inherant powers


Amazing_Shnyet

 

Posted

ok... the pb and ws inherant powers.... do they actually do anything?

I know what they are supposed to do, but i can't say i've ever noticed any difference wether i'm teamed with 5 tanks or 5 blasters. and how many trollers do you need in the team to get anything approaching mez protection?


 

Posted

I see that you're tri-form.
The inherent is only applied when you're in Human Form.........if that clears anything up.

IIRC each AT buffs by 2.5%


 

Posted

You should get a 10% resist for every appropriate teammate, a 20% damage bonus for every appropriate teammate and a mag 1 mez resist (I think) for each controller.

Never really tested it to see if that is correct but I have noticed I can take a lot more damage when there are a lot of scrappers/blasters on my team .


 

Posted

the short answer is not enough to stop me packing break frees played human most of the time and with controllers in the team i still got mezzed just as much as without.
im sure its only a small buff as to not make us overpowered if we team with a huge amount of any one AT but i'd love a bit more mez love


 

Posted

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You should get a 10% resist for every appropriate teammate, a 20% damage bonus for every appropriate teammate and a mag 1 mez resist (I think) for each controller.


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that sounds pretty handy! any ideas if there is any sort of a cap on when we stop gaining resists/damage/mez from teaming with other ATs? just out of interest more than anything else


 

Posted

Kheld damage resist is at 85% so five team members and your shield will get you about there. The damage cap is 400% I think so even with SOs in the powers and build up you'll need five team mates and a red to get there.

I'm guessing you'd need about 3 controllers to give a significant mez resist (help me out someone)?


 

Posted

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The damage cap is 400% I think so even with SOs in the powers and build up you'll need five team mates and a red to get there.


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Or SO's and hit 10 people with a double Mire

Cheers for the numbers though, I'd always thought they were nowhere near 10-20%. Good to know.


 

Posted

I think it's 2 trollers for mez protection that does anything at all. Very hard to find exact information, though.


 

Posted

Im sure i read somewhere that with 3 blasters in a team a Kheldian out damages a blaster


 

Posted

Blasters (or scrappers) would help a WS. A PB would need tanks or defenders. Khelds attacks are 75% of blasters strength for melee and 62.5% for ranged. So I think two teammates would push the damage up enough to equal a blasters for melee and three would be needed for ranged. That's when comparing attacks with a similar BI for the kheld and blaster of course.

That's for unslotted attacks - I think you'd need 4 and 6 teammates once the attacks are slotted with SOs.

With mires, a WS is probably not as bothered tho.


 

Posted

I can certainly notice the difference with 2 controllers in the mez resistance - yes I still get mezzed but usually just momentarily - you have to remember its effect is ranged.
And its fun using dwarf form to taunt and then switching back to human form for the damage resistance.
The rest of the team was 3 blasters, 1 controller and 2 scrappers so was probably at res cap.


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
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and lots more on Pinnacle,Union and Defiant

 

Posted

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Blasters (or scrappers) would help a WS. A PB would need tanks or defenders. Khelds attacks are 75% of blasters strength for melee and 62.5% for ranged. So I think two teammates would push the damage up enough to equal a blasters for melee and three would be needed for ranged. That's when comparing attacks with a similar BI for the kheld and blaster of course.

That's for unslotted attacks - I think you'd need 4 and 6 teammates once the attacks are slotted with SOs.

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Those estimates seem correct.

If a Blaster does 100 damage with a ranged attack then a Kheldian Human form will do 62.5 damage with a similar attack. If that Kheldian has 3 damage buffers on his team then he'll do 62.5 * 1.6 = 100 damage.

If both have 3 SO damage in their attack then the Blaster will do ~195 damage while the Kheldian will do 62.5 * (1.6 + 0.95) = 159.375. The Kheldian will need 6 damage buff team mates to reach the Blaster: 62.5 * (2.2 + 0.95) = 196.875.

The 1.6 is for 3 team members worth +20% damage each (ie. 100% + 3* 20%) while 2.2 is for 6 members (100% + 6* 20%).

Regardless of what he tries, the Kheldian will be capped at 250 Damage with that attack (4 * 62.5), or the equivalent of Aim (or 2 Enrage) + 3 Dam SO for the Blaster.

Of course, if talking Nova form then the Blaster is left in the dust from the start and only catches up when buffing gets high (Blasters have a 500% cap compared to the Kheldian 400% cap). Nova deals 120% of Blaster damage for comparable attacks and they start off with an inherent 45% damage buff (which shouldn't be included when thinking of ED & slotting). Using the above example, the Nova would do 174 damage without any slots or buffing with such an attack, 3 Dam SO would mean 120 * (1.45 + 0.95) = 288 damage. Or near the pre-ED Blaster damage levels.

Unless Nova attacks got downgraded in I7 of course.