Poison Damage is a Pandora's Box of Mystery that few individuals dare to spread out, in Diablo 2. The nuances and intricacies of the unique mechanic can leave many scratching their heads in confusion. In this article, we break up how Poison Damage is calculated, how different sources connect, how Skills react when combined, and anything else you need to know to completely maximize your Poison game.

Poison Damage

Poison Damage applies Poison Length. This Length applies the calculated Poison Bit Rate to all sources, on the calculated period.

Poison Damage is applied as Poison Bit Rate per Frame, within the total Poison Length. To understand Bit Rate and calculate Poison Length, see Bit Rate Conversion, below.

While Poisoned, the perspective shows a bright green color.

If Cold Length or Holy Freeze Slow is applied towards the same target, they show as blue rather than green.

Poison Length applies damage per frame, which stops Monster Damage Regeneration.

Poison Damage is just applied inside a Frame, if not one other source of damage is applied for the reason that same Frame.

Open Wounds causing damage inside a Frame, allows Poison Damage to also apply for the reason that frame. This may be the only exception.

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Once a target is Poisoned, incoming attacks / Skills that will apply Poison Damage have 1 of 3 outcomes:

The incoming source includes a larger or equal Poison Bit Rate, delivered with a Character, Mercenary, or Summon:

The incoming attack deals its Bit Rate damage rather than the current Bit Rate after which replaces the present Poison Length, using the new Poison Length.

The incoming source includes a smaller Poison Bit Rate, delivered with a Character, Mercenary, or Summon:

The incoming attack deals its Bit Rate damage rather than the current Bit Rate and does not replace the present Poison Length.

The incoming source includes a Poison Bit Rate, delivered with a monster:

The incoming attack deals its Bit Rate damage in addition to the current Bit Rate after which replaces the present Poison Length if it is Bit Rate is higher. If it is lower, the present Poison Length continues.

If a Character is applying Whirlwind with two 1-Handed Weapons that ever apply Poison Damage, then both sources apply their Bit Rate damage for that first Frame, after which the highest Bit Rate applies its Poison Length. For subsequent attacks, the result is the above logic.

Poison Length Damage is only able to reduce a Character to at least one remaining Life.

Incoming attacks that will apply Bit Rate can kill a Character.

Monsters, Summons, and Mercenaries can die because of Poison Length Damage.

Poison Bit Rate Conversion

To understand Poison Damage and just how the game calculates it, we have to first comprehend the terms Bit, Frame, and Bit Rate. We use Toxic Small Charm

Bit

The game converts Poison Damage into Bits. A Bit is a unit of Damage measurement for sources that deal Damage over Time (DoT). Each 1 point of Damage is 256 Bits.

Bits would be the smallest unit of measurement for Damage.

The game doesn't round Damage properly when converting back up to points, from Bits. Any calculation of Bit Damage when it comes to points and seconds is inaccurate, because of rounding errors.

Bits are utilized to determine a supply of Poison's Bit Rate, which depends on its Frame count.

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