Long War2 Poison Dmg Calculation
HIT dmg= 60.(1+(100+50)%) phys + 40.(1+(50+200)%)chaos POISON per second= HIT dmg. 10%. (1+(50+200+300)%) chaos DOT. Conclusion: Inc projectile% - damage source - double dips always inc phys% only affect hit inc chaos% double dips if dmg of hit is chaos and only affects poison if dmg is phys inc poison% only affects Damage over time poison. The cure is “1 save”. That means that: Since there is no onset, when you are hit by the poison, you make a save immediately. If you fail, you take 1d2 Con damage. If you succeed, you've met the conditions for a cure, and so the poison is now out of your system. Feb 09, 2018 3 (base) x 2 (from int) + 4 (from your +dmg) = 10 (assuming no resistance) I've leaned a lot on +dmg equipment, and it worked out pretty well in the middle levels. That's because there are decent +dmg equips available, and weapons and spells that do multiple damages per turn.
Enchant neck hidden satyr dmg. Welcome to the XCOM2: Long War 2 wiki, a part of UFOPaedia.org. Long War 2 is a mod designed by Pavonis Interactive for XCOM2 that introduces many changes, large and small, to the vanilla version of the game. It is longer and more complex than the vanilla version but gives you many more tools to combat the alien threat.
This wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an Account and Edit the pages. Please use the Talk button to discuss any aspects of this wiki. If you want to discuss the mod with its creators, please use the Pavonis Interactive forums.
If you're looking for the original mod for XCOM:EU/EW, see Long War.
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