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So i've tested it properly.
More skill point investment simply raised the total duration of the cloud and increased the tick speed of the numbers.
1-earth magic creates 14 ticks over 10 seconds
5-earth magic creates 50 ticks over 20 seconds
^ (on-screen damage ticks move so fast I had to record video and play it back at x0.25 speed to count them accurately)
Shaman staff is 20% more poison damage. This functioned by increasing the tick speed so that 50 ticks became 60 instead, the lingering cloud did not change duration based on using or not using that staff.
staves.lua
uiName = "Force Field",
spell = "force_field",
power = 9,
it is +4 levels above 5 points in concentration
10 15 20 25 seconds of duration
Jeweled scepter of ruling has 5 charges of it and they last 45 seconds
Could be, seems pretty balanced to me
"It triggers a pain state on enemies"
Every time a tick for damage happen to them while poisoned, they play the "hurt" animation for almost a second.
This disable the enemy from insta-attacking you if you approach them from the front or side.
(Some monsters have nasty attacks if you approach them from the side).
So you can approach and land that sweet charged special attack in their $%&s.
(As far as i can tell, the pain state for valid poisonable enemies is consistent)
It also interrupt/delay their walk animation a bit.
So yeah, think of it as many "minifreeze" spells along a greater window of time.
(Btw, This is just for poison bolt. Poison cloud still sucks!)
I would say that poisonbolt early game is pretty good because you can cast it way far away and dip before you aggro enemies.
Perhaps a good thing to do would be to make a table of what crits on what enemies.