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Poison

Steam
Poison icon

Poison

AFFECTER_Poison · None Negative Visible in game

Take typeless damage equal to 1% of Max Health Total per stack every 10 seconds. Stacks up to 100.

How the math works

A counter goes up by 1 on every beat. When it reaches 10 the passive publishes one hit and resets the counter, so Poison hits once every 10 seconds. The hit is the unit's Max Health x the Poison stack count x 0.01, as a fixed value with no damage type.

When it runs: The passive subscribes to the game's logical refresh beat (once a second at normal speed) while the effect sits on the unit.

What it applies to: The unit carrying the effect. The hit has no damage type, so neither physical nor magic resistance applies to it.

Things the tooltip does not tell you

  • The 1 percent is a constant in the method, multiplied by the stack count. The row's FloatValues (1) are not read, so the tooltip's number only matches the code by coincidence.
  • The shipped English tooltip says magic damage every second. The code and the Korean design note both say typeless damage every 10 seconds.
  • Stacking: the generic affecter applier adds new stacks up to the row's MaxStack (100) for a unit that already has Poison, and nothing special-cases Poison, so the design note's 'cannot stack' does not hold in code. Each stack adds 1 percent of Max Health to the hit.
  • No skill row, trait or code path applies Poison in this build: the AFFECTER_Poison literal is loaded only by the immunity check and the Liquid Monster passive.
  • Since build 25846389 the 10 second counter is not reset when the effect is carried over to a new map, so the next hit keeps its timing. A fresh Poison still starts at 0. The flag is PassiveAction.IsTransferAttach (+0x51), new in this build. Its name and the v0.4.29 patch note ('progress states and internal timers ... not reset when moving between the settlement and dungeons') say it is set when the passive is re-attached by a map transfer. No direct call to its setter was found in the slice (the write is inlined), so the exact moments it is set were not traced.

Read out of the game binary of build 25846389. AFFECTER_Poison.Passive_Poison.OnEnable@0x96BBB4, AFFECTER_Poison.Passive_Poison.Damage@0x96BDB4, AFFECTER_Poison.Passive_Poison.<DamageRoutine>d__5.MoveNext@0x96BF04, Refactor.Tick.DataApply.AffecterApplier.Apply@0xAB0634

How the damage is calculated

Poison deals typeless damage equal to 1% of the target's Max Health per stack every 10 seconds; it is typeless, so no resistance reduces it. It stacks up to 100, and the amount depends on the target's Max Health, not on the caster's attack power. How long it lasts is set by the skill that applies it.

Damage per hit1% of the target's Max Health
Damage typeTypeless, no resistance applies
StackingUp to 100 stacks
Scales withTarget Max Health (not the caster's attack power)
Tick interval10 seconds
DurationSet by the skill that applies it

Effects

1% of the target's Max Health per stack as typeless damage every 10 seconds, so no resistance reduces it. Stacks up to 100; scales with the target's Max Health, not the caster's attack power. Example: one stack on a 500 HP target is 5 damage every 10 seconds. Duration is set by the applying skill.

Raw values: 1

Properties

Max stackStacks up to 100
PolarityNegative
Has durationyes
Absolute (can't be removed)no
Exposed to playeryes
Building attachableno

Referenced by

Obtained from

How it is applied: Applied automatically by a game system.