Average unweighted resistance of mobs.


Aramar

 

Posted

I've seen quite a few posts mentioning how prevalent resistance vs. certain damage types is, so I decided to make a rough estimate. I calculated the average resistance of minions, lts and bosses. Here's the results:

<font class="small">Code:[/color]<hr /><pre>
Sm 5.14%
Le 7.14%
Fi 2.57%
Co 3.33%
En 2.56%
Ne 2.58%
Ps 6.04%
To 6.64%
</pre><hr />
Here's if you add AVs, GMs, Underlings, Objects and other crap:
<font class="small">Code:[/color]<hr /><pre>
Sm 5.95%
Le 7.66%
Fi 3.03%
Co 3.72%
En 3.22%
Ne 3.13%
Ps 5.18%
Ps 6.89%
</pre><hr />


 

Posted

[ QUOTE ]
Ps 5.18%
Ps 6.89%

[/ QUOTE ]


Also, I think a weighted average would probably significantly rearrange the numbers you came up with.


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Posted

The last one is of course Toxic, I copy/pasted the psionic value to get the formatting right, remembered to change the number but not the name.


 

Posted

Faskinating, but can you do one to calculate the total percentage of the mob-base that has X or Y resistance next? :3

If you give a nerd a spreadsheet... it'll just ask for you to calculate another scenario.


 

Posted

Percent of all mobs that has some form of resistance vs. damage type (including AVs and stuff).

<font class="small">Code:[/color]<hr /><pre>
Sm 16.80%
Le 18.75%
Fi 9.54%
Co 11.94%
En 13.17%
Ne 10.95%
Ps 10.55%
Ps 11.43% </pre><hr />


 

Posted

One internet for you, dear sir. &lt;3


 

Posted

This looks like it must've been a lot of work! A couple of questions, though:

(1) In terms of how long it takes to kill stuff, you want to look at the quantity 1/(1-R), with R being resistance. The damage admitted is proportional to 1-R, and the time to defeat is inversely proportional to the damage you do. (Basically, having 1/(1-R)=1.10 would imply that you have to spend ~10% longer than you would if there were no resistance.) This becomes importance because just averaging the resistances doesn't sufficiently account for the effect of high resistances.

Can you run numbers on that?

(2) Have you given any thought to the best way to weight the mobs? As difficult as this step is, I think it's necessary if you're going to be able to use the results to look at balance changes -- i.e., the (alleged) S/L disadvantage, etc.


 

Posted

[ QUOTE ]
(2) Have you given any thought to the best way to weight the mobs? As difficult as this step is, I think it's necessary if you're going to be able to use the results to look at balance changes -- i.e., the (alleged) S/L disadvantage, etc.

[/ QUOTE ]

That one would be a pain. If Herostats or something could log the individual enemies somebody personally damaged, and you managed to log that information for dozens of characters levelling from 1-50 in a variety of ways, it might be meaningful. (And even then, I suspect it'd have problems like the differences between hero and villainside, or that people regularly avoid certain groups like Malta.) Otherwise, it would really just be a guess.


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Posted

All three charts show fire being the big winner with lethal the loser.

Suck it, scrappers!

...

waitaminute... that's mean. Good thing we get crits!


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Posted

Just to add another set of numbers to the mix, do you have how often/average strength of weakness too or just resistance? Or was that already factored in to the tables?


 

Posted

I think it'd be interesting if you did a level breakdown (say, every 10 levels?), since low level critters generally have very little resistance, with it becoming more and more common as you get higher.

Not sure what your source information is (Culex's spreadsheet?) or how time consuming that would be.


 

Posted

[ QUOTE ]
how time consuming that would be.

[/ QUOTE ]

It is taking A LOT and will not be completely complete for next update. People have asked for this for a long time so finally I have been working on doing it.


Enemy Resistances - Damage, Mez and Defense
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Posted

This took close to no time at all for me, the time was all Culex's. I used her spreadsheet and would credit her if I had remembered where I got it from.

The weighting I'd use is the same I'd use for the enemy damage calculation, based on how many Story Arcs a villain group exists in. The tricky part is Minions, Lts and bosses, since the HP ratios that I feel would be important varies with level.

Don't think I'll bother though, I've cancelled my account since I'm tired and need a break, so unless they've changed it so that people who cancelled their account can still post there's not much point in doing it.


 

Posted

Fixed.

That there is hella convinient. Awesome job, Culex.


 

Posted

[ QUOTE ]
Okay, there you guys go, updated spreadsheet with level range limiters in groups of 10. Should be sufficient enough.

(And also I'm a chick)

[/ QUOTE ]

Out of curiosity, how did you handle critters with multiple sources of resistance and/or toggles (Toggles being notorious for only one critter in a spawn being allowed to use a toggle at once, and then, only for 15 seconds at a time...)


 

Posted

[ QUOTE ]
(And also I'm a chick)

[/ QUOTE ]

Thank you Maam!



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Posted

From what I can tell she just made a note of it and didn't include them in the calculations. Luckily there's not that many that has toggles that produce resistance numbers that vary with damage type.


 

Posted

[ QUOTE ]


(And also I'm a chick)

[/ QUOTE ]

Lies! Everyone knows their is no girls on the internets. Only guys, guys pretending to be girls, and cops pretending to be kids.


 

Posted

[ QUOTE ]
[ QUOTE ]
Okay, there you guys go, updated spreadsheet with level range limiters in groups of 10. Should be sufficient enough.

(And also I'm a chick)

[/ QUOTE ]

Out of curiosity, how did you handle critters with multiple sources of resistance and/or toggles (Toggles being notorious for only one critter in a spawn being allowed to use a toggle at once, and then, only for 15 seconds at a time...)

[/ QUOTE ]

Castle, the chart she posts seem to list a raw resist and if you hover over the critter it then shows how low high resistance goes with the toggles up. Carnie Strongmen, for instance, show 1.2 lethal damage (denoting weakness) and if you hover the value it notes .7 with Temp Invulnerability.


 

Posted

[ QUOTE ]
[ QUOTE ]
Okay, there you guys go, updated spreadsheet with level range limiters in groups of 10. Should be sufficient enough.

(And also I'm a chick)

[/ QUOTE ]

Out of curiosity, how did you handle critters with multiple sources of resistance and/or toggles (Toggles being notorious for only one critter in a spawn being allowed to use a toggle at once, and then, only for 15 seconds at a time...)

[/ QUOTE ]

Not meaning to thread-jack, but I assume you mean MOST creatures' toggles, or else Spectrals appear to be heavily bugged (just finished a fight where three Spectral Demon Lords in a single spawn all kept their toggles up for well over a minute).


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Posted

Wow, that is every bit as bad as I thought it was.

Castle, is there any chance we can get lethal damage attacks boosted, across the board, to make up for the fact that they're almost universally resisted?


 

Posted

[ QUOTE ]
[ QUOTE ]
Okay, there you guys go, updated spreadsheet with level range limiters in groups of 10. Should be sufficient enough.

(And also I'm a chick)

[/ QUOTE ]

Out of curiosity, how did you handle critters with multiple sources of resistance and/or toggles (Toggles being notorious for only one critter in a spawn being allowed to use a toggle at once, and then, only for 15 seconds at a time...)

[/ QUOTE ]

of of curiosity

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This is the size of group that we have balanced AVs for, 6.
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Posted

Maybe now people will believe me when I tell them that Toxic is one of the most resisted damage types in the game.


 

Posted

[ QUOTE ]
All three charts show fire being the big winner with lethal the loser.

Suck it, scrappers!

...

waitaminute... that's mean. Good thing we get crits!

[/ QUOTE ]

Scrappers have access to Fire now, Bill.


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