2000 Points Of Ewffect Dmg Vs Crolwer
- 2000 Points Of Effect Dmg Vs Crowler City
- 2000 Points Of Effect Dmg Vs Crawler 3
- 2000 Points Of Effect Dmg Vs Crawler 1
Inflict 2000 or more points of effect damage with asingle effect activation in a Duel against Dr. Vellian Crowler at level 30 using Jaden Yuki: Gold x8,000: Achieve 1 Comback Victory(ies) in Duels against Dr. Vellian Crowler at level 30 using Jaden Yuki: Gold x8,000: Use level 7 or higher Mosnter Cards 3 time(s) in one Duel World (GX) duel. First Jaden Plays Elemental Hero Avian In Defence Mode Lays One Card Face Down. Dr.Crowler Plays Confiscation Allows Him To Choose 1 Card From Jaden's Hand To Go To Graveyard He Chooses Monster Reborn He Lays Two Cards Face Down And Plays Heavy Storm His Two Statue Of The Wicked's Effect Activates When There Destroyed (Face Down) It Allows Him To Summon Two Vicious Tokens He.
Poisons 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.
Poison | Price per Dose | |
---|---|---|
Assassin’s blood | Ingested | 150 gp |
Burnt othur fumes | Inhaled | 500 gp |
Crawler mucus | Contact | 200 gp |
Drow poison | Injury | 200 gp |
Essence of ether | Inhaled | 300 gp |
Malice | Inhaled | 250 gp |
Midnight tears | Ingested | 1,500 gp |
Oil of taggit | Contact | 400 gp |
Pale tincture | Ingested | 250 gp |
Purple Worm poison | Injury | 2,000 gp |
Serpent venom | Injury | 200 gp |
Torpor | Ingested | 600 gp |
Truth serum | Ingested | 150 gp |
Wyvern poison | Injury | 1,200 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.
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.
2000 Points Of Effect Dmg Vs Crowler City
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.
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.
2000 Points Of Effect Dmg Vs Crawler 3
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): 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.
2000 Points Of Effect Dmg Vs Crawler 1
PvP only (you do 15000 tooltip direct DMG and 15280 debuff)
- at 15000 armor, you will have ignored their armor. If they have 20% in ironclad and 10% in Hardy, they will have 64% total mitigation. (5544 DMG)
- at 18000 armor debuff, same buffs, 65% total mitigation (5316 DMG)
- at 21000 armor, same CP buffs, they will have 67% total mitigation. (5065 DMG)
- at 26000 armor, same buffs, they will have 69.8% total mitigation. (4646 DMG)
Now let's look at a 10k debuff:
- 15000 armor, 66% mitigation (5125 DMG)
- 18k, 68% mitigation (4874 DMG)
- 21k, 69% mitigation (4623 DMG)
- 26k, 72% mitigation (4204 dmg )
And now a 8k debuff:
- 15k, 67% mitigation (4958)
- 18k, 69% mitigation (4706)
- 21k, 71% mitigation (4455)
- 26k, 73% mitigation (4036)
Based on that, it looks like a 2% reduction to their total mitigation. But looking at the DMG hurting your 15000 resist target, adding 5280 pen will add about 419 DMG to your burst number. Major breach/fracture will give you that extra DMG.
While a low amount, if they didn't use a shield or high impen, you could be looking at a higher initial DMG and in turn a higher burst. If you try to stack higher than 10k, without a debuff mechanic, you'll have to choose between reducing elfborn or reducing your dmg mitigation stars. At high CP levels you might be able to give up some points, but overwise you still need 155 points total for minimum offense (and 75 points left over)
Conclusion:
10k pen in PvP seems to be ideal. After that, you'll give up too much DMG/crit to capitalize on the DMG bonus and before 10k you'll do less DMG on the target. This means less crit and less burst DMG. Using a debuff spell will give you extra burst without giving up on stats so that's why I say aim for 10k pen in PvP.
I'm sure someone can write a better summary (especially with showing exactly how increasing the DMG is at 7-8k pen compared to using 10k pen and a 5280 debuff), but that's how I feel about penetration versus DMG in PvP. As a Templar my DMG tooltips are not high compared to nightblades, so taking spell erosion away and adding another 2-3% in tham/master didn't make much sense since adding 5280 pen was giving me more DMG.
Also shields/block weren't calculated. But then again, shields can be cc'd to prevent recasting and with the changes to some abilities going through block I imagine block not being much of an issue.
- at 15000 armor, you will have ignored their armor. If they have 20% in ironclad and 10% in Hardy, they will have 64% total mitigation. (5544 DMG)
- at 18000 armor debuff, same buffs, 65% total mitigation (5316 DMG)
- at 21000 armor, same CP buffs, they will have 67% total mitigation. (5065 DMG)
- at 26000 armor, same buffs, they will have 69.8% total mitigation. (4646 DMG)
Now let's look at a 10k debuff:
- 15000 armor, 66% mitigation (5125 DMG)
- 18k, 68% mitigation (4874 DMG)
- 21k, 69% mitigation (4623 DMG)
- 26k, 72% mitigation (4204 dmg )
And now a 8k debuff:
- 15k, 67% mitigation (4958)
- 18k, 69% mitigation (4706)
- 21k, 71% mitigation (4455)
- 26k, 73% mitigation (4036)
Based on that, it looks like a 2% reduction to their total mitigation. But looking at the DMG hurting your 15000 resist target, adding 5280 pen will add about 419 DMG to your burst number. Major breach/fracture will give you that extra DMG.
While a low amount, if they didn't use a shield or high impen, you could be looking at a higher initial DMG and in turn a higher burst. If you try to stack higher than 10k, without a debuff mechanic, you'll have to choose between reducing elfborn or reducing your dmg mitigation stars. At high CP levels you might be able to give up some points, but overwise you still need 155 points total for minimum offense (and 75 points left over)
Conclusion:
10k pen in PvP seems to be ideal. After that, you'll give up too much DMG/crit to capitalize on the DMG bonus and before 10k you'll do less DMG on the target. This means less crit and less burst DMG. Using a debuff spell will give you extra burst without giving up on stats so that's why I say aim for 10k pen in PvP.
I'm sure someone can write a better summary (especially with showing exactly how increasing the DMG is at 7-8k pen compared to using 10k pen and a 5280 debuff), but that's how I feel about penetration versus DMG in PvP. As a Templar my DMG tooltips are not high compared to nightblades, so taking spell erosion away and adding another 2-3% in tham/master didn't make much sense since adding 5280 pen was giving me more DMG.
Also shields/block weren't calculated. But then again, shields can be cc'd to prevent recasting and with the changes to some abilities going through block I imagine block not being much of an issue.