-
Posts
1437 -
Joined
-
Quote:I'm sure this question's been asked before, but I just have to know, since it's really driving me nuts here.
In pvp, what are the exact buffs and debuffs that are applied to the character?
I know there's a boost to damage and damage resistance, but I've never read anything about a random debuff to defence and recharge time that seems to keep cropping up. I ask because I've recently been working on a build that has a big focus on recharge time. At its current state, I can achieve (just) perma hasten, and have had perma essence boost and inner light working rather well.
However, when I step into the arena, or into a pvp zone, those bonuses disappear, and by a terrifyingly large margin. At first, I thought it was due to incarnate powers, the alpha slot simply working to either debuff your stats or just turns itself off, but I've had a sudden decline in my defence as well, and that was when I was using Cardiac, which does nothing to your defence.
A friend of mine even says he has better defence and accuracy without Nerve, which is what put me in that mind set. However, recently playing around with Agility, I found that it still provides a buff of some description, even if it is small.
It's not so much me complaining, as it is wondering if it was there for a reason. if it is, I can adapt and make a new build, no harm done.
If anyone can shed some light on this, I would be happy.
What I believe you are talking about is Diminishing Returns (DR) and Inherent Resists, these are two of of the major changes to PvP that came about with the release of i13. Also added to PvP zones (and arena) was Heal Decay (HD), Travel Supression (TS) and Mez changes.
Essentially, DR- reduces the overall effect of buffs (via self or outside) placed on a character.
Inherent Resists- boosted the base value of resistance for specific ATs (The squisher the more resist was granted).
Heal Decay- After an initial heal, the effect of subsequent heals would be reduced (this includes self heals/insp, or outside buffs)
Travel Supression- just what it sounds like.
Mez changes- duration of mezzes in PvP reduced to a base or 2 for most attacks and some have a base of 4 (yes there are a few broken powers that dont follow these rules). Also, no one has Mez *protection* you will always be mezzed by the first attack, after which you briefly get mez supression. You can build Mez resist which reduces the duration of mez but its already so short you may not notice it much.
Arcana actually wrote up a great little post on this subject for a PvP Bootcamp that I ran a few months ago:
You can find the post here:
http://boards.cityofheroes.com/showp...&postcount=298
She also has a calculator for DR located here:
https://spreadsheets.google.com/ccc?...thkey=CPO10LgM
I really like the tables she presented which are these:
Quote:For the mathematically disinclined, here's some tables with precalculated values. You can interpolate between values to get an estimate for other values:
Most Strength buffs including damage:
Code:95% 80% 125% 100% 150% 115% 175% 128% 200% 141% 225% 152% 250% 162% 275% 172% 300% 181% 350% 197% 400% 212% 450% 226% 500% 239%
Code:Base A B C D MM 20% 17% 18% 18% 18% 16% 25% 20% 23% 22% 21% 18% 30% 23% 27% 26% 25% 21% 35% 26% 30% 29% 28% 22% 40% 29% 34% 32% 31% 24% 45% 31% 37% 35% 34% 25% 50% 33% 41% 38% 37% 27% 55% 35% 44% 40% 39% 28% 60% 36% 47% 43% 41% 29% 65% 38% 50% 45% 43% 29% 70% 39% 52% 47% 45% 30% 75% 40% 55% 49% 47% 30% 80% 41% 57% 51% 48% 31% 85% 42% 59% 53% 50% 31% 90% 43% 62% 54% 51% 32%
B = Scrap/Stalk/Brute
C = Tanker
D = HEAT/VEAT
MM = Masterminds
Defense:
Code:Base A B H 10% 8% 9% 9% 15% 11% 14% 13% 20% 13% 18% 16% 25% 15% 21% 19% 30% 16% 24% 22% 35% 17% 28% 24% 40% 18% 30% 26% 45% 18% 33% 28% 50% 19% 35% 30% 60% 19% 40% 32% 70% 20% 43% 34% 80% 20% 46% 35% 90% 20% 48% 37% 100% 20% 50% 37%
B = Scrap/Stalk/Brute/Tank/VEAT
H = HEATs
Tohit:
Code:10% 9% 15% 12% 20% 15% 25% 18% 30% 20% 35% 21% 40% 23% 45% 24% 50% 25% 60% 27% 70% 28% 80% 28% 90% 29% 100% 30%
That should give you most of the information you were seeking.
As far as the discussion about can any AT pvp- I would tend to agree that most ATs work pretty well.
Blasters- psi/em, dark/em, sonic/em, rad/em all work pretty well in PvP.
Defenders- Cold/dark, poison/dark, rad/psi all jump to mind when I think
about this AT in pvp.
Scrappers- KM is currently a beast due to its Concentrated strike.
Tanks- SS seems to do well.
Dom- mind/fire, earth/fire, earth/nrg all do well.
Corr- pretty much the same powers as defenders, scourge is nice on most attacks but kind offor psi.
Stalkers- yeah.
Widows/forts- also yeah.
Brutes- SS does well.
MM- most *can* do pretty well. Poison/thugs or Poison/demons are really nice but so are pain/thugs or pain/demons.
PBs- can do ok they have pretty high resists and a few self heals.
WS- well like I said, almost any AT can pvp.
Controllers- They are good teammates, but solo, I'm not sure they are as powerful as something like a dom or a def/corr. I used to pvp on my ill/rad and my fire/kin pre-i13. Now I would say something like a ill/time or a ill/cold. Grav/ta is fun for disruption as is mind/force field. -
I'm getting it...
I already have the name Ban Stick reserved. -
You know what Exalted League needs.....
A PvP League. -
"♫ All of the other 'rorians, used to laugh and call him names. They never let poor Rudolph join in any cimerora games ♪"
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
Quote:Your electric bill.... she is huge!I run an 8v8 pvp farm and have noticed a huge drop in the "average numbers". On average I would get between 25-30 drops in a 24 hour period, whereas now, I have been averaging 12-15 in a 24 hour period since the issue hit.
Dont understand why the devs would DROP the rate at which these are dropping, if they up the drops, the market will balance out, and IO's wont be selling for 2-3 billion influence anymore.
P.S. And I run my farm on 2 comps....1 for the killers, 1 for the diers. Have been running it this way for 2 years.....it runs just fine.
I still wonder if you are maximizing your drop potential by running it this way bud. -
Sorry to see you guys go Exile. It was always fun playing you in the champ league and this one as well.
Kat I'm pretty sure you masterminded this so that
Quote:This ended up being true!!! JK. GGs. Have fun in that other game.I think it's pretty safe to assume Exile would not beat WARE 3 times in a row, nor would Shenanigans beat Exile 3 times in a row.
Kat if you are interested in doing some pvp stuff post-league send me a tell I'm working on a few things. -
Should be fun as always.
I'm actually going to up the "Jump Start" packages:
Level 1-25
Choice of 2 from:
Karma KB protection
Steadfast KB protection
Also:
Steadfast +3%def
Kismet +acc
Performance Shifter Chance for End
and
Numina's Convalescence: Regeneration/Recovery
-
Illusion paired with rad
-
Still available:
Gladiator's Armor (Level 10) +3%def- 2.7 Billion - 2 of these
Gladiator's Armor (Level 50) +3%def- 2.5 Billion-5 of these
Shield Wall (Level 50) +3% res- 2.2 Billion - 7 of these
Panacea (Level 50) Chance for Hit points/End - 1.9 Billion 6 of these
Updated stock....
Also these are crafted ios so I am not able to make level 10 pans and shield walls as some are requesting, sorry. -
I use this method to get 5 mins and 59 secs of overload on my elec armor. Unfortunately I'm at work or I would test unstoppable. Im guessing it should work since it works for most t9s I've tried.
-
Quote:I'm really confused by your thinking here Kat.The survivability of Elec is much higher then FA. You also don't get a real BU in KM anyways, you get power siphon, which in a melee duel can be up most of the time. FE also doesn't give any accuracy or tohit bonus, and is only REALLY good for fire damage. The recharge is also literally twice as long as a normal Scrapper BU power, so alternating isn't as much of an option as you might think. It does do +100% damage for non-fire attacks, 125% for fire attacks, but only lasts 10 seconds for non-fire attacks. Even if you aren't stacking FE and BU, that 100% will be heavily DR'd even on it's own. It's not as worth it as you might think, thought I can see why you might think so.
If you already have a KM/fire, you may as well just use that, because it's still a KM, and even though it's not as good as elec or regen, it's definitely still viable and useable. If this were pre-i13, I could see using FA to do massive amounts of damage in a short window with lucky crits or something, but it's not that effective anymore.
You state that /elec has much higher survivability then /fiery aura:
If we look at resistances:
Fiery Aura with Fire sheild, Plasma shield and tough each 3 slotted with resist IOs (lvl 50) would have the following (pre-DR):
S/L: 63.5%
nrg/Neg: 63.5%
Fire: 75%
Cold: 39.7%
Toxic:27.8%
Psi: 63.5%
Elec with Charged, Conductive, Static, and Tough:
S/L: 69.4%
Nrg: 75%
neg: 51.6%
fire/cold: 69.4%
toxic: 27.8%
psi: 69.4%
The difference between most resists are in the 6% range with elec being higher on (most) of the more common pvp damage types. However if we look at the DR:
Resistances:
Code:Base A B C D MM 20% 17% 18% 18% 18% 16% 25% 20% 23% 22% 21% 18% 30% 23% 27% 26% 25% 21% 35% 26% 30% 29% 28% 22% 40% 29% 34% 32% 31% 24% 45% 31% 37% 35% 34% 25% 50% 33% 41% 38% 37% 27% 55% 35% 44% 40% 39% 28% 60% 36% 47% 43% 41% 29% 65% 38% 50% 45% 43% 29% 70% 39% 52% 47% 45% 30% 75% 40% 55% 49% 47% 30% 80% 41% 57% 51% 48% 31% 85% 42% 59% 53% 50% 31% 90% 43% 62% 54% 51% 32%
B = Scrap/Stalk/Brute
C = Tanker
D = HEAT/VEAT
MM = Masterminds
We see that the difference between 69.4% and 63.5% would be the difference between ~37.5% and 38.7%. That is not "a lot" by any means.
Also Elec takes an additional shield to reach these numbers (4 compared to 3 with fiery aura).
Next lets look at the heals:
Healing flames:
Base recharge: 40sec
Heal: 24.99%
Energize:
Base recharge: 120sec
Heal: 24.99%
+regen 100% for 30 secs
So they both have the same base heal, fiery aura is 3 times as fast but elec gives regen for 30 secs (and an end discount ~60%).
So from that I would still say that elec is NOT far surpassing fiery aura as you seem to be stating.
As far as the "build up" power and cycling:
Power siphon allows you to "build up" damage via small attacks leading up to your concentrated strike. Yes alone it adds only +to-hit but it is the +special that we would be talking about here.
The effect lasts 20 secs and has a base recharge of 120secs. Compared to a typical build up which lasts 10secs and has a base recharge of 90 secs. So thats double the duration for 1/3 longer recharge. Not that, this really matters as we are only talking about KM. Not KM vs anything else.
I would still cycle power siphon and Fiery embrace for the following reason:
+damage does get dr'd as you state. However I think you might be mistaken on how much it gets DR'd.
Most Strength buffs including damage:
Code:95% 80% 125% 100% 150% 115% 175% 128% 200% 141% 225% 152% 250% 162% 275% 172% 300% 181% 350% 197% 400% 212% 450% 226% 500% 239%
I still think it would be better to alternate the two- power siphon only lasts 20 secs (you aren't going to perma that) and fiery embrace also lasts 20secs (base recharge 180 secs). So it does cycle pretty nicely.
I've had this discussion many times on vent about fiery aura vs elec and which would be better. I actually play elec but not because its 'superior' to fiery aura. I play elec because of the t9 which really is only useful in duels and maybe some team arena matches.
The real trade off here is damage+faster heal (fiery aura) vs a t9 (elec). Which in the end is pretty much a wash in my book, hence the reason I'm not really buying that elec is superior to fiery aura. -
[QUOTE=The Katalyst;4004996]
Also, in terms of KM/Fire, I know that some people who have made them and played them have told me that the tradeoff for the small amount of extra damage you get from FE (And yes, it is fairly small due to DR) is not worth sacrificing a better defense that you would get with Elec or Regen. Either way, KM is KM, you will still get plenty of kills no matter what secondary you go with.
[QUOTE]
You don't use both both "build up" powers at the same time. Just like you wouldn't hit aim and build up on your blaster at the same time. you alternate them, to keep your damage output as high as possible.
I think the trade off of defense (I'm guessing you mean, the resistance) between fire and elec is pretty minimal. The only nice thing is elec gets a little more psi resist and has a t9 to cap you out (the t9 does have a psi hole) if you chose to take it.
I think the OP will do fine with a km/regen in zone play, or duels. -
Copy Tool to test is still down
-
I would agree with KM/elec or KM/regen for zone play. I might also toss KM/fire in there for the double build up.
If you are just going to ask for fiteklub type of arena matches, ts, no insp (I think those are the 'normal' rules, but I don't fiteklub so I really don't know) KM/WP would be pretty decent as it would give you a ton of hp and pretty high regen- again I'm guessing about this because I don't really fiteklub, and I think if I did I would go KM/shield.... maybe? -
Rad blasters can work as well, the set it pretty easily proc'd.
-
Quote:There's several more Exalted server channels than that. As nice as it would be, consolidation won't happen, for various reasons. You don't need to be in all of those channels. Just pick one or two that you like, and stick with it.
Personally, the only Exalted server channel I am in is Exalted League. It's all I need.
I'm in this one and ViPVP.... seems pretty decent as well. -
I have never purchased an io off market but have sold a few. Typically if its via email the buyer will send all the money upfront and once received the seller (myself) will then send the io, recipe.
As a seller there is pretty minimal risk for me. However I have to have a good rep or people will not buy ios off market from me. -
3 of the lvl 50 glad armors have sold
2 of the lvl 10 glad armors have sold
1 pan has sold
Still available:
Gladiator's Armor (Level 10) +3%def- 2.7 Billion - 3 of these
Gladiator's Armor (Level 50) +3%def- 2.5 Billion- 6 of these
Shield Wall (Level 50) +3% res- 2.2 Billion - 7 of these
Panacea (Level 50) Chance for Hit points/End - 1.9 Billion 11 of these -
Had fun on last nights keyes, thanks for the invite.
-
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
War Witch: \e golfclap "Hey nice you can juggle fire. Try redesigning whole zones while dealing with Z's coffee belches." -
Gladiator's Armor (Level 10) +3%def- 2.7 Billion - 5 of these
Gladiator's Armor (Level 50) +3%def- 2.5 Billion- 9 of these
Shield Wall (Level 50) +3% res- 2.2 Billion - 7 of these
Panacea (Level 50) Chance for Hit points/End - 1.9 Billion 12 of these
I should be able to meet you on any server for transaction.
Pst to @Masque or contact me via forum PM. -
Blue- pst to @masque in game if you still need this trade.
-
Fair warning-
I've been using /auctionhouse a lot lately.