I was wondering how much damage does poison potions deal? Is the damage a fixed amount? or does it change like class dots? Does it differ with potions I.E. NQ ones deal less than HQ ones?
I was wondering how much damage does poison potions deal? Is the damage a fixed amount? or does it change like class dots? Does it differ with potions I.E. NQ ones deal less than HQ ones?
NQ deals less , bu I have never really used them. potions in this game are too weak imo. Ethers and healing pots are just as dissappointing considering the cd on them.
edit : Almost forgot, they deal ~50 dmg for 5 ticks and can be used every min and half. They simply apply the poison debuff. SMNs can make the most of of them because they can spread them with bane and extend their duration to 30 seconds with garuda/carbuncle contagion.
As dps you're meant to use them as a extra cooldown, mainly if you're a summoner since they get carried with bane and extended with contagion. Ethers are incredible as well, they count as a extra mp regen cooldown for WHM and allow black mages to triple cast flare, they are also a good tool for tanks if they run out of mp for flash.
Last edited by mp-please; 04-21-2015 at 06:43 AM.
Potent Poisoning Potions do 250 damage.
NQ does the same damage as HQ, but has a longer cooldown.
Are you REALLY sure SMNs can extend and pass them on? Those abilities specifically say Bio, Bio II and Miasma on them are extended, or sent to 3 targets.edit : Almost forgot, they deal ~50 dmg for 5 ticks and can be used every min and half. They simply apply the poison debuff. SMNs can make the most of of them because they can spread them with bane and extend their duration to 30 seconds with garuda/carbuncle contagion.
Poison pots can definitley be extended by contagion. Im not sure about baning as i have never baned whilst a poison pot is active
Bane only affects the "core 3". Contagion will extend all DoTs.
250 damage per potion, regardless if it's NQ or HQ.
You can reapply it every 2 min (NQ) 1min48sec (HQ).
If everyone in a full party uses it, that's 2000 damage.
If everyone uses another one after the 2min cooldown, that's an extra 10k damage in a 10min fight (which is roughly the time FcoB fights take).
That's more damage than a melee LB1.
Honestly, while I can see how they can be very effective in an ideal setting, for general use poison potions aren't quite worth taking up a hotbar slot, as the long cooldown is just too limiting....
Normal potions suffer even worse, as even the highest level variants heal such minute amounts with such a long cooldown that they really only serve as an emergency, "if I don't get a few extra HP, I'm going to die", role. As even the most powerful can't even restore 600 HP, (when by end game most players have at least between 4500 and 9000 HP), and have between a 2 minute and 7.5 minute cooldown, (X-Potion to Hi-Elixer), they are virtually useless. With the exception of a BLM who casts a little too heavily before getting Astral Ice up, or who needs just one more spell to land before doing so, ethers are even less useful as they have a 5-7.5 minute cooldown, (X-Ether to Hi-Elixer), and restore less than 500 MP, which granted is enough to get a spell or two off, but anyone who has any MP management skills shouldn't need it beyond an emergency, and in a real emergency that would require it, that 500 MP isn't enough......
My point is, that the cooldowns on potions of all types are far too long for them to be of any real use besides specific situations, ("aerolol"s Full Party strategy for Poison being an example), and at higher levels they become even less effective. I've honestly had to throw away more potions than I can count as vendor trash because I never used them and they weren't worth anything on the MB because no one else ever used them either. I do keep a couple of Hi-Elixers in my hotbar in the event that I'm absolutely forced into a situation where I need the extra HP or MP, but most of the time if I am, then they don't do enough to spare my life by even a single hit since most enemy attacks that pose a threat do double, triple, or even quadruple what the potions can heal......
EDIT: Of course, this is just my opinion, and if you feel like having a well kept stock of potions is useful, then more power to you....
X ethers for bard to keep playing songs
Poison pots add up if the whole party uses
Str/Int/Dex pots and even mind pots offer significant increases in attack and healing power (back before Warrior had mitigation I would use Vit pots to increase HP, Caduceus hit like a truck then >.<)
Mega ethers for that triple flare
The cool downs on some potions are long, yes, but for the most part they are reasonable and can be used multiple times per battle, just like your normal CDs. Not using them is gimping yourself and your team. Individually they don't make a huge difference, but in a 8man party is where they really shine.
Last edited by whiskeybravo; 05-13-2015 at 11:06 PM.
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