I understand that the level of poison pot that is applied to the weapon varies in tic speed, damage and curing difficulty and that your skill level in poisoning determines which pots you can apply... At this point having poisoning on the actual dexxer is only beneficial for applying in the field- whoopdy doo, no thanks I'll make another character to apply all my daggers..... No no, let's make poisoning a viable skill! How about making the skill level of the dexxer's poisoning increase those characteristics even further? (tic speed and/or damage and/or curing difficulty. Note: If poisoning is already too good as is? then lower the tic speed, dmg and curing ability for those without poisoning skill.
This is implicitly how things work already, since higher skill is the only way to successfully apply those stronger poisons. Poisoning is inaccurately overpowered at the moment already; see: viewtopic.php?f=11&t=3012
You read right over my point Read what I am saying carefully And I provided a solution about poisoning being too strong! (The message is about giving more reason to have posioning skill on the dexxer as opposed to another character who can pre-apply all the poisons onto weapons.)
Poisoning is an extremely strong skill. If you want to use higher level poison on your weapons, you get less charges of that poison. Lesser Poison gives 18 charges, where DP gives 4? So if you want to run with 5 vanq katanas that are all pre-poisoned just to save some skill points, by all means. You lose poison charges as well when you hit and it fails to apply. I think having poisoning on a dexxer is already extremely useful and needs no further adjustment. The only adjustment that should be made to the situation at all, is the % chance to hit your enemy with a poisoned weapon. This should be based upon the weapon users poisoning skill. This would mean that you pretty much need poisoning on a character who is using a poisoned weapon for it to be effective in PvP/PvM combat.
So applying in the field is more beneficial than I make it out to be. Point taken HateCrime, cheers. Good idea about the % hit chance - I am all for that. Would it be accurate to say that in PvP there are a lot more mages to dexxers? Is this because people find mages more fun, or because mages are better than dexxers? If the latter, perhaps dexxers might need a boosting? On a side note, I also hear that some people apply the weaker poisons for the faster tics, for more interruptions?
Should be 12 charges for DP. They lose charges on hits that don't poison either? I don't think that's era accurate, yikes. Your proposal is interesting, but I don't see why it's any better than simply having the skill behave as it did in-era, which is: 1) anyone can carry and use pre-poisoned weapons 2) chance for poison to be applied on a hit is based on the Poisoning skill of the person who poisoned it
It's just like inscription giving mages a bonus or anatomy giving healers or wrestling a bonus Mages have a lot more of these variation builds compared to dexxers (I believe). This could be argued.
I think it might be cool if there was some chance of a higher level poison from the skill. Some small chance like 15-20% chance on envenom. But I do like the way poisoning works on this server. It just happens to synergize with the fact that gm weapons aren't particularly useful here (because of the high armor and the ready availability of power/vanq weapons). It's important to keep in mind that making a skill too good, even only a little, actually reduces variety in templates. If inscription had the spell damage bonus that many people have asked for, it is likely that inscription mage would be one of the only mage templates around. If conc blow hit for 1/2 mana as it did in the era, there's a good chance that swords tanks and lumberjacks would be some of the only templates around as well. These templates are already pretty good, and pretty popular. The poisoning dexer is already the strongest dex template out there, imo. I think you just haven't thought long enough about why applying poison in combat is so good/important. A lot of this hinges on being able to bring one, strong weapon and poisoning it continually. GM poisoned weapons are not very effective. Very little of the damage a poisoner does is actually from poison. It's just a way to prevent healing momentarily. Your damage will still come from your weapon (this is why war forks are probably the most popular poisoned weapon). After Clyde started using a 30 poisoning character to lesser poison vanq krysses I started to think there could be a meta shift to that direction, even in dexers. After considering that template, if I did it over again I'd leave my dexer at 30 poisoning and pick up 70 med instead since running out of mana is one of the only weaknesses of the template. If this was a popular template I think I could really see the value in buffing high level poisoning. Something along the lines of amount of charges being based on poisoning skill. Also I'd like to say that if dex skills/secondary skills needed some buff I don't think it would be poisoning that would want a buff. It might be something like dexers with archery as secondary skills or eval+magery that would be more deserving of some buff.
Do you mean from having higher poisoning skill? That would be an interesting reason to have higher than 30 poisoning skill. On the other hand... making the skill work as it actually did in-era would also be a good reason to have higher poisoning skill. What's stopping you? That seems like about 10k in supplies and one night to macro. +1 to everything else in your post, especially about the lack of variety when some skills are too good. I suspect Poisoning, in terms of what it can do at 30 skill points, would/should become ubiquitous, but interesting you haven't seen it.
Yeah I suppose what I mean is I think it would be cool if a GM poisoner+fighter could apply DP to a blade and have a ~20% chance of getting a lethal poison out of it. Or some variant of poison that is moderately harder to cure so that it would often take an extra potion to get it cured. If the era accuracy you're/everyone is talking about is chance to poison on hit being based on skill (was it skill points / 4 so 25% at GM?), then I actually think I like what we have better. The way we have it there is usefulness to poisoning as a crafter skill so there's potential for selling the weapons on vendors like you used to see during t2a and early UO:R. So there's an option for non poisoners to use poisoned weapons (but they'll probably be GM or close.) But if someone wants to be heavily reliant on poison they're even more effective when they have it on their template because they can repoison high end weapons in combat. So this way there is two solid uses for the poisoning skill alone. re: what's stopping me from changing a character/starting a new one; I already made a 7x poison dexer and I think it'd be wasteful to drop the poisoning (afterall, I can use it to poison for other people/characters). And I also rarely use character because I pretty much exclusively group fight and I think mages are more suited for that. I'd also rarely use a med warrior with 70med/30 poisoning if I had it for the same reason so I don't see myself making one. I do wonder about the effectiveness of a template that is a standard fencing tank mage but dropping 30 anat or 30 med and picking up 30 poisoning. I could more see myself doing that.
This was the plan I had for my fencing tank I'm almost done with. If you're interested in some experimentation, once I get it wrapped up and my hotkeys sorted this week, I'd be more than happy to do so. I could use some pointers anyway, as rusty would be far too kind to describe my pvp abilities at the moment.
Sounds good to me. I think the big questions are: If you sacrificied 30 med, how much of a passive hit is this (probably .8 per second vs 1.0)? Do you feel like you spend considerably more time out of mana in a group fight? If you sacrificed 30 anat, what's the damage difference when hitting with a power/vanq kryss or war fork or spear. I think having ~85 unarmed avoidance is probably fine. I pretty rarely let people trade swings against me unless I plan it anyways. It would hurt you the most if you depended on an uninterrupted heal and I just don't get into positions where that's my only option.
LP on this shard is super strong. I haven't explicitly done the math, but I'd bet a LP GM war fork would do more damage than a DP vanq war fork. Especially given that it would make someone run out of cures so much faster. Personally, I'd pre-poison all of my weapons and keep burning DP potions until I got the 20% lethal poison on each. And then I'd smash face with a backpack full of LP weapons.