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Posts
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Joined
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Gauntlet power effects (including taunt auras) have no effect on ArchVillains, Giant Monsters, Mitos, and Hamidon. This is by design.
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[ QUOTE ]
I8 Test Server Notes:
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Many objects in the game which were meant to be immune to Teleportation have been made so. This affects several powers in the Traps Secondary and Gadgets secondary for players.
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Emphasis added.
Last time I checked, there is no Gadgets secondary. There is, however, one called Devices. Freudian slips like this and folks wonder why some hold the belief that the devs don't seem to know the Blaster AT all that much.
[/ QUOTE ]
Devices is still called Gadgets in the powers database. Once the name of a power or powerset is set in the database, it never changes; there's a seperate entry in the database to change the name that gets displayed in game. Whoever wrote up the original patch note probably just forgot to use the display name, rather than the database name. Reminds me of when _Castle_ kept calling the brute inherent power "Rage" even months after it was changed to "Fury." -
Another addition: the Stealth Suppression Field base defense is -1000 feet stealth on up to 10 targets within 40 feet of the item. So, in theory, if you stack Superior Invis and Group Invis, you could remain undetected while standing in the suppression field against players with no +perception.
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Just a couple notes:
The perception debuff powers are correct, but you should add that the effects cancel when the target is damaged.
Superior Invisibility is the only stealth toggle that suppresses for 6 seconds. All other toggles suppress for 10 seconds.
Group Invisibility is 667 feet of stealth vs. players.
Placate is 380 feet of stealth.
Smoke Flash has no stealth component.
Arctic Air is -389 feet of stealth vs. players. -
For flight powers, the jump jet is essentially the same as adding flight speed enhancements to the powers. The amount enhanced is 2 * SpeedFlying, so at level 50, you get the equivalent of +273% of flight enhancers.
So, if you have 3 level 53 flight SOs in Hover and turn on the jump jet, you can fly at about 71% of the flight speed cap.
Power Boost will boost the amount enhanced by the jump jet. The maximum speed with Hover + Power Boost + jump jet is about 80% of the level 50 flight speed cap. -
Unseelies all have 20% E/T/C, -30% N, 75% resist to runspeed/flyspeed, Mag 2 protection sleep/fear/immobilize (on top of base class protection)
Yes I can get the mez res numbers, but it'll take some time. -
AVs and Giant Monsters can have 100% maximum resistance, meaning 0% damage.
Other NPCs are capped at 90% resistance, or 10% damage. -
I have a few additions for your file:
Barracuda: 25% inherent resistance to S/L, 32.5% S/L from Temp Invuln, 70% S/L/F/C/E/N/T from Unstoppable
Black Scorpion: 15% S/L/F/C/E/N/T/P inherent
Captain Mako: no damage resistance, immune (Mag 100 protection/100% resistance) to slow/immobilize/taunt
Dr. Quatrexin: 15% S/L/F/C/E/N/T/P inherent
Ghost Widow: 30% N/P inherent, 25% S/L inherent, 20% T inherent
Ice Mistral: -10% F inherent, 30% C inherent, 30% S/L from Frozen Armor, 20% C/T from Frozen Armor, 10% F from Frozen Armor
Lord Recluse: 50% S/L inherent, 40% T inherent, 30% E/N inherent, 20% F/C/P inherent
Scirocco: 20% L/E/C inherent
Silver Mantis: 25% inherent S/L, 32.5% S/L from Temp Invuln, 70% S/L/F/C/E/N/T from Unstoppable
Wretch: 25% inherent S/L, 32.5% S/L from Temp Invuln, 32.5% S/L from Unyielding, 15% F/C/E/N/T from Unyielding, 70% S/L/F/C/E/N/T from Unstoppable
Arachnos Flier: 20% S/L/F/C/E/N/T inherent
Bat'Zul Min/Lt/Boss: 30% F, -30% C
Bat'Zul: 25% F, -25% C
Deathsurge: 40% E/T
Giovanna Scaldi: 45% P, -20% L
Vanessa DeVore: 45% P, -20% L
Blade Prince: 20% C, -20% F inherent; 30% S/L, 20% C/T, 10% F from Frozen Armor
Lilitu: 25% F/C/N, -25% E inherent (possibly an additional 20% C, -20% F inherent)
Thorn Tree: 10% S/L, -20% F inherent
Caleb: 40% S/L, 30% N/T, -30% E/P inherent
Paladin Construction: -25% P, 25% L inherent
Coral Warder/Sentinel: 20% S/L inherent
Calystix the Shaper: 20% C, -20% F inherent
Lt. Blechley: 20% T from Reconstruction
Arakhn: 20% N, -20% E inherent
Archon Burkholder: 20% S/L inherent
Requiem: 20% N, -20% E inherent; 50% S/L/F/C/E/N from Umbral Shield
Vandal: 25% S/L inherent (additional 20% S/L, 30% P, -20% E at high levels)
Lichen Colony: 40% S/T, -20% N/F, -25% L inherent
Rock/Mold Wall: 60% L/P, 50% F/C/E, 40% S/T, 20% N inherent
Bile/Clamor/Dreck: 25% C, -25% E inherent
Back Alley Brawler: 25% S/L inherent; 32.5% S/L, 15% F/C/E/N/T from Unyielding, 70% S/L/F/C/E/N/T/P from Unstoppable
Citadel: no damage resistance
Manticore: no damage resistance
Numina: 30% P, 20% N inherent
Positron: 20% S/L/E inherent
Sister Psyche: 30% P, 20% E/N inherent; 40% S/L/F/C/E/N/P from Personal Force Field
Statesman: 50% S/L, 40% E, 30% F/C, 20% N/T/P inherent; 70% S/L/F/C/E/N/T from Unstoppable; inherent immunity (Mag 100 protection/100% resistance) to fear/stun/hold/confuse/taunt/slow
Synapse: no damage resistance; immune (Mag 100 protection/100% resistance) to slow/immobilize/taunt
The Radio: 40% P, 25% E inherent; 15% S/L/F/C/E/N/T/P from Sonic Dispersion
Woodsman: 30% T, 20% S, 10% L inherent
Devolved: 20% C inherent
Johnny Sonata's Soul: 20% C/N/T, -20% E inherent; 15% S/L/F/C/E/N from Sonic Dispersion
That's all for now. More coming when I get time.
Culex: I'm not sure which post you're talking about. -
Defense buffs and debuffs share the same attribute, so anything that boosts one will boost the other. This is why enzyme (end/debuff) HOs work in defensive shields. This is also why -recharge ignores strength modifiers; if it didn't, Hasten would act as a Power Boost for -recharge. Same goes for damage resistance powers; they don't allow any outside strength modifiers (outside of enhancements) because damage buffs would then buff resistance powers.
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Arguably the best defensive use for Power Boost on a dominator is with Vengeance, rather than with toggle shields. Here's the Defense (against ALL attack types) numbers for Vengeance with 3 even-level defense SOs, for each AT (at level 50):
Brute 29.25%
Stalker 29.25%
Mastermind 35.10%
Dominator 33.15%
Dominator with Power Boost 64.81%
Corruptor 33.15%
Power Boost will also boost the defense debuff portion of Poisonous Ray from Mace Mastery. The base debuff is 15%, but with 3 even-level SOs and Power Boost at level 50, it becomes a 51.6% debuff. -
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Force Bubble is set to self-stack if ticks overlap, while TK and Hurricane are set to Replace.
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Aha! I'd wondered if this was something that varied from power to power. A few questions, then:
Is this one flag for the whole power, or is it per-effect? (Relevant for multi-effect powers like Hurricane and Arctic Air.)
[/ QUOTE ]Per effect
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Do you know how this works for the Taunt effect of Invincibility? More specifically: since the power ticks once per second (and multiple Taunts from the same character are additive for magnitude but not duration), does one Taunt SO give me double magnitude for the .33 seconds of overlap after each tick, or does it just add .33 seconds to the amount of time that a critter will stay Taunted after I've moved away from it?
[/ QUOTE ]Invincibility's Taunt is set to replace
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Are Choking Cloud and Inky Aspect set to add or to replace?
[/ QUOTE ]Replace
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And while I'm at it:
Do the Inherent_Taunt numbers that you gave above imply that Tankers' Gauntlet is doing nothing before level 6? Or if Gauntlet uses the regular Taunt modifier, what does InherentTaunt do? (My apologies if this has already been explained in another thread!)
[/ QUOTE ]does nothing before level 6 -
The Taunt modifier varies by AT, but not by Ranged/Melee. Blasters, Controllers, Defenders, Masterminds, Dominators, and Corruptors are 0.5 * Base. Scrappers are 0.75 * Base. Kheldians are 0.85 * Base. Tankers, Brutes, and Stalkers are 1.0 * Base.
<font class="small">Code:[/color]<hr /><pre>Level Taunt
1 1
2 1.02
3 1.04
4 1.06
5 1.09
6 1.11
7 1.13
8 1.15
9 1.17
10 1.19
11 1.22
12 1.24
13 1.26
14 1.28
15 1.3
16 1.32
17 1.34
18 1.37
19 1.39
20 1.41
21 1.43
22 1.45
23 1.47
24 1.49
25 1.52
26 1.54
27 1.56
28 1.58
29 1.6
30 1.62
31 1.65
32 1.67
33 1.69
34 1.71
35 1.73
36 1.75
37 1.77
38 1.8
39 1.82
40 1.84
41 1.86
42 1.88
43 1.9
44 1.92
45 1.95
46 1.97
47 1.99
48 2.01
49 2.03
50 2.05</pre><hr /> -
Here's a new modifier table for the Tanker data I'm putting up in the scalar thread. InherentTaunt does not vary by AT or Melee/Ranged, it's the same for everyone.
<font class="small">Code:[/color]<hr /><pre>Level InherentTaunt
1 0
2 0
3 0
4 0
5 0
6 0.3
7 0.6
8 0.9
9 1.2
10 1.5
11 1.8
12 2.1
13 2.4
14 2.7
15 3
16 3.3
17 3.6
18 3.9
19 4.2
20 4.5
21 4.8
22 5.1
23 5.4
24 5.7
25 6
26 6.3
27 6.6
28 6.9
29 7.2
30 7.5
31 7.8
32 8.1
33 8.4
34 8.7
35 9
36 9.3
37 9.6
38 9.9
39 10.2
40 10.5
41 10.8
42 11.1
43 11.4
44 11.7
45 12
46 12.3
47 12.6
48 12.9
49 13.2
50 13.5</pre><hr /> -
Each Protector Bot's Force Shield is 0.75 * Ranged_Buff_Def for smashing, lethal, fire, cold, energy, negative, melee, ranged, and AoE attacks. Ranged_Buff_Def for Class_Lt_Henchman is 0.1 on live and test servers. So unless they've changed something on an internal build that hasn't yet reached the test server, Force Shield is still 7.5% defense from each Protector Bot.
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Yeah, he must've been mistakenly thinking of the tier 1 henchmen when he said that. Protector Bots have a 1.0 AT modifier for defense buffs.
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<font class="small">Code:[/color]<hr /><pre>Table 5: NPC AT MODIFIERS
Mod Pets Hench1 Hench2 Hench3
MELEE
EndDrn 0.75 0.75 1 1.25
Slow -1 -0.75 -1 -1.25
BuffDef 0.1 0.075 0.1 0.125
BuffDmg 0.1 0.075 0.1 0.125
Buf2Hit 0.1 0.075 0.1 0.125
DBf2Hit -0.1 -0.075 -0.1 -0.125
DBufDam -0.1 -0.075 -0.1 -0.125
DBufDef -0.1 -0.075 -0.1 -0.125
ResDmg 0.1 0.075 0.1 0.125
RANGED
EndDrn 0.75 0.75 1 1.25
Slow -1 -0.75 -1 -1.25
BuffDef 0.1 0.075 0.1 0.125
BuffDmg 0.1 0.075 0.1 0.125
Buf2Hit 0.1 0.075 0.1 0.125
DBf2Hit -0.1 -0.075 -0.1 -0.125
DBufDam -0.1 -0.075 -0.1 -0.125
DBufDmg -0.1 -0.075 -0.1 -0.125
DBufDef -0.1 -0.075 -0.1 -0.125
ResDmg 0.1 0.075 0.1 0.125
The following Modifiers vary by level
Mod Pets Hench1 Hench2 Hench3
HitPts 1 TBD TBD TBD
MaxHP 1 TBD TBD TBD
MELEE
Damage 1 0.45 0.55 0.65
Heal 1 0.75 1 1.25
HealSlf 1 TBD TBD TBD
Stun 1 0.75 1 1.25
Immobil 1 0.75 1 1.25
Sleep 1 0.75 1 1.25
Knockbk 1 0.75 1 1.25
Fear 1 0.75 1 1.25
ResBool 1 0.75 1 1.25
RANGED
Damage 0.8 0.35 0.45 0.55
Heal 1 0.75 1 1.25
HealSlf 1 TBD TBD TBD
Stun 1 0.75 1 1.25
Immobil 1 0.75 1 1.25
Sleep 1 0.75 1 1.25
Knockbk 1 0.75 1 1.25
Fear 1 0.75 1 1.25
ResBool 1 0.75 1 1.25</pre><hr /> -
[ QUOTE ]
Could there be another modifer involved?
[/ QUOTE ]Based on everything I've seen, I'd say it's highly unlikely. It's possible there's something I'm overlooking, but I've taken a pretty close look at all 3 powers, and haven't seen anything that indicates there could be another modifier. The calculations for repel might just be more complex than we realize. -
When I first got the data on ID, I only checked the flags for the individual protection attributes; I didn't check for the flag that sets the whole power to ignore strength modifiers, such as PB or weaken. That flag is set to True for ID, so no outside strength modifiers will affect the power; only enhancements will.
Force Bubble has a duration of 0.25 for each repel tick. Hurricane and TK are both 0.75 vs. players. Force Bubble ticks every 0.25 sec, TK ticks every 0.5 sec, and Hurricane ticks every 0.25 sec but is set to tick every 1 sec vs. players (no idea if this actually works or not). Force Bubble is set to self-stack if ticks overlap, while TK and Hurricane are set to Replace. FB and TK are set to allow both Strength and Resistance, while Hurricane only allows Strength. I'm not sure how much, if any, of this information is contributing to the results you're seeing. I've never been able to get a clear answer on the mechanics of knockback/up/repel, so I'm not entirely sure how it works.
Vanguard only affects Stun, Sleep, Confuse, Fear, Immobilize, Hold, Knockback, and Knockup. -
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Iakona: in the testing thread, you indicated that you would be listing the pet modifiers soon. When will this happen and will it include the Henchmen modifiers which we recently learned about from _Castle_?
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Soon(TM), and yes.
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And will you tell us where you're getting all your info?
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I'm not allowed to divulge that information at this time. -
Quick note about the Soul Mastery pets: the Prima guide is WAY off on the defense and to-hit buffs. The actual values are 1.0 * Melee_Buff_Def, or 10%, for Psionic Defense; 0.5 * Melee_Buff_Def, or 5%, for Melee, Ranged, and AoE Defense; 1.0 * Melee_Buff_ToHit, or 10%, for To-Hit buff. You might want to revise your next version to not call this a "high" to-hit bonus.
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Here's a few more of the power scale values for speed:
RUN SPEED (add the calculated value to base 1.0 to find your running speed)
Sprint and variants: 0.5
Swift/Quickness/Lightning Reflexes: 0.1 * Melee_Runspeed
Accelerate Metabolism: 0.3
Speed Boost: 0.5 * Melee_Runspeed
Siphon Speed: 0.85 * Melee_Runspeed
Elude: 0.5 * Melee_Runspeed
Stealth: -0.35
Increase Density: 0.1 * Ranged_Slow (caster)
Rooted: -0.9
Granite Armor: -0.7
Super Speed: 1.0 * Melee_Runspeed
JUMP SPEED (add the calculated value to base 1.0 to find your jumping speed)
Hurdle: 0.5 * Melee_Jumpspeed
Combat Jumping: 0.01
Super Jump: 1.0 * Melee_Jumpspeed
Inertial Reduction: 1.0 * Melee_Jumpspeed
FLIGHT SPEED (add the calculated value to base 1.0 to find your flying speed)
Hover/Combat Flight: 1.0 (enhanceable) - 1.8 (unenhanceable)
Fly/Energy Flight: 1.0 * Melee_Flyspeed
Group Fly/Group Energy Flight: 0.5 * Melee_Flyspeed
Speed Boost: 0.5 * Melee_Flyspeed
Siphon Speed: 0.85 * Melee_Flyspeed
Accelerate Metabolism: 0.3
Swift and variants: 0.1 * Melee_Flyspeed
Increase Density: 0.1 * Ranged_Slow (caster)
Stealth: -0.35
If there are any powers I've overlooked, let me know and I'll try to find the scale values for them. -
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The following is a quote from _Castle_ HERE in the Training Room forum in a thread on Kheldian Energy Flight. It contains some valuable info on the internal workings of movement.
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Swift/Quickness/Lightning Reflexes gives scale 0.1 * Melee_Runspeed Level Lookup.
Swift/Quickness/Lightning Reflexes gives scale 0.1 * Melee_Flightspeed Level Lookup. The Flightspeed table is a lower multiplier than the Runspeed table.
...
The next question is 'Why?' The tables that were used in this math were set up specifically for powers that boost Run and Fly speed before the game ever went live. Since this is exactly what these powers do, those are the tables I used. Is it 'Fair' to Flight? Considering it was something Flight did not have before, sure. I'm sorry the boost is not as strong as many folks would like it to be, but it is as strong as it is likely to get.
[/ QUOTE ]
[/ QUOTE ]
Since _Castle_ talked about the speed tables, and I haven't seen anyone else post them yet, here are the Level Lookup tables he's talking about: (Run = Melee_Runspeed, Fly = Melee_Flightspeed, Jump = Melee_Jumpspeed)
<font class="small">Code:[/color]<hr /><pre>SPEED MODIFIERS
Level Run Jump Fly RunCap JumpCap FlyCap
1 2.5 2 0.875 4.5 3.5 2.625
2 2.5205 2.01 0.885 4.54 3.54 2.655
3 2.541 2.02 0.895 4.58 3.58 2.685
4 2.5615 2.03 0.905 4.62 3.62 2.715
5 2.582 2.04 0.915 4.66 3.66 2.745
6 2.6025 2.05 0.925 4.7 3.7 2.775
7 2.623 2.06 0.935 4.74 3.74 2.805
8 2.6435 2.07 0.945 4.78 3.78 2.835
9 2.664 2.08 0.955 4.82 3.82 2.865
10 2.6845 2.09 0.965 4.86 3.86 2.895
11 2.705 2.1 0.975 4.9 3.9 2.925
12 2.7255 2.11 0.985 4.94 3.94 2.955
13 2.746 2.12 0.995 4.98 3.98 2.985
14 2.7665 2.13 1.005 5.02 4.02 3.015
15 2.787 2.14 1.015 5.06 4.06 3.045
16 2.8075 2.15 1.025 5.1 4.1 3.075
17 2.828 2.16 1.035 5.14 4.14 3.105
18 2.8485 2.17 1.045 5.18 4.18 3.135
19 2.869 2.18 1.055 5.22 4.22 3.165
20 2.8895 2.19 1.065 5.26 4.26 3.195
21 2.91 2.2 1.075 5.3 4.3 3.225
22 2.9305 2.21 1.085 5.34 4.34 3.255
23 2.951 2.22 1.095 5.38 4.38 3.285
24 2.9715 2.23 1.105 5.42 4.42 3.315
25 2.992 2.24 1.115 5.46 4.46 3.345
26 3.0125 2.25 1.125 5.5 4.5 3.375
27 3.033 2.26 1.135 5.54 4.54 3.405
28 3.0535 2.27 1.145 5.58 4.58 3.435
29 3.074 2.28 1.155 5.62 4.62 3.465
30 3.0945 2.29 1.165 5.66 4.66 3.495
31 3.115 2.3 1.175 5.7 4.7 3.525
32 3.1355 2.31 1.185 5.74 4.74 3.555
33 3.156 2.32 1.195 5.78 4.78 3.585
34 3.1765 2.33 1.205 5.82 4.82 3.615
35 3.197 2.34 1.215 5.86 4.86 3.645
36 3.2175 2.35 1.225 5.9 4.9 3.675
37 3.238 2.36 1.235 5.94 4.94 3.705
38 3.2585 2.37 1.245 5.98 4.98 3.735
39 3.279 2.38 1.255 6.02 5.02 3.765
40 3.2995 2.39 1.265 6.06 5.06 3.795
41 3.32 2.4 1.275 6.1 5.1 3.825
42 3.3405 2.41 1.285 6.14 5.14 3.855
43 3.361 2.42 1.295 6.18 5.18 3.885
44 3.3815 2.43 1.305 6.22 5.22 3.915
45 3.402 2.44 1.315 6.26 5.26 3.945
46 3.4225 2.45 1.325 6.3 5.3 3.975
47 3.443 2.46 1.335 6.34 5.34 4.005
48 3.4635 2.47 1.345 6.38 5.38 4.035
49 3.484 2.48 1.355 6.42 5.42 4.065
50 3.5 2.49 1.365 6.46 5.46 4.095 </pre><hr />
Player movement speed is generally calculated as AttribBase (1.0) + Power_Scale * Speed_Mod.
Enhancements modify the Power_Scale value, which is 1.0 for the main powers Super Speed, Super Jump, and Fly.
The player movement speed cannot exceed the RunCap, JumpCap, or FlyCap values.
Various player testing indicates that 1.0 movement speed corresponds to approximately 21 feet/sec. -
[ QUOTE ]
Here's a few more random statistics for you. The topic came up in another thread (thanks to Peritus and gSolo) that Power Boost's modifier follows the same scale as mez duration and is affected by the AT mez modifiers. I had a chance to test this out recently and confirmed it. At level 50, the ToHit on my controller's Tactics was boosted by 1.8625 (1.25*1.49) with PB running. At 50, my Blaster's Aid Self was boosted by 1.192 (0.8*1.49) and at 31 it was boosted by 1.0399 (close enough to 1.04 = 0.8*1.30).
A not-quite-thorough test I did indicated that the PB modifier effects mez protection in the same way as an AT modifier would, so the mez protection formula would look like:
(AT ResBool Mod * Level ResBool Mod * Power Scalar * (1 + PB mod) ) + AttribBase
When I get some time I'll test this more extensively, and also check if the Villain inverse Power Boosts (Weaken/Benumb) work the same way.
[/ QUOTE ]
Based on this information, along with the numbers in the prima guide, it appears that all Power Boost-type powers (including weaken/benumb) use a modifier that is equivalent to Ranged_Stun. It looks like Power Boost adds 1.0 * Ranged_Stun to the Strength modifier, and Weaken/Benumb adds -0.5 * Ranged_Stun.
If I'm calculating all this correctly, then a level 50 Controller using Power Boost and Block of Ice slotted with 3 even hold SOs, while affected by Weaken, would have a PvP duration of:
(8 sec * 1.8625) * (1 + .9493 + (1.0 * 1.8625) + (-0.5 * 1.49)) = 45.7 sec -
-30 is believable, and it would match up with the Prima guide numbers if they're for Blasters, Defenders, Controllers, Masterminds, Dominators, and Corruptors.
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[ QUOTE ]
One possible correction: A couple of the Sleep modifiers look fishy (scrapper and stalker are 8, when it looks like 0.8 would be more appropriate).
[/ QUOTE ]
I agree that those scrapper and stalker values look fishy, which makes me think it's probably a bug that never got noticed, since the ranged sleep mods are likely never used for those ATs.
[ QUOTE ]
Also, the tables would be easier to read if you lined up decimal points.
[/ QUOTE ]
I'll fix that in the next revision.