You should probably update the description so that it includes the changes to poisons on enemies. It is currently depending on the poison itself, For example, Cyanide has a 7.5% chance per second to cure itself immediately as long as it is above 50% health. Sufforin is 10% per second etc. most of the affects are on the wiki.
let me see the doomworm kill time. ok but this is a really useful video, poison seems actually more useful against bigger creatures than smaller ones as it lets you sorta fire and forget. and focus more on repairs and getting out of there, saving ammo. granted, its incredibly difficult to hit said creatures with poison.
Its hard but doable. Will need to know when the subs isn't moving so your shots doesnt get flatline by the sub moving at top speed (Tested with latcher and my shot didnt even go out the damn syringe gun, because the latcher was pulling us). But I found out, you can shot at the latcher tentacles and it will hit. I assume this goes with any of the Abbys creature, as long as you hit its body part, it will die
I think that too little emphasis was placed on the poison's non-damage effects - Cyanide does do the best damage, but its expensive to craft and buy, so its not always the go-to option. Morbusine's slowing effect is the strongest, and in the case of syringe gun friendly fire, its effects on crewmates is a manageable low-oxygen condition which doesn't warrant immediate panic like Cyanide. Sufforin, being the cheapest option, has a stun chance comparable to Cyanide (both stuns are the same value at 75 affliction strength, morbusine's value is worse). Sufforin's slow affliction growth rate gives it a longer duration that can CC stun most targets nicely if they're initially hit with a couple doses to overcome the early weaker stages of poisoning. Monsters above 50%hp with poisons at max affliction have a chance to dispel it, so Sufforin taking more time to reach max affliction isn't necessarily a malus to the poison, just a different tool for a different job.
BEEN WAITING FOR THIS! Love the details and the test you go through! But I was missing the craftable section like your other videos. I am, struggling with crafting for Cynanide and the other stuff, as its get very confusing :')
you can set affliction via console command, monster can be killed with pomegrenade overdose, but only those who can suffer from oxygen low (tiger trasher, but not mudraptor)
I believe the raptor bane gives a total of 80% nausea after the effect times out, not 79%. Maybe it's just me having injected my teammates on the new update makes a difference
Спасибо за проделанную работу! Хоть самостоятельно проверять действие ядов и препаратов в игре довольно любопытно, однако это долго и утомительно. Вы облегчили мне жизнь! :D Однако по крайней мере из моих проверок выяснилось, то что Морбузин помогает при заражении паразитами - это миф, который я не знаю откуда пошел. Ибо однажды мне рассказывали что Медик лечил так всю команду, но возможно или они не поняли или мне не рассказали подробнее. Хотя если бы это была правда то можно сказать в таком случае Нож с Морбузином был бы иногда кстати :D Ну а еще я почему то только сейчас обращаю внимание что таки того же раптора может рвать от отравления, мне казалось это присуще только Людям, тоже интересная деталь. (Извиняюсь если сообщение продублировалочь несколько раз, ибо случились некоторые приколы которые надо было исправить :D)
Рад что вам понравилось). Лечить морбузином паразитов... интересный метод, возможно даже стоит такое в игру добавить, что-бы паразиты не выносили токсинов, но после их применения медику пришлось-бы лечить последствия отравления.
Can you do a turret comparison for Pulse Laser? compared to coil and chainguns, with say, Mudraptor, Bonethresher, and Fractal Guardian, more with Crawler and others too would be nice, thanks.
One cool trick for you clown folk out there, as previously seen in another one of InitialDesu's videos (specifically instakill ones) you can shove 9 pomegranate extract via hotkeys into some poor bastard and kill them in less than 5 seconds. Great video as always.
We tried to do this with pomegrenade extract and fentanyl on the security guards in the outpost, but it was ineffective. I think they have physical conditioning.
@@szymonzuberycki7525 they were not hostile when we injected them and tried to overdose them with “helpful” drugs. Maybe the same effect can be done with ethanol, try to knock them out and steal their keycards. Nevertheless, it’s a very resource-intensive way to try to steal from outposts, but it’s necessary if you have damage structures turned off
Since radiotoxin deals no damage, does it mean stuff like depleted uranium coilgun ammo only benefits from penetration and the radiation is essentially pointless?
One more thing, if you want me to share a more detailed understanding of how this works and the variables involved I am happy to fill you in with more details. It is pretty easy to figure it out yourself though with a bit of testing.
@@InitialDesu I made a comment on a reddit thread so I am going to copy that. It isn't very well worded so forgive me if it is a little confusing Yeah I figured out how it works, they will still receive the damage as normal but any non human monster does a check every second and if they are at 100% poison and above 50% vitality, they have a chance dependant on the poison to cure themselves fully. This only matters once you get to the bigger creatures such as Moloch's because they reach 100% poison before they get below 50% vitality. For the chances of a moloch dying to cyanide poisoning, it is ~80% because it is fully poisoned and above half hp for 2 seconds, and the cure chance of cyanide is 7.5% each second it is active. Bigger creatures, your chances are better if you shoot them a bit before poisoning, ideally bringing them down to as close to 50% as you can. See the poisons video that I initialdesu made for how much you need for each creature. My testing showed that the single cyanide enemies give you the best chance of killing them, and obviously the most effective is cyanide. Only really try this on hammerheads and smaller in my opinion, otherwise it is dependent on rng If I was skilled at video editing then I would make a video but I am unfortunately not.
I did a test yesterday and it seems the devs may have changed how poison works? I found the following: 1. Medical skills alone (without talent) can affect toxin duration shot by a syringe gun 2. With 100 Medical skill + the 2 relevant talents, I wasn't able to kill abyss monsters with just 4 cyanide shots, at best about 10~30% damage on 100% health (more dmg on charybdis and latcher, less on endworm) given time. 3. It seems if the monster is less than 100%, the dmg maybe higher, I didn't test this thoroughly but the succeeded cyanide poisoning after the first time seemed to have done more dmg, not sure why.
oh... this may not be true, I found that one of the mod I used (32x stack) actually rewrote most of the vanilla items, include toxins. So this may be the mod not syncing up with the current version, I'll see how it works in vanilla
It seems it works more or less the same in vanilla now however stacking more than 4 cyanides shots at once seems to have increased the duration of cyanide poisoning, it probably takes 12~24 shots to kill a charybdis now.
Can we equip Poison to Railgun Shell and have effect? And Thanks by this video GUIDE i can troll my Newcomer Crewmates this weekend with non-lethal Poisons. :)
Medical items such a opiates give more overdose if you don't have the right medical skill but don't do any additional overdose if you have very low medical. Syringe gun will only apply the low skill effect so it's good if you want to overdose someone whi,e you have high skill. Opiate overdoses(just like real life) are expensive so not cost efficient
"Yes Doctor Moloch it's me again, I need some help!! I'm getting addicted to InitialDesu's videos....yes....yes....noooo I don't want to be a clown!"
nice 😎
I'll never forget the time where I played with the boys on traitor mode and one of them yelled "OH MY GOD, I'M MORBIN', DUDE!"
morbin time
Now if only we had a mini syringe turret to pump some of those creatures full of cyanide.
I have a tutorial for remote syringe turret
So 3x Cyanide got better time on latcher than my entire crew....
I guess you could say sufforin likes to make your suffer
You should probably update the description so that it includes the changes to poisons on enemies. It is currently depending on the poison itself, For example, Cyanide has a 7.5% chance per second to cure itself immediately as long as it is above 50% health. Sufforin is 10% per second etc. most of the affects are on the wiki.
Breaking news: local clowns inject the latcher with the entire medical cabinet of the sub
let me see the doomworm kill time.
ok but this is a really useful video, poison seems actually more useful against bigger creatures than smaller ones as it lets you sorta fire and forget. and focus more on repairs and getting out of there, saving ammo. granted, its incredibly difficult to hit said creatures with poison.
Its hard but doable. Will need to know when the subs isn't moving so your shots doesnt get flatline by the sub moving at top speed (Tested with latcher and my shot didnt even go out the damn syringe gun, because the latcher was pulling us). But I found out, you can shot at the latcher tentacles and it will hit. I assume this goes with any of the Abbys creature, as long as you hit its body part, it will die
You can also add poisons to railgun shells IIRC
@@ZorgonKiloEchoLima wait does that work? would it inflict cyanide poisoning?
@@face7118 No, poisons in railgun shell have zero effect
@@InitialDesu dammit
I think that too little emphasis was placed on the poison's non-damage effects - Cyanide does do the best damage, but its expensive to craft and buy, so its not always the go-to option.
Morbusine's slowing effect is the strongest, and in the case of syringe gun friendly fire, its effects on crewmates is a manageable low-oxygen condition which doesn't warrant immediate panic like Cyanide.
Sufforin, being the cheapest option, has a stun chance comparable to Cyanide (both stuns are the same value at 75 affliction strength, morbusine's value is worse). Sufforin's slow affliction growth rate gives it a longer duration that can CC stun most targets nicely if they're initially hit with a couple doses to overcome the early weaker stages of poisoning. Monsters above 50%hp with poisons at max affliction have a chance to dispel it, so Sufforin taking more time to reach max affliction isn't necessarily a malus to the poison, just a different tool for a different job.
The literal apex predator of the depths when I give it 800ml of concentrated almond extract:
Moloch poison resistance vs the power of the sun
BEEN WAITING FOR THIS! Love the details and the test you go through! But I was missing the craftable section like your other videos.
I am, struggling with crafting for Cynanide and the other stuff, as its get very confusing :')
sounds like... lliks issue
Hang on Assassin, you still looking for help?
Mmm yes this greatly pleases the medic in me
you can set affliction via console command, monster can be killed with pomegrenade overdose, but only those who can suffer from oxygen low (tiger trasher, but not mudraptor)
I believe the raptor bane gives a total of 80% nausea after the effect times out, not 79%. Maybe it's just me having injected my teammates on the new update makes a difference
Hope to see more guides soon, just finished watching the playlist.
great video!
request: please make a video comparing the HMG. i'd like to see the full use of it
thanks now i know how to steal people from stations
great
Sup! Your videos are really informative. Thanks for educating fellow sailors!
Nice video, thanks for covering it again
Время удивить своих пацанов неожиданной смертью от цианида.
Спасибо за проделанную работу! Хоть самостоятельно проверять действие ядов и препаратов в игре довольно любопытно, однако это долго и утомительно.
Вы облегчили мне жизнь! :D
Однако по крайней мере из моих проверок выяснилось, то что Морбузин помогает при заражении паразитами - это миф, который я не знаю откуда пошел. Ибо однажды мне рассказывали что Медик лечил так всю команду, но возможно или они не поняли или мне не рассказали подробнее. Хотя если бы это была правда то можно сказать в таком случае Нож с Морбузином был бы иногда кстати :D
Ну а еще я почему то только сейчас обращаю внимание что таки того же раптора может рвать от отравления, мне казалось это присуще только Людям, тоже интересная деталь.
(Извиняюсь если сообщение продублировалочь несколько раз, ибо случились некоторые приколы которые надо было исправить :D)
Рад что вам понравилось). Лечить морбузином паразитов... интересный метод, возможно даже стоит такое в игру добавить, что-бы паразиты не выносили токсинов, но после их применения медику пришлось-бы лечить последствия отравления.
remember security can have oxygen low resistance as one of it's perks therefore it may be slower on them the ones that give oxygen low.
It's so pretty good
Can you do a turret comparison for Pulse Laser? compared to coil and chainguns, with say, Mudraptor, Bonethresher, and Fractal Guardian, more with Crawler and others too would be nice, thanks.
Now the poison/acid deals more damage with the talents! You should try and see what changed
Bout to see your channel take off, I hope
Thanks
Very informative. Now I know that I should never insult a medic.
I cried when he said "its morbisine time" and morbisined all over the place
Cyanide is scary, man.
好吧,全部我不懂的英文單詞,但是我想說這影片太讚了
One cool trick for you clown folk out there, as previously seen in another one of InitialDesu's videos (specifically instakill ones) you can shove 9 pomegranate extract via hotkeys into some poor bastard and kill them in less than 5 seconds.
Great video as always.
they've added a small delay on medical items now to prevent spamming, honestly it was needed
We tried to do this with pomegrenade extract and fentanyl on the security guards in the outpost, but it was ineffective. I think they have physical conditioning.
@@davis3138 and after you inject them with 5 of anythin i think they will attack you
@@szymonzuberycki7525 they were not hostile when we injected them and tried to overdose them with “helpful” drugs. Maybe the same effect can be done with ethanol, try to knock them out and steal their keycards. Nevertheless, it’s a very resource-intensive way to try to steal from outposts, but it’s necessary if you have damage structures turned off
2:32 😂😂
Since radiotoxin deals no damage, does it mean stuff like depleted uranium coilgun ammo only benefits from penetration and the radiation is essentially pointless?
Yes, for large creatures like moloch
europan handshake, where is it
what are the hotkeys to use items from my inventory onto someone else, also is there a hotkey for me to, for example, instantly handcuff someone?
Here at Barotrauma, we experiment ethically, only using Assistants for human testing, because as we all know Assistants are subhuman.
One more thing, if you want me to share a more detailed understanding of how this works and the variables involved I am happy to fill you in with more details. It is pretty easy to figure it out yourself though with a bit of testing.
Yes, it would be good if you share details
@@InitialDesu I made a comment on a reddit thread so I am going to copy that. It isn't very well worded so forgive me if it is a little confusing
Yeah I figured out how it works, they will still receive the damage as normal but any non human monster does a check every second and if they are at 100% poison and above 50% vitality, they have a chance dependant on the poison to cure themselves fully. This only matters once you get to the bigger creatures such as Moloch's because they reach 100% poison before they get below 50% vitality.
For the chances of a moloch dying to cyanide poisoning, it is ~80% because it is fully poisoned and above half hp for 2 seconds, and the cure chance of cyanide is 7.5% each second it is active. Bigger creatures, your chances are better if you shoot them a bit before poisoning, ideally bringing them down to as close to 50% as you can. See the poisons video that I initialdesu made for how much you need for each creature.
My testing showed that the single cyanide enemies give you the best chance of killing them, and obviously the most effective is cyanide. Only really try this on hammerheads and smaller in my opinion, otherwise it is dependent on rng
If I was skilled at video editing then I would make a video but I am unfortunately not.
You can use turrets to give a giant dose, just label a storage case as coilgunammo in tags using the sub editor
there is video about this on my channel
Opium Overdosed Doomworm.
So, to take on the endworm, just shoot em with cyanide a few times, then outlast em? I can't do that, easily!
Гений
I did a test yesterday and it seems the devs may have changed how poison works?
I found the following:
1. Medical skills alone (without talent) can affect toxin duration shot by a syringe gun
2. With 100 Medical skill + the 2 relevant talents, I wasn't able to kill abyss monsters with just 4 cyanide shots, at best about 10~30% damage on 100% health (more dmg on charybdis and latcher, less on endworm) given time.
3. It seems if the monster is less than 100%, the dmg maybe higher, I didn't test this thoroughly but the succeeded cyanide poisoning after the first time seemed to have done more dmg, not sure why.
oh... this may not be true, I found that one of the mod I used (32x stack) actually rewrote most of the vanilla items, include toxins.
So this may be the mod not syncing up with the current version, I'll see how it works in vanilla
It seems it works more or less the same in vanilla now
however stacking more than 4 cyanides shots at once seems to have increased the duration of cyanide poisoning, it probably takes 12~24 shots to kill a charybdis now.
(with 100 medical skills and 2 talents from the plague doctor tree)
@@ck-ks9dt 1.0 changed some poison effects, when reached 99%-100%, all monsters that above 50% health have a chance to heal for poison completely.
Can we equip Poison to Railgun Shell and have effect?
And Thanks by this video GUIDE i can troll my Newcomer Crewmates this weekend with non-lethal Poisons. :)
No, poisons in railgun shell have zero effect
who would win End Worm vs Angry Medic
angry medic
Morbiusine
Does the parylyzant work on creatures
Can you do a burst fire tutorial for turrets ?
Does loading poisons into railgun shells work?
No, poisons in railgun shell have zero effect
Bro check assistant with low medical+talent(crew Layabout)+syringe Gun+antibiotics how much deal dmg creatures P.S pLS
Medical items such a opiates give more overdose if you don't have the right medical skill but don't do any additional overdose if you have very low medical. Syringe gun will only apply the low skill effect so it's good if you want to overdose someone whi,e you have high skill.
Opiate overdoses(just like real life) are expensive so not cost efficient
Протестил лично все яды на боссах. Они просто сбрасывают эффект яда спустя некоторое время, что за...
очередной нерф
@@InitialDesu Так и думал! Спасибо, что подтвердил.
Is it me, or did these poisons switched their effects?
I vaguely remember if cyanide did slow down because it was made of chloral hydrate...
devs reworked poisons 2 times in a row with recent updates
@@InitialDesu did some changes reverted?
Can you paralyzed a crawler? Can it get paralyzed?
Okay but can you load it into a railgun shell and shoot creatures for the same effect
No, poisons in railgun shell have zero effect
how to make the creatures not move?
type disableenemyai in console
@@InitialDesu thx
What submarine is the one you're using in the video
This is my submarine Malachite, not in workshop but work in progress.
@@InitialDesu Very interesting, are you planning to upload it
@@Official_Goku yes
Submarine name?
This is my submarine Malachite, not in workshop but work in progress.
Is it possible to put such poisons inside a railgun shell and have them be applied accordingly?
No