Adder's Touch

Why are you all complaining about the points it takes to get to Adder's?

a normal dagger node, has 8% damage, or 4% speed, or 15% crit chance. All the nodes leading to adders have a combination of those (4% physical + 2% speed). I see a lot of value of those nodes, the Adders is just a cherry on top of it.

Why are you guys pointing out the "weakness" of a 66% crit multiplier? Heartseeker has something like 30%. this one is a little over double that...

I see all dagger damage nodes as upgrades over the 6% physical damage with one handed weapon around.

What am i missing about this crit build?
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Mark_GGG wrote:
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UristMcDwarfy wrote:
Hmmm. I'm guessing the buff/debuff duration passives work with this, but the skill duration passives don't?
For future reference, this can't happen. Buff/Debuff durations apply to buffs/debuffs applied by skills, and it's not possible for them to be applied without skill duration also being applied.

The poison in this case is treated as a status effect like burning, so is not affected, although it could technically be called a "debuff".
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Azhubham wrote:
Also.. does the dot's damage-mechanics work similar to fire damage dealt over time (burning-ailment) if reapplied multiple times in a row?
No, each instance replaces all previous instances of it. Also, it's the same poison as poison arrow creates, so it replaces that too.


You say its treated as a status affect, so would that mean elemental proliferation would spread the damage to nearby enemies? If so I could finally make a good shadow flicker strike build with a dependable AOE.
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Last edited by pneuma#0134 on Mar 6, 2013, 4:35:38 AM
i took this passive and i like it,its truth that u cant notice much poison effect on mobs but against energy shield build will be vary usefull if u can crit alot.Also i got lots of crit dmg with it
Last edited by sallee#7863 on Mar 10, 2013, 9:54:07 PM
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Matsaucem wrote:
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Mark_GGG wrote:
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UristMcDwarfy wrote:
Hmmm. I'm guessing the buff/debuff duration passives work with this, but the skill duration passives don't?
For future reference, this can't happen. Buff/Debuff durations apply to buffs/debuffs applied by skills, and it's not possible for them to be applied without skill duration also being applied.

The poison in this case is treated as a status effect like burning, so is not affected, although it could technically be called a "debuff".
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Azhubham wrote:
Also.. does the dot's damage-mechanics work similar to fire damage dealt over time (burning-ailment) if reapplied multiple times in a row?
No, each instance replaces all previous instances of it. Also, it's the same poison as poison arrow creates, so it replaces that too.


You say its treated as a status affect, so would that mean elemental proliferation would spread the damage to nearby enemies? If so I could finally make a good shadow flicker strike build with a dependable AOE.


I don't think prolif would work with it, since it says it spreads "elemental" status effects, and chaos usually isn't considered an element. But it would be a nice thing to test (if there is a visual effect from the poison, you'll notice it easier).
If I have Item Quantity and Item rarity linked to a skill and after that spell crits (causing the poison effect from adder's touch), will they still drop increased item quantity and rarity if killed by the poison damage (hard for me to judge, but sort of seems like the answer is no)
can this be used with FP?
"I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel
So from a lurker to a first post woot.

My biggest question is how Melee Splash wasn't designed to work with Viper Strike for obvious reasons, but it still works with Adder's Touch?

Is this because of the amount of chaos dealt with Viper Strike is more?

I would kinda like some clarification because Melee Splash made all of my fringe builds fun again and honestly has kept me playing far more then I had anticipated lol
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Na_Krul wrote:
So from a lurker to a first post woot.

My biggest question is how Melee Splash wasn't designed to work with Viper Strike for obvious reasons, but it still works with Adder's Touch?

Is this because of the amount of chaos dealt with Viper Strike is more?

I would kinda like some clarification because Melee Splash made all of my fringe builds fun again and honestly has kept me playing far more then I had anticipated lol

Adder's Touch poison is related to the physical damage you deal. Melee Splash reduced the damage you deal, so the poison you apply will also be reduced.

Viper Strike applies charges which do a fixed damage over time. That damage is not decreased by Melee Splash currently so that combination was disabled until it can be addressed.
That makes a lot of sense..
I had guessed it was related to the amount of damage dealt..which is why things like puncture stayed and Viper Strike got the ax

thanks for the fast reply >.<

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