Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - LikeAShadow406

Pages: [1]
1
General / Some poisons related questions
« on: January 24, 2026, 08:51:00 am »
Currently planning out a poisons build with xbow, caltrops and bear traps and was looking at the "Damage modifier sources" table on the wiki from the "Infected Wound" page status effect, it doesn't list Cave Ear poison as increasing Bio damage by 50%? I assume this is a oversight?

What are the sources of increasing Bio / poison damage? So far I know: Cave Ear poison, Contaminated debuff, Vile Weaponry feat and the Hypertoxicity feat as well as specialization in the two mentioned feats, is that all?

Also, is it more effective (as in, in terms of applying as many poisons on as many enemies as possible) to use xbow or throwing knives for poison? In theory the throwing knives can apply poison for as low as 2.5 AP per enemy poisoned versus xbows minimum 13 AP per poisoned enemy, but I was worried throwing knives might have too little range, (note, I have not used throwing knives before) as well as not being able to apply vile weaponry with throwing knives as far as I know

Lastly, someone will probably mention that poisons in this game kinda suck, that is not a problem, I just want to see the biggest damage number I can have with them. I imagine it is probably around 1.5k for Heartbreaker and probably around 500 for Blinding.

2
Suggestions / Metal Combat Gloves buffs and buff Guard feat
« on: January 24, 2026, 05:46:13 am »
I think it would make sense if metal combat gloves have buffs based on metal type like all other weapons, like for example TiChrome gloves can have 14 or 15 base AP cost, tungsten gloves could have extra crit damage and steel gloves can have more crit chance

Also it would make sense for them to only have 125% mechanical damage penalty against armor since leather combat gloves have 140% penalty

Lastly, it would be nice if Guard feat was buffed by melee skill, like lets say for every 10 melee skill its chance to block is increased by 1.5, like if you had 100 effective melee Guard would have a 50% chance to block instead of just 35, at the moment its way too unreliable to be worth the feat slot, even though it does stack with other block sources.

Pages: [1]