In the tables below, we look at what happens to a person
with 100 health in the fairly unlikely event that the
poison damage is not recalculated at some point. Note
that these figures ignore any natural healing that will
likely occur in reality.
|
Time
in
Seconds
|
Type of Poison
|
|
Lesser
|
Normal
|
Greater
|
Deadly
|
Lethal
|
| Health |
Damage |
Health |
Damage |
Health |
Damage |
Health |
Damage |
Health |
Damage |
|
0
|
100 |
(-3) |
100 |
(-4) |
100 |
(-7) |
100 |
(-13) |
100 |
(-26) |
|
5
|
|
|
|
|
|
|
87 |
(-13) |
74 |
(-26) |
|
10
|
|
|
96 |
(-4) |
93 |
(-7) |
74 |
(-13) |
48 |
(-26) |
|
15
|
97 |
(-3) |
|
|
|
|
61 |
(-13) |
22 |
(-26) |
|
20
|
|
|
92 |
(-4) |
86 |
(-7) |
48 |
(-13) |
(dead) |
|
|
25
|
|
|
|
|
|
|
35 |
(-13) |
|
|
|
30
|
94 |
(-3) |
88 |
(-4) |
79 |
(-7) |
22 |
(-13) |
|
|
|
35
|
|
|
|
|
|
|
9 |
(-13) |
|
|
|
40
|
|
|
84 |
(-4) |
72 |
(-7) |
(dead) |
|
|
|
|
45
|
91 |
(-3) |
|
|
|
|
|
|
|
|
|
50
|
|
|
80 |
(-4) |
65 |
(-7) |
|
|
|
|
|
55
|
|
|
|
|
|
|
|
|
|
|
|
60
|
88 |
(-3) |
76 |
(-4) |
58 |
(-7) |
|
|
|
|
|
65
|
|
|
|
|
|
|
|
|
|
|
|
70
|
|
|
72 |
(-4) |
51 |
(-7) |
|
|
|
|
|
75
|
85 |
(-3) |
|
|
|
|
|
|
|
|
|
80
|
|
|
68 |
(-4) |
44 |
(-7) |
|
|
|
|
|
85
|
|
|
|
|
|
|
|
|
|
|
|
90
|
(and so on) |
(and so on)
|
(and so on)
|
|
|
|
|
In the tables below, we look at what happens to a person
with 100 health in the more realistic event that the poison
damage is recalculated at every other damage interval.
Note that these figures ignore any natural healing that
will likely occur in reality.
Time
in
Seconds |
Type of Poison |
| Lesser |
Normal |
Greater |
Deadly |
Lethal |
| Health |
Damage |
Health |
Damage |
Health |
Damage |
Health |
Damage |
Health |
Damage |
|
0
|
100 |
(-3) |
100 |
(-5) |
100 |
(-7) |
100 |
(-13) |
100 |
(-26) |
|
5
|
|
|
|
|
|
|
87 |
(-11)* |
74 |
(-19)* |
|
10
|
|
|
95 |
(-5)* |
93 |
(-7)* |
76 |
(-11) |
55 |
(-19) |
|
15
|
97 |
(-3)* |
|
|
|
|
65 |
(-9)* |
36 |
(-10)* |
|
20
|
|
|
90 |
(-5) |
86 |
(-7) |
56 |
(-9) |
26 |
(-10) |
|
25
|
|
|
|
|
|
|
47 |
(-6)* |
16 |
(-7)* |
|
30
|
94 |
(-3) |
85 |
(-5)* |
79 |
(-7)* |
41 |
(-6) |
9 |
(-7) |
|
35
|
|
|
|
|
|
|
35 |
(-6)* |
2 |
(-7)* |
|
40
|
|
|
80 |
(-5) |
72 |
(-7) |
29 |
(-6) |
(dead) |
|
|
45
|
91 |
(-3)* |
|
|
|
|
23 |
(-6)* |
|
|
|
50
|
|
|
75 |
(-5)* |
65 |
(-7)* |
17 |
(-6) |
|
|
|
55
|
|
|
|
|
|
|
11 |
(-6)* |
|
|
|
60
|
88 |
(-3) |
70 |
(-5) |
58 |
(-7) |
5 |
(-6) |
|
|
|
65
|
|
|
|
|
|
|
(dead) |
|
|
|
|
70
|
|
|
65 |
(-5)* |
51 |
(-7)* |
|
|
|
|
|
75
|
85 |
(-3)* |
|
|
|
|
|
|
|
|
|
80
|
|
|
60 |
(-5) |
44 |
(-7) |
|
|
|
|
|
85
|
|
|
|
|
|
|
|
|
|
|
|
90
|
(and so on) |
(and so on)
|
(and so on)
|
|
|
|
A rogue with 100 strength and at full health attempts
to open a tinker-trapped chest and discovers that she
has just set off a lethal poison trap. In the first 5
seconds, she takes 26 hit points of poison damage. The
poison damage brings her down to 74 current hit points.
In the next 5 seconds, there is roughly a 50% chance that
poison damage will be recalculated using the 74 current
hit points for the poison percentage calculation.
The equation for poison damage recalculation is probably
something like:
Poison Damage = RoundDown(Current Strength / 4) +1. (roughly
one forth of the victim's current health)
The poison damage would be (74 /4) + 1. This equals 19.87
(19 rounded down), so in this case the rogue's current
hit points would equal 55 (74-19).
If the damage is not recalculated, then the rogue will
take another 26 hit points of damage, instead of the 19
hit points calculated above. In this case, the rogue's
current hit points would equal 48 (74-26). NOTE: there
is now a minimum damage amount for each level of poison.
If the calculation shows damage below that amount then
that minimum amount will be used instead.
Every 5 seconds, this calculation process continues until
one of three things occurs: