Recluse with towers up revisited
war whistles?
war wolfs
Summoned Wolf Im guessing, Whould be wolf whistle (powername) or war wolf (summoned entity)
The answer is no.
Thats a whole lot of Smashing/lethal/energy to which the red tower gives 105% resistance.
The 200% defence from the orange tower would also be tricky to overcome, esepcially as due to the AV resists and purple patch any defence debuff would be at of its effectiveness.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
if build right, i see this as the only possible combination that would be able to beat him with the tower up. if the team practiced and had their crap right. for instance, all build for damage resist. take tough the app resist and stephanie pebbles ring, yall have decent damage resist. have defense manuvers and veng, have one person go veng/fallout bait, then rez him real quick. divide the team of eight in to group a and group b, and take turns each group casting am times 4. eight ill trollers with all those pets, and all those toggles stacked on him.....makes ya think.....
I copy pasted a post some time ago about those towers, with the link to the original post. Somehow i knew the forum would crunch the post... and it did
So here was it was : (original OP : The Arcanaville)
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Begin
Even though you elected to retract your public begging, I have decided to be merciful and give you The Truth. I've reviewed all my STF notes from beta and live, reviewed all of my discussions about the STF with other people, and all my memories of all my STF runs. Based on that, I believe its possible to assemble a close enough view of what the towers do, that I can justify saying what *almost all* the effects of the towers are. I had the same debate with myself when I wrote my Hamidon guides oh so long ago, and back then I didn't even have access to some of the information I currently do. Ultimately, the Chair Leg of Truth won.
Basically, I'll put numbers to the effects people already basically know or have guessed, as well as everything I've tested before directly in-game and had a fairly good idea about. That's always fair game. And any effect that would have been almost impossible to figure out, but nobody would likely care about, because they provide very little tactically significant information. That ends up being almost all of them.
Note: I did some *crazy* testing back when the STF was still in beta. For example, there was the time I tested the tohit buff with my SR scrapper by letting LR swing at me until I was dead, rezzing, and repeating for about twenty minutes. Iakona had a ball watching me do that, but it proved that the tohit buff was not so high that it totally overwhelmed SR defenses: it was not something ridiculous like +100% tohit or anything (but see below).
Yellow Tower:
+175% defense to all types (capped)
-18.1 hold/stun/immobilize (on an AV, who'd notice except for the immob: I think people accustomed to immobilizing AVs have already noticed you can't easily immob LR while the towers are up, so this is no secret).
I've personally tested LR's defense, so I know it was "very high" but not "infinite." I measured it somewhere north of +150%. Based on my testing, and the defense cap for AVs which is 175%, this one can safely be said to be tested by me directly. Also, I *thought* the tohit buff was in this tower, but then I ran an STF after I9 went live, and after it was brought down my SR scrapper was *still* getting tagged more often than she should have, so I knew it was a different tower (or did I? - see below: this could have been an incorrect perception). The mez protection? Ok, that one I'm giving away. But really, who would possibly figure this out, and more importantly who among us would even care, except for the immob, and I think a lot of TAs have figured this one out already. Anyone try stunning LR recently?
Red Tower:
+105% resistance to smashing/lethal/energy
+105% damage smashing/lethal/energy
Basically, immunity to s/l/e, and he does about double the damage. That's why tankers hate this tower so: also no big secret there. These are not difficult to measure, and they are no big secret. Since its easy to measure, and I've measured it in the past, this is no problem to disclose. I knew the tower wasn't buffing resistance to everything, because I've done the STF with an Illusion controller and I've observed a few damage types: I know that the towers affect psionics differently than smash/lethal and energy. In fact, my STF notes say "s/l/e - 0, f/c/p - dmg." Never tested negative or toxic myself, but I consider this "close enough."
+300% stun
+300% knock(back/up)
Melee don't care: melee don't get stunned or knocked. Squishies don't care: squishies be dead. At best, this explains why your fire imps sometimes find themselves hurdling the flier. Technically, I doubt I would ever have tested this, or wanted to test this, or found anyone who wanted to know enough to test this. But its not a big deal, in my opinion, since it doesn't affect LR's tactical situation greatly. Its a "fun effect" put into LR (fun for him, not us) more than it is a lethal effect, in my opinion.
Green Tower:
+2000% regeneration
+50% Max Health (capped)
~3250 Heal (every five seconds)
This makes Hamidon look like some Hellion's girlfriend.
I've had a pretty good idea of all three of these for a heck of a long time now, so these are all reasonable to disclose. They are also not difficult for anyone to figure out who's been on even one STF that actually gets to LR. Most people who have observed LR during the STF have seen the five second mega-heal, and the fact that his regen ticks look like he has instant healing. And his Max Health is trivial to measure (technically, the +2000% regen would be difficult to measure, but it would be easy to see that it was "really really high"). I think most people would guess all these effects are connected to the green tower.
FYI, if you want to defeat LR while the Green Tower is still up, all you have to do is be able to deal more than 3700 points of damage per second through LR's resistances and the purple patch. Back in the old days pre-I9, the entire group of 17 yellow Hamidon mitos used to collectively be able to deal about 4300 dps. And it was level 50: if the purple patch affects critter to critter combat (honestly, I've never tested: I've always assumed) that would be cut in half against LR. In other words, LR appears able to tank the entire pre-I9 Hamidon constellation including the nucleus (the post-I9 Hamidon has a better shot: it debuffs healing and regeneration strength, if its greens are smart enough to target the towers).
Blue Tower:
+400% Recharge (capped)
+200% Run Speed
+30% ToHit
Special
I outed the tohit buff already (and BaB put it on the right tower), and I think its relatively common knowledge that this tower also speed buffs (I tossed in the run speed because I think everyone connects the recharge and run anyway). Technically, it would be easy to measure the recharge buff, and difficult to measure the run speed buff. Lets just assume TopDoc had a few too many drinks before an STF and convinced his team mates to get LR to chase them around the square a few times while he clocked LR. I don't think there is any special tactical advantage to knowing that one either way, so that's no big deal.
Side note: the tohit buff in the Blue Tower is bugged: it doesn't last long enough. In fact, its unlikely anyone has ever *seen* the tohit buff except fleetingly, which explains why *occasionally* LR seems to be able to cut right through defenses, and other times he seems unable to make contact. At the levels of damage and defense we're talking about, its not easy to notice that LR is only *sometimes* cutting through your defenses. Castle has confirmed that is fixed in I12.
The "Special" effect, that one's a bit touchy. I actually noticed it at one time, then forgot about it, then asked about it, then remembered it after I asked. I never actually fully tested the effect (and I had no idea which tower granted it) so I don't think its appropriate for me to say what it is if I didn't actually test it in the game myself. If the devs want to come clean, that's for them to decide. If someone actually tests for it definitively, or knows what it is, I'll confirm it if asked. Highly experienced STFers that pay attention have probably noticed. No random guessing.
There is also one other "property" to the towers (in terms of their buffs). I did not know or suspect it from testing, so its not listed here (and good luck guessing it, although I don't think it affects any STF strategy I've ever seen or heard of, and honestly I believe its a workaround for a sticky issue, and not a tactical thing).
Hopefully, I haven't screwed up or typoed any of these numbers.
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Already know, you can skip the blue tower, since ive skipped it already on a few runs. I saw a youtube vid , a team skipping blue and red. It's not obvious how they managed, but my guess is, they caged the red one.
My understanding is , you really need to kill the yellow since at 175% def to all, you only have 5% chance to hit him, X Acc Mod.
The Green Tower also have to go, for obvious reason :
Green Tower:
+2000% regeneration
+50% Max Health (capped)
~3250 Heal (every five seconds)
I tried a few time to skip red and blue, and each time we had to kill the red. Ive never tried to cage the red doe.
Also, with the +30% to hit, on the blue tower, the soft cap agains him is 75% not 45% if im not mistaken. your team will, and make sense with my experience, get hit more often.
Side note:
-I don't have the link on youtube close by, if anyone have it ?
-I cant confirm all the numbers pulled out by The Arcanaville. But from my exp they seems to make sense.
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From http://wiki.cohtitan.com/wiki/STF#Lord_Recluse_Strategy
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<ul type="square">[*]Red [Power Generator Real]
Status Effect Bonus(Knockback, Disorient)
+105% DMG(Smashing, Lethal, Energy)
+105% Res(Smashing, Lethal, Energy) (hardcapped at 100%)
[*]Orange [Dispersion Bubble Real]
+200% DEF(All) (hardcapped at 175%)
+17.7 Protection(Hold, Immobilize, Disorient)
[*]Green [Healing Pulse]
Healing
+MaxHP (hardcapped at 150% or 46015.73 hp)
+2000% Regen
[*]Blue [Temporal Manipulator]
+30% ToHit
+1000% Recharge (hardcapped at 400%)
+200% Run Speed[/list]
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if build right, i see this as the only possible combination that would be able to beat him with the tower up. if the team practiced and had their crap right. for instance, all build for damage resist.
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I'm guessing this is some sort of personal challenge or ego trip? The team you describe, particularly with practice, could take a tower down in SECONDS. Why wouldn't you do it that way?
Paragon City Search And Rescue
The Mentor Project
I can't see any way you can possibly do more than 650 damage per second plus whatever +2000% health regen gets you. Taking into account all the resistance and defense bonuses granted by the towers and the debuff resistance he gets for being an AV. Not with a team of 8.
Hamidon wishes he had that kind of protection.
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plus whatever +2000% health regen gets you.
[/ QUOTE ]Napkin math: Combined with his Max HP, about 1000 hp/s
http://www.fimfiction.net/story/36641/My-Little-Exalt
would eight ill/rads, with full shivan and war whistles, and a RWZ Heavy and three nukes each be able to kill recluse with his towers up?