Poison



Poison is an ailment that deals chaos damage over time to the affected target.

Mechanics
A hit of damage that has a chance to poison is capable of inflicting poison. Only physical and chaos damage are able to inflict poison.

Poison is a cumulatively stacking debuff. Each application—or 'stack'—of poison remains present on the target dealing chaos damage over time until it runs its course. There is no limit to the number of poison stacks a target can have. A single "hit" can apply a maximum of one poison stack, therefore having more than 100% chance to poison is redundant.

Damage
The base damage per second dealt by a given application of poison equals 20% of the combined physical and chaos damage of the base damage dealt which applied that particular instance of poison.

As an ailment modifier, stats modifying spell damage and attack damage do not apply to poison, nor damage modifers that are only affected by the skill.

The following modifiers will directly affect the damage of poison:
 * (for poison caused by physical damage)
 * (for poison caused by physical damage)
 * (for poison caused by physical damage)
 * (for poison caused by physical damage)
 * (for poison caused by physical damage)
 * (for poison caused by physical damage)
 * (for poison caused by physical damage)

,, or  damage modifiers will also affect the damage of poison if it is applied by a minion, a trap, a mine, or a totem respectively.

Duration
The default base duration of poison is 2 seconds. inflicts poison with a base duration of 4 seconds.

Increasing poison duration results in a longer-lasting poison that deals damage at the same rate. , and  are means to increase the duration of poisons on enemies.

Removal, immunity, and unaffected by

 * A flask with the suffix removes poison on sip and grants immunity to it while active
 * grants immunity to poison
 * Boots crafted with grant immunity to poison
 * has the modifier "" meaning poison can still be inflicted upon the character, but the character will not take damage from it

Base items
The following base items are related to poison:

Unique items
The following unique items are related to poison:

Related passive skills
These passive skills are related to Poison.

Cluster Jewel passive skills
The following Cluster Jewel passives are related to Poison:

Version history

 * Chance to Poison and Poison Duration modifiers can no longer roll as suffixes on weapons. The suffix mods that grant increased Poison damage now have higher values and also grants some chance to inflict Poison.


 * Skills calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This gives skills that deal fire damage a minimum and maximum Ignite Damage per Second value that is rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or Bleed, while some only affect one.
 * Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).


 * Poison damage reduce to 8% of Physical and Chaos damage as Chaos Damage for 2 seconds (down from 10%).


 * Rather than dealing the damage of the highest hit (as Ignite does), poison can now have multiple stacks. This means that every hit counts, rather than just the occasional big hit. This also lets it scale much better towards end-game, and differentiates it from other damage-over-time effects.
 * Poison can now only be applied by Chaos and Physical damage. This is for both thematic reasons, and to have it act as a reward for builds that have less of a focus on auras and elemental supports for damage boosts.
 * These poison changes are also reflected in monsters.
 * }