Mini-Guide to Unique IO's+ Perf. Shifter+Endurance
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Hmm.
Performance Shifter +Endurance would be interesting in Heat Loss, which takes endurance from enemies and caues each enemy to radiate an endurance buff to allies (somewhat like Siphon Speed)... would each enemy have a chance to boost the endurance of your allies?
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No but your enemy might get 10% endurance restored to it from the proc. The proc belongs only in Stamina, Quick Recovery and Kheldian transformation powers. Any power that drains endurance from a foe doesn't benefit from the Proc.
Post has been updated please check for accuracy.
Ex
A few comments:
(1) With respect to Kheldian forms, while they do have 15% base recovery, remember the forms themselves are toggles, and they consume all that they produce. So without any slots, Nova and Dwarf have a "net" recovery of 0. If 3-slotted, they provide not-quite 15% recovery, net. (I like perf shifter in the forms)
(2) For PBs, Regen, Invuln, Stone Armor, Ice Armor, and any other sets which have a +hp dull pain-type power, if you have enough +rech that you have perma-DP, you can slot numina +r/+r and miracle: +recovery into that power. On my peacebringer, for example, I use:
L40 Miracle: Heal/Rech
L40 Harmonized Healing: Heal/Rech
L50 Numina: Heal/Rech
L50 Doctored Wounds: Heal/Rech
Miracle: +Recovery
Numina: +recovery/+regen
And since I have enough global bonuses to keep my Essence Boost (that's Dull Pain for PBs) up perma, and it happens to last 2 minutes, that means I get the recovery bonuses all the time too, since THOSE last 2 minutes.
This is convenient for me, since I don't use the Fitness pool on my PB, as I find it both unnecessary with all the set bonuses and unique bonuses to recovery, and because Fitness powers don't function in Nova or Dwarf form, limiting their usefulness. (And I don't like using 3 powers for that)
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A few comments:
(1) With respect to Kheldian forms, while they do have 15% base recovery, remember the forms themselves are toggles, and they consume all that they produce. So without any slots, Nova and Dwarf have a "net" recovery of 0. If 3-slotted, they provide not-quite 15% recovery, net. (I like perf shifter in the forms)
(2) For PBs, Regen, Invuln, Stone Armor, Ice Armor, and any other sets which have a +hp dull pain-type power, if you have enough +rech that you have perma-DP, you can slot numina +r/+r and miracle: +recovery into that power. On my peacebringer, for example, I use:
L40 Miracle: Heal/Rech
L40 Harmonized Healing: Heal/Rech
L50 Numina: Heal/Rech
L50 Doctored Wounds: Heal/Rech
Miracle: +Recovery
Numina: +recovery/+regen
And since I have enough global bonuses to keep my Essence Boost (that's Dull Pain for PBs) up perma, and it happens to last 2 minutes, that means I get the recovery bonuses all the time too, since THOSE last 2 minutes.
This is convenient for me, since I don't use the Fitness pool on my PB, as I find it both unnecessary with all the set bonuses and unique bonuses to recovery, and because Fitness powers don't function in Nova or Dwarf form, limiting their usefulness. (And I don't like using 3 powers for that)
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Quite true that Fitness does burn 3 power choices and not everyone wants to. My Tri-former example was simply an example of how a Kheld could get 3 of the procs installed and thus have one running no matter what form they were in.
As to having enough +recharge to keep certain powers perma charged or near perma charged, well thats not something everyone can get right away of course if they can obtain the needed IO's to obtain perma-charge and want to drop Fitness thats good too.
I like your input and viewpoint and am glad that one of the Masters of Khelds was able to provide more information
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4. Aegis Psi/Status Res: (3% psi resist/20% status resistance). Always on even if the power is off, also functions as a set bonus but if you Exemplar/Flashback too far then the IO is offline for the duration
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As previously mentioned, the Psi resistance is always on, but the status resistance is not. Also, it does not give 20% status resistance.
The Aegis gives 5% status resistance per activation, stacking up to 5 times for a total of 25% status resistance.
Maybe you don't want to go into the details, but you should definitely mention that the status protection is not always on, and it would probably be a good idea to also mention that it increases if you "activate" the power with the IO several times.
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10. Steadfast Protection +resistance +defense. This IO functions as part of a set bonus and is always on even in a power that is switched off but if you Exemplar/Flashback too far then the IO is offline for the duration
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You may want to mention that the +Defense part always gives a constant (3%) "global" bonus to all (normal) Defense types, and that the Resistance part functions like a normal Resistance enhancement, and thus increases the Resistance the power it is slotted in gives, and nothing else.
Also, according to convention you should list it as "Resistance/+Defense" or "Resistance/Defense", not "+Resistance/+Defense".
See below for "part of a set bonus".
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11. Edict of the Master: Defense aura for pets functions as part of set bonus, always on even if power is off: so your summoned pets retain the Aura. However if you Exemplar/Flashback too far then this IO shuts down for the duration.
12. Sovereign Right: resistance aura for pets: functions as part of set bonus, always on even if power is off: so your summoned pets retain the Aura. However if you Exemplar/Flashback too far then this IO shuts down for the duration.
13. Commanding Presence: Taunt/Placate resistance for Pets: functions as part of set bonus, always on even if power is off: so your summoned pets retain the Aura. However if you Exemplar/Flashback too far then this IO shuts down for the duration.
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It might be worth mentioning that these IOs give a power to *the user*, and that the pets only gain the buffs when they are within range of the user (40 feet).
If you want to mention the value of the buffs, they are:
5% Defense
10% Resistance
10% Taunt/Placate Resistance
See below for "part of set bonus".
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If a Unique IO is mentioned as being part of a Set Bonus then if you Exemplar/Malefactor/Flashback 3 or more levels below the level of the IO or to the point where you don't even have the power at all then no you won't have the IO in effect for the duration.
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Instead of saying that they are "part of a Set Bonus", you should probably say that they "are set bonuses" ("is a set bonus"), or "function like set bonuses" ("functions like a set bonus"). (Personally I like the second alternative, "function like set bonuses")
edit: Oh, I forgot to mention this time... The Psi Resistance the Aegis IO gives actually depends on your AT, and only reaches 3% for some ATs. For a list of what it gives for different ATs, see my first post in this thread.
I figured I'd just show how the Aegis Mez resistance currently works.
First, theory (skip to the shiny green link if you are not interested in the theory):
It has been my claim that the Aegis IO grants a 5% Mez Resistance when the power it is slotted in is activated, stackable up to 5 times.
This is the effect of Mez Resistance in CoH:
New_Duration = Base_Duration/(1+Mez_Resistance)
This means that we can get the reduction in duration this way:
Duration_Reduction = Base_Duration - New_Duration = Base_Duration - Base_Duration/(1+Mez_Resistance)
or
Relative_Duration_Reduction = 1 - 1/(1+Mez_Resistance)
(this is what the Combat Numbers window shows. Well, the negative of it)
How much would the duration go down with n 5% Mez Resistances stacked?
With one 5% Mez Resistance (total 5%), we'd get a mez duration reduction of:
1 - 1/(1+.05) = 4.76%
With two 5% Mez Resistances (total 10%), we'd get a mez duration reduction of:
1 - 1/(1+.05*2) = 9.09%
With three 5% Mez Resistances (total 15%), we'd get a mez duration reduction of:
1 - 1/(1+.05*3) = 13.04%
With four 5% Mez Resistances (total 20%), we'd get a mez duration reduction of:
1 - 1/(1+.05*4) = 16.67%
With five 5% Mez Resistances (total 25%), we'd get a mez duration reduction of:
1 - 1/(1+.05*5) = 20.00%
When the Aegis unique (activate period of 10s) is slotted into a toggle like Tough (activate period of 0.5s), we would expect it to give a 5% Mez resistance when that toggle is activated, and then an additional 5% Mez Resistance every 10 seconds after that, up to a total of 25% Mez Resistance.
So in such a situation, we would expect the Aegis to give a 0% reduction in Mez duration before Tough is activated, a 4.76% reduction in Mez duration when Tough is activated, a 9.09% reduction in Mez duration 10 seconds after Tough is activated, a 13.04% reduction in Mez duration 20 seconds after Tough is activated, a 16.67% reduction in Mez duration 30 seconds after Tough is activated, and a 20.00% reduction in Mez duration 40 seconds after Tough is activated.
Here is what happens when I activate Tough (about 14s into the video, 2nd tray, position 9), slotted with the Aegis unique:
Video
The text is a bit fuzzy, but it should be readable.
By now it should be clear that the Mez Resistance that the Aegis unique gives is not always on, and I would suggest that you change that part of the guide to reflect that, since the current version is directly misleading. If anyone were to slot the Aegis Unique into something like Unstoppable believing that they would always get the bonus to Mez Resistance, they would actually not receive any bonus to Mez Resistance until they actually use Unstoppable, and they would *very* rarely see the full 25% bonus to Mez Resistance.
I would also like to repeat my suggestion that you remove the "+" before "resistance" for the "Steadfast Protection +resistance +defense" IO.
The + notation is used to signify that a particular property is given directly by the IO, rather than the IO amplifying that property of the power it is slotted in.
For instance, the Miracle: +Recovery gives a fixed amount of Recovery regardless of what (acceptable) power it is slotted in, and it does not amplify the Recovery given by any power it is slotted in.
The Freebird: +Stealth gives a fixed amount of Stealth regardless of what power is is slotted in, and it does not amplify the Stealth given by any power it is slotted in.
The Steadfast Protection: Resistance/+Defense IO gives a fixed amount of Defense regardless of what power it is slotted in, and it does not amplify the Defense given by any power is is slotted in, but it does not give a fixed amount of Resistance regardless of what power it is slotted in, but rather amplifies the Resistance given by any power it is slotted in (just like a regular Resistance enhancement).
By writing "+resistance", you are effectively implying that the IO is working differently than it actually is (or alternatively rendering the + notation pointless).
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I figured I'd just show how the Aegis Mez resistance currently works.
First, theory (skip to the shiny green link if you are not interested in the theory):
It has been my claim that the Aegis IO grants a 5% Mez Resistance when the power it is slotted in is activated, stackable up to 5 times.
This is the effect of Mez Resistance in CoH:
New_Duration = Base_Duration/(1+Mez_Resistance)
This means that we can get the reduction in duration this way:
Duration_Reduction = Base_Duration - New_Duration = Base_Duration - Base_Duration/(1+Mez_Resistance)
or
Relative_Duration_Reduction = 1 - 1/(1+Mez_Resistance)
(this is what the Combat Numbers window shows. Well, the negative of it)
How much would the duration go down with n 5% Mez Resistances stacked?
With one 5% Mez Resistance (total 5%), we'd get a mez duration reduction of:
1 - 1/(1+.05) = 4.76%
With two 5% Mez Resistances (total 10%), we'd get a mez duration reduction of:
1 - 1/(1+.05*2) = 9.09%
With three 5% Mez Resistances (total 15%), we'd get a mez duration reduction of:
1 - 1/(1+.05*3) = 13.04%
With four 5% Mez Resistances (total 20%), we'd get a mez duration reduction of:
1 - 1/(1+.05*4) = 16.67%
With five 5% Mez Resistances (total 25%), we'd get a mez duration reduction of:
1 - 1/(1+.05*5) = 20.00%
When the Aegis unique (activate period of 10s) is slotted into a toggle like Tough (activate period of 0.5s), we would expect it to give a 5% Mez resistance when that toggle is activated, and then an additional 5% Mez Resistance every 10 seconds after that, up to a total of 25% Mez Resistance.
So in such a situation, we would expect the Aegis to give a 0% reduction in Mez duration before Tough is activated, a 4.76% reduction in Mez duration when Tough is activated, a 9.09% reduction in Mez duration 10 seconds after Tough is activated, a 13.04% reduction in Mez duration 20 seconds after Tough is activated, a 16.67% reduction in Mez duration 30 seconds after Tough is activated, and a 20.00% reduction in Mez duration 40 seconds after Tough is activated.
Here is what happens when I activate Tough (about 14s into the video, 2nd tray, position 9), slotted with the Aegis unique:
Video
The text is a bit fuzzy, but it should be readable.
By now it should be clear that the Mez Resistance that the Aegis unique gives is not always on, and I would suggest that you change that part of the guide to reflect that, since the current version is directly misleading. If anyone were to slot the Aegis Unique into something like Unstoppable believing that they would always get the bonus to Mez Resistance, they would actually not receive any bonus to Mez Resistance until they actually use Unstoppable, and they would *very* rarely see the full 25% bonus to Mez Resistance.
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Hmm or here's a wild idea.....maybe the IO is "broken" or "not working as it should be"? So how about you send your data off to Lighthouse and Tech Support and have them make a note to check the IO?
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Hmm or here's a wild idea.....maybe the IO is "broken" or "not working as it should be"? So how about you send your data off to Lighthouse and Tech Support and have them make a note to check the IO?
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It has previously been /bugged and brought to Dev attention. It is on my list of things to re-poke Castle about, but it is not the only item on that list.
None of that changes how it currently works though, and the current behavior is what people will get in the game, regardless of how we want it to work. I am glad to see that your guide now is more in line with the current behavior of the IO.
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Hmm or here's a wild idea.....maybe the IO is "broken" or "not working as it should be"? So how about you send your data off to Lighthouse and Tech Support and have them make a note to check the IO?
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It has previously been /bugged and brought to Dev attention. It is on my list of things to re-poke Castle about, but it is not the only item on that list.
None of that changes how it currently works though, and the current behavior is what people will get in the game, regardless of how we want it to work. I am glad to see that your guide now is more in line with the current behavior of the IO.
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Glad to hear that you are sending it/have sent it to Castle. As for the rest of the guide....yes your "approval" means ever so much to me.
OP has been updated.
Ex
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OP has been updated.
Ex
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Thanks again Ex!
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OP has been updated.
Ex
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Ex, I don't know if this is worth a mention, but the Kismet unique is listed in-game as "Kismet: +6% accuracy" while it actually provides a tohit boost. Perhaps the OP could be updated to include that as well?
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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OP has been updated.
Ex
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Ex, I don't know if this is worth a mention, but the Kismet unique is listed in-game as "Kismet: +6% accuracy" while it actually provides a tohit boost. Perhaps the OP could be updated to include that as well?
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That was long ago changed.
Whoops, my bad.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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Whoops, my bad.
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No prob
Great guide!!! Thanks for your time and effort in putting it together.
Ok, so I have another (stupid?) question: Taunt and procs.
In PvE, taunt is an auto hit targeted AoE power. If I slot a proc, like Perfect Zinger, does it have an automatic chance to proc on all targets that get hit by the taunt effect? I'm not talking about gauntlet, but specifically of taunt/confront etc powers.
It seems that it should. Does anyone have any experience with this?
One question about Performance Shifter: Chance for +Endurance that I haven't seen, sorry if I missed it. Is there a difference between slotting the level 21 and level 50 version of this particular IO? Everything I've seen always says that, when it procs, it gives 10% (or just 10 depending on where I'm reading) without regard to the IO level.
Thanks in advance,
-Alpha
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One question about Performance Shifter: Chance for +Endurance that I haven't seen, sorry if I missed it. Is there a difference between slotting the level 21 and level 50 version of this particular IO? Everything I've seen always says that, when it procs, it gives 10% (or just 10 depending on where I'm reading) without regard to the IO level.
Thanks in advance,
-Alpha
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No difference in them at all. They all are 20% chance for 10% endurance.
o.O so Gaussian's Proc is still bugged :/ dang o.O
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o.O so Gaussian's Proc is still bugged :/ dang o.O
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Apparently the new patch on Test remedies that. We shall see.
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Ok, so I have another (stupid?) question: Taunt and procs.
In PvE, taunt is an auto hit targeted AoE power. If I slot a proc, like Perfect Zinger, does it have an automatic chance to proc on all targets that get hit by the taunt effect? I'm not talking about gauntlet, but specifically of taunt/confront etc powers.
It seems that it should. Does anyone have any experience with this?
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I just noticed that nobody answered this. The answer is yes. Taunt + Perfect Zinger proc + a few recharge IOs = very nice autohit damage. At 50, you'll be averaging about 14 damage (70 x 20%) per target, on up to 5 targets, every 5 seconds. Especially nice for those of us who are already in the habit of spamming Taunt whenever it's up.
The fact that it's autohit is particularly gratifying when you're dealing with AVs, drones, and other high-DEF annoyances.
The PZ proc is also autohit in tanker/scrapper taunt auras ... though that fact is only relevant if you snuck 'em in before those powers lost the ability to slot Taunt sets.
Thanks for the response.
By now, I've taken the plunge and just slotted it in taunt, and found it to work as you describe, but I do appreciate it anyways.
no performance shifter proc in any power that is cast on an enemy gives the buff to your enemy not you/allies, so the ideal power for this is stamina, quick recovery, the kheldian forms. i know it work work in sleep if your using the power, however whether or not if it would proc continously like it does in stamina i'm not sure as i'm a if its not broke don't fix it kinda guy.