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Sith Toxins

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  • P Offline
    P Offline
    Pravus
    registered
    wrote on last edited by
    #1

    Well I finally got around to starting this topic… So here we go...

    Sith have 4 venoms which they can generate to affect their opponents. These venoms are as follows:

    A weakness bite that lowers an opponent's strenght

    A neurotoxin that decreases a victim's wisdom (not 100% sure on this one)

    A venom that causes sleep

    A paralizing toxin that prevents any commands from being used by an opponent

    The issues I see right now with this racial ability is that the paralysis lasts far too long, that the toxins sometimes slay a victim outright and do not provide the sith with experience for the kill or an arena victory, that by biting an opponent with a toxin a second time negates the first bite from affecting the target, and that a lowered wisdom doesn't have an in-game affect, thus no benefit.

    I would like this ability to be transformed from something unbalanced to something useful and interesting, and would like to know what all you other peeps out there have to say. Also, I think that this ability is a powerful one, but it does offset a sith's large weaknesses to piercing and fire.

    Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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    • P Offline
      P Offline
      Pravus
      registered
      wrote on last edited by
      #2

      I also noticed that I kill my leveling mobs too quickly for my toxins to affect them… Perhaps one way to remedy the fact that multiple bites have no benefit would be to have a second bite that is landed add to the effective level of the toxin, or otherwise add to the difficulty of the victim resisting the poison, and if they fail their check, they would be immediately affected with the toxin.

      Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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      • P Offline
        P Offline
        Pravus
        registered
        wrote on last edited by
        #3

        You bite Xtrasp with your fangs!

        Xtrasp begins to shudder violently.

        Xtrasp skillfully blocks your attack with Mortalsbane!

        Xtrasp has a few scratches.

        And apparently the toxins hit an opponent first, negating wilderness spear's function at blocking an initial attack…

        It would be nice if sneaking/hiding/invisible would increase the chance at landing a bite too, considering the miss chance is pretty high.

        Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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        • BalderB Offline
          BalderB Offline
          Balder
          registered
          wrote on last edited by
          #4

          Well i personaly think that the bites are a little TOO much when attacking a player. Like the sleep and paralize bites. Sleep bite should be one that is like blackjack or sleep spell. It has to be a surprize. The paralize one should be a little quicker to recover from, like 2 rounds or so, that is more than enough time to do some leathal damage to someone. Energy draining them 2 times in a round will keep you from dieing, and the victome will have to be weakend quite a bit from it. The others i have never been exposed to, so I don't know what to comment on with those. I have only been sleeped slit throted, or paralized and energy drained.

          Balder

          Life is always better when you're big

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          • P Offline
            P Offline
            Pravus
            registered
            wrote on last edited by
            #5

            Here are the changes I propose for the sith toxins. Give vampires/liches a bonus to resist sith toxins because of their undead nature. Reduce paralyze toxin to 1-2,(rarely 3) rounds. Add an item, perhaps created by the druid class or a spell/ability(lay of hands perhap) to attempt to neutralize the poison if the target fails to resist the toxin. Also, doses of the same toxin should add up in a victim, causing more harm. The neurotoxin bite should damage dex/con instead of intelegence, since low int doesn't really matter unless you're practicing a skill. Oh, and maybe you could make an antivenin from sith sleeping toxin to negate a bite. I also think it would be cool if nagas got an additional bite, one that would magically target an opponent's vunerablility, since actually biting a target with a toxin doesn't deal physical damage, and bites miss relatively often unless I have haste and my opponent doesn't. Hiding or maybe sneaking should give a bit of a bonus for a sith trying to bite.

            One more thing… <quote>> …are the Sith's favorite tactic of attack. In addition

            to their poisonous blood, Sith constantly regenerate dangerous

            toxins to use on their enemies...</quote>

            Where's my poison blood, Syn?!?! AHahaha, the power!

            I am the master of the universe!!

            ~steps down off his dais~

            ~hides~

            Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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            • BalderB Offline
              BalderB Offline
              Balder
              registered
              wrote on last edited by
              #6

              Well a lot of people are starting to agree that the sith toxins are too powerful. I am not 100% sure on how they work, but I do know that Lukus is the most feared in Indil only because if he grouped, and someone else takes the damage, he sleep bites you, and slits throat, or just paralyzes you, and you can't heal in time. I am not an expert on how siths work, that is something that the imms will have to look into more, but they are more powerful than any other race in the game by far do to sleep bite/slit throat.

              My one suggestion would be the sith sleep bite. Have it go through calm, because you are biting them, not hitting them from behind. However, this can't be used if combat is started, and takes about 2 seconds of lag, before and after. So in order to use the bite, one would actually have to SNEAK up on their opponent, and bite them. The 2 seconds of lag before is so you can't use it in an arena battle and just have a trigger set for it.

              Balder

              Life is always better when you're big

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              • P Offline
                P Offline
                Pravus
                registered
                wrote on last edited by
                #7

                Only problem with your idea is that it doesn't make any logical sense. Why would a creature only be able to generate a sleeping toxin if they were sneaking… If there was a spell/ability that would cure the venom, then it wouldn't be such a problem.

                Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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                • A Offline
                  A Offline
                  Anonymous
                  wrote on last edited by
                  #8

                  My suggestion would be this if bitten the toxin is there and waiting, if victims hp gets to a certain level of Hp, 25, 20 or 10 percent, then the toxin takes affect. Maybe it would vary depending on which toxin. Reasoning being a healthy strong individual would be able to "fight off" effects. Maybe healthy victim would lose hr/dr or something, but not be put to sleep/paralyzed.

                  What upsets me about them is that a 120 remort Fiend (who has natural immunity to most toxins) that is over 100% hp (from ED) can have a sith come up join form with their opponent, get bitten by sith and go to sleep, and get slit all in a matter of 2-3 rounds.

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                  • MythologyM Offline
                    MythologyM Offline
                    Mythology
                    registered
                    wrote on last edited by
                    #9

                    The paralysis toxin does last for far too long. 3 rounds I can see. 2 seems too little.

                    However, the sleep toxin in the middle of combat is kinda lame. Nobody can cast sleep in combat or blackjack in combat and have it work, yet sith can. Oddly, that's not my problem with it.

                    If a sith is to use toxins in combat, put someone to sleep, combat should not end immediately. The sith should have to flee from combat in order for it to go into effect. The reason for this is because if you attack something that is sleeping, combat starts and the sleeping person wakes up. This happens whether or not it is from sleep spell or blackjack. Since a sith knows if the toxins work but not the exact second they take place and the victim falls asleep, a sith in the rage of combat not knowing the exact time could hit the victim, waking the victim up again.

                    This is why I feel that the sleep toxin should only take place if the sith flees after giving it.

                    -Mythology, the Anonymous Anarchist

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