Dot Defenses 6 (Source)

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So 2 questions? 1. Whats the difference, Bs appear better but Im guessing they are not 2. Do Bs and Cs stack for use at the same time?


o your questions, they do not stack, and they're not exactly better or worse, just different...

Absorption is a percentage reduction in the tick -- so if you have 20 absorption packs, a 1000 point tick would be reduced to 800. This helps, obviously enough, by causing you to take less damage, but it also means that there's less poison to be cured -- which could be especially helpful if you're using area cures, which don't have the (roughly) 2x modifier on their power...

question Does Poison/Disease resists buff help against DOT weapons?

Yes. The potency of the DOT on the weapon checks against the effectiveness of the resist buff.


Bermag wrote: How do you calculate the chance (risk on the recieving end lol) that a poison will stick? Is it something Potency/Poision resist gives you the chance that it sticks or something like that. How about weapons where potency is listed as %, how does that relate to poision resists.

Also do posion buff resist and def vs poison stack or is it two separate rolls?


The buffs add to the resistance modifiers, so it should stack with resistance mods in clothes. I don't think anyone has derived a formula, but we do know that there is always a 5% chance (at least) of resisting and, conversly, a 5% chance of a DoT sticking. It's been obvserved that when the potency and resistance are equal, the DoT will stick half the time. I'm pretty sure that the potency listed on weapons is on the same scale as those on CM packs. The weapons usually have much lower potency, but given that every hit is an attempted application, they will almost certainly get the DoT to stick at some point.


Bermag wrote: I wonder if there is a hidden poison resist stat?

If you have no resists buff or +skills will the poison then have a 95% chance to stick?


If the potency is over 100, then yes. Before the resistance buffs were added CMs knew our poisons would stick almost 100% of the time if we got the potency over 100. The minimum 5% chance to resist was added at the same time as the resistance buffs. Poisons with a potency below 100 have a higher resist rate, even without resistance buffs. I don't think there's a hidden resist stat per se. I think it's that the potency was originaly indended (and coded) to be the chance of sticking. When the advanced resiliance compound became craftable, (RCs are the CM components that add to potency and the advanced ones couldn't be crafted for the first few months of the game due to a bug) it became very easy for a CM with decent resources to hit 100+ potency without even experimenting the final packs for potency. That's what lead to the addition of the resistance buffs and AOE cures. Personally, I think it would have been better to change the crafting calculations for potency so that 100 couldn't be hit, instead of creating the resistance buffs and AOE cures. But, that's another discussion.

Message Edited by Obata on 03-11-2005 06:28 AM