I had heard some people saying that Corrosive Microbes
might not be working. I just respec'ed to Lethality so I decided to test out some of that tree's skills.
- Increases the duration of Corrosive Dart
by 3 seconds.
- Increases the damage dealt by poison effects by [5%/10%/15%] on targets below 30% of max health.
- Corrosive Dart
has a [12.5%/25%] chance to tick twice when it inflicts damage.
I tested against level 49/50 turrets southwest of the Business District terminal on Corellia. They're nice because I can back out of range of them and just watch the ticks. I used Fraps to record each attack so I didn't have to write them down quickly (and because of a quirk with Corrosive Microbes
[see that section]).
usually does its damage in 5 ticks over 15 seconds. The ticks happen at 3/6/9/12/15 seconds. For a given target, each tick does one amount of damage for non-crits and a higher amount of damage for each crit (based on Crit Multiplier
). For instance, on a level 50 target my Corrosive Dart
The 314s are non-crits and the 522s are crits. Incidentally, the ticks were the same on the 49 turrets as well as the 50s - not sure if it does the same damage regardless of level, but I suspect it would.
I fired 18 Corrosive Dart
s at the level 50 turrets (108 ticks) and 8 at level 49 turrets (45 ticks - some died before the last tick).
simply adds a 6th tick which does the same amount of damage as the other ticks and this was born out in every one of my test shots.
Since my Corrosive Dart
ticks always do 314/522 damage per tick, Devouring Microbes
3 should make that 361/600 when the target is below 30% health. In all of my tests, my ticks below 30% health were 362/600. So it seems my 314 ticks are really something like 314.4 rounded down. Additionally, I never saw these larger ticks at health above 30% - even a fraction of a percent above.
The description of this skill seems very straightforward. With level 2, on average we should expect to see 1 or 2 "double ticks" per Corrosive Dart
. Obviously, sometimes you'd see more and sometimes you might not get any. Also, the description does not specify that the level of the target should make any difference to the frequency of double ticks.
Before I decided to more formally test this skill, I was running around Ilum attacking mobs with just Corrosive Dart
to see how it worked. For instance, did the double ticks appear simultaneously (yes) or was another tick added to the end (no)? At first, I thought it was completely broken; I didn't see any double ticks at all on the first 4 mobs I tried. Finally I saw one on the 5th one. So I went to my usual test area and played around before really testing and noticed that I seemed to get more double ticks on level 49 turrets than on level 50s. That's when I decided to test it more strictly.
I used Fraps to record the tests because I noticed that rarely some double ticks did the same amount of damage each and the numbers nearly overlapped each other visually. I could only tell that there was a double tick by the amount of health the target lost. By recording the fights, I could do the necessary subtraction to find those "hidden" double ticks.
In the end, of the 108 opportunities (i.e. ticks) on level 50 turrets, I only got 8 double ticks (7.4%). On the level 49 turrets, I got 6 double ticks on 45 opportunities (13.3%). Overall, that's 14 double ticks out of 153 opportunities - 9.2%, well below the advertised 25%. Is this enough to be statistically valid? Incidentally, I had another 24 shots in my test that didn't get recorded (forgot to hit Record) and none of them appeared to have a double tick, but I didn't include them in my results since I couldn't be sure without the video that I had no overlapping double ticks.
Verdict: Working, but probably not as well as the tooltip suggests.
Could use more testing by others!
This test plus my other one - where I showed that Experimental Explosives
didn't impact Corrosive Grenade
- makes me wonder just how many of our skills are actually broken.