, but I would like feedback/pricing for future reference. Smile

I want to keep consistent to the rogue class's poisons (as Garona is essentially a rogue) for my character's poison (toxic element and damage over time proficiencies), and want to see what would work in this game. I am not sure if I want to break it down further to classify them as "lethal" or "non-lethal" poisons as it does in-game. That's a whole other facet that I do not think this one is capable of accommodating.


Crippling Poison: Coats a weapon with a poison that has a 50% chance of slowing an enemy's movements for a few seconds. Good for high movement fights where a few seconds can mean a matter of life and death, or escape from a dangerous situation where putting space between you and your target is important. (Great against melee and casters)

Mind-Numbing Poison: (Caster oriented) Coats a weapon with a poison that has a 50% chance of poisoning the target and slowing their casting speeds by 25-50% (player target/non-player targets, respectively). In this game, the effects are essentially the affected target takes longer to cast their move if they are energy manipulators, and is similar to the crippling poison, but doesn't affect movement.

Paralytic Poison: Coats a weapon with a poison that has a 25% chance to stun the target for a few seconds (incapacitating them from movement or attacks very briefly, and if it hits in the middle of a target's attack, can interrupt them)

Leeching Poison: Coats a weapon with a poison that has a chance to deal a small amount of damage to the target, and converting that damage into a small amount of healing to the attacker. (this might need the healing proficiency, which is understandable. However, it is only a minute amount of healing and lasts a very short time. The purpose is to keep up her stamina long enough to survive an intensive fight.)

Deadly Poison: Coats the weapon with a poison that has a 30% chance of poisoning the enemy and applying a damage-over-time debuff that lasts for approximately 12 seconds. The affect of the damage over time debuff can be portrayed as a general weaking of the target over that time and forcing them to concentrate more on their attacks than while the debuff is not active.

Wound Poison: Has a chance to apply a debuff to the target that deals a small amount of damage over time and reduces healing effects on them for 15 seconds.


I am not sure exactly how these translate over to this game, but I tried to pare them down a bit with my best guess. Corrections/suggestions welcome.

Edit: She'll most likely need to scavenge for materials wherever she ends up to make new supplies of the poisons, so they are exhaustible and she can be caught without the poisons if she hadn't made a new batch after a certain amount of time.
[Image: visig2018.png]


Messages In This Thread
poisons question - by Violet - 09-01-2013, 04:20 AM
Re: Move Approval - by Violet - 09-01-2013, 04:49 AM
Re: Move Approval - by Omni - 09-01-2013, 07:23 AM
Re: Move Approval - by Violet - 09-02-2013, 02:34 AM
Re: Move Approval - by Omni - 09-02-2013, 03:26 AM
Re: Move Approval - by Violet - 09-02-2013, 03:51 AM

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