Sarrate

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  1. I didn't get emotional while watching the video, but it did make me realize how much this game has changed. It's easy to take content / features we've had a while for granted - this just reminded me of some of them.

    I did get a good chuckle at 1:22. The three neglected Paladin chilling in the same spot. Hahah.


    (The music was awesome, as well.)
  2. Quote:
    Originally Posted by Werner View Post
    I could easily have missed something, though. I merely skimmed.
    I think it's this part, Werner:

    Quote:
    4. ACCOUNT

    (a) Eligibility.
    By clicking the “I Accept” button, the Customer represents that he is an adult 18 years of age or older or, if under 18 years of age, that he has the consent of a parent or guardian and will provide their details where requested. Only one person may use an Account. The Customer is liable for all activities conducted through his Account, and parents or guardians are liable for all activities of their minor child conducted through the Account.
    Source


    [edit: That's not saying you will be banned for it, but they could - so advertising that you do it isn't the best idea.]
  3. You don't have to verify your files after a crash, btw. I setup a shortcut so that it immediately laucnhes the game. You need to add a -project coh at the end of your shortcut, like so:

    C:\Programs\CoH\CityOfHeroes.exe -project coh

    If you use the default directory, I think it should be outside quotes, like this:

    "C:\Programs\CoH\CityOfHeroes.exe" -project coh
  4. Loved the arc, I thought it was exceptionally well done, just like the first. Those two are probably my favorite villain arcs to date.

    I chose to save my clone - as I had grown quite attached to them. I actively had to save mine in the first arc (my defective clone was DB/DP, so my Claw/Elec Brute had tank for her). My character isn't a monster, so it was perfectly in character.

    Quote:
    Originally Posted by Fleeting Whisper View Post
    I also fought Protean on my Tanker (Inv/SS) helping some friends having trouble with the fight on blueside, and he didn't seem like anything special there. Perhaps I'm just lucky against Protean so far.
    I've only fought him once (on the above Brute) and I was able to dodge his drain every time. He only had time to use it twice, but I stalled and let him use it a third time and actively got hit by it, just to see how bad it actually was.

    Draining 60-80% of an Elec Brute's end and a ~50% heal. Nasty!

    Quote:
    Originally Posted by Fleeting Whisper View Post
    To be honest, I didn't realize at first that I was supposed to go to a teller. I went to the vault like I'm used to, but couldn't hit it. Then I tried going to the tellers behind the counter, but they wouldn't talk to me. Then I tried waiting in line (!!). Overall, it took me a few minutes to find the teller that would talk to me. So I robbed the bank out of spite.
    I did the same thing, I wasn't sure what I was supposed to do. I actually didn't "find" the teller, so much as just started clicking on people in the lobby. They definitely could have made her stand out a bit more. (I didn't rob the bank... that time...)

    I also missed Leonard inside the mission. I was too busy killing stuff. Only reason I found him was a) I had NPC text in a separate tab and b) I made a targeting macro for him. :P

    ---

    When I got to the mission to slay Protein, I was cursing on the way there "What? That's my cloning facility, you [ bleep ]s!" There was also cursing as I was escaping from it.

    Anyone else get a strong Metroid vibe from that, btw? I couldn't help but flash back to Super Metroid (escaping from the space colony and escaping from Zebes) during it.

    Epic.
  5. Sarrate

    VEATs and HEATs

    Quote:
    Originally Posted by Carnifax_NA View Post
    But consider VEATs which add defenses to the entire team.
    VEATs are definitely a shining jewel for villain teams, no doubt. Many (all?) VEATs have res debuffs for extra offensive firepower, too. Unfortunately, not all villain teams will have them.

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Not to discount what Sarrate just posted, the flip side to those points is that ALL redside ATs are damage dealers.

    The brute will dish out Vastly higher damage than the tank. The corruptor will make a mockery of the damage a defender can push out.

    The buffs may not be as grand, but if a redside team stops thinking about tackling a spawn like a blueside team would and instead attacks said spawn as the damage dealers that they are, the problems go away and the spawns melt.
    Villains do have more damage, absolutely. It can overwhelm spawns fast and kill them before things pose a threat - also true. On the other hand, it's more brittle and more likely to break when things go wrong.

    Consider this hyperbole, for a moment. If you have 8 Blasters, spawns will melt really fast. If something unexpected happens (such as an ambush, aggroing extra spawns, etc) it breaks really fast. My experience, which is much different than yours, is exactly that. Villains will cruise through mobs, but curve balls are far more likely to break the group.

    Quote:
    Originally Posted by Dechs Kaison View Post
    In my opinion, villain ATs were geared towards self reliance, whereas hero ATs are geared towards good teamwork.

    A good hero team is eight people steamrolling together.

    A good villain team is eight people soloing on the same map.
    This may be another factor - a stronger feeling of teamwork.

    (Btw, while villains have a bit less cohesion than heroes, I wouldn't quite go so far as saying 8 people soloing the same map... That's what CO teaming is like. Yuck!)
  6. Sarrate

    VEATs and HEATs

    Quote:
    Originally Posted by Negate View Post
    I still don't understand why people don't like COV...is i the gray sky issue?
    I can only speak for myself, but grouping in CoV is usually less fun for me than grouping in CoH. I'm sure there are three things going on:

    1) Weaker overall defenses - Villain ATs have characters with weaker defenses and weaker support than hero side ATs. Compare a Brute with a Tanker or Corruptor to a Defender. Heroes also have access to their best buffs/debuffs earlier. (Speed boost at lvl12? Yes, please!) As many are aware, since mitigation strength is non-linear, the combination of these two are huge.

    2) Enemy difficulty - In addition to the above, villains have to deal with much nastier enemies than Heroes. Succubi, anyone?

    The two of these make villain groups more brittle, and more likely to fail when 'things' hit the fan. Don't get me wrong, I'm not against there being challenges in the game, or anything like that; I've just had far more bad experiences where teams bang their head against a wall villain side than hero.


    3) Conflicting roles - Sometimes Villain ATs step on each other's toes more than hero teams do. As a simple example, a Brute can be hindered by multiple Brutes or Dominators controlling well. That sort of thing bugs me. I know, this doesn't always happen, but this doesn't happen hero side at all.

    --

    There are other reasons, as well. Hero side is much more open for story interpretation than villains - where you're frequenly either an arachnos pawn or a mercenary. Heroes have other perks, too: more content (zones, TFs, etc), a higher population, a more filled market, etc.

    It's funny, too, because by all rights I should like villains more. See, I love hybrids. I played a Friar/Paladin in DAoC, a Paladin in WoW, Bear Shaman in AoC, Warrior Priest in Warhammer, etc. Villain ATs just haven't grabbed me. (I need to try playing my VEAT again.)
  7. Sarrate

    Bravo, Devs!

    I've only played one of the four arcs (the first villain one), and it was fantastic. I can't wait to see what the second has in store for me.
  8. Quote:
    Originally Posted by TexasLonghorne View Post
    50/50 chance to guess which one is the real me.

    Y'know, I honestly can't tell, because both are sending conflicting signals. let's take a closer look, shall we?

    On the left hand side, we can see two powers being used: Rage (yellow glow) and Invincibility pale purple lines emanating from his body). You can also see the yellow aim FX (tohit buff), which could either be from Rage or Invin.

    On the right hand side, again, two powers are being used: Temp Invuln (the little burst from the left shoulder) and Unyielding (white cage). You can also see purple shields indicating a def buff.

    Problem is, I would've expected one of you to have all of them. Of course, power customization makes it worse, since there is an option (for Invuln anyways) for "No FX" (except in PvP). Having said that, I'm going to guess you're the one on the right - when I fought my brute clone tonight, she didn't have knock protection, so I'd assume clones aren't allowed to have status protection.

    So, how'd I do?

    Quote:
    Originally Posted by TexasLonghorne View Post
    Headbutt
    HAH!! That's a great shot.
  9. Sarrate

    VEATs and HEATs

    Quote:
    Originally Posted by Bill Z Bubba View Post
    OO OO OO!!! Right after I dinged 50 on my PB someone sent me a tell stating that they were impressed I could tolerate it long enough to get to 50.

    Don't think anyone else ever found it impressive, though. Did I mentioned I deleted him at 50? And again at 30something?
    You're a real Scrapper, Bill. You know something is painful, yet you subject yourself to it over and over again because, dammit, this time it just might work.
  10. Sarrate

    VEATs and HEATs

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Some say that was because you had to have a level 50 to unlock them, but with how easy it is to get to 50, I don't accept that opinion. My main hit 50 before Khels went live. My PB hit 50 a few short months later. That was a frelling nightmare by the way. Back before all the buffs, when Q/Vs actually hurt, hell.. on day one Khels were running around with a dam-res debuff that was only corrected by teaming.
    I think it's entirely possible, Bill. Remember, a lot of people play MMOs - not every person pushes towards the end, or have a single "main" like you do with BillZ. I mean, people could be alters, badgers, or completionists (run all available content on the way up, turning off XP to stay in the right level range). Another possibility is people with less time to spend on CoX.

    I mean, from within this same thread:

    Quote:
    Originally Posted by MaestroMavius View Post
    As a casual player with severe Altitis it took me a total of 4 years to get my 1st 50! On the 1st toon I created.

    I was in no rush to 50, obviously, for me the adventure ends at 50. My Hero is in semi retirement. So it took me forever to reach that milestone.
    It isn't hard for me to imagine enough situations where people level much slower than we'd expect. I know what you said was just an opinion, just trying to maybe give some insight on the other side of the fence.


    [edit: Also, don't forget the people who just started playing the game, and quit before hitting 50. I know it took me a loong time to unlock VEATs. It's not because I couldn't do it, but because I have a much harder time enjoying CoV than I do CoH. I still only have 1 lvl50 villain, a Dark/Rad/Soul Corruptor.]

    [edit 2: Btw, I wanted a VEAT, too. I simply wasn't willing to spend all that playtime on a character I didn't enjoy just to unlock one. Further, I refused to do any PLing just to unlocked them. I didn't want to be "that noob" in an epic AT that wasn't well versed in CoV.]
  11. There is a lot I want to say about what has been posted above, but I'll refrain for two reasons:

    1) I don't have the time to say what I want to say right. (Again, which would involve doing more than a cursory glance at numbers.) Since I can't say it right (or at least reaffirm what I believe is true and be able to demonstrate it), I won't.

    2) I recently read a couple interesting posts by Arcanaville (which were basically confirmed by Castle) that I found to be very interesting. I knew about some of the thought process behind their balance decisions, but certainly not all that she listed. (Castle said "many of which Arcanaville pointed out," inferring that she missed some.) It's some food for thought - something I'll need time to digest.

    So I'll bow out of this discussion for the time being.


    There is one comment I'd like to respond to, since it's based on opinion rather than fact...

    Quote:
    Originally Posted by Another_Fan View Post
    I can't agree about SS being a hate it set before rage and footstomp. Its really no worse than blast sets before aim and buildup.
    I wouldn't say I hated early SS, but it did grind my gears. (This is also from a Tanker's perspective - it may be different for Brutes.)

    I only speak for myself, but I missed Footstomp more than Rage. Being unable to damage more than a single target at a time sucks. Having to wait till lvl38 to have one, and 39 to slot it, was very obnoxious. It was also a big waste of endurance. AoEs are incredibly end efficient if you hit multiple targets. (I should note I was leveling her before the new difficulty sliders, which I'm sure would've made it worse.)
  12. Quote:
    Originally Posted by Another_Fan View Post
    The real catch here is that people already like the flavor, its not for everyone but should it be ? If you walked into a restaurant and all there was on the menu was pickled herring there would be an argument about making changes to the menu, but that isn't our case. We have fiery melee, stone melee, electrical melee etc. The menu has many choices.
    You're operating under the assumption that SS is balanced and doesn't require a change. If that is the case, I'd tend to agree. Changing flavor for flavor's sake is kind of pointless.

    However, I wrote that post under the opposite assumption, SS needs works. I'm not just railing on Rage/Footstomp, mind you. It'd be nice if the lower tiers were better so you didn't have to 'slog through' the crappy levels just to get to 'the good stuff.' It's one thing to have great powers to look forward to. It's another to hate the fight up to that point.
  13. Quote:
    Originally Posted by Zorn View Post
    Come on, if we wanted balance we would play chess, this is a retarted MMO and exact balance is impossible to achieve.
    Perhaps, but that doesn't mean it's irrelevant, either.

    Quote:
    Originally Posted by Zorn View Post
    It is needless to say the games I mentioned above are focused in PvP gaming, while CoX is a PVE game. And in those cames you could customise your builds more freely. In future, most successful MMO's will have more free customization of builds.

    In CoX certain combinations are more powerful than others in certain situations. PVE in CoX is easy as hell, there is no AT that could perform well or uber well with powerful build and set items in the hands of skilled player. SS is a easy mode, you dont need to think much when you smash and go on.
    This depends on your definition of "well" and "uber well."

    There is also the problem of 'sub-par combination x/y has Z performance with IOs' while 'optimal combination a/b has Z+50 performance with IOs.'

    Is nerfing always the way to go? No.
    Is buffing always the way to go? No.

    There is a balance between the two. I'd suggest reading Positron's blog entry on "nerfing" if you want to hear the reasons for it straight from a designer.

    -----

    I started writing a response to this last week, but I held off posting since I hadn't had time to corroborate my thoughts with personal performance comparisons, calculations, etc; I didn't want to pull numbers out of my ****. I thought I had saved what I had written, but I guess not.

    At any rate, I've been giving this a lot of thought, and I think my main concerns with SS boils down to this:

    1) Rage's Persistant tohit buff
    2) Rage's effect on non-SS powers
    3) Footstomp
    4) Rage amplifying Footstomp's already broken nature

    I don't care too much about Rage's damage bonus on lower tier SS powers, nor do I worry too much about KO Blow (due to it's slower than usual recharge). The above are the root of the issues.

    Then I started thinking about what it would take to 'fix' them.

    1) Lower the tohit buff
    2) No way to make the buffs exclude these
    3) Lower either the damage or radius. Alternatively, increase the recharge.
    4) Can't make it exclusive (see #2), and even with a toned down Footstomp, it may be too good.

    On the subject of Rage, my train of thought kept going. Suppose:

    1) Tohit buff is lowered
    2) The damage buff operates at a lower value for pool powers
    3) The damage buff is averaged out with the crash (no crash, lower dmg buff). (This would likely result in stacking being eliminated.)

    What would this accomplish? It would create a click power that provides a damage buff that is basically the same as other sets... unfortunately, it would be quite bland.

    I always thought Rage would've made more sense if it was strong, but either not perma or the penalties would be enough so that you may not want to perma it. An offensive 'god mode,' if you will. In this case, it would mean tweaking the set such that the lower tiers aren't as lack luster as they are now so you didn't feel like you needed Rage to be competetive, but it would provide a lot of oomf when something needs to die.

    That would make the set progress through the levels smoother and be more flavorful, imo. As always, there is a catch: it would involve changing more numbers, which has a higher chance of using a 'wrong' number, and there is a higher chance people won't like it.
  14. Quote:
    Originally Posted by Sailboat View Post
    Is regen even the best way to go for -Extreme- survivability? Although I have not built a WP Tanker yet, my inclination would be to emphasize defense slotting and let WP's already great native regen tidy up anything that gets through the defense.
    You would be correct, Sailboat. The order I'd rank increasing survivability is:

    1) +defense
    2) +maxhp
    3) +regen

    *) Take Tough/Weave (no matter how you focus, I'd recommend this)

    The good thing is you shouldn't have issues increasing both 1 and 2 at the same time. If you can push ~40% def and 3000+ maxhp, you'll be very solid. (I sit at 39% s/l, 42% exotics, ~3160 maxhp, and ~650-700% regen with 1 target. I fear very few things.)

    It will definitely be expensive, though.
  15. Quote:
    Originally Posted by New Dawn View Post
    Anything is possible with them.
    1) Invincible Reichsman
    2) Hamidon

    :P
  16. Quote:
    Originally Posted by Wicked_Wendy View Post
    Trust me this particluar aspect has not just affected people relying on Tank Aggro control. Defenders and Controllers with heals, especially empathy, used to be in high demand and could find a team in no time but these days more teams are looking for buffs/debuffs and could care less if you can HEAL anything.
    This is for another reason besides death being more trivial now: potency. Buffs and debuffs offer far more to a team than heals do. Compared to what stacked buffs/debuffs can do, heals do remarkably little for life saving.

    On a all Dark Miasma / Storm Summoning STF, Ghost Widow's hold was ticking for 10 damage, if it hit. It normally ticks for around 400. (Extreme example, but straight heals can never offer that kind of safety.)
  17. Quote:
    Originally Posted by JuliusSeizure View Post
    Quote:
    Originally Posted by Edana View Post
    Actually vet powers ignore damage buffs; use them with double stacked rage or during the crash, they'll do exactly the same damage.
    They are stronger because of the 20% to 31% ToHit buff. Vet Powers and Temp Powers aren't used in the high levels because of their awful accuracy. SS doesn't have this issue thanks to Rage, but can also use them during the crash, fully benefiting from ToHit buffs to provide significant damage despite the -9999% damage penalty.

    Vet Powers are significantly better on SS toons.
    Yep, that's exactly what I was getting at by including Veteran Reward powers.
  18. Quote:
    Originally Posted by Cyber_naut View Post
    I wasn't necessarily arguing that the balance is intentional, but it is balanced with competing sets WITH rage right now. If you weaken rage, the damage bonus anyway, the set become subpar in relation to it's competitors.
    You said:

    Quote:
    Originally Posted by Cyber_naut View Post
    That's why it's not overpowered in SS, because the set is obviously designed around it.
    which means it was intentionally created such that the set was underpowered without Rage, but on par / balanced with it. That may not have been what you meant, but that is what you said.

    Quote:
    Originally Posted by Cyber_naut View Post
    Having said that, I think some of it was intentional when you compare most of the powers with similar sets and see that they are all underpowered damage-wise on their own. I'm not saying they had some perfected balance equation, but I think they took into account most people would take rage, and the fact it was easy to make it a permanent damage boost, so they had all the attacks do lower damage than other sets without such a power.
    Again, I doubt it. Like I said, you have to completely throw animation time out of the picture if you're looking at balance of these legacy sets. The bottom tier powers (low dmg/rech) are designed to deal more dps than the top tier powers (high dmg/rech). Simple example:

    Punch: 1 scale dmg, 4s rech. 0.25 dmg/sec
    Haymaker: 1.64 scale dmg, 8s rech, 0.205 dmg/sec

    With that in mind, if you compare Haymaker with Stone Mallet and Bonesmasher, you'll see they have the same stats. Likewise, Punch will share the same stats as Energy Punch. They were designed to be equals, but they didn't include all factors into their equation (cast time, full attack chains, etc), so the intent fell flat.

    (The only power in the set is worse than it should be without Rage is KO Blow, it should have a 20s rech instead of 25. Of course, it also is available at lvl20/8 instead ov lvl38/18 and it has a heightened range (13ft vs 7ft).)

    Do these deficencies deflate Rage's potency a bit? Yes, but that doesn't mean Rage's current strength is necessarily a good idea. The problem with Rage/SS is three fold:

    1) Rage doesn't just boost some of SS's deficient powers "up to par," it also boosts the strength of all attacks. So damage auras, pool powers, epics, temp powers, and vet powers are all stronger on SS than they would be on any other character. This means powerful attacks (such as Fireball) would be boosted as well.

    2) Footstomp is too good. I have Footstomp, and I love it, but it is too good compared to other sets. It deals too much damage for the recharge / radius that it has. It is balanced as a 10ft radius, but actually has a 15ft. (Compare it to Frozen Aura, which has the same damage/rech and only a 10ft radius.) This is exasperbated by Rage, which makes it that much better. There is a reason a lot of people say SS is a great AoE set even though it only has one.

    3) It scales very well. Since the bottom teirs are so lack luster and the upper tiers are so good, adding recharge to maximize powers like KO Blow and Haymaker while squeezing out Jab has a tremendous impact. It also means that there is room to add in better powers (like Gloom).


    To sum up:
    * SS wasn't designed around Rage. If it's balanced with it and underpowered without, it's a coincidence.
    * Rage has farther reaching consequences than just bringing it up to par.
  19. Quote:
    Originally Posted by Cyber_naut View Post
    That's why it's not overpowered in SS, because the set is obviously designed around it.
    No, it wasn't. Or at the very least, I argue the "obviously" part.

    * Animation times aren't a part of balance. Low damage/recharge powers were intended to have higher DPS than high damage/recharge powers. Due to DPA, this completely fell apart.
    * KO Blow used to deal little (think EM/Stun) to no damage. I can't remember which, but the damage was added later.
    * A lot of SS's powers did knockback. This includes Punch, Haymaker, and Footstomp. (The knockback being detrimental to player damage output wasn't considered - it was added because it was thematic.)
    * Rage didn't use to have a def crash, it used to have a high MAG disorient. It was either strong enough to detoggle your by itself, or all it took was an additional MAG1 stun to break your status prtoection.

    I do not think Super Strength, and honestly a lot of the original sets, were balanced around many of the intangibles people think they were.
  20. I had two major thoughts on Shield back when it was first released:

    *) Unremarkable to squishy with SOs
    *) IOs will make it silly

    The only thing I wasn't sure about was whether people would be able to create softcapped Shield Scrappers and Brutes that didn't make any substantial sacrifices. It goes to show me how good some of the build wizards out there are.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Are you sure about that? My understanding was that unresistable powers do ignore AV resistance but are still reduced in effectiveness against higher con enemies.
    I'm 99% positive, but I haven't specifically tested it with a Power Analyzer. I'll try to remember to do that tonight, but my CoX time has been pretty tight, as of late.
  22. Quote:
    Originally Posted by Steelclaw View Post
    And if you can't figure it out... then you can go to ParagonWiki to get the answer or (if you're RPing it properly) quit the arc and take the loss.
    The idea of solving problems is interesting, but this is a pretty big turn off. One thing I hate in a lot of older MMOs (or MMOs back at release) were cryptic messages about what I should be doing. ("Go to some cave North of here and do X.")

    They can be very cool - it gives a good sense of adventure and has a lot of RP flavor. I really do dig quests/missions like this when they're well written/implemented. When not, however, they're really frustrating. I really dislike having to alt+tab out of games to read what I should do next. Yes, I've done it before, but it's gets tedious very fast, especially when running into a lot of them at once.


    Srmalloy has an interesting solution around it, but it has a problem of its own - if given the choice between convenience (in this case, a contact telling you what to do next) and reward (looking it up online, out of game), a lot of players will choose reward. Think about it, if a contact offered you a free recipe/temp power if you could answer a trivia question, would you look up the answer online if you didn't know it? I'm betting yes - I know I would.


    Unfortunately I don't have a good answer to the problem. I seem to be better at finding pitfalls than I am at devising solutions, which means I come off more negatively than I would like. Bah.
  23. Quote:
    Originally Posted by Clouded View Post
    I would reduce the animation to 1.5 - 2 seconds, reduce the BI and remove the self-damage. I'm not sure exactly how low the BI would need to be reduced but I'm sure it's more than most posters realize.
    Assuming the devs made it "follow the rules," dropping the self damage alone would cause ET to go from 4.56 scale (202.87dmg on a Tank) to 3.56 scale (158.38dmg on a Tank). In addition, the end cost would go from 10.19 to 18.51. Basically, it would become a Total Focus clone with a different animation.

    If they weren't adverse to changing the animation (which BABs has previously posted he is hesitant to do) and wanted it to keep the same DPA (~75 before AT), it would drop the cast time from 2.67 to ~2.08.

    Note: Just answering the hypothetical "what ifs," not expressing my opinion on whether should be done.

    Quote:
    Originally Posted by Aura_Familia View Post
    Also the -damage was laughable, is laughable, and always will be laughable.
    Kind of. Eating the self damage once or twice isn't a big deal. If you're leveraging ET all the time? It can make a big difference. For example, using ET every 15s causes about 11dps to a lvl50 Tanker. Natural regen (including 3 slotted Health) is 13.9. That's 80% of your Natural regen. That isn't insignificant in high stress situtations.

    Another way to put it, if you used ET three times in one fight then had to use a Respite, you just healed back the damage inflicted from ET. (For a Tanker. The self damage didn't deal a standard percent of the using AT's base hp, last time I checked.)

    Can it be overcome? Sure, absolutely. As mentioned above, respites, heals, regen buffs, etc all can circumvent it - but I wouldn't say it's trivial.
  24. Quote:
    Originally Posted by Werner View Post
    Quote:
    Originally Posted by Silverado View Post
    Cheating.
    Tactics.
    Semantics.
  25. Then there's Siphon Speed, which is a 20% irresistible recharge debuff. So it will plow right through the Purple Patch and AV resistances.

    [edit: Very well written, btw. Kudos!]