Mez? mag? and somthing else
http://paragonwiki.com/wiki/Mez
http://paragonwiki.com/wiki/Status_Effect (Magnitude Protection from it happening)
http://paragonwiki.com/wiki/Resistance (4. Resistance to a Status Effect causes that status to wear off faster.)
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I'm sorry, those are helpful but I really could use simpler clarification please. Specially pertaining to my question on the sleep. I'm trying to understand it through the links (yay formulas and numbers x.x) but I still am not sure about it.
All mez effects are separate. Sleep stacks with sleep, and immob stacks with immob, but they do not stack together.
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Oh oh I see now. That's to bad I need to rethink some power choices now. Thank you!
Each mezz type has it's own Magnitude and Duration. Those values stack when they are of the same type. Sleep and Immobilize are of two types so they don't stack.
Protection and Resistance correspond to Mag and Duration. Protection has to be overcome by Magnitude, and Resistance shortens the duration of each effect.
Say you have a Hold with a Magnitude of 3, a Duration of 10 seconds, and a recharge of 5 seconds. Against a foe with a Protection of 2, your hold would have full effect on the first application. If they had 50% resistance the Hold would last 5 seconds. If they had Protection of 4, they would not be Held after one Hold. You would have to apply a second when it recharges, then the Hold would work, as long as both effects were present (another 5 seconds).
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Oh wow thank you, that makes so much more sense now. Im such a boggle head lol
Imagine you're a tank with 9 magnitude Immobilize protection...
An enemy casts a Magnitude 4 immobilize on you. This is effectively a -4 magnitude Immobilize protection, so you have an excess of 5 Immobilize protection.
A second enemy casts another mag 4 Immobilize. You're still not immobilized because you have 1 excess Immobilize protection (9 - 4 - 4 = 1).
A third application would yield a -3 magnitude Immoblize protection (9 - 4 - 4 - 4 = -3). Any time your protection decreases to a Negative number, you are affected by that particular Mez.
As to duration, that's tied with endurance. Taking the above example of Immobilize, let's say the Immob is mag. 4 with a 60 second duration. Let's also say that you have 50% Immobilize resistance (status resistance).
This means that the mag. 4 Immobilize only acts on you for 30 seconds (.5 * 60 = 30), after which time the -4 Immobilize protection wears off.
Sleep is an entirely different Mez type, and barring any extra damage from Containment (if you are a controller), the two will have nothing to do with each other, with the possible exception of a sleep suppressing the effect of another Mez type protection toggle.
Let's go back to the example with Immobilize. Let's say I'm a defender with Combat Jumping (which grants Magnitude 13 Immobilize protection) but with no other Mez protection. I'm tagged with a sleep, which causes the Immobilize protection from Combat Jumping to suppress. I am tagged with a mag. 4 Immobilize thereafter.
For the duration of the sleep I have a -4 Immobilize protection, and am therefore also immobilized, however when the sleep wears off the toggle returns my mag 13 Immobilize protection back to me, for a total of 9 Immobilize protection. I am no longer Immobilized, even if the duration of the immobilize is not up.
EDIT: Lemur Lad beat me to it. Hope my info helps anyway.
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Each mezz type has it's own Magnitude and Duration. Those values stack when they are of the same type. Sleep and Immobilize are of two types so they don't stack.
Protection and Resistance correspond to Mag and Duration. Protection has to be overcome by Magnitude, and Resistance shortens the duration of each effect.
Say you have a Hold with a Magnitude of 3, a Duration of 10 seconds, and a recharge of 5 seconds. Against a foe with a Protection of 2, your hold would have full effect on the first application. If they had 50% resistance the Hold would last 5 seconds. If they had Protection of 4, they would not be Held after one Hold. You would have to apply a second when it recharges, then the Hold would work, as long as both effects were present (another 5 seconds).
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Actually, if he had 50% resistance it would last 7.5 seconds - Resistance caps at 100% and at that halves it. Due to the way the formula works, you take your mez resistance, halve it, and that's what it reduces the duration by.
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Actually, if he had 50% resistance it would last 7.5 seconds - Resistance caps at 100% and at that halves it. Due to the way the formula works, you take your mez resistance, halve it, and that's what it reduces the duration by.
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Both your formulas are, unfortunately, incorrect.
Mez resistance affects mez times the same way Recharge Reduction enhancements affect recharge times: you divide by (100% + the bonus). A 50% Sleep resist divides Sleep durations by 150%. Dividing something by 1.5 isn't cutting half of it off, and it's not cutting a quarter off either -- it's actually cutting a third off. So 10 seconds would drop to about 6.67 seconds in your example.
Also, player mez resists aren't capped at 100% any more. As an example, you could go up to, say, 500% Sleep resistance, which would divide all the Sleep durations that hit you by 6. (Notice how going over 100% doesn't make mezzes wear off instantly.)
Mez Resistance is kinda like ghetto Mez Protection, and combined with the new feature of defensive toggles not turning off when you get mezzed (though they get temporarily disabled), it makes life a bit easier for squishies. I think they should use that more often, myself.
In the case of Knockback, I believe Magnitude also effects the distance the foe gets knocked back. Knockdown is the lowest Magnitude of Knockback. This is also why Force Bolt is so much fun.
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Mez Resistance is kinda like ghetto Mez Protection, and combined with the new feature of defensive toggles not turning off when you get mezzed (though they get temporarily disabled), it makes life a bit easier for squishies. I think they should use that more often, myself.
In the case of Knockback, I believe Magnitude also effects the distance the foe gets knocked back. Knockdown is the lowest Magnitude of Knockback. This is also why Force Bolt is so much fun.
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For knockback, resistance merely lowers the magnitude, it's an instant effect.
Higher mag does equal more distance - and .75 is where "KB" goes from Knockdown to Knock back.
Note Knock Up is different, and when you up the mag it merely sends them HIGHER. Which is why some prefer KU to KD - it doesn't send them away from the melee types.
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Mez Resistance is kinda like ghetto Mez Protection, and combined with the new feature of defensive toggles not turning off when you get mezzed (though they get temporarily disabled), it makes life a bit easier for squishies. I think they should use that more often, myself.
In the case of Knockback, I believe Magnitude also effects the distance the foe gets knocked back. Knockdown is the lowest Magnitude of Knockback. This is also why Force Bolt is so much fun.
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For knockback, resistance merely lowers the magnitude, it's an instant effect.
Higher mag does equal more distance - and .75 is where "KB" goes from Knockdown to Knock back.
Note Knock Up is different, and when you up the mag it merely sends them HIGHER. Which is why some prefer KU to KD - it doesn't send them away from the melee types.
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Well, depending on how long it takes for them to come down.
Ok so I seen people say about how enemies have mez or mag -4 protection or something. I don't know what that means exactly ^^: Could someone please explain this to me?
Also on the topic of mez protection stuff, does sleep effect mez protection on a enemy? Let's say the enemy sometimes needs 2 applications of a immobilize cage in order for it to stick. If someone casted sleep first, would an immobilize move work right away after the first sleep move?
Please and thank you!