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After some extensive analysis, I've found an interesting pattern with the player damage vs. NPC hit points progression. It seems that the common perception among number crunchers that NPC hit points increase at a disproportionate rate to player damage is not entirely correct. It seems that the HP levels are balanced with a specific amount of damage enhancements assumed for player damage levels; this appears to be a smooth curve based on 3-slotting for damage. If you factor in the Damage Enhancement shown below, you'll find that it takes a Normalized Damage Scale of approximately 4.0225 to kill a minion, and approximately 8.0074 to kill a lieutenant (NOTE: this only applies to level 10+; the NDS scales linearly from level 1-10). Bosses are slightly different: for level 1-15, the NDS required is 10.5 + (Level * 0.3); for level 15-20, the NDS is a constant 15; for 20+, the NDS is 9 + (Level * 0.3).
Here's the Hit Points for each rank, the Blaster (a.k.a. Base) damage modifier, and the Damage Enhancements used for calculations (EnhTotal is the total you'd need before the ED penalty).
<font class="small">Code:[/color]<hr /><pre>Player Damage vs. NPC Hit Points, with Damage Enhancements
Level Min HP Lt HP Boss HP BaseDmg DE w/ED EnhTotal
1 20 73.3 108 -10 0.00% 0.00%
2 24.6 81.9 122.7 -10.735 2.94% 2.94%
3 29.8 91.1 138.9 -11.499 5.93% 5.93%
4 35.8 101.2 156.7 -12.292 8.94% 8.94%
5 42.6 112.1 176.3 -13.114 12.02% 12.02%
6 50.2 123.9 197.7 -13.964 15.16% 15.16%
7 58.8 136.6 221.2 -14.841 18.25% 18.25%
8 68.3 150.2 246.6 -15.745 21.43% 21.43%
9 79 164.8 274.3 -16.676 24.61% 24.61%
10 90.6 180.4 304.2 -17.632 27.78% 27.78%
11 98.1 195.2 336.4 -18.613 30.99% 30.99%
12 105.9 210.7 371 -19.617 34.12% 34.12%
13 114 227 408.2 -20.644 37.33% 37.33%
14 122.6 244 447.9 -21.693 40.46% 40.46%
15 131.4 261.7 490.2 -22.763 43.56% 43.56%
16 140.7 280 524.6 -23.853 46.60% 46.60%
17 150.2 299.1 560.3 -24.962 49.63% 49.63%
18 160.1 318.8 597.1 -26.088 52.60% 52.60%
19 170.3 339 635.1 -27.230 55.49% 55.49%
20 180.7 359.8 674 -28.387 58.28% 58.28%
21 191.4 381.1 728.2 -29.557 61.01% 61.01%
22 202.4 402.8 784.8 -30.739 63.67% 63.67%
23 213.5 424.9 843.7 -31.931 66.20% 66.20%
24 224.7 447.3 905 -33.130 68.61% 68.61%
25 236.1 470 968.4 -34.334 70.94% 71.04%
26 247.5 492.7 1033.8 -35.542 73.15% 73.50%
27 259 515.6 1101.1 -36.751 75.21% 75.79%
28 270.5 538.5 1170.1 -37.957 77.17% 77.97%
29 281.9 561.2 1240.6 -39.158 78.99% 79.99%
30 293.3 583.8 1312.3 -40.351 80.69% 81.88%
31 304.5 606.1 1385.1 -41.531 82.25% 83.61%
32 315.5 628 1458.7 -42.695 83.70% 85.22%
33 326.2 649.4 1532.8 -43.840 84.99% 86.66%
34 336.7 670.3 1607.2 -44.960 86.19% 87.99%
35 346.8 690.5 1681.4 -46.051 87.25% 89.17%
36 356.6 709.9 1755.3 -47.109 88.18% 90.26%
37 365.9 728.4 1828.5 -48.128 89.02% 91.45%
38 374.8 746 1900.6 -49.103 89.74% 92.49%
39 383.1 762.6 1971.3 -50.030 90.35% 93.35%
40 390.8 778 2040.4 -50.902 90.88% 94.11%
41 398 792.2 2107.3 -51.715 91.32% 94.74%
42 404.5 805.2 2171.9 -52.463 91.66% 95.23%
43 410.3 816.8 2233.8 -53.140 91.94% 95.63%
44 415.4 826.9 2292.6 -53.743 92.16% 95.94%
45 419.8 835.7 2348.1 -54.264 92.32% 96.17%
46 423.4 842.9 2399.9 -54.701 92.43% 96.33%
47 426.2 848.5 2447.8 -55.047 92.49% 96.41%
48 428.3 852.6 2491.5 -55.300 92.53% 96.47%
49 429.5 855.1 2530.7 -55.455 92.55% 96.50%
50 430.8 857.5 2570.2 -55.610 92.57% 96.53% </pre><hr />
This leads me to my suggestion that the Devs change the enhancement system so that the amount enhanced is based on Actual Level of the enhancement, rather than Relative Level, since it now seems clear that they've built the game based on a curved progression, rather than the stepped system that enhancements currently follow (which is really quite counter-intuitive to anyone new to the game).
The most blatant example of how the current enhancement system is broken is in defense, resistance, tohit, accuracy, and any other enhancements that modify base attributes that do not change by level. How does it make sense that a level 42 has higher defense than a level 50? -
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It looks like the devs finally figured out how to count to one.
Single target attacks now hit only one target no matter how many you have stacked.
There might be a bug though. A couple times when I had a few stacked up, it would say "Readying attack", but then nothing. No hit, no miss, no nothing. Cone/AoE attacks worked fine there, but single target wouldn't do anything. I'll have to play with it some more and see what's going on.
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I think I may cry. I'll have QA test it.
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Castle, could you please please please have someone take a look at gauntlet. When the AOE bug was on test, I noticed that most of my lower attacks would rarely hit more than one target when they were spaced in a normal spawn (I tested in PP, where the spawns are large, packed groups). Even KO Blow would only hit 2-3 targets in a normal spawn. We were kind of assuming that the AOE bug was related to gauntlet, and that it sort of represented how many targets would be hit with the punchvoke effect in normal circumstances. If that is actually the case, then the radius on gauntlet is way too small and is only really effective if you can stack enemies by corner pulling. Gauntlet also did not appear to be active on any attacks outside of secondary powers, including brawl and tanker APP powers (based on a lack of AOEs from those powers on the bugged test). We've always kind of assumed that guantlet works on any attack from a tanker.
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The punchvoke radius varies by power. Low level powers have a much smaller radius than level 38 powers. For instance, Total Focus, Knockout Blow, and Seismic Smash all have a radius of 17.8 feet; while Barrage and Jab have a radius of 3.4 feet. -
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Was Hurricane for NPC mobs (Sorcerors/Tsoo bosses/Witches) also correctly reduced/"fixed" as it was 'broken'?
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All NPC versions of Hurricane remain unchanged. They tick every 0.5 seconds for 0.35 endurance. -
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The endurance cost per tick remains the same (0.1625 end/tick), meaning the new endurance/second cost is 1/4 of the old value.
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Has this been confirmed?
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Confirmed by _Castle_ in a PM to me on April 3. The new end/sec cost was an unintentional side effect of decreasing the tick frequency, but he sees no need to change it now. -
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I assume you've picked up the END use by <insert unmentionable process here> and those numbers are accurate. That is a big bonus that I didn't notice while playing and so left out of the assessment.
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Castle confirmed this in a PM to me when it was still on test. It was an unintentional side effect that he didn't think about when he changed the tick rate, but he doesn't see any need to change it to a higher end cost now. "Consider it a gift" he said.
My main point here is that Hurricane is still the most powerful repel power in the game, because of all the additional effects it gets. A slight reduction in the knockback frequency of the power, while simultaneously getting the equivalent of a free 300% in Endurance Reduction enhancements, is hardly what I'd consider a "Massive Hurricane nerf." A massive nerf would be to make it a Repulsion Field clone. -
I'm sitting here scratching my head about what's causing this huge uproar over this change...It still has one of the highest, if not THE highest, to-hit debuffs in the game; it has the only (that I can recall) range debuff in the game. Now the enemies stay in the debuff radius longer, since they're knocked back slightly less. And to top it all off, the endurance cost you spend for all these benefits is now 17% lower than Hover...
Perhaps I'm just not pessimistic enough, but I really fail to see where all the DOOOOOOM-speak is coming from. -
Hurricane's tick rate was changed from every 0.25 seconds to every 1.0 seconds. The endurance cost per tick remains the same (0.1625 end/tick), meaning the new endurance/second cost is 1/4 of the old value. The radius is still the same (25 feet), and there is no limit on the maximum number of targets it can hit at once. There is a severe accuracy and range debuff for each affected target.
For comparison: Repel, 3rd power from the Kinetics powerset, ticks every 0.5 seconds with an end cost of 0.39 per tick (0.78 per second) plus an additional cost per target affected. The radius is only 7 feet, and there is no debuff effect.
Force Bubble, 9th power from the Force Field powerset, ticks every 0.25 seconds, costing 0.1716 endurance per tick (0.6864/sec, Defender and Controller versions only; Mastermind version is 25% higher end cost). The radius is 50 feet, and there is no debuff.
Given this information, I'd say Hurricane still easily comes out on top. -
Looking back on Statesman's post, his numbers for the current tohit calculations don't match up with his explanation. Using the numbers he posted, it looks like ToHit is
<font class="small">Code:[/color]<hr /><pre> RankToHit + (CombatMod - 1) </pre><hr /> for a higher level target. This still doesn't match up with the tested values in your guide, though. -
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How is that possible if damage debuffs work that way? (q.v Tar Patch and Darkest Night). I believe it is impossible for it to work that way. If so, the base debuff is set so that the "buffed" debuff works out to 22%.
In any case, it all means that I have, in fact, double counted it. I'll correct my earlier post to that effect.
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Debuffs are *damage* and hence if you debuff Damage Resistance, you are now more affectable.
Let's take Tar Patch with it's base of -30% Damage Resistance Debuff. You drop it and the mobs are now taking +30% more damage.
Drop a second and they are taking +71% extra damage, until you hit the minimum (which I believe is the hard coded 10% limit.)
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Where are you getting 71% from? -30% + -30% = -60%.
The cap for resistance is -300%.
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This also impacts how the mob *resists* Darkest Night Accuracy/To-Hit debuff and Damage Debuff.
There was a big reason I advocated reigning in the Tar Patch Damage Resist debuff. It was freaking powerful solo and I was almost able to solo AVs and Giant Monsters as long as they didn't have any mezzing.
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Let me make this very clear: Damage Resistance has NO EFFECT WHATSOEVER on To-Hit. They are two completely unrelated attributes. Damage and Damage Resistance buffs/debuffs are only related because they both use the same set of attributes. -
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Someone explain to me how knowing things like this breaks anything, unbalances anything, or spells any level of doom and/or trouble?
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My guess it's that old habits die hard. There was a policy where numbers were not discussed, at all. Whether or not that was the correct thing to do or not is kind of a dead horse at this point because it appears that policy is being bent to extremes now. We are getting tons more information on numbers that we used to (which was none).
So why don't we have solid formulas right this instant? I dunno. Maybe the same reason we aren't getting answer very quickly to the posts. Maybe because the people who can give you the information are all doing other stuff. I don't have a good answer.
I do know that if someone gets the job to post numbers and formulas they will instantly be hit with about 100 responses from people who have questions or disagree.
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My guess is that there isn't any one dev who understands all the systems and how they operate together; at least not enough to put together any sort of guide that explains all the numbers. Each dev has his/her own specialty area that he/she works on, and they don't necessarily know much about the systems they don't work with daily.
What Cryptic/NCSoft needs to do is get a team of overworked, unpaid interns to figure all this stuff out and explain it to the community.Heck, I'd be willing to do it all myself, if they'd just give me a glimpse of the server-side coding.
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For those of you who prefer a side by side look at this global nerf to Enhanced To Hit Debuffs, here you go:
<font class="small">Code:[/color]<hr /><pre> i6 i7 change
Minion 5%(cap) 6.25% 1.25%
Lieut. 5.47% 12.22% 6.75%
Boss 12.94% 19.50% 6.56%
+1 Min 5.64% 11.69% 6.04%
+1 Lt 13.55% 18.42% 4.87%
+1 Boss 21.39% 26.46% 5.06%
+2 Min 13.35% 18.00% 4.65%
+2 Lt 21.63% 25.53% 3.90%
+2 Boss 29.85% 34.32% 4.47%
+3 Min 23.66% 28.03% 4.37%
+3 Lt 32.32% 36.49% 4.17%
+3 Boss 40.91% 46.05% 5.14% </pre><hr />
Correct me if I'm wrong, but wasn't i7 supposed to improve the effectiveness of Defense and ToHitDebuffs vs. higher ranks/levels? It seems to me the devs are doing everything they can to make sure ToHitDebuffs stay at or below Live levels while Defense gets a boost. -
Statesman : math problem :: magnet : computer (for those of you who remember the old SAT-Verbal analogies)
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In order to decipher this a little bit easier, lets take a look at the to hit formula.
(Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) Defense) capped at 5% or 95% * Accuracy (capped at 5% or 95%, again)
In the case of the Base To Hit Defense, the value is floored at ..05 or 5%. It cant go below that. Similarly, the result after being multiplied by Accuracy cant go higher than .95 or 95%
The To Hit chance also increased over level. A +1 level had a 1.05 modifier, +2 level 1.1 and +3 1.15. For example, the base to hit chance of a lieutenant +2 levels was .58*1.1 or 63.8%.
Now lets take a look at the effect that the To Hit change has on the To Hit Debuff Enhancement change with Radiation Infection and a Defender.
Before
Radiation Infection has a base To Hit debuff of 2.5 * the Defenders Archetype boost of 0.125 = 0.3125. With 2 SOs under the Schedule A (a 66% increase to the Debuff), the end result would be 0.5187.
Heres a breakdown of how this would play out against various ranks and levels
Even Con
Minion .5 (Base to Hit) -0.5187 (Radiation Infection To Hit Debuff) = -0.0187 or 5% chance to hit (minimum before Accuracy modifications)
Lieutenant 5.66%
Boss 13.13%
+1 Level
Minion 8.32%
Lieutenant 15.85%
Boss 23.32%
+2 Levels
Minion 18.50%
Lieutenant 26.03%
Boss 33.50%
+3 Levels
Minion 31.28%
Lieutenant 38.81%
Boss 46.28%
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You're either hiding a modifier from us somewhere in your spreadsheet or your numbers are wrong. Base To Hit, based on your assertion that +1 is 1.05, +2 is 1.1, +3 is 1.15:
<font class="small">Code:[/color]<hr /><pre> Minion Lieut Boss
Even 50.00% 57.53% 65.00%
+1 Lvl 52.50% 60.41% 68.25%
+2 Lvl 55.00% 63.28% 71.50%
+3 Lvl 57.50% 66.16% 74.75% </pre><hr />
Effectiveness of Radiation Infection To Hit Debuff is 2.5 * 0.125 * 1.666 * LvlMod:
<font class="small">Code:[/color]<hr /><pre> LvlMod Debuff
Even 1 -52.06%
+1 Lvl 0.9 -46.86%
+2 Lvl 0.8 -41.65%
+3 Lvl 0.65 -33.84% </pre><hr />
Now, with some simple arithmetic, we get Base To Hit - Debuff = To Hit chance
Even Con
Minion .5 - .5206 = -0.0206 or 5%
Lieutenant 5.47%
Boss 12.94%
+1 Level
Minion 5.64%
Lieutenant 13.55%
Boss 21.39%
+2 Levels
Minion 13.35%
Lieutenant 21.63%
Boss 29.85%
+3 Levels
Minion 23.66%
Lieutenant 32.32%
Boss 40.91% -
Well, looks like my post on 03/07/06 matches up exactly with Statesman's post today regarding accuracy/tohit. On Live servers, the first CombatMod table is multiplied by AttribBase for ToHit to find the BaseToHit by relative level and class. The second CombatMod table is multiplied by the power effect to find the effectiveness by relative level (for things like debuffs, damage, mezzes, etc.).
<font class="small">Code:[/color]<hr /><pre>BaseToHit, by Relative Level of the Target
Rel Lvl TH Mod Min BTH Lt BTH BossBTH AV BTH
14 0.01 0.5% 0.6% 0.7% 0.8%
13 0.02 1.0% 1.2% 1.3% 1.5%
12 0.03 1.5% 1.7% 2.0% 2.3%
11 0.04 2.0% 2.3% 2.6% 3.0%
10 0.05 2.5% 2.9% 3.3% 3.8%
9 0.08 4.0% 4.6% 5.2% 6.0%
8 0.15 7.5% 8.6% 9.8% 11.3%
7 0.33 16.5% 19.0% 21.5% 24.8%
6 0.45 22.5% 25.9% 29.3% 33.8%
5 0.55 27.5% 31.6% 35.8% 41.3%
4 0.64 32.0% 36.8% 41.6% 48.0%
3 0.73 36.5% 42.0% 47.5% 54.8%
2 0.81 40.5% 46.6% 52.7% 60.8%
1 0.9 45.0% 51.8% 58.5% 67.5%
0 1 50.0% 57.5% 65.0% 75.0%
-1 1.05 52.5% 60.4% 68.3% 78.8%
-2 1.1 55.0% 63.3% 71.5% 82.5%
-3 1.15 57.5% 66.2% 74.8% 86.3%
-4 1.2 60.0% 69.0% 78.0% 90.0%
-5 1.25 62.5% 71.9% 81.3% 93.8%
-6 1.3 65.0% 74.8% 84.5% 97.5%
-7 1.35 67.5% 77.7% 87.8% 101.3%
-8 1.41 70.5% 81.1% 91.7% 105.8%
-9 1.48 74.0% 85.1% 96.2% 111.0%
-10 1.68 84.0% 96.7% 109.2% 126.0%
-11 1.8 90.0% 103.6% 117.0% 135.0%
-12 1.95 97.5% 112.2% 126.8% 146.3%
-13 2.1 105.0% 120.8% 136.5% 157.5%
-14 2.2 110.0% 126.6% 143.0% 165.0% </pre><hr />
<font class="small">Code:[/color]<hr /><pre>Power Effectiveness, by Relative Level of the Target
Rel Lvl Eff Mod
14 0.01
13 0.01
12 0.01
11 0.02
10 0.03
9 0.04
8 0.05
7 0.08
6 0.15
5 0.3
4 0.48
3 0.65
2 0.8
1 0.9
0 1
-1 1.11
-2 1.22
-3 1.33
-4 1.44
-5 1.55
-6 1.66
-7 1.77
-8 1.88
-9 2
-10 2.1
-11 2.2
-12 2.3
-13 2.4
-14 2.5 </pre><hr /> -
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Charged Bolt: 100%
Lightning Bolt: 100%
Ball Lightning: 100%
Short Circuit: 130%
Zapp: 120%
Tesla Cage: 100%
Thunderous Blast: 140%
Shriek: 100%
Scream: 100%
Howl: 100%
Shockwave: 90%
Shout: 100%
Sirens Song: 90%
Screech: 100%
Dreadful Wail: 140%
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That's great information. Can we have this table for ALL the powersets?
A section of this website devoted to power stats (End Cost, Base Damage, Base Range, etc.) would be very useful, and easier to keep up to date than a print book.
Yes I know that people have been asking for this from Day One, but I'm asking again, because we still want it, and I still think it's a reasonable request.
BB
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While you wait for the devs to finally get around to posting this information at some random date in the probably distant future, you can find it on a third-party website at http://www.nofuture.org.uk/coh/powers/archetype.php. The data listed there is all accurate and up to date, because it comes from the exact same data the game itself uses. It currently lists the Max Targets affectable by each power, Angle of cone powers, Radius of AoE powers, Base Range, Base Accuracy, Activation Time, Recharge Time, Endurance Cost, and Time Per Tick (time between pulses of toggle powers).
(NOTE: powers that summon a pet or pseudo-pet, like Rains or Transfusion or Henchmen, currently do not show all the relevant data for the powers. They only show the data for the summon power, which summons the pet entities; the pet entities then affect the target, and this pet entity data is not yet listed. I'm working with RedTomax to hopefully get this data listed Soon(TM). ) -
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Sonics has a lower accuracy than Electric, I recall.
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Charged Bolt: 100%
Lightning Bolt: 100%
Ball Lightning: 100%
Short Circuit: 130%
Zapp: 120%
Tesla Cage: 100%
Thunderous Blast: 140%
Shriek: 100%
Scream: 100%
Howl: 100%
Shockwave: 90%
Shout: 100%
Sirens Song: 90%
Screech: 100%
Dreadful Wail: 140%
Sonics doesn't have *bad* accuracy, in general, but Electric has very good accuracy.
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And here's the sets he left out:
Archery
115.5% for all except:
Ranged Shot: 139%
Assault Rifle
105% for all except:
Sniper Rifle: 125%
Flame Thrower: 130%
Full Auto: 135%
Energy
100% for all except:
Sniper Blast: 120%
Power Push: 140%
Nova: 140%
Fire
100% for all except:
Fire Breath: 120%
Blazing Bolt: 120%
Inferno: 140%
Ice
100% for all except:
Frost Breath: 120% -
I've shown RedTomax the light (all the individual power data I've uncovered), and he's posted it up on his website at http://www.nofuture.org.uk/coh/powers/. Check it out for the most accurate, up-to-date listing of power data on the web. It's not quite 100% complete yet, but everything listed there is the exact data used by the game.
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Chimera's arrows are 1.4 BaseAccuracy, and his katana is 1.2 (for comparison, player katanas are 1.05). Defense cap varies by AT: Squishies are 175%, Scrappers, Stalkers, and Kheldians are 200%, Tanks and Brutes are 225% (these are all at level 50).
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TP Foe AttribBase values:
ArchVillains, Giant Monsters: -99
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OK, I see a new Hamidon strategy. What are the rules on TP Foe again? If I recall, you can TP Foe Minions up to +3 or so, even Lieutenants, and ... don't know about bosses. That would make TP Foe a Mag 3 effect. All it takes is 33 people using TP Foe on Hamidon at the same time to move him out of the goo! Like a giant tug-of-war, trying to pull Hami away from his protection. That could make a raid go REALLY REALLY fast! Of course he could be completely immune. Alternatively, TP Foe ALL of the mitos behind a rock or spire to strip away Hami's protection. Of course they could be completely immune too. Hmm... I wonder if any server would be willing to try this.
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Hami is Hamidon class, which has AttribBase values of -500 for Confuse, Fear, Hold, Stun, and TP Foe; -100 Intangibility; -50 Sleep; 100 Immobilize (permanently immobilized). Mitochondria are Mito class, which has -100 Confuse, Fear, Hold, Stun, and TP Foe; -50 Sleep and Intangibility; 100 Immobilize.
I'm not sure how the TP foe mechanic works; my guess is that it's like Sleep, and you can't accumulate magnitude on it. -
Oops, yeah, I forgot to add in the AttribBase, so you'd need Mag 9 to break the protection.
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Simplified, this means Brutes, Stalkers, and Scrappers (and Controller/Corruptor buffs) in Siren's Call have -8.98 for their mez attributes, meaning you have to build up a magnitude greater than 8.98 to successfully mez them. That means if you hit one of those ATs with three Mag 3 stuns, it will break their protection. Tankers (and Defender buffs) in Siren's Call have a -10.975 value.
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Sorry, I was referring to my spreadsheet. I haven't posted the Res_Boolean and AttribBase values to the forums yet. The formula for calculating Res_Boolean is: (EDIT: fixed a missed bracket in the formula)<font class="small">Code:[/color]<hr /><pre> (AT mod) * [ 0.15 + 0.004 * (Level - 1) ] </pre><hr />
Here's the AT mods for Res_Boolean, to be used in the formula above:
<font class="small">Code:[/color]<hr /><pre>
Melee Ranged
Blaster 0.8 0.7
Controller 0.8 1
Defender 0.8 1.25
Scrapper 1 0.7
Tanker 1.25 0.7
Peacebringer 0.9 0.9
Warshade 0.9 0.9
Brute 1 0.7
Stalker 1 0.7
Mastermind 0.8 0.75
Dominator 0.8 0.75
Corruptor 0.8 1 </pre><hr />
The AttribBase values for mez protection, before protection powers are factored in (Confuse, Fear, Hold, Immobilize, Stun, Sleep, and Intangibility) is:
Players, Minions: -1
Lieutenants, Pets, Tier1 Henchmen: -2
Bosses, Tier2 Henchmen: -3
Archvillains: -4 (-3 for Immobilize and Sleep)
Elite Bosses, Tier3 Henchmen: -6
Giant Monsters: -75 (-10 for Sleep and Intangibility)
The target is mezzed once this attribute is greater than 0.
TP Foe AttribBase values:
Players, Pets, Henchmen: 0
Minions: -1
Lieutenants: -2
Bosses, Elite Bosses: -3
ArchVillains, Giant Monsters: -99 -
As far as I know, all mez protection powers that vary by level use the Res_Boolean modifier. Melee is for self toggle mez protection, Ranged is for powers that buff ally mez protection, including dispersion bubble-style toggles. This Res_Boolean modifier is also used by tactics to determine the perception buff.
To find your total mez protection, use Scalar * Res_Boolean + (corresponding AttribBase). -
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Iakona, did you ever find the Ranged/Melee indicator? For reference, my testing showed all Mind Control powers are Ranged, as are all Psionic Assault powers except: Mind Probe, Telekinetic Thrust, Drain Psyche and Psychic Shockwave.
Also, you don't happen to have a version of your data file in Excel or OO do you? Or by chance know a way to convert a Quattro Pro X3 file to one of those format? I don't have QP so I'm quite sad that I can't access the information.
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I've found a power attribute that seems to have a value of 1 for all ranged powers and a 0 for all melee, but I haven't had a chance to check out some of the more questionable powers it lists as melee/ranged to see if it can reliably predict melee/ranged.
I've been unable to successfully save the file as a .xls, due to some of the formulas in the file. However, you can download a free trial version of quattro pro from www.corel.com. It's a fully functional version that lasts 30 days. If you're familiar with spreadsheets, feel free to try to convert it to whatever format you prefer, and let me know if you get it working. -
While you're doing that testing, can you test the effects of a third player healing the weakened target, and the weakened target healing the third player? Should be fairly easy with 2 empaths and the poison MM.
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The first version of his mini calculator seemed to be working mostly right, but he updated it and now the data seems to be misaligned somewhere. I sent him a PM, so hopefully it'll get resolved soon. Keep in mind that the spreadsheet you can download there has MUCH more info that just what he shows on the site. If you want all the AT-based data, download the spreadsheet. If you have any questions about the data in the spreadsheet, feel free to PM me or post in this thread about it.