Any numbers on the -regen and AV/GM res changes.


Black_Specter

 

Posted

[ QUOTE ]
In addition to this, Rad has many other ways to help in AV fights, and some of these were improved by the reduction in AV debuff resistances.

[/ QUOTE ]
Not... much.

Radiation infection went from a base -1.9% ToHit/Def to a -4.7% ToHit/Def. 3-slotted, that's a change from 3% to 7.5%. EF doesn't seem to be changed at all by this, though I was hoping the change meant that the base damage resistance of AVs was also going down (I didn't think it did, but does anyone know if this is actually the case?)

Accelerate Metabolism helps as much as it always did, but Tactics is worth substantially more than RI now in terms of landing blows, and Maneuvers is worth almost as much defense.

Assuming the base 500% number is correct, Rad still brings an average of 50% reduction in regen rate (factoring in recharge rate of LR), plus a 30% increase in team damage, plus AM, and a small amount of -ToHit/-Def.

I was concerned that the base number was 100%, in which case Rad would be bringing in only a trivial -regen. This needs testing, but I've seen at least one report that an Ill/Rad could still solo an AV, so I'm guessing 500% may be accurate.


 

Posted

[ QUOTE ]
It was different for different ATs. Controllers and Corruptors had -500%, Defenders had -100%. It was equalized back in December, but the patch notes actually don't mention what value the powers got. I'm not sure if anyone posted which value was used, but the general belief seems to have been that they were all made -500%.

[/ QUOTE ]

The patch notes stated that the power that was changed was the Defender power, ergo it was bumped to 500%. I was actually the one who posted on the boards that Defenders had gotten accidentally hosed.** At the time I thought the solution was to lower the Corruptor/Controller -regen rates, but that is not what happened.

To hedgehog: If we hadn't started raising all the fuss, Controllers and Corruptors would still be applying 5x the amount of -regen as your rad/rad defender, so count your blessings.

- Protea

** I should add that at the time, several people called me insane for making that claim.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ]
I was concerned that the base number was 100%, in which case Rad would be bringing in only a trivial -regen. This needs testing, but I've seen at least one report that an Ill/Rad could still solo an AV, so I'm guessing 500% may be accurate.

[/ QUOTE ]

Given that other major -regen powers are almost all -500%, and that the patch for the unification of LR made no mention of changes to other powers, it seems extremely likely that they normalized LR to 500%, not 100%. Otherwise, LR would be the worst -regen power of the ones available to various folks for all ATs with access to it.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
Given that other major -regen powers are almost all -500%, and that the patch for the unification of LR made no mention of changes to other powers, it seems extremely likely that they normalized LR to 500%, not 100%. Otherwise, LR would be the worst -regen power of the ones available to various folks for all ATs with access to it.

[/ QUOTE ]

The notable exception is MM /poison's Weaken, which comes in at an anemic -50%. That set got the shaft with this change, and honestly, given how overpowered /dark is compared to /poison for MMs (in PvE), I think /poison's -regen should stay unresistable.

- Protea


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ]
Accelerate Metabolism helps as much as it always did, but Tactics is worth substantially more than RI now in terms of landing blows, and Maneuvers is worth almost as much defense.

[/ QUOTE ]

I don't understand what you mean by "now". This change actually improves what RI does for you. RI was never unresistable when used on AVs, so they were previously reducing it to 6% of effect at L50, instead of the current 15%. 15% still sucks, but this change didn't make things worst for anything but LR.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
[ QUOTE ]
Accelerate Metabolism helps as much as it always did, but Tactics is worth substantially more than RI now in terms of landing blows, and Maneuvers is worth almost as much defense.

[/ QUOTE ]

I don't understand what you mean by "now". This change actually improves what RI does for you.

[/ QUOTE ]
It's missing a word. That's supposed to be "even now". I thought I fixed that during preview, sorry.


 

Posted

[ QUOTE ]
[ QUOTE ]
In addition to this, Rad has many other ways to help in AV fights, and some of these were improved by the reduction in AV debuff resistances.

[/ QUOTE ]
Not... much.

Radiation infection went from a base -1.9% ToHit/Def to a -4.7% ToHit/Def. 3-slotted, that's a change from 3% to 7.5%.

[/ QUOTE ]

Assuming no other tohit debuffs or defense buffs, going from a 3% tohit debuff to a 7.5% tohit debuffs effectively reduces the damage you take by over 10% (more if other debuffs/buffs are present). That might not be huge, but it's not bad either.

(AFAIK, defense debuff enhancements are still Schedule A, so they'd benefit more from slotting. However, defense debuffs tend to be of limited usefulness in AV fights, so that shouldn't make a huge difference)



[ QUOTE ]
EF doesn't seem to be changed at all by this, though I was hoping the change meant that the base damage resistance of AVs was also going down (I didn't think it did, but does anyone know if this is actually the case?)

[/ QUOTE ]

Damage resistance is separate from the AV debuff resistance, and I haven't heard anything about it being lowered.


[ QUOTE ]
Assuming the base 500% number is correct, Rad still brings an average of 50% reduction in regen rate (factoring in recharge rate of LR), plus a 30% increase in team damage, plus AM, and a small amount of -ToHit/-Def.

[/ QUOTE ]

LR also has a 75% recharge debuff. With 95% debuff resistance, that's an effective 3.75% recharge debuff. With 85% debuff resistance, that's improved to 11.25%.
There's also the movement speed debuff in LR, but most AVs don't run around much. It could be useful against those that do though.



[ QUOTE ]
I was concerned that the base number was 100%, in which case Rad would be bringing in only a trivial -regen. This needs testing, but I've seen at least one report that an Ill/Rad could still solo an AV, so I'm guessing 500% may be accurate.

[/ QUOTE ]

That seems to me to be an indication that Rads are still very much useful against AVs (not claiming that you indicated otherwise, just pointing it out).


 

Posted

[ QUOTE ]
The notable exception is MM /poison's Weaken, which comes in at an anemic -50%. That set got the shaft with this change, and honestly, given how overpowered /dark is compared to /poison for MMs (in PvE), I think /poison's -regen should stay unresistable.

[/ QUOTE ]

Envenom (not Weaken) seems to be in the low-debuff, stackable category as Twilight Grasp and Transfusion:

Twilight Grasp: 8 second recharge, 20 second 50% debuff
Transfusion: 8 second recharge, 20 second 50% debuff
Envenom: 12 second recharge, 30 second 50% debuff

Obviously Envenom is now--both overall and relative to other powers--less powerful. But that was the entire point of this change; that a handful of powers got to be twenty times stronger than other virtually identical powers for no particular reason.


 

Posted

[ QUOTE ]
Obviously Envenom is now--both overall and relative to other powers--less powerful. But that was the entire point of this change; that a handful of powers got to be twenty times stronger than other virtually identical powers for no particular reason.

[/ QUOTE ]

Agreed. There's no good reason for a power that's 10x less effective than another power against "normal" mobs to be 2/3 as effective against AVs. If you think Envenom needs to be better -regen, then make the case that it should be such against everything, not just AVs.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
[ QUOTE ]
It was different for different ATs. Controllers and Corruptors had -500%, Defenders had -100%. It was equalized back in December, but the patch notes actually don't mention what value the powers got. I'm not sure if anyone posted which value was used, but the general belief seems to have been that they were all made -500%.

[/ QUOTE ]

The patch notes stated that the power that was changed was the Defender power, ergo it was bumped to 500%. I was actually the one who posted on the boards that Defenders had gotten accidentally hosed.** At the time I thought the solution was to lower the Corruptor/Controller -regen rates, but that is not what happened.

[/ QUOTE ]


Like I said, the general belief was that they were all made -500%. That's the impression I've gotten too.
However, the patch notes do not say either way.


Let's look at the entry again:
[ QUOTE ]
Defender Lingering Radiation powers -Regen was operating at 1/5th the scale of the equivalent Corruptor or Controller version. The base scale now matches across all three Archetypes.

[/ QUOTE ]

Two things are said (about the -regen).
1) Defender LR was less effective than Corr/Cont LR.
2) They are now all the same.

It is not mentioned if Def LR was made better, or Corr/Cont LR was made worse.


We can certainly attempt to interpret them in different ways, but they do not say that the Def LR -regen was increased.


 

Posted

[ QUOTE ]
Assuming no other tohit debuffs or defense buffs, going from a 3% tohit debuff to a 7.5% tohit debuffs effectively reduces the damage you take by over 10%.

[/ QUOTE ]
By 9%, actually. Not worthless, perhaps, but not much more valuable than Maneuvers (especially given that Maneuvers will take special IOs and RI won't), and useful really only for stacking on some other form of damage mitigation.


[ QUOTE ]
[ QUOTE ]
I was concerned that the base number was 100%, in which case Rad would be bringing in only a trivial -regen. This needs testing, but I've seen at least one report that an Ill/Rad could still solo an AV, so I'm guessing 500% may be accurate.

[/ QUOTE ]

That seems to me to be an indication that Rads are still very much useful against AVs (not claiming that you indicated otherwise, just pointing it out).

[/ QUOTE ]
I haven't verified that report myself, so don't take it as gospel. I'm not disputing that rad will be useful against AVs, just that the changes appear to constitute a net AV buff for teams with rad, which is the last thing they needed. I'm a bit worried about running into a circumstance like I had a month ago, where a L22 Rad/Dark (which didn't yet have LR) SK'd up in a PUG with a L50 Rad/Rad and a L50 Invuln/SS tank just *barely* managed to take down a L52 Mother Mayhem AV. With two Shivans. I'm getting the feeling that in I9, that would have been a failed mission, which bothers me a lot.


 

Posted

[ QUOTE ]
[ QUOTE ]
Assuming no other tohit debuffs or defense buffs, going from a 3% tohit debuff to a 7.5% tohit debuffs effectively reduces the damage you take by over 10%.

[/ QUOTE ]
By 9%, actually. Not worthless, perhaps, but not much more valuable than Maneuvers (especially given that Maneuvers will take special IOs and RI won't), and useful really only for stacking on some other form of damage mitigation.

[/ QUOTE ]

Strictly speaking, going from 3% to 7.5% is a decrease in damage by 9.6%, so I should have said "around", not "over".
(.5-.075)/(.5-.03) = .9043


However, those are not the exact values.

Base (Defender) debuff: 31.25%
slotting modifier: 1.56

effective debuff
With 95% res: 31.25%*1.56*.05 = 2.438%
With 85% res: 31.25%*1.56*.15 = 7.313%

(.5-.07313)/(.5-.02438) = .8975

Still, "around" would have been a better word.


 

Posted

If the net result of the changes (adding resistance to -Regen and reducing resistance to damage resistance debuffs) is a wash, and considering the small amount of buff that damage resistance debuffers will be getting, the actual amount of -regen resistance the devs are giving AVs must be very small. Does anyone have these numbers?

And am I correct in my assumption that the global debuff resistance of AVs does not resist against -regen debuffs? But rather -Regen debuffs are treated as a seperate resistance?


Level 50s:
BlackSpectre, Dark Defender (Guardian)
Thorin, Invul/Axe Tank (Justice)
Volcano Juice, Fire/Stone Tank
Professor ?, Mind/FF Controller
Stone Forge, Stone/Fire Tank

 

Posted

[ QUOTE ]
If the net result of the changes (adding resistance to -Regen and reducing resistance to damage resistance debuffs) is a wash, and considering the small amount of buff that damage resistance debuffers will be getting, the actual amount of -regen resistance the devs are giving AVs must be very small. Does anyone have these numbers?

And am I correct in my assumption that the global debuff resistance of AVs does not resist against -regen debuffs? But rather -Regen debuffs are treated as a seperate resistance?


[/ QUOTE ]You are incorrect. The global reduction to AV/GM resistances and the now ability of specific ATs basically being resisted now means that those ATs won't feel much of a difference, while ATs that were previously resisted, such as /dark and /kins will actually feel they were buffed as their -regen aspects of their pwoers will be more effective.


 

Posted

I just had a horid thought, has anyone fought any of the Arachnoid EB's on test?


 

Posted

[ QUOTE ]
If the net result of the changes (adding resistance to -Regen and reducing resistance to damage resistance debuffs) is a wash, and considering the small amount of buff that damage resistance debuffers will be getting, the actual amount of -regen resistance the devs are giving AVs must be very small. Does anyone have these numbers?

And am I correct in my assumption that the global debuff resistance of AVs does not resist against -regen debuffs? But rather -Regen debuffs are treated as a seperate resistance?


[/ QUOTE ]

The global debuff resistance of AVs has always resisted -regen debuffs, there were just a couple of -regen debuffs that were specifically set to be unresistable.

The thing is, the global debuff resistance has never resisted -resistance. Sonic Resonance has always been really good at rendering AVs and GMs killable.


Jerk 4 Life
In brightest day, in blackest night/No evil shall escape my sight/Let those who worship evil's might/Beware my power ... Green Lantern's light!/(Meowth, that's right!)

My Arcs: #4827: Earth For Humans. #6391: Young Love.

 

Posted

[ QUOTE ]
I haven't verified that report myself, so don't take it as gospel. I'm not disputing that rad will be useful against AVs, just that the changes appear to constitute a net AV buff for teams with rad, which is the last thing they needed. I'm a bit worried about running into a circumstance like I had a month ago, where a L22 Rad/Dark (which didn't yet have LR) SK'd up in a PUG with a L50 Rad/Rad and a L50 Invuln/SS tank just *barely* managed to take down a L52 Mother Mayhem AV. With two Shivans. I'm getting the feeling that in I9, that would have been a failed mission, which bothers me a lot.

[/ QUOTE ]

Since the only power that was "nerfed" by the AV debuff resistance changes is the one power that the Rad/Dark didn't have (LR), and most of the other debuff powers will benefit from the changes, you'd actually have an easier time in the exact same situation once i9 goes live... (Just thought i would point that out.)


Dr. Todt's theme.
i make stuff...

 

Posted

[ QUOTE ]
The global debuff resistance of AVs has always resisted -regen debuffs, there were just a couple of -regen debuffs that were specifically set to be unresistable.


[/ QUOTE ]

Ok, now I'm horribly confused.

From the test server patch notes:

[ QUOTE ]
Many powers with regeneration debuff effects are now resistible by non-player entities. Powers effected are:
Radiation Emissions 'Lingering Radiation' and 'EM Pulse'
Poisons 'Envenom'
Robotics Assault Bot 'Plasma Blast' and 'Dual Plasma Blast'
Electric Armor 'Power Surge'
Trick Arrow 'EMP Arrow'
Electrical Master 'EM Pulse'


[/ QUOTE ]

So you're saying that -Regen was always resistable by critters' global debuff resistance, except that the above powers were made to not be resistable. So the change here is not on the critters ability to defend against -Regen, but rather on specific player powers so that they are no longer immune to critters' debuff resistance.

Ok. I can buy this because there are other -regen debuffing powers that were not listed above, notably the 2 dark defender powers and Kinetic's Transfusion, etc. Will these powers be resistable, or are dark defenders and kinetics -regen powers unresistable?

So the above powers will be able to be resisted where previously these powers were not. My question is, how much will they be resisted?

What is the percentage of -regen debuff resistance that AVs and other critters have? And is the -regen debuff resistance part of critters' whole global debuff resistance, or is -regen handled differently as it's own seperate resistance?

It may be that I don't understand "global debuff resistance." I'm assuming this is one percentage stat that resists against all debuffs. For example, if a critter's GDR was 75%, it would resist 75% of all debuffs including -regen, -acc, -rec, -dam res, -to hit, -def, etc. So one number for all these debuffs. Is this correct? Or does "global debuff resistance" merely mean that all debuff resistances have been adjusted "globally."


Level 50s:
BlackSpectre, Dark Defender (Guardian)
Thorin, Invul/Axe Tank (Justice)
Volcano Juice, Fire/Stone Tank
Professor ?, Mind/FF Controller
Stone Forge, Stone/Fire Tank

 

Posted

[ QUOTE ]
[ QUOTE ]
The global debuff resistance of AVs has always resisted -regen debuffs, there were just a couple of -regen debuffs that were specifically set to be unresistable.


[/ QUOTE ]

Ok, now I'm horribly confused.

From the test server patch notes:

[ QUOTE ]
Many powers with regeneration debuff effects are now resistible by non-player entities. Powers effected are:
Radiation Emissions 'Lingering Radiation' and 'EM Pulse'
Poisons 'Envenom'
Robotics Assault Bot 'Plasma Blast' and 'Dual Plasma Blast'
Electric Armor 'Power Surge'
Trick Arrow 'EMP Arrow'
Electrical Master 'EM Pulse'


[/ QUOTE ]

So you're saying that -Regen was always resistable by critters' global debuff resistance, except that the above powers were made to not be resistable. So the change here is not on the critters ability to defend against -Regen, but rather on specific player powers so that they are no longer immune to critters' debuff resistance.

[/ QUOTE ]

There was *also* a reduction to critter debuff resistance, but yes, those powers were once able to ignore that resistance and now they are not.

[ QUOTE ]
Ok. I can buy this because there are other -regen debuffing powers that were not listed above, notably the 2 dark defender powers and Kinetic's Transfusion, etc. Will these powers be resistable, or are dark defenders and kinetics -regen powers unresistable?

[/ QUOTE ]

No, every -regen power that isn't on the list in the patch notes was always resisted.

[ QUOTE ]
So the above powers will be able to be resisted where previously these powers were not. My question is, how much will they be resisted?

[/ QUOTE ]

The scale was posted earlier in this thread (unless I'm thinking of another thread), but the important thing is that a level 50 AV or GM will have 85% resistance to debuffs.

[ QUOTE ]
It may be that I don't understand "global debuff resistance." I'm assuming this is one percentage stat that resists against all debuffs. For example, if a critter's GDR was 75%, it would resist 75% of all debuffs including -regen, -acc, -rec, -dam res, -to hit, -def, etc. So one number for all these debuffs. Is this correct? Or does "global debuff resistance" merely mean that all debuff resistances have been adjusted "globally."

[/ QUOTE ]

The debuff resistance is "global" in that it resists every debuff... that can be resisted. Damage and Damage resistance are so strangely implemented that debuffs to them aren't included in the "global debuff resistance". But apart from that, they resist everything--tohit debuffs, defense debuffs, recharge debuffs, regen debuffs, etc.


 

Posted

[ QUOTE ]
[ QUOTE ]
So the above powers will be able to be resisted where previously these powers were not. My question is, how much will they be resisted?

[/ QUOTE ]

The scale was posted earlier in this thread (unless I'm thinking of another thread), but the important thing is that a level 50 AV or GM will have 85% resistance to debuffs.


[/ QUOTE ]

Thanks for the info. So you're not saying that _every_ level 50 AV and GM will have 85% debuff resistance, are you?

So we need a list of AVs and GMs and other critters that use debuff resistance and how much of it they have. Does anyone have this info?


Level 50s:
BlackSpectre, Dark Defender (Guardian)
Thorin, Invul/Axe Tank (Justice)
Volcano Juice, Fire/Stone Tank
Professor ?, Mind/FF Controller
Stone Forge, Stone/Fire Tank

 

Posted

Let me just add to the above that the reason we need to know the amount of debuff resistance of various critters is to truthfully evaluate the impact that the change to the above -Regen powers will have on the game. Key non-specific questions that need to be answered are: how frequent will players go up against AV's, GMs, and other critters with high levels of debuff resistance occur in the game. If players will encounter critters with high levels of debuff resistance often then the change to the above -Regen powers is NOT "a wash," but rather a tsunami.

If a Radiation defender went up against an AV with 95% debuff resistance prior to I9, Lingering Radiation would have debuffed the critter's regeneration rate by -500%. After I9, assuming the highest amount of debuff resistance at lvl 50 (85%), Lingering Radiation will debuff the critter's regeneration rate by -75%... instead of 500%. That's a HUGE difference, and very significant.

In addition, to put the coming global debuff resistance reduction in perspective a bit... some players have mentioned that the reduction in critter's global debuff stats will make many debuffers 3 times more effective... as if this was a big deal. Let's run some numbers real fast assuming the highest debuff percentages and the power Enervating Field...

Defenders used to only be able to use 5% of their power's debuffing ability, after I9 they'll be able to use 15%. Let's use Enervating Field for an example... it can debuff -30% of damage resistance. Against the old 95% debuff resistance, that means the power could only reduce a foe's damage resistance by -1.5%. Now the new numbers. Out of 85% debuff resistance , the power will reduce a foe's damage resistance by -4.5%. Yes, this is 3 times the amount previously, but look at how small the numbers are. So say a critter's damage resistance is 90% for example, before I9 a debuffer will reduce the critter's damage resistance from 90% to 88.7%; after I9 from 90% to 86.1%. It's hard to see how this will make any sort of meaningful impact on debuffers.

Note: If you see a problem with me using -damage resistance debuff as an example (since someone in this thread mentioned damage resistance is handled seperately from the global debuff resistance system), just substitute "damage resitance" for the debuff of your choice and my will conclusions still hold true.


Level 50s:
BlackSpectre, Dark Defender (Guardian)
Thorin, Invul/Axe Tank (Justice)
Volcano Juice, Fire/Stone Tank
Professor ?, Mind/FF Controller
Stone Forge, Stone/Fire Tank

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
So the above powers will be able to be resisted where previously these powers were not. My question is, how much will they be resisted?

[/ QUOTE ]

The scale was posted earlier in this thread (unless I'm thinking of another thread), but the important thing is that a level 50 AV or GM will have 85% resistance to debuffs.


[/ QUOTE ]

Thanks for the info. So you're not saying that _every_ level 50 AV and GM will have 85% debuff resistance, are you?

[/ QUOTE ]
That's exactly what the situation is, yes.

[ QUOTE ]
If a Radiation defender went up against an AV with 95% debuff resistance prior to I9, Lingering Radiation would have debuffed the critter's regeneration rate by -500%. After I9, assuming the highest amount of debuff resistance at lvl 50 (85%), Lingering Radiation will debuff the critter's regeneration rate by -75%... instead of 500%. That's a HUGE difference, and very significant.

[/ QUOTE ]
Well it might not be as much of a difference as you think. The base regeneration of an AV is 20% of their hitpoints per minute, and the most it can be reduced to is 10% of that (or 2% per minute). An unresistable -500% easily took it to that limit (the majority of the debuff effectively being wasted). Now that it is resistable and ends up being -75%, it's still almost all the way to the regen floor anyway.

For example, consider a typical level 50 AV, with 28271 hitpoints. Their base regeneration rate is 5654 HP/min. Previously, LR would reduce that to 2% regen per minute, or 565 HP/min. That works out as an effective DPS (i.e. the hitpoints per second that the AV isn't regenerating due to the debuff) of 84.8 [(5654-565.4)/60]. With the changes, LR now reduces it to 5% regen per minute, or 1414 HP/min, which works out as an effective DPS of 70.7.

So really all this does is change the effective DPS of LR from 84.8 to 70.7 - not that big a change for Rad.

Conversely, powers like Benumb which were always resisted (and previously it was at 94% rather than 85%), have gone from an effective DPS of just 28.3 up to 70.7 (the same as LR).

Interestingly, powers like Transfusion and Twilight Grasp (with a base regen debuff of just 50% rather than 500%), go from an effective DPS of just 2.8 to 7.1 - still not very much at all (though theirs is stackable - up to two or three times).

Poison is the only one that really gets the shaft. Their previously unresisted base 50% debuff used to have an effective DPS of 47.1 (and stackable too so they could also match the capped rate of 84.8); now it is the same 7.1 as transfusion and twilight grasp.


 

Posted

[ QUOTE ]
[ QUOTE ]
Thanks for the info. So you're not saying that _every_ level 50 AV and GM will have 85% debuff resistance, are you?

[/ QUOTE ]
That's exactly what the situation is, yes.

[/ QUOTE ]

Yep. And currently, on live, every level 50 AV and GM has 94% debuff resistance.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
Note: If you see a problem with me using -damage resistance debuff as an example (since someone in this thread mentioned damage resistance is handled seperately from the global debuff resistance system), just substitute "damage resitance" for the debuff of your choice and my will conclusions still hold true.

[/ QUOTE ]
Damage Resistance debuffs are not specifically resisted by AV's like other debuffs (though if the AV has a shield-type power that gives them Damage Resistance to certain damage types, then damage resistance debuffs for those damage types are less effective - but that's the same for any mob or player in the game). Damage debuffs are also not affected by AV resistances.

I agree you do have a point; 15% of a debuff may not seem much better than 6% of a debuff, however the main difference is that these debuffs at least now have a meaningful effect when stacked. A single defender or controller probably won't be able to slow an AV much, but 3 or 4 will be able to have a much bigger impact than they used to.


 

Posted

[ QUOTE ]
Defenders used to only be able to use 5% of their power's debuffing ability, after I9 they'll be able to use 15%. Let's use Enervating Field for an example... it can debuff -30% of damage resistance. Against the old 95% debuff resistance, that means the power could only reduce a foe's damage resistance by -1.5%. Now the new numbers. Out of 85% debuff resistance , the power will reduce a foe's damage resistance by -4.5%. Yes, this is 3 times the amount previously, but look at how small the numbers are. So say a critter's damage resistance is 90% for example, before I9 a debuffer will reduce the critter's damage resistance from 90% to 88.7%; after I9 from 90% to 86.1%. It's hard to see how this will make any sort of meaningful impact on debuffers.

[/ QUOTE ]

Not hard for me to see. Consider the above debuffs applied to an AV, and then a blaster attacking with something that does 100 points of damage.

In both your i8 and i9 examples, the blaster's attack will do 10 points of damage in this situation to an un-debuffed AV.

In the first case (the i8 numbers in your example) the blaster's attack will do 11.3 damage. A 13% increase in damage, not so bad, by my thinking.

But in your i9 example, the blaster's attack will do 13.9 damage. A 39% increase. Do you honestly think that a 39% +damage buff is "hard to see"?

In cases where enemies don't have such high resistance, yeah, these effects will be hard to see. But in cases where enemies do have high resistance, they will have very visible effects.