so for a level 20 SB with level 10 in envenom using Lethal Venom (available at level 10 envnom) fighting a level 25 mob. What kind of damage should be happening and what kind of damage actually takes place right now? and what percentage of the time would the venom be resisted?
I am sorry if these are too n00b questions but this is first time that i have played any RPG type with any degree in interest. Played BG2 but didnt get into what worked where type detail, understandably, i wasnt very successful
Just wanted to know what damage each dot should do, the 10% so that we are fully balanced seems wierd. With only 5 points evenenom i can get 10 points dot poisons. That would mean i should hit like 90.x damage every round, because of the 10% poison damage.
perhaps I'm doing something wrong, but after going over your poison level list, I logged in and attempted to apply what you have listed as the level 1-5 poisons. Being level 5 and having an envenom skill of 2, I found that I was only able to actually use the level 1 and 2 poisons. Are poison-usability then based on your envenom skill and not on your char level, as listed in your guide?
Loved the guide though. Helped greatly, just wanted to get your thoughts on this, before I spent too many more silvers. hehe =) Hossil Less
Kobold Shadowblade
--------------------------
For instance, Greater Lethal Poison (usable at Envenom 20) does 19 points of damage per tick for a grand total of 95 damage: 95 = (19*5)
--------------------------
My Greater Lethal Poison did only 13 point of damage per tick.
Why???
Quote: perhaps I'm doing something wrong, but after going over your poison level list, I logged in and attempted to apply what you have listed as the level 1-5 poisons. Being level 5 and having an envenom skill of 2, I found that I was only able to actually use the level 1 and 2 poisons. Are poison-usability then based on your envenom skill and not on your char level, as listed in your guide?
Quote: Q: What benefits does specializing in Envenom yield?
A: Specializing in Envenom yields the following benefits:
a) Decreases the chance of failing to apply the poison to a weapon (NOTE: I believe chance to fail application has been removed entirely!)
b) Increases the duration of a poison's effect (ie snare, disease, debuff).
c) Increases the damage caused by the "lethal" variety of poisons (ie damage-over-time) d) Allows access to higher level poisons (see the poison list below).
Quote:
perhaps I'm doing something wrong, but after going over your poison level list, I logged in and attempted to apply what you have listed as the level 1-5 poisons. Being level 5 and having an envenom skill of 2, I found that I was only able to actually use the level 1 and 2 poisons. Are poison-usability then based on your envenom skill and not on your char level, as listed in your guide?
Wha?
Quote:
A: The number preceding the poison's name is the level of the poison and the level at which you can apply it, based on your Envenom specializtion. For instance, a L15 Nightshade with Envenom 6 would only be able to use level 6 and under poisons (see poison tables below for poison levels).
One of us missed something. __________
Duncan: There is a war going on in the east. How is it you are heading west?
Hawkeye: Well, you face north and, real subtle-like, turn left.
Thanks Hak. When I read the guide listed on the Stratics web-site yesterday morning, it had said that a level 15 night shade could use a level 15 poison even if his Envenom skill was only at 1.
Quote:
3.7 What does the number next to the poison's name indicate?
The number preceding the poison's name is the level of the poison. The poison's level indicates the level at which you can apply any particular poison which is completely independent of your Envenom skill. For instance, a level 15 Nightshade can apply Major Lethal Poison (level 15) even if he/she has an Envenom skill of 1.
End Quote
Didn't miss anything, just looking at an out of date guide. hehe Might wanna get up with the Stratics folks and get it fixed. Edited by: Ussil at: 11/1/01 4:58:06 am
When it was first released it worked that way. However, it was changed back to skill level to give more of an addition to those who actually use their skills there.
Hey Remmi, this topic should be made "sticky." It's got great beginner info that lot of new thieves aren't seeing.
-- Jalena: Lurikeen Nightshade, Percival
-- Miya: Lurikeen Ranger, Percival
If you apply the same poison to each weapon you have. And each weapon hits. Are you wasting that poison? Or will Creature X be Twice/Three times as poisoned?
Erm, you sure about that Dither? Im pretty sure they do stack, or work together somehow. Just logged on to test it, and here's the results.
Level 8 Nightshade, I applied the lvl 1 poison to all 3 of my weapons. After my Backstab, Eviscerate, Kidney Rupture combo, I switched weapons, so the mob should be poisoned 3 times.
This was a yellow water beetle. Being a Nightshade, natrually I died, but thats not important. Here's a log of the fight:
[17:05:57] You apply the minor lethal poison to the bastard sword.
[17:05:59] You apply the minor lethal poison to the stilletto.
[17:06:03] You wield the curved dagger in your right hand.
[17:06:05] You apply the minor lethal poison to the curved dagger.
[17:06:06] You wield the bastard sword in your right hand.
[17:06:08] You are now hidden!
[17:06:11] You target the [water beetle]
[17:06:11] You examine the water beetle. It is neutral towards you.
[17:06:23] You enter combat mode and target the [water beetle]
[17:06:23] You prepare to perform a Backstab!
[17:06:23] You perform your Backstab perfectly. (+11)
[17:06:23] You attack the water beetle with your sword and hit for 19 damage!
[17:06:23] The water beetle cannot seem to move!
[17:06:23] The water beetle is poisoned!
[17:06:23] You hit the water beetle for 4 damage!
[17:06:23] You are no longer hidden!
[17:06:25] You prepare to perform a Eviscerate!
[17:06:25] The water beetle hits your leg for 16 (-2) damage!
[17:06:27] You perform your Eviscerate perfectly. (+3)
[17:06:27] You attack the water beetle with your sword and hit for 10 damage!
[17:06:27] The water beetle cannot seem to move!
[17:06:27] The water beetle is poisoned!
[17:06:27] You hit the water beetle for 4 damage!
[17:06:28] You prepare to perform a Kidney Rupture!
[17:06:29] The water beetle hits your torso for 23 (-3) damage!
[17:06:31] You perform your Kidney Rupture perfectly. (+8)
[17:06:31] You attack the water beetle with your sword and hit for 15 damage!
[17:06:31] The water beetle is bleeding!
[17:06:31] You hit the water beetle for 4 damage!
[17:06:31] The water beetle is poisoned!
[17:06:31] You hit the water beetle for 8 damage!
[17:06:33] The water beetle hits your torso for 17 (-2) damage!
[17:06:35] You wield the curved dagger in your right hand.
[17:06:35] The water beetle is poisoned!
[17:06:35] You hit the water beetle for 7 damage!
[17:06:36] You enter combat mode and target the [water beetle]
[17:06:36] The water beetle is bleeding!
[17:06:36] You hit the water beetle for 3 damage!
[17:06:36] You attack the water beetle with your dagger and hit for 6 damage!
[17:06:36] The water beetle is poisoned!
[17:06:36] You hit the water beetle for 7 damage!
[17:06:38] The water beetle hits your arm for 20 (-3) damage!
[17:06:39] You attack the water beetle with your stilletto and hit for 4 damage!
[17:06:39] The water beetle is poisoned!
[17:06:39] You hit the water beetle for 6 damage!
[17:06:41] The water beetle is bleeding!
[17:06:41] You hit the water beetle for 2 damage!
[17:06:41] You attack the water beetle with your dagger and hit for 4 damage!
[17:06:43] The water beetle hits your torso for 18 (-2) damage!
[17:06:43] The water beetle is poisoned!
[17:06:43] You hit the water beetle for 5 damage!
[17:06:43] You attack the water beetle with your stilletto and hit for 4 damage!
[17:06:46] The water beetle is bleeding!
[17:06:46] You hit the water beetle for 1 damage!
[17:06:46] You attack the water beetle with your stilletto and hit for 4 damage!
[17:06:47] The water beetle is poisoned!
[17:06:47] You hit the water beetle for 10 damage!
[17:06:47] The water beetle hits your arm for 22 (-3) damage!
[17:06:49] You attack the water beetle with your dagger and hit for 5 damage!
[17:06:51] The water beetle is poisoned!
[17:06:51] You hit the water beetle for 7 damage!
[17:06:51] The water beetle is bleeding!
[17:06:51] You hit the water beetle for 0 damage!
[17:06:51] You attack the water beetle with your dagger and hit for 4 damage!
[17:06:51] You attack the water beetle with your stilletto and hit for 4 damage!
[17:06:52] The water beetle hits your foot for 13 (-2) damage!
[17:06:54] You attack the water beetle with your dagger and hit for 5 damage!
[17:06:55] The water beetle is poisoned!
[17:06:55] You hit the water beetle for 7 damage!
[17:06:55] The water beetle hits your hand for 14 (-2) damage!
[17:06:56] You miss!
[17:06:59] You miss!
[17:06:59] The water beetle hits your torso for 17 (-2) damage!
And then I died with that last blow. But as you can see, there are more then 5 poisoned messages.. Look at the times 17:06:35 and 17:06:36. Thats when I switched my primary weapon. So maybe you cant dual weild weapons with the same poison (and get both effects), but you can definatly switch to a weapon with the same poison, and have them stack. Either that or the game takes into account that the mob has been poisoned twice, and activates the second poison after the first is finished? Not sure exactly. While I never saw a double poison message per round, something was going on when I switched weapons mid fight. Dunno. Im probably wrong, hehe.
At the very least, it kept the mob poisoned throughout the entire fight.
Bastard Sword poison
tick 1
tick 2
tick 3
dagger swapped in
tick 4
tick 5 (end of Bastard Sword Poison)
First hit with Stilleto
tick 1
etc
Its not possible to tell if the two ticks between dagger and stilleto were the tail end of bastard sword or the first ticks of dagger, or what, as far as I can tell.
My theory is that the dagger poison was wasted, and the stilleto poison started a new cycle - but I would sure like to find out I'm wrong!
Greater lethal poison did 27 dmg for me at lvl 24 (20 envenom skill) against blue & yellow mobs. The dmg of the poison decreases against higher lvl mobs though.
The Poison we get at Envenom 5 seems to do about 50% more than the level 1 poison. I get 10 and 11 damage more consistantly and sometimes 14.
I have noticed that if my Nightshade uses Critical Strikes and Piercing Styles (and staminia) she only strikes with her Right Hand -- if I constantly use the special styles.
I use this to my advantage with Envenom. When the poison from the Righthand weapon weapon wears off, I stop doing attack styles until the lefthand can hit and release a second dose of damage poison.
Maybe this only works because my Celtic Dual skill is only two. I too rarely get a double-hit from both hands. I am considering using a shield, except when I want to apply poisons to both hand-weapons.
The trick is to use a different kind of poison on each blade if you are dual wielding. For example, lethal poison on one and weakening poison on the other. Perhaps if you wanted to be fancy you could use the third type of poison on a blade to be swapped out from inventory.
Swiftfox Darkmyst
Nemesis Guild
lvl 11 Nightshade
Hibernia, Merlin server
Swiftfox Ecthelion
Order of Concord
lvl 49 Ranger
Tunare server
It says "soandso mob is poisoned" followed by "you hit soandso mob for x points of damage" - that damage message that immediately follows the poison message is the poison damage.
Same with bleeding, and I assume any other dots - there will be a dot indicator, a carriage return, and then a generic damage message.
Can you push for them to fix the poison/bleeding bug? Basically, if you poison someone, it won't let you hide until the poison is worn off. Same deal with bleeding. Krimzan Anklestabber
Anarchia (Neutral)- Sullon Zek "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move."
-Douglas Adams, The Hitchhikers Guide to the Galaxy View todays stats for Sullon Zek!
I'm trying to figure out what routes I'd like to go with in specialization. I read over the poison FAQ, and I had a few questions about the poisons.
= At the top of the poison list with snare effects it says:
Snare (reduces target's movement rate until the target is struck again)
-- here i'm assuming that the 'snare' poisons are effecting the target's walking/running speed, and NOT attack speed, for clarity--
I was hoping maybe I read this wrong, cos it sounds like the snare effect 'breaks' as soon as the target is hit again - presumably with my melee? Is this really so?
If it is, has anyone found any really good uses for the snare poison? It doesn't make much sense to me.
= Also, for the strength debuff, i'd be curious to see approximate figures about what level poisons debuff how much strength (i.e. how high a lvl of envenom would you need to encumber certain classes, etc)
= Is the poison/bleeding bug that Krimzan brought up supposed to work that way? I'd like to know if it's likely to get changed )
= And then finally, with the disease poisons - I wonder if a healer using cure disease would counteract this spell entirely?
I am looking at making a infiltrator as a second character and making him stealth/poison. A character to have fun in RvR. Take out enemy scouts and such. He wont have to beable to solo very well because I can get groups with him pretty easy. I am just wondering if Envenom at 50 is a viable skill. I would think an Evenom Assasin should beable to take out just about Any solo unsuspecting player with a backstab poison. But my vision of an assasin might not be everyones.
maybe they should give a bonus if you are hiden then attack someone with poison when coming out of stealth
Fist and Faith
Musashi
I think they should improve poison so that its not like a DoT, everytime you hit a mob the poison damage should go off.
Its just not worth the points you have to spend like its now.
That guildboss link never works for me Anyone know any other sites where I can find a list of all the poisons and the skill level you need to apply them?
I've been holding out on creating an Infiltrator until they can settle on a few things.
Theres a nice long thread on the vault boards where they are pushing for Envenom to be changed to an ability instead of a skill. I planned on being a highly venomous infiltrator, so this is one of the main things I'm waiting for to be decided on.
Was thinking of a high dex & qui Sacaren, with spec in Crits & stealth (hoping envenom will become an ability). Woe - Armsman - [Valor] - Igraine
365+ Weaponcrafter Asho - Scout - [Valor] - Igraine Vilenie Ombresse - 47 DE Rogue - Price of Sacrifice - Torvonnilous
I have a level 10 nightshade on merlin, AND i feel that they should be able to solo yellows. Also, unless they actually do make it a ability instead of a skill, it is pretty much a waste unless ur willing to put 50 points into it, the dmg it puts in during battle is worthless unless ur trying to fight yellows alone, and in a group u would it would probably die by the time the first tick happens
I would agree - having env as skill would be *awesome*. However, they'll need to figure out what we'd do with the pts already spent in env. The simple answer would be just to give us the pts to spend. Merry Christmas!
But, I fear there might be an uprising of sorts from others saying that we got our cake and ate it too, given that we got 2x spec pts all along.... Edited by: Sarinn123 at: 11/19/01 3:22:36 pm
Stupid ? on poisons. I read the article, tho am still having a problem. I have some imbalancing poisons of the proper lvl tho when I try to apply it to my sword axe or throwing daggers I get the message that I can not apply that poison to that weapon type. If I try to apply a poison that is 2 high a lvl I get a clear message your poisoning skill is not high enough. Are poisons weapon specific?
I'm due to get greater lethal next level, and can confirm it'll be at least 27, given that major right now is 22 flat..Perhaps 21 against red and up.
Anyway, I decided to NOT go the route of using two different nasties on two weapons..Not, at least, until I get Enervating. As things stand, I keep the DoT on all three of my swords. I open with a Garrote (assuming I am pulling), let the primary poison kick in and then garrote until down to just enough endurance to switch to a heavier, slower bastard sword with the same DoT. Now, IF the offhand pokes itself in there, that's fine...If not, I'll hold off a garrote about halfway down the enemy's health...
Two reasons why I use the DoT on both of my equipped weapons:
1) Whilst they do not stack, the poison WILL deal its base Damage upon contact..Even if the foe is poisoned. In essence, it elongates the DoT effect AND tags a good 22 damage onto an otherwise sorry offhand hit
2) Even the level 17 weakening poison doesn't seem to reduce the enemy's damage output significantly..Talking PvE here. I'm waiting oh-so-impatiently for Enervating...And praying these past few levels of agony (I'm used to have PA and high stealth by 21!!!) are worth it...
Oh, and I switch to a heavy weapon to finish because its swing speed doesn't factor into things IF it is the final swing...And a garrote, even at my level, with a yellow bastard sword, and that 22 damage tagged on, can be enough to end things. I know..I'm wasting the last DoT there...Ah well.
Currently level 20 with 19 venom, 10 natural stealth (14-15 with items), 18 CS, 2 blades. I know..It looks messed up...There may be method to the madness yet. Charan Jaydemyr
Mage-Slayer of Hibernia
HiltGuard Elder of The Artisans
(†-The Night Knows My Name-(†
I still think they need to tweak poisons a little bit, they are very weak in comparison to spell and shouts that other classes get. The level 50 lethal poison, Lifesbane, does 50 damage per tick (for 5 ticks). However the Albion Cabalist, for example, with just 35 points in Core Matters gets a DoT spell that does 63 dam for 4 ticks. With 49 points in Matter Manipulation they get a DoT for 89 points for 6 ticks!
As for our debuffing poisons, many casters get far better debuffs from spells. Alot of these spells are Area Effect.
The Hibernian Champion, a tank class, gets Shouts that are insta-cast that are far more effective than our debuffing poisons. Ive been told that Minor Enervating poison you get at 22 envenom lowers STR and CON by about 40. A Champ with 24 Valor can instantly drop your STR/CON by 79, then do the same to your DEX/QUICK. He can do this at range, too, while our poisons require a melee hit. They also get similar attack speed debuffs, snares, and DD shouts. Ive been hit with these and lemme tell ya, it sucks. If these shouts are half as effective in PvE as they are in RvR then Champs must have a really easy time soloing.
We need some stronger poisons to compete with this!
Hmm i think people shouldnt go over 30 in poisen since
the only good thing i get out of it is to prevent casters
from casting and it aint worth it when it comes to soloing.
would rather use the points on CS or main weapon skill.
And the only useful poisen is the one that do damage.
maybe enevarting is good. i realy dont know how much it weakens.
Anyway i have 30 in poisen and i do 35 for 6 rounds
Pawldooo you on Percival/midgard?
if so, HEY BUDDY! It takes a big man to cry, but it takes a bigger man to laugh at that man.-Eyeke YrrepKobold Shadowblade, PercivalKiller 86% Socializer 66% Explorer 33% Achiever 13%
Oh, and I switch to a heavy weapon to finish because its swing speed doesn't factor into things IF it is the final swing
============================================
PLEASE explain this to me...makes absolutly no sense....
Maybe if its the first swing it wouldnt factor in, but its a swing during the battle, and it has a delay. That delay doesnt go away...
ATTENTION: In game poison testing has started.
Ahmed, a really cool Saracen Infiltrator, joined me in the cold waste lands of Odin's Gate a couple days ago. Though we are mortal enemies, we came together with a common goal, to figure out what our mystery poisons actually do to other beings. I myself have a 25 spec in poison and I am going all the way to 50 with it. Ahmed, he has a much lower spec in envenom, but, being the lab rat of our pair, he exclaimed often that he wished he had more spec in envenom. I felt terrible slashing him repeatedly while he stood there. Many times he evaded, I know it was just a the jitters from how bad my lil blade hurts, but he he stuck it through. The real irony of our meeting was when Demnos showed up at the end, a very quarky Hibernian Nightshade niether of us had invited. Ill tell you of Demnos' appearance at the end of this post. On to the results!
We tested each poison at least twice, some 3 or 4 times. On each poison, an icon appeared on the victims screen. When right cliking this icon, you can see what poison is active in your bloodstream at that time. We tested all poisons availabe to a 25 envenom skill.
Lets start with our snare poisons:
Minor Imbalance duration 35 second - no real valuable slow down
Lesser Imbalance - same as minor
Major Imbalance - same as minor
Greater Imbalance - same as minor
Minor Crippling - 2 minute duration, slightly noticeable slow down
Now on to our mysterious disease poisons:
While Ahmed was infected and sitting, he did not naturally heal any hit points. We could not test whether or not it cut heal spells in half or not, but I believe it does. We did, however, discover that the disease poisons DO carry a slight str debuff to them, and we now believe, though its very hard to test, that they also carry a slight attack debuff with them.
Minor Infectious - duration 1 minute, -9 to strength
Lesser Infectious - duration 1 min 30 sec, -14 to strength
How about those Damage Over Time (dot) poisons!?!
Minor Lethal Poison did 5 tics of 9-11dmg
Lesser Letha Poison did 5 tics of 10-13dmg
Lethal Poison did 5 tics of 16-18dmg
Major Lethal Poison did 5 tics of 17-22dmg
Greater Lethal Poison did 5 tics of 22-26dmg
Minor Lethal Venom did 5 tics of 26 to 31dmg
Now for the big surprise of the poisons. I rarely used the weakening line of poisons because I did not see much use for them in personal use. But, according to our good victim Ahmed, they really put the ripple effect in cripple.
Minor Weakness 20 pt str loss, 1 minute duration
Lesser Weakness 27 pt str loss, 1 min duration
Major Weakness 37 pt str loss, 1 min dura
Greater Weakness 47 pt str loss, 1 min dura
Minor Enervating 62pt str loss, 8pt con loss, 320hp loss, 1 min dur
Second attempt on Minor Evervating caused different results:
41pt str loss, 41pt con loss, 210hp loss, 1 min dura
So, the enervating line really purts the hurt on tanks. It steals their mighty strenght and their valuable version of power called endurance. Watch that duration, though, they get it all back if they are not dead before the 1 minute is up.
It was NOT easy testing all these. It was a LOT of fun, though. Special thanks to Ahmed for helping me out. I look forward to meeting you to test other rogue things on, especially our higher up poisons. Anyone still curious about Demnos? hehe. That little bugger!
Well, Ahmed and I had JUST finished testing. We both had gotten comfortable with each other and were lax about not using stealth. All I will say is, we were inside a structure that protected us from the cold elements of Odin's Gate. The room we were in had windows. I was chilling there, arranging some poisons to test in combinations on Ahmed while he was sitting and recovering from a very painful Minor Enervating + Minor Lethal Venom combo, when suddenly he dies. I glance up from my backpack thinking maybe the dot had killed him, but to my surprise I see a tiny dark figure jump out of one of the windows! It was freaky! I didnt know anyone could get in and out of those windows! But a Lurikeen sure can! I tried to squeeze my lil kobold body out of it in pursuit, but he got away. I knew he had seen me. He though he was the cat, haha, but little did he know, he was the mouse. I chased him stealthed all over that wall while he looked for me. At the right patient moment, I let fly a nasty envenomed trio of blades into his backside. He crumpled before he even knew what hit him. Little bass terd. I hope we can meet again, I salute his wondeful style!
Thanks to Ahmed
Salute to Demnos
************************************************** ********************
Found this in the Tarnished Dagger site.
Sakkara DE Rogue...er...Adventuress
Is their a good list on the poisons? I read the poison fact and it was decent, same info one can get from clicking on the vendor and getting the info. Tho I have yet to see a list that gives all the info. Like how much damage Lifebane does per tick, how much do the weaking poisons weaken for etc.
Xunis has basically retired, so someone else needs to pick up the ingame testing. My own SB intends to get 50 envenom, eventually, but for right now, I'm at 30 envenom at level 35 and it won't be going up majorily for a few levels still. When I do start upping it again, I wouldn't mind hooking up with someone with a high level poison using assassin on MLF (hibby or alby, obviously) and doing some ingame testing. Preferably someone with a second computer and ICQ so we can communicate=)
Lifbane is only doing 54 per tick? Thats rather pathetic a whoping 270 points of damage for specing up to 50. And I thought the poison my shaman was dishing out at lvl 36 was weak. 40-50 a tick for ten seconds boy was I wrong.
Post this here before it falls off the main board:
So I decided to repeat the poison tests run at The Tarnished Dagger since some people had thought they changed, and some things were not tested completely. I play Sammy on Gawaine, a 40 Nightshade, and Krelios, a 41 Infiltrator agreed to help. We met in the Albion frontier since no one ever goes there, found a secluded area and ran some tests.
I have a 26 Envenom, Krelios has 30. Here are the results:
Lethal poisons (DoTs): These do varying damage based on the target's level (is it lower level than you, higher level, etc.). These poisons last 5 or 6 rounds, it seemed to be random which it was.
Lesser Lethal Venom: 29-35 / rd when 41 used on 40 (Krelios used on me)
Minor Lethal Venom: 24-30 / rd when 41 used on 40, 22-26 when 40 used on 41.
Lesser Enervating Poison: 75 pt str/con debuff when 41 used on 40. My hps went from 693 to 325. I was still at full health, but my max was now 325. After one minute, when the poison wore off however, my con and str returned to normal BUT my hps stayed at 325 while my max went back to 693, leaving me at less than half health. The damage caused by his attack did NOT add to the damage, meaning the debuff is applied after the damage.
Minor Enervating: 58 pt str/con debuff when 41 used on 40, hps went from 693 to 421. 41 pt str/con debuff when 40 used on 41, hps went from 715 to 539. So the level of your target affects how these debuffs work.
Infectious Serum This caused a 20 pt str debuff no matter what - 41 on 40 and 40 on 41. It prevented any health regen and we assume would cause heals to work at half. It lasted about 2 minutes, all the others lasted one minute.
Lesser Crippling Poison Worthless. Caused maybe a 20% reduction in run speed. Didn't even slow as much as Garrotte does.
Well that's the results, hope I didn't forget anything. After we were done, we decided to duel. We equipped poisons, but did not use PA to open, we just started whacking. Well, Krelios' Enervating poison stuck, and he resisted mine! That means that after the first hit, I was at less than half hps, and he was near full, and my str was -7! Needless to say, he owned me totally, I never had a chance. If you are not using your PA, the enervating is really very good. BTW, I was worth 301 rps at the time ). Hope this helps peeps in choosing their poisons, and I want to say thanks to Krelios, that was a lot of fun. Next time my poison will stick!
Some obversations I've had from these tests and from RVR and PVE use.
I would highly advise against going full spec in poison. Our tests confirmed that a couple of the poisons were pretty useless. For example, I really expected the lesser crippling poison to snare an opponent more than it did. Plus infectious serum just seemed to be a much weaker version of the enervating poison.
In addition, I found that putting more spec into envenom means putting less into more important skills such as stealth, critical strike, and thrust.
After frequently using poisons in battle, I'd recommend using enervating on the main weapon, and lethal on the side. It's all about doing max damage as quick as possible, especially if you catch an orange con or lower solo on the frontier.
As has already been noted, in RVR players will observe their hps relative to their target. So enervating is a good way to "fool" the target into thinking they have more hps left than they really do. It helps lower the target's melee capabilities in addition to the immediate hp loss, especially against melee using strength related weapons like crush and slash.
Finally regarding using poisons in PVE, you need to be careful. It's often best NOT to be the puller. Also, you should wait until the main tank(s) get a good hit or two before attacking, otherwise you will certainly get agro. Grouping with an equal level paladin running heal chant helps a great deal. However, hitting too early with poison and crit strikes can even outagro heal chanting paladins sometimes.
Cya on the battlefield.
Ex EQ enchanter
Current DAOC Dabbler
Future NWN Neophyte