Awesome! Thanks for doing that! Now I don't need to botherBenevolentBowd wrote: »I've re-run through all 30 traits for 2.4.1 and updated my blog with the new durations and poison names.
http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/
When killing for the new reagents, do mobs have to be at your level to get the drop? Or will lower level mobs work for this purpose? I killed giants and trolls in Gold Coast and Wrothgar, both of which dropped the oil. However, I went (v15) to The Rift and killed some giants there ( lvl 38) and no oil dropped.
Since fleshflies, torchbugs and butterflies are lvl 1 mobs, killing lvl 1 spiders should give the same drops? I did get spider eggs from big spiders in Wrothgar.
If you must be within the 5 level range to get the drops for the oil and spider eggs, then farming those items will be quite difficult compared to farming other items. I'm not sure a lot of people will want to do that and will instead prefer to buy the poisons already made. But, those are probably the same people who prefer to buy potions and food items.
I tested this quite extensively, and it works like other mats in terms of drops from enemies much lower level than you (ie. you can still get mat drops, but where applicable the drops will match the level of the mob rather than your character). As an example, I had my old EP VR16 (now CP554 on PTS) go and kill some trolls around Trollslayer Gully in The Rift - I got level 40 oils (Terebinthine), suitable for making level 40 poisons.
I also got beetle scuttle (or whatever it is called) from appropriate mob types way below my level - tested with the same old VR16 (CP554) EP character killing level 7 shalks in Senie (Stonefalls) - and scrib jelly from level 5 kwama. I tested this just now (within the last 10 minutes, whilst I was in the middle of writing out this post) - although I had to kill about 30 shalk to get 1 beetle scuttle drop, I did get one - I am unsure though whether the low drop rate is due to the low level of the mobs compared to me, or due to changes in the general drop rate of poison ingredients from mobs as of Monday's patch - but I can confirm that it is possible to get poison mat drops from mobs in the starting zone even if your character is maxed - so no need to worry about the possibility of having outleveled available mobs for the poison mat you need.
Poisons are too powerful. You made them too strong. Weapon enchants pale in comparison to some of the stronger poisons. Also, to now be competitive in pvp you will pretty much need to have poison on your weapon, and that means more grind more money to spend on reagents etc, this is too much for casuals to keep up with.
Compare a poison user vs a player who dont use poisons and the poor pennyless pure pvper will have bad odds. This isnt really a path I can agree with. Poisons is exciting, yes, but in the current state on pts they are far too powerful.
The general purpose of a potion is to apply a beneficial effect to you. The general purpose of a poison is to apply a detrimental effect to your target. "Bad" potions, made of negative traits, apply a detrimental effect to you, so poisons made of positive traits should also be "bad", and based on how poisons work, a bad thing would be to apply a beneficial effect to your target.
I was having a look through the list by BenevolentBowd (http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/) and comparing with my lists above of negative potion effects. Here is a list of what poisons made from positive traits should look like:
Increase Armor
Applies Minor Resolve to your target, increasing their Armor by 990 for 4 seconds, 10 second cooldown.
Increase Spell Power
Applies Minor Sorcery to your target, increasing their Spell Power by 5% for 4 seconds, 10 second cooldown.
Increase Spell Resist
Applies Minor Ward to your target, increasing their Spell Resistance by 990 for 4 seconds, 10 second cooldown.
Increase Weapon Power
Applies Minor Brutality to your target, increasing their Weapon Power by 5% for 4 seconds, 10 second cooldown.
Protection
Applies Minor Protection to your target, reducing their damage taken by 8% for 4 seconds, 10 second cooldown.
Restore Health
Restores 1266 Health to your target per second for 4 seconds, 10 second cooldown.
Restore Magicka
Applies Minor Intellect to your target, increasing their Magicka Recovery by 10% for 4 seconds, 10 second cooldown.
Restore Stamina
Applies Minor Endurance to your target, increasing their Health Recovery by 10% for 4 seconds, 10 second cooldown.
Speed
Applies Minor Expedition to your target, increasing their Movement Speed by 10% for 4 seconds, 10 second cooldown.
Spell Crit
Applies Minor Prophecy to your target, increasing their Spell Critical by 657 for 4 seconds, 10 second cooldown.
Sustained Restore Health
Restores 822 Health per second to your target for 6.7 seconds, 10 second cooldown.
Unstoppable
Renders your target immune to control effects for 4 seconds, 10 second cooldown.
Vitality
Applies Minor Vitality to your target, increasing their healing taken by 8% for 4 seconds, 10 second cooldown.
Weapon Crit
Applies Minor Savagery to your target, increasing their Weapon Critical by 657 for 4 seconds, 10 second cooldown.
These would then all do what you would expect them to do; the opposite of their respective negative traits, which are all unfavourable effects, just as negative potions are unfavourable. All the effects are minor, and the duration is short, so that should reduce any issues that may arise when buffing your enemy (which is essentially what you're doing). The duration itself is exactly 2/3 of the comparative "short" or "long" duration of a useful poison. The cooldown is kept at 10 seconds so that all poisons have a standard cooldown period.
Careful - I'm pretty sure you're joking, but ZOS may think you're serious.BenevolentBowd wrote: »I'm against these changes (aka I don't want to update the traits list again)...The general purpose of a potion is to apply a beneficial effect to you. The general purpose of a poison is to apply a detrimental effect to your target. "Bad" potions, made of negative traits, apply a detrimental effect to you, so poisons made of positive traits should also be "bad", and based on how poisons work, a bad thing would be to apply a beneficial effect to your target.
I was having a look through the list by BenevolentBowd (http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/) and comparing with my lists above of negative potion effects. Here is a list of what poisons made from positive traits should look like:
Increase Armor
Applies Minor Resolve to your target, increasing their Armor by 990 for 4 seconds, 10 second cooldown.
Increase Spell Power
Applies Minor Sorcery to your target, increasing their Spell Power by 5% for 4 seconds, 10 second cooldown.
Increase Spell Resist
Applies Minor Ward to your target, increasing their Spell Resistance by 990 for 4 seconds, 10 second cooldown.
Increase Weapon Power
Applies Minor Brutality to your target, increasing their Weapon Power by 5% for 4 seconds, 10 second cooldown.
Protection
Applies Minor Protection to your target, reducing their damage taken by 8% for 4 seconds, 10 second cooldown.
Restore Health
Restores 1266 Health to your target per second for 4 seconds, 10 second cooldown.
Restore Magicka
Applies Minor Intellect to your target, increasing their Magicka Recovery by 10% for 4 seconds, 10 second cooldown.
Restore Stamina
Applies Minor Endurance to your target, increasing their Health Recovery by 10% for 4 seconds, 10 second cooldown.
Speed
Applies Minor Expedition to your target, increasing their Movement Speed by 10% for 4 seconds, 10 second cooldown.
Spell Crit
Applies Minor Prophecy to your target, increasing their Spell Critical by 657 for 4 seconds, 10 second cooldown.
Sustained Restore Health
Restores 822 Health per second to your target for 6.7 seconds, 10 second cooldown.
Unstoppable
Renders your target immune to control effects for 4 seconds, 10 second cooldown.
Vitality
Applies Minor Vitality to your target, increasing their healing taken by 8% for 4 seconds, 10 second cooldown.
Weapon Crit
Applies Minor Savagery to your target, increasing their Weapon Critical by 657 for 4 seconds, 10 second cooldown.
These would then all do what you would expect them to do; the opposite of their respective negative traits, which are all unfavourable effects, just as negative potions are unfavourable. All the effects are minor, and the duration is short, so that should reduce any issues that may arise when buffing your enemy (which is essentially what you're doing). The duration itself is exactly 2/3 of the comparative "short" or "long" duration of a useful poison. The cooldown is kept at 10 seconds so that all poisons have a standard cooldown period.
The only thing I can see as a problem with these is this. 12 charges per poison is a bit low imo because even the most trivial of combat in PVE requires multiple short attacks. Take for example skills like Grim Focus.
So even for non-pvp builds this isn't going to work well I don't think and not for the common reasons because I am not one to worry about gathering mats I go and get the ones I need to make things I want but this is going to be a bit overkill for what you use these for. You'll be spending all of your time re-applying poisons. That doesn't seem like it fits with your goal of making things easier for people especially with the changes to the vampire for dungeoneering.
ZOS_GinaBruno wrote: »KNOWN ISSUES
Crafting & Economy
Poison-Making
- Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.
ZOS_GinaBruno wrote: »KNOWN ISSUES
Crafting & Economy
Poison-Making
- Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.
Umm what??
@ZOS_GinaBruno Please tell me that those numbers got mixed up.
Careful - I'm pretty sure you're joking, but ZOS may think you're serious.Do you really think that removing the "drain" system from positive trait poisons and making them instead do what you would actually expect them to do is a bad idea?
At least those poisons created from positive traits have a shorter duration than the negative ones now. But the whole drain thing is still a bad idea. Positive traits on poisons should be completely undesirable.BenevolentBowd wrote: »My poison guide has been updated for 2.4.2
http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/
This update was done using a lvl 49 template character with no champion points allocated.
The general purpose of a potion is to apply a beneficial effect to you. The general purpose of a poison is to apply a detrimental effect to your target. "Bad" potions, made of negative traits, apply a detrimental effect to you, so poisons made of positive traits should also be "bad", and based on how poisons work, a bad thing would be to apply a beneficial effect to your target.
I was having a look through the list by BenevolentBowd (http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/) and comparing with my lists above of negative potion effects. Here is a list of what poisons made from positive traits should look like:
Increase Armor
Applies Minor Resolve to your target, increasing their Armor by 990 for 4 seconds, 10 second cooldown.
Increase Spell Power
Applies Minor Sorcery to your target, increasing their Spell Power by 5% for 4 seconds, 10 second cooldown.
Increase Spell Resist
Applies Minor Ward to your target, increasing their Spell Resistance by 990 for 4 seconds, 10 second cooldown.
Increase Weapon Power
Applies Minor Brutality to your target, increasing their Weapon Power by 5% for 4 seconds, 10 second cooldown.
Protection
Applies Minor Protection to your target, reducing their damage taken by 8% for 4 seconds, 10 second cooldown.
Restore Health
Restores 1266 Health to your target per second for 4 seconds, 10 second cooldown.
Restore Magicka
Applies Minor Intellect to your target, increasing their Magicka Recovery by 10% for 4 seconds, 10 second cooldown.
Restore Stamina
Applies Minor Endurance to your target, increasing their Health Recovery by 10% for 4 seconds, 10 second cooldown.
Speed
Applies Minor Expedition to your target, increasing their Movement Speed by 10% for 4 seconds, 10 second cooldown.
Spell Crit
Applies Minor Prophecy to your target, increasing their Spell Critical by 657 for 4 seconds, 10 second cooldown.
Sustained Restore Health
Restores 822 Health per second to your target for 6.7 seconds, 10 second cooldown.
Unstoppable
Renders your target immune to control effects for 4 seconds, 10 second cooldown.
Vitality
Applies Minor Vitality to your target, increasing their healing taken by 8% for 4 seconds, 10 second cooldown.
Weapon Crit
Applies Minor Savagery to your target, increasing their Weapon Critical by 657 for 4 seconds, 10 second cooldown.
These would then all do what you would expect them to do; the opposite of their respective negative traits, which are all unfavourable effects, just as negative potions are unfavourable. All the effects are minor, and the duration is short, so that should reduce any issues that may arise when buffing your enemy (which is essentially what you're doing). The duration itself is exactly 2/3 of the comparative "short" or "long" duration of a useful poison. The cooldown is kept at 10 seconds so that all poisons have a standard cooldown period.
The pure negative effect potions appear much stronger than the drain potions now. in fact drain potions seem almost useless.
tooltips for ravage stam still read 30% so i suspect the patch note is a typo and it was actually reducing it by 60% and they just fixed that.