Is Rage bugged?


Chaos Creator

 

Posted

I only ask because I could swear I read a post somewhere that the defense debuff being avoided by stacking rage was being fixed...

I hope I'm wrong, but my search-fu is weak and I can't seem to find it.


 

Posted

Ok, I must have either imagined that post then, or somebody posted it in a d00m thread. Good to know, thank you

Also...did not know you could avoid Hastens crash. Then again I can never get that perma.


 

Posted

Quote:
Originally Posted by Chaos Creator View Post
not a bug any more than hasten having no crash when you recast it.
I can guarantee you that my perma-hasten characters still have the hasten crash.


 

Posted

Quote:
Originally Posted by Kahlan_ View Post
I can guarantee you that my perma-hasten characters still have the hasten crash.
Better?


 

Posted

If they ever "fixed" Rage to make sure it got the defence crash regardless of stacking, it'd break every defence-based character with SS. There'd be an uproar if they did that.

Castle won't "fix" that bug until he gets a chance to revamp the entire Rage power. Which, honestly, could be never. He's got more important things to do. The power is doing fine as is.


 

Posted

Quote:
Originally Posted by Failsight View Post
If they ever "fixed" Rage to make sure it got the defence crash regardless of stacking, it'd break every defence-based character with SS. There'd be an uproar if they did that.

Castle won't "fix" that bug until he gets a chance to revamp the entire Rage power. Which, honestly, could be never. He's got more important things to do. The power is doing fine as is.
AFAIK Rage has a defense debuff that is set to DOES NOT STACK FROM SAME CASTER as well as UNRESISTABLE . I don't see how making it stack would break defense toons, since the whole point of the crash is to represent ...a crash.

Yes this means that stacking rage would be a bad idea in general since now foes will hit you more often.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by Lohenien View Post
AFAIK Rage has a defense debuff that is set to DOES NOT STACK FROM SAME CASTER as well as UNRESISTABLE . I don't see how making it stack would break defense toons, since the whole point of the crash is to represent ...a crash.

Yes this means that stacking rage would be a bad idea in general since now foes will hit you more often.
Currently if the player stacks Rage, they can avoid the -Defense portion of the crash (but still get hit with -damage and -endurance).

Defensive Primaries are at a disadvantage if they do not double stack crash since they would be hit with -20% defense (IIRC). Going from 45% Def to 25% is rough.

A regen or resistance based tanker would not feel the -def from the crash as much, if at all.

I think that's the point the previous poster was trying to convey.


 

Posted

Quote:
Originally Posted by Clouded View Post
Currently if the player stacks Rage, they can avoid the -Defense portion of the crash (but still get hit with -damage and -endurance).

Defensive Primaries are at a disadvantage if they do not double stack crash since they would be hit with -20% defense (IIRC). Going from 45% Def to 25% is rough.

A regen or resistance based tanker would not feel the -def from the crash as much, if at all.

I think that's the point the previous poster was trying to convey.
Yup. It simply hits defence based characters harder than regen or resistance based ones.


 

Posted

Hmm does it? Lets see, assuming an Ice tank with 45% s/l def and a fire tank with 50% s/l res.

Assuming even con minions hitting for 100 smashing per hit:

((50-0) * 1) = 50% * 17 * 100 = 850 damage with 0 res and 0 def
((50-45) * 1) = 5% * 17 * 100 = 85 damage for the ice tank
((50-0) * 1) = 50% * 17 * (100-50) = 425 damage for the fire tank

((50-45+20) * 1) = 25% * 17 * 100 = 425 damage for the ice tank
((50-0+20) * 1) = 70% * 17 * (100-50) = 595 damage for the fire tank

((50-45+40) * 1) = 45% * 17 * 100 = 765 damage for the ice tank
((50-0+40) * 1) = 90% * 17 * (100-50) = 765 damage for the fire tank

It appears one crash is worse for a non tough fire tank than it is for an ice tank and a double stacked crash is equally bad. Against +con foes I'd imagine it is much worse for defense toons, but it's not like there arent things you can do to mitigate a crash (inspirations, heal powers, timing crashes to not be in mid fight).


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by Lohenien View Post
Hmm does it? Lets see, assuming an Ice tank with 45% s/l def and a fire tank with 50% s/l res.

Assuming even con minions hitting for 100 smashing per hit:

((50-0) * 1) = 50% * 17 * 100 = 850 damage with 0 res and 0 def
((50-45) * 1) = 5% * 17 * 100 = 85 damage for the ice tank
((50-0) * 1) = 50% * 17 * (100-50) = 425 damage for the fire tank

((50-45+20) * 1) = 25% * 17 * 100 = 425 damage for the ice tank
((50-0+20) * 1) = 70% * 17 * (100-50) = 595 damage for the fire tank


((50-45+40) * 1) = 45% * 17 * 100 = 765 damage for the ice tank
((50-0+40) * 1) = 90% * 17 * (100-50) = 765 damage for the fire tank

It appears one crash is worse for a non tough fire tank than it is for an ice tank and a double stacked crash is equally bad. Against +con foes I'd imagine it is much worse for defense toons, but it's not like there arent things you can do to mitigate a crash (inspirations, heal powers, timing crashes to not be in mid fight).
Note: The Ice tank suffers 5 times as much incoming damage due to the crash, while the Fire Tank only suffers a 40% increase. If you include Tough for the Fire Tank (popular choice), the resulting numbers are 255 dmg base and 357 dmg after the debuff (still a 40% increase).

Also, since you're using final tohit instead of raw mitigation, the increased incoming damage may be lower on the Fire Tank than computed. For example, a +1 boss will be over capped on chance to hit, only allowing for a 32.86% damage increase.

[edit: Actually, it might happen with mitigation too. Sorry, I'm not thinking straight. Ungghh.]