slow resistance


Aett_Thorn

 

Posted

Does anyone know if slow resist set bonuses or the winter gift slow unique will help a stone tanker overcome the -runspeed in rooted and granite? If it does I might get more bang for the slots than trying to slot +run io's.

thanks,

Gitch


 

Posted

I believe that the -speed penalties of both Rooted and Granite have been set to be unresistable, but I could be wrong on that.


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"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

It is resistable, which is why Stone Tankers/Brutes love Kins so much.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
It is resistable, which is why Stone Tankers/Brutes love Kins so much.
They don't move faster because of slow resist, they move faster because of +speed.

If it was resistable, earth tanks would move faster while in Arctic Air.


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Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
It is resistable, which is why Stone Tankers/Brutes love Kins so much.
No, you're mixing apples and oranges, or metaphors, or something.
Speed Boost does not target slow effects. If it only did that, it would have no effect on someone who was not already slowed. Speed Boost increases your move speed and recharge - this can effectively negate a slow effect, but NOT because the Speed Boost is targeting the slow effect.


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Posted

Well. To indirectly answer, it wouldn't effect your run speed due to Rooted or Granite, but were you to land in some caltrops or be hit by ice, it WILL reduce the effect on your already-comically-slow movement.

So, it works how it would work on any toon, but you don't get any special benefit toward mitigating Granite's inherent limitations. However, you might see it as even more important on a Granite toon because it is already so slow... or the reverse is also true.


Never argue with stupid people. They drag you down to their level and beat you with experience.

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Posted

Thanks for the replies, I guess this means that I will continue to look for +run io's and skip the slow resist. What really sucks is that I was hoping to avoid getting tp but it looks like i'll end up there eventually. Someone wrote a great post on the beta forum about changes to the stone tanker set that proposed a lessening of the speed penalties. I really hope some dev takes it up soon because I am enjoying this toon other than the severe lack of combat mobility.


 

Posted

Quote:
Originally Posted by Gitch View Post
Thanks for the replies, I guess this means that I will continue to look for +run io's and skip the slow resist. What really sucks is that I was hoping to avoid getting tp but it looks like i'll end up there eventually. Someone wrote a great post on the beta forum about changes to the stone tanker set that proposed a lessening of the speed penalties. I really hope some dev takes it up soon because I am enjoying this toon other than the severe lack of combat mobility.
When they suggested the lessening of the speed penalties, did they balance that by suggesting the lessening of the defense granted by the power?


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Posted

Quote:
Originally Posted by Dispari View Post
If it was resistable, earth tanks would move faster while in Arctic Air.
I think I was unclear in my previous post. The slows from Rooted and Granite are resistable, as Uun point out with the links to City of Data. The relevant entries are:
Rooted--
* RunSpeed -0.9 for 0.75s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Granite--
* RunSpeed -0.7 for 0.75s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
* RechargeTime -65% for 0.75s [Ignores Enhancements & Buffs]
Effect does not stack from same caster

Note that neither speed debuff nor the recharge debuff is flagged with [Non-resistable]

Speed Boost does target speed debuffs, in addition to buffing your speed:
* RechargeTime +50% for 120s [Ignores Enhancements & Buffs] [Non-resistable]
Effect does not stack from same caster
* Recovery, RunSpeed, FlySpeed +0.5 for 120s [Non-resistable]
Effect does not stack from same caster
* RES(RechargeTime) +50% for 120s [Ignores Enhancements & Buffs] [Non-resistable]
Effect does not stack from same caster
* RES(RunSpeed, FlySpeed) +175% for 120s [Non-resistable]
Effect does not stack from same caster

Regarding Arctic Air (a PBAoE slow/confuse/stealth debuff in Ice Control), I think you meant Arctic Fog (a PBAoE stealth/def buff/Fire-Cold-Energy res buf/slow res buff in Cold Domination):
* RES(RunSpeed, RechargeTime, FlySpeed, JumpHeight, SpeedJumping) +60% for 0.75s [Ignores Enhancements & Buffs] [Non-resistable]
Effect does not stack from same caster

Resistance to slows follows the same formula as resistance to damage, that is: 100% resistance negates the slow entirely. SB grants 175% slow resistance (negating the Granite/Rooted debuff) and 50% recharge resistance (halving the Granite debuff), in addition to +50% speed and recharge. This means that a Granite+Rooted Tanker with SB and no other speed modifiers will move at the same speed as someone without any speed modifiers except SB.

If Granite/Rooted were unresistable, the Stone Armor character would still be moving slower under SB, effectively being at -110% speed (SB - Granite - Rooted) and -15% recharge (SB - Granite), rather than +50% speed (SB - 0 * Granite - 0 * Rooted) and +17.5% recharge (SB - 0.5 * Granite). SB, without slow resistance, is incapable of negating the speed debuffs placed on a Stone Armor character.

Stone Armor characters do move faster while within Arctic Fog: they increase their speed from -160% to -64%. Of course, -speed is floored at -90%, so the increase in speed is actually only by 26% of the base speed which is something like 14.xxx mph. 26% of 14 is 3.64, less than Swift with no enhancements.

Looking back at the example with SB, notice that without the speed resistance, a Stone Armor character is still at -110% speed, but the speed floor is -90%. If Granite/Rooted were unresistable, Speed Boost would not change the final movement speed of a Stone Armor character at all.

Quote:
Originally Posted by PuceNonagon View Post
Well. To indirectly answer, it wouldn't effect your run speed due to Rooted or Granite, but were you to land in some caltrops or be hit by ice, it WILL reduce the effect on your already-comically-slow movement.
Incorrect; slow resistance from any source will reduce your debuff from Granite/Rooted until you hit 100% resistance. However, as shown above with the effects of Arctic Fog, the effects of speed resistance on a Stone Armor character may not be very apparent.




So, yeah... everyone who said I was wrong? Well, I may have been unclear, and I didn't show my work, but I am correct.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Zombie Man View Post
When they suggested the lessening of the speed penalties, did they balance that by suggesting the lessening of the defense granted by the power?
The post was primarily about balancing stone armor outside of granite. So that the set doesnt seem like 31 lvls of meh followed by granite for the rest of the game. Some options included getting rid of the speed penalty in rooted and a mild boost in def/resist numbers pre granite. No one on that thread felt that granite needed any buffs at all but that some survivablity/QoL issues pre 32 needed to be addressed.

This is my first try at a stone tanker and after the i16 addition of crystal armors in the costume options I really enjoy him. His QoL laggs far behind almost any toon I have ever rolled up however without getting a whole lot in return. He is only lvl 28 atm so I cant speak to the greatness of granite yet, but honestly all my other tankers (except maybe fire) were more durable than stone is pre tier 9.

I am sure that my biggest gripe is Rooted. I really believe that if the run and jump penalties were either reduced or eliminated then the set would be just that more enjoyable to play. It also gives player options on their travel powers wich I think is always a good choice. Granite seems well balanced for what it does vs. the penalties it brings which is fantastic because it makes the player decide whats more important and it feels different than every other set. But it doesnt seem fair to penalize the player so severly for running their mez toggle which is absolutely needed for all tankers to function. No other set gets hit hard in this area.

I know that invul use to have a similar issue in unyielding but that it was fixed so that it no longer rooted the player. Isn't time to update rooted to be relatively equal to all the other mez toggles? I am not calling for a massive buff just a real QoL issue to be fixed.

Thanks for the replies,

Gitch

ps FW your awesome on the numbers