![]() |
![]() 3 ![]() |
Toxic Lash While active, attacks deal additional Introduced in Update 7.0 (2013-03-18) |
![]() 40% / 48% / 52% / 60% (added melee damage) |
![]() | |||
![]() | |||
Misc:
100% ( |
Info
- Saryn expends
50 energy to imbue all her weapons with potent toxins for
20 / 25 / 35 / 45 seconds, dealing an extra hit for
20% / 24% / 26% / 30% of the weapon's total damage as
Toxin damage (doubled for melee weapons), which has a guaranteed
Toxin proc on every strike.
- Toxic Lash adds an extra
Toxin attack that scales with weapon damage on hit, before health and armor resistances.
- For example, an unmodded weapon that hits for 200 damage with a Rank 3 Toxic Lash and a Rank 5
Intensify, Toxic Lash will deal: 200 × 0.3 × 1.3 = 78
Toxin damage which ticks for 78 × 0.5 = 39
Toxin damage per second.
Toxin mods will apply their toxin mod multiplier to Toxic Lash's
Toxin ticks, regardless if they are combined into other elements.
- This includes
Venom Dose, which is added similarly to elemental mods.
- This includes
- Extra
Toxin damage does not combine with weapon elements.
- Faction Damage Mods, after first applying, will multiply Toxic Lash's hit a second time, and multiply its
Toxin ticks a third time, effectively triple-dipping.
- Status Duration Mods and Saryn's own passive affect the duration of the
Toxin proc.
- Most weapon hits will trigger a Toxic Lash attack, including
Acid Shells and
Concealed Explosives, but not
Bursting Mass or
Pathocyst's maggots.
- Damage is affected by Ancient Disruptor auras and other enemies that reduce ability damage, unlike other weapon buffing skills.
- Toxic Lash's damage instance does not charge Incarnon Transmutation.
- For example, an unmodded weapon that hits for 200 damage with a Rank 3 Toxic Lash and a Rank 5
- Cast animation of ~1 second is affected by Casting Speed.
- Saryn is immune to crowd control during the cast animation.
- Toxic Lash adds an extra
- Casting Toxic Lash is a one-handed action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, maneuvering, and while on a zipline.
- Can be recast to refresh its duration.
- Ability Synergy:
Augment
- Main article: Contagion Cloud
Contagion Cloud is a Warframe Augment Mod for Saryn that causes kills made with
Toxic Lash, and damage over time effects generated by it, to leave behind a poisonous cloud that deals
Toxin damage over time to enemies within it. Melee kills double the damage dealt by the cloud.
Tips & Tricks
- Toxic Lash is an invaluable ability for players who were not able to collect a Melee Toxin mod or not capable of equipping such on Melee weapons, in which the ability becomes a suitable replacement for those in need of direct health damage.
- Toxic Lash's damage takes elemental mods and buffs like
Venom Dose into account, even on damage instances normally unaffected by elemental mods, such as the radial damage of slam attacks, explode on death mods such as
Acid Shells, and mods like
Concealed Explosives. This makes it possible for them to deal vastly more damage than normal through Toxic Lash, which is especially useful for
Arca Titron,
Tenet Exec, and
Sobek. (Possibly a bug.)
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: |
30.00% | Bonus gun damage |
60.00% | Bonus melee damage |
40.00% | Damage block |
45.00s | Duration |
50.00 | Energy |
Bugs
- While playing on client (Not as host), the use of toxic lash significantly reduces critical hit chance, to the point where having over 400% critical chance will only cause occasional critical hits, not guaranteed red crits as it should. This will only persist as long as toxic lash is active.
See Also[]
Lorem ipsum dolor sit amet
50 comments
Venom Dose + Toxic Lash + Roar is good enough. But... Blast explosion actually procs Toxic Lash again. VD + TL + Roar + Blast... so many dips on the roar... so many dmg numbers... nearly instakills highest mission SP void angels to be clear.
For some reason, when using sobek (at least in simulacrum), the toxin proc gained from acid shells actually increases not from +toxin bonuses, but +elemental bonuses in general on the weapon. (e. g. replacing a 60/60 toxin mod for a 90 heat mod gives ~50k extra DOT damage/tick) ((this is strange because the base dmg of the damage instance does not change with extra elemental dmg mods in the case of acid shells, since that instance does 45% of the enemies hp as an explosion, which then triggers the toxic lash proc, so said damage remains constant)). Also, regarding a comment on the page for shotgun elementalist, it in fact does not increase the dot damage from toxic lash procs while using acid shells specifically. Would love clarification on this functionality if anyone else has done testing!
Disregard the elementalist part. It DOES pretty much double the damage of the DOT
Did they just nerf the shit out of Toxic Lash?
I'm not getting that extra hit with every attack, and Spores also dont multiply it anymore.
It seems to be broken on certain beam weapons too. Nukor, boar and atomos.
Got fixed last hotfix or so
Strange that toxic lash broke while xata's whisper was still fine. Hope thats not because they tinkered with some potential nerf
People don't know this but, Toxic lash also scales indirectly with the rest of elemental mods, although I don't know the exact way it does, I can say it's much weaker than the buff of toxin damage, you'll notice you get bigger toxin ticks with Venom dose activated, and this applies even to Concealed Explosives ticks
As stated in the article, the toxic lash bonus is calculated from total weapon damage. Activating venom dose increases your total weapon damage, so toxic lash bonus also increases.
Does anyone know if DE has made an mention or acknowledgement about that non-hosting crit bug?
What is the non-hosting crit bug if i may ask?
When you dont host the lobby and you cast toxic lash there is a very noticeable decrease in crit chance (from me hitting only orange with torid to some times not even hitting yellow after casting it0
English isn't my first language, and I'm confused about ''Toxic Lash adds an extra Toxin attack that scales with weapon damage on hit, before health and armor resistances.''
Does that mean Toxic lash ignores armor resistance?
I don't use Saryn a huge amount, but I believe it means that the Toxic Lash hit scales off of the damage of the attack, before the damage of the attack would be reduced by Damage Reduction effects. So if you deal 100 damage with an attack, Toxic Lash is 30% of that, 30 damage. Hitting an enemy with 50% damage reduction enabled with this attack would deal 50 damage from the weapon, then 15 from the Toxic Lash hit. Toxic Lash doesn't ignore armour for example, but scales off of the attack that triggered it before it would be reduced by armour, then scales down itself due to hitting armour. I haven't personally tested Saryn enough to know definitively myself, but that's what I understand from what the wiki says.
Exact, it's just a way so Toxin Lash doesn't double dip on armor and faction specific resistances (Notably Ancients and Infested MOAs) but it still is affected by those two.
Toxic lash seems to be bugged when playing on clientside and when over 200% crit. Anytime the ability is active crit chance is highly reduced, making red crits turn into yellows and oranges into whites. This only happens when not the host or solo, and when toxic lash is active.
So does this add +1 hit falt or is it +1 hit per damage instance ? if its per instance then it would deserve clarification
It is +1 hit per shot/hit, not per bullet if that's what you asked.
Overrated power imo
Absolutely not
Most op ability vs Corpus besides Hildryn's 2 and 3
Properly scaled it's the strongest damage buff in game other than banshee's sonar, stronger than a single sonar if you count the DoT's, and it works on all enemies/all hits
The 100% Spore burst chance is the reason why is this powerful
The second instance of damage is why this is powerful.
Anyone know if kuva or sister toxin bonus affects it like a double dip?
Same question here - since toxin mods are double dip
Just tested as I have 2 Ogris, 1 with Heat and 1 with Toxin at practically the same % roll +/- 10% and they did practically the same damage +/-10%. If it double dipped it would've been much bigger than 10%. It doesn't double dip
The maximization section has a "Damage block" scaling. But the skill description, info, tips and even the comment section make absolutely no note of this. At first, I was going to write this off as some sort of typo or copy/paste of the code but I... Can't. I realize that when I have this skill on, my Saryn doesn't take much damage. Is Toxic Lash really moonlighting as a defensive skill and going completely unnoticed?
Ok, edit; After posting this I'm now looking for people talking about the damage block... Hm... I don't know how I didn't notice this earlier and why it's not mentioned at all in its base tooltip.
It used to be part of the basic skill a long time ago, when blocking with melee didn't block 100% of damage
Tested Toxic Lash bonus against some Chargers with a Heat Sword
Unmodded = 260 + 131 per tick
90% electric mod = 494 + 248 per tick
90% slash mod = 448 + 224 per tick (only lower because weapon has 80% slash weighting)
90% toxin mod = 494 + 471 per tick (toxin mods seem to double-dip for proc damage)
90% toxin mod + 90% electric mod for corrosive = 729 + 693 per tick (initial receives 180% bonus, proc damage is based off the initial damage so also receives the 180% bonus but then double-dips off toxin for a multiplicative 90% bonus)
90% toxin mod + 90% slash mod = 682 + 649 per tick
Toxin mods also increase the toxin proc calculation, as seen on the toxin page, and on this page as well.
Normally it would be 50% of base damage. But with a 90% Toxin mod, that would be 50*1.9 = 95% per tick.
And because Toxic Lash turns your weapon's total damage into a new pure toxin damage instance, elemental mods also increase the damage.
So for maximum meme value, mod a ton of Toxin on your weapons.
Faction mods triple-dip Toxic Lash's procs. Rhino's Roar operates as a faction mod and does as well triple-dip.
Also, the full corrosive bonus from the Spore augment, Venom Dose, applies to the Toxic Lash bonus and its procs.
To clarify, the corrosive gets converted to toxin.
How exactly does this ability tie in with Normal/Charged Throw Attacks for the Glaive and Glaive Prime? Does it still work?
Is the 100% toxin status chance affected by negative status chance rivens?
After some quick testing, it does not seem so.
its not working with nightwave: kill 150 enemys with toxin damage
The toxin probably gets combined with your single element which turns into gas for example if paired with heat
"The additional [1] Toxin damage is a separate instance of damage and does not combine with elemental damage on the weapon."
Is this still accurate? I’m at 110percent damage block it says and it legitimately seems like I take zero damage when blocking
Just want to update. In the abilities section, where it showes "stats with mods" I see 96% damage block.
https://imgur.com/a/Hduu7Sg
Second update as of hotfix 22.20.7 - same user : With 257% strength, I see 102.8% damage block, 77% added toxin damage.
Does anyone else notice that in the augment picture, Saryn is.... dabbing? (I hate even saying that word.)
This too.
pls no
WTF HAHAHAHAHA
Lmao so glad I scrolled down the comment section, thats some quality memeing right there