Scrapper Secondary Information for Issue 7


Arcanaville

 

Posted

"...Integration (Int) is 50% (unenhancable) plus 100% (enhancable) health regeneration..."

Can someone explain enhanceable and unenhanceable to me? please? it looks like they refer to the same thing in some cases...?"


 

Posted

[ QUOTE ]
"...Integration (Int) is 50% (unenhancable) plus 100% (enhancable) health regeneration..."

Can someone explain enhanceable and unenhanceable to me? please? it looks like they refer to the same thing in some cases...?"

[/ QUOTE ]

When you have zero enhancements on Integration, it provides 150%. If you add 1 single origin heal enhancement, it will provide 150% + (100% * 0.33) = 183%

If all was enhancable, then it would have been 150% + (150% * 0.33) = 200%


 

Posted

Thank you Buffy! So if I understand you correctly, you are saying that...
Integration Healing Addition:
Base Healing Rate :. BHR
Enhancement Bonus :. EB
Total Healing Rate :. THR

Then the total healing bonus from Integration alone would be…

THR = BHR*(.5+(1.00+EB))

With other bonuses (i.e. FH, Health, IH) being additional additive terms in the expression?

THR = BHR*((.5+(1.00+EB))…additional terms here)?


 

Posted

I tend to simplify things. I know that a single origin even level (white) Heal enhancement provides a 0.33 boost to the enhancable portion of a health regeneration power (2 provide 0.66 and 3 provide 0.95). For example:

Health has a base 40% (enhancable) and adding 3 single origin even level (white) Heal enhancements gives you 40 * 1.95 = 78%

Fast Healing has a base of 75% (enhancable) and adding 3 Heal SO gives you 75 * 1.95 = 146.25%

Add both of those together if you have both 3 slotted and you have 224.25%

Integration with 3 Heal SOs would be 50 (unehancable) + (100 (enhancable) * 1.95) = 245%

Add all three together with 3 SO Heals and you have 469.25%


 

Posted

Good info. Thanks Buffy.


 

Posted

Nice.


 

Posted

Just pointing out that obsidian shield is in FACT the only power in CoH that has psionic resistance. Stone has psionic defense (and general fort and such defense powers to all).

[ QUOTE ]
Leaping:

Combat Jumping improves your jumping, adds 1.875% defense** and also provides good protection against
immobilization (mag -5?) (Blasters 1.75%, Others: 2.5%)
Acrobatics provides protection against knocks and a little protection against holds (knock mag -5?, and
hold mag -2?)


[/ QUOTE ]

And are you sure that's right? I could have sworn before the defense nerfs, combat jumping (hover stealth etc) were at 5%. So after they got nerfed their base defense became 2.5%, not 1.875% defense.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

your the best...


 

Posted

[ QUOTE ]
Just pointing out that obsidian shield is in FACT the only power in CoH that has psionic resistance. Stone has psionic defense (and general fort and such defense powers to all).

[/ QUOTE ]
Shadow Fall (Dark Miasma) and Mind Over Body (Psychic Mastery/Psionic Mastery) provide psionic resistance.


 

Posted

[ QUOTE ]

And are you sure that's right? I could have sworn before the defense nerfs, combat jumping (hover stealth etc) were at 5%. So after they got nerfed their base defense became 2.5%, not 1.875% defense.

[/ QUOTE ]
It's 1.875 for some archetypes and 2.5 for others. Still, some other values for others.


 

Posted

[ QUOTE ]
[ QUOTE ]
Just pointing out that obsidian shield is in FACT the only power in CoH that has psionic resistance. Stone has psionic defense (and general fort and such defense powers to all).

[/ QUOTE ]
Shadow Fall (Dark Miasma) and Mind Over Body (Psychic Mastery/Psionic Mastery) provide psionic resistance.

[/ QUOTE ]

Yeah i know i was thinking actual defenses ie scraps/tanks when i wrote that and was too tired to reconnect/load up the web to edit it (dial up) XD.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

[ QUOTE ]
Just pointing out that obsidian shield is in FACT the only power in CoH that has psionic resistance. Stone has psionic defense (and general fort and such defense powers to all).

[ QUOTE ]
Leaping:

Combat Jumping improves your jumping, adds 1.875% defense** and also provides good protection against
immobilization (mag -5?) (Blasters 1.75%, Others: 2.5%)
Acrobatics provides protection against knocks and a little protection against holds (knock mag -5?, and
hold mag -2?)


[/ QUOTE ]

And are you sure that's right? I could have sworn before the defense nerfs, combat jumping (hover stealth etc) were at 5%. So after they got nerfed their base defense became 2.5%, not 1.875% defense.

[/ QUOTE ]

You are correct. They went from 5% to 2.5%. But, those are the values before the Archtype modifiers are applied. Scrappers are 0.75 times those values ( 3/4 ).


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]

Stealth will provide -perception and 1.875% defense**. With 3* SO DefBuf: 2.9%. The defense**
is twice that when not attacking, being attacked or clicking an object (Blasters 1.75%,
Controller/Mastermind 2.25%, Tanker/Defender: 2.5%, Others: 2.125%)

[/ QUOTE ]

The phrasing on this bit confused me. Is Stealth with 3 SO's providing a defbuff of 2.9% during combat & glowie clicking, and 5.8% during movement?

Thanks for all the figuring you've put into this guide!

[/ QUOTE ]

Its apparently 3.75% defense unslotted, 5.85% defense 3-slotted, but half of that suppresses when stealth suppresses (when you attack, or are hit by an attack).

So, yes.

[/ QUOTE ]how long does it take for stealth to return to unsupressed status after you hit or are hit?


 

Posted

This is just plain great information. Thank you, Buffy!