Does Bleed Or Poison Dmg Work On Bone Dragon

  • Ok, I'm gonna explain it again, so some of the guys who are afraid of another OP bleed can understand (it's a bow for Talos' sake, no twin blade and blunt here):
    1- Scatter Tooltip at 10K dmg is halved by BS (so now it hits for 5k)
    2- Then the mitigation reduces that dmg again around a 30% (so now it hits for 3.5K)
    3- The sets does 40% of the dmg done in 3 ticks of 4 seconds, for 1.4k each. The duration is increased by distance
    4- Now, with the poison dmg change, each tick will be again halved by BS and then by mitigation so 1.4k becomes 700 and then 490.
    Even with a 20k tooltip in scatter (highly improbable, on a bow it will never go over 15K) each tick won't be as powerful as another DoT ticks (such as SA ticks).
    The easiest solution was to keep the bleed, but reducing the dmg from 40% to 30%. The change has reduced to less than a 5% of the tooltip if we consider BS and mitigation.
    And ZoS wants us to buy that.

    Battlespirit is calculated like a normal percentage based mitigation.
    Why would mitigation reduce the tooltip total of dots? Shouldn't it only reduce what is actually hitting you, in this case each tick of the dot not the total tooltip value of that dot.
  • Ok, I'm gonna explain it again, so some of the guys who are afraid of another OP bleed can understand (it's a bow for Talos' sake, no twin blade and blunt here):
    1- Scatter Tooltip at 10K dmg is halved by BS (so now it hits for 5k)
    2- Then the mitigation reduces that dmg again around a 30% (so now it hits for 3.5K)
    3- The sets does 40% of the dmg done in 3 ticks of 4 seconds, for 1.4k each. The duration is increased by distance
    4- Now, with the poison dmg change, each tick will be again halved by BS and then by mitigation so 1.4k becomes 700 and then 490.
    Even with a 20k tooltip in scatter (highly improbable, on a bow it will never go over 15K) each tick won't be as powerful as another DoT ticks (such as SA ticks).
    The easiest solution was to keep the bleed, but reducing the dmg from 40% to 30%. The change has reduced to less than a 5% of the tooltip if we consider BS and mitigation.
    And ZoS wants us to buy that.

    Battlespirit is calculated like a normal percentage based mitigation.
    Why would mitigation reduce the tooltip total of dots? Shouldn't it only reduce what is actually hitting you, in this case each tick of the dot not the total tooltip value of that dot.

    I don't know.
    But in fact, DoT's should be explained better. One of the things I've seen is that single target DoTs (like searing strike, sun fire, or cripple) are expressed in that format (the total dmg done), while AoE DoTs (like jabs, rapids or blockade) are expressed in the dmg done per tick.
    I tend to think this one, as being a single target, follows the single target format.
    If there's any difference between them, regarding the dmg and what the tooltop says is beyond me.
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    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • If they want to leave it as poison then just go ahead and bump it up to 100% of damage done as a Dot. It will still scale very poorly against any defenses, but it will at least perhaps be worth taking.
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  • If they want to leave it as poison then just go ahead and bump it up to 100% of damage done as a Dot. It will still scale very poorly against any defenses, but it will at least perhaps be worth taking.

    The bleed was OK IMHO.
    Anyway, I don't understand ZoS fixation with poison dmg having alchemic poisons for over 2 years. It should have long gone.
    Sarcasm is something too serious to be taken lightly
    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Razor shot probably doesn't crit cause then the crit would be double dipping, with a crit from the scattershot being already applied to the razor shot, but if it is being affected twice by resistance that would be kinda inconsistent.
  • Razor shot probably doesn't crit cause then the crit would be double dipping, with a crit from the scattershot being already applied to the razor shot, but if it is being affected twice by resistance that would be kinda inconsistent.

    No it doesn't crit. I've also tested this.
  • Ok, I'm gonna explain it again, so some of the guys who are afraid of another OP bleed can understand (it's a bow for Talos' sake, no twin blade and blunt here):
    1- Scatter Tooltip at 10K dmg is halved by BS (so now it hits for 5k)
    2- Then the mitigation reduces that dmg again around a 30% (so now it hits for 3.5K)
    3- The sets does 40% of the dmg done in 3 ticks of 4 seconds, for 1.4k each. The duration is increased by distance
    4- Now, with the poison dmg change, each tick will be again halved by BS and then by mitigation so 1.4k becomes 700 and then 490.
    Even with a 20k tooltip in scatter (highly improbable, on a bow it will never go over 15K) each tick won't be as powerful as another DoT ticks (such as SA ticks).
    The easiest solution was to keep the bleed, but reducing the dmg from 40% to 30%. The change has reduced to less than a 5% of the tooltip if we consider BS and mitigation.
    And ZoS wants us to buy that.

    Battlespirit is calculated like a normal percentage based mitigation.
    Why would mitigation reduce the tooltip total of dots? Shouldn't it only reduce what is actually hitting you, in this case each tick of the dot not the total tooltip value of that dot.

    I don't know.
    But in fact, DoT's should be explained better. One of the things I've seen is that single target DoTs (like searing strike, sun fire, or cripple) are expressed in that format (the total dmg done), while AoE DoTs (like jabs, rapids or blockade) are expressed in the dmg done per tick.
    I tend to think this one, as being a single target, follows the single target format.
    If there's any difference between them, regarding the dmg and what the tooltop says is beyond me.

    Here's what I found so far:
    - certain dots are dynamic and others static. Cast on one bar, swap to another will cause different damages while some require snapshots of your stats.
    - each tick can crit. dynamic stat
    - dmg done buffs are also dynamic
    Based on that, some dots snapshot your stats at time of cast. So then it looks at your total tooltip, mitigation is calculated, then the game calculates the dmg over time as instructed by the tooltip.
    Dots with a 'per second' tooltip I believe calculate the mitigation based on that number. So for bleeds, if it says '2k every 2 seconds for 8 seconds', your mitigation is calculated against the 2k.
  • Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.
    Main characters:
    Feanor the Believer - AD Altmer mSorc - AR 41 - Stormproof (PC EU)
    Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)
    Other characters:
    Necrophilius Killgood - DC Imperial Necromancer (lvl 8)
    Fearscales - AD Argonian Templar - Stormproof (healer)
    Draco Imperialis - AD Imperial DK (tank)
    Cabed Naearamarth - AD Dunmer mDK
    Valirion Willowthorne - AD Bosmer stamBlade
    Turuna - AD Altmer magBlade
    Kheled Zaram - AD Redguard stamDK
    Kibil Nala - AD Redguard stamSorc - Stormproof
    Yavanna Kémentárí - AD Breton magWarden
    Azog gro-Ghâsh - EP Orc stamWarden
    Vidar Drakenblød - DC Nord mDK
    Marquis de Peyrac - DC Breton mSorc - Stormproof
    Rawlith Khaj'ra - AD Khajiit stamWarden
    Tu'waccah - AD Redguard Stamplar

    All chars 50 @ CP 1000+. Playing and enjoying PvP with RdK mostly on Bahlokdaan PC EU.
  • Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.

    This is about the item set, not about the skill itself (which is about the same damage as Reach already).
    Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.
  • Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.

    This is about the item set, not about the skill itself (which is about the same damage as Reach already).
    Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.

    I agree the weapon might not be very good. Amping up the damage isn’t what ZOS wants for a CC skill though. Either you remove the CC (though a ranged bleed is still problematic in my opinion) or you redesign the weapon.
    Main characters:
    Feanor the Believer - AD Altmer mSorc - AR 41 - Stormproof (PC EU)
    Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)
    Other characters:
    Necrophilius Killgood - DC Imperial Necromancer (lvl 8)
    Fearscales - AD Argonian Templar - Stormproof (healer)
    Draco Imperialis - AD Imperial DK (tank)
    Cabed Naearamarth - AD Dunmer mDK
    Valirion Willowthorne - AD Bosmer stamBlade
    Turuna - AD Altmer magBlade
    Kheled Zaram - AD Redguard stamDK
    Kibil Nala - AD Redguard stamSorc - Stormproof
    Yavanna Kémentárí - AD Breton magWarden
    Azog gro-Ghâsh - EP Orc stamWarden
    Vidar Drakenblød - DC Nord mDK
    Marquis de Peyrac - DC Breton mSorc - Stormproof
    Rawlith Khaj'ra - AD Khajiit stamWarden
    Tu'waccah - AD Redguard Stamplar

    All chars 50 @ CP 1000+. Playing and enjoying PvP with RdK mostly on Bahlokdaan PC EU.
  • Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.

    This is about the item set, not about the skill itself (which is about the same damage as Reach already).
    Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.

    I agree the weapon might not be very good. Amping up the damage isn’t what ZOS wants for a CC skill though. Either you remove the CC (though a ranged bleed is still problematic in my opinion) or you redesign the weapon.

    Then why does Master Staff increase the damage of a CC skill (Reach/Clench)? Would you also like to see Master Staff redesigned, even when it lets you use a typically CC skill only in a different manner (thus increasing build diversity)?
  • Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.

    This is about the item set, not about the skill itself (which is about the same damage as Reach already).
    Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.

    I agree the weapon might not be very good. Amping up the damage isn’t what ZOS wants for a CC skill though. Either you remove the CC (though a ranged bleed is still problematic in my opinion) or you redesign the weapon.

    Then why does Master Staff increase the damage of a CC skill (Reach/Clench)? Would you also like to see Master Staff redesigned, even when it lets you use a typically CC skill only in a different manner (thus increasing build diversity)?

    Master Staff doesn’t apply a bleed. Frankly, I’d like most of the master weapons redesigned. A lot of them are either very niche or overall not very good.
    Main characters:
    Feanor the Believer - AD Altmer mSorc - AR 41 - Stormproof (PC EU)
    Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)
    Other characters:
    Necrophilius Killgood - DC Imperial Necromancer (lvl 8)
    Fearscales - AD Argonian Templar - Stormproof (healer)
    Draco Imperialis - AD Imperial DK (tank)
    Cabed Naearamarth - AD Dunmer mDK
    Valirion Willowthorne - AD Bosmer stamBlade
    Turuna - AD Altmer magBlade
    Kheled Zaram - AD Redguard stamDK
    Kibil Nala - AD Redguard stamSorc - Stormproof
    Yavanna Kémentárí - AD Breton magWarden
    Azog gro-Ghâsh - EP Orc stamWarden
    Vidar Drakenblød - DC Nord mDK
    Marquis de Peyrac - DC Breton mSorc - Stormproof
    Rawlith Khaj'ra - AD Khajiit stamWarden
    Tu'waccah - AD Redguard Stamplar

    All chars 50 @ CP 1000+. Playing and enjoying PvP with RdK mostly on Bahlokdaan PC EU.
  • Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.

    This is about the item set, not about the skill itself (which is about the same damage as Reach already).
    Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.

    I agree the weapon might not be very good. Amping up the damage isn’t what ZOS wants for a CC skill though. Either you remove the CC (though a ranged bleed is still problematic in my opinion) or you redesign the weapon.

    Then why does Master Staff increase the damage of a CC skill (Reach/Clench)? Would you also like to see Master Staff redesigned, even when it lets you use a typically CC skill only in a different manner (thus increasing build diversity)?

    Master Staff doesn’t apply a bleed. Frankly, I’d like most of the master weapons redesigned. A lot of them are either very niche or overall not very good.

    No, it doesn't (though Flame Clench does have a fire dmg DoT). But it does add damage and you wrote the following:
    Amping up the damage isn’t what ZOS wants for a CC skill though.

    I think in an ideal world every set would be 'niche', there's nothing wrong with that per se. That'd implicate a wide variety of build diversity with people building around various different playstyles.
    At the moment Razor Shot isn't niche, it's just bad.
  • @DDuke
    People aren’t running Master Staves because these are outstanding either, but because they want a ranged CC that can be spammed also.
    Main characters:
    Feanor the Believer - AD Altmer mSorc - AR 41 - Stormproof (PC EU)
    Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)
    Other characters:
    Necrophilius Killgood - DC Imperial Necromancer (lvl 8)
    Fearscales - AD Argonian Templar - Stormproof (healer)
    Draco Imperialis - AD Imperial DK (tank)
    Cabed Naearamarth - AD Dunmer mDK
    Valirion Willowthorne - AD Bosmer stamBlade
    Turuna - AD Altmer magBlade
    Kheled Zaram - AD Redguard stamDK
    Kibil Nala - AD Redguard stamSorc - Stormproof
    Yavanna Kémentárí - AD Breton magWarden
    Azog gro-Ghâsh - EP Orc stamWarden
    Vidar Drakenblød - DC Nord mDK
    Marquis de Peyrac - DC Breton mSorc - Stormproof
    Rawlith Khaj'ra - AD Khajiit stamWarden
    Tu'waccah - AD Redguard Stamplar

    All chars 50 @ CP 1000+. Playing and enjoying PvP with RdK mostly on Bahlokdaan PC EU.
  • (sorry google translation ^_^)
    concerning damage over time,
    physical damage = bleeding
    poison damage = poson dot
    at no time will we imagine bleeding on poison damage so how do we get to: physical damage = poisonous?
    where do we put that? between the flat earth and the loch ness monster?
    I do not think the wizards will contradict me the time to cast a shield (yes that has changed in the meantime I know) but the people who made the patch murkmire they play teso? they have already played or?
    I do not even know whether to ask for explanations or take the blue pill directly .....
    snipe forever ^_^
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    -héroïne de Tamriel
    -sauveuse de Nirn
    -grande maîtresse artisane
  • Bleeds have a counterplay in pvp, as they dont go through critical resistance. You can reduce bleed damage through critical resistance.
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    CP1200
    Creator and user of 'Questionable' addons and game mechanics.
  • i sell blunt razor, guarantee safe, it does not cut, ideal for children
    snipe forever ^_^
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    -héroïne de Tamriel
    -sauveuse de Nirn
    -grande maîtresse artisane
  1. Does Bleed Or Poison Dmg Work On Bone Dragon Head
  2. Does Bleed Or Poison Dmg Work On Bone Dragon Tattoo
  3. Does Bleed Or Poison Dmg Work On Bone Dragon Coloring Pages
  4. Does Bleed Or Poison Dmg Work On Bone Dragons
Given their insidious and deadly Nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

Apr 14, 2017 thats not how bleed works! You hit him with a bleed dealing weapon that does like 30 bleed damage, once the bosses bleed bar is full, you will do a one hit extra damage. That's why I was asking, because if I remember correctly as a player the bar will rise and hit you more than once.


PoisonPoisons come in the following four types:
Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its Effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its Effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.
Table: Poisons
PoisonPrice per Dose
Assassin’s bloodIngested150 gp
Burnt othur fumesInhaled500 gp
Crawler mucusContact200 gp
Drow poisonInjury200 gp
Essence of etherInhaled300 gp
MaliceInhaled250 gp
Midnight tearsIngested1,500 gp
Oil of taggitContact400 gp
Pale tinctureIngested250 gp
Purple Worm poisonInjury2,000 gp
Serpent venomInjury200 gp
TorporIngested600 gp
Truth serumIngested150 gp
Wyvern poisonInjury1,200 gp

Sample Poisons

Each type of poison has its own debilitating Effects.
Assassin’s Blood (Ingested): A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Does Bleed Or Poison Dmg Work On Bone Dragon Head

Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Crawler Mucus (Contact): This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Drow Poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Does Bleed Or Poison Dmg Work On Bone Dragon Tattoo

Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
Midnight Tears (Ingested): A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Oil of Taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the effect ends and the creature can heal normally.
Purple Worm Poison (Injury): This poison must be harvested from a dead or IncapacitatedPurple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom (Injury): This poison must be harvested from a dead or IncapacitatedGiant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Torpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.
Truth Serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.
Wyvern Poison (Injury)

Does Bleed Or Poison Dmg Work On Bone Dragon Coloring Pages

: This poison must be harvested from a dead or IncapacitatedWyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Does Bleed Or Poison Dmg Work On Bone Dragons


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