An oddity of Physical Perfection


300_below

 

Posted

I got to thinking about how Physical Perfection works, with its set capabilities, and it occured to me to try something out. Apologies if this is old news, but the results were ... certainly interesting.

I took a Miracle unique, a Numina's Convalescence unique, and three common Endurance Modification enhancers, and tried to see how much endurance I could get out of them. With this fairly standard slotting:
I get these results, for Recovery:

Whereas with this slightly more unorthodox slotting:
I am able to get these results:

Now, here's the reason for this. The heal uniques, and other 120 second boost IOs, actually work by adding their effects to the power itself. So, those effects are considered to be in the power that the IOs are slotted in, and are granted as the power takes effect. And most significantly, those effects are enhanceable.

For example, Health is worth 40% Regen, or (practically) 80% when slotted. A Regenerative Tissue plus a Numina's Convalescence are, together, worth 40% Regen. A slotted Health that has those uniques in it gives 160% regen, not 120%, because that enhancing is applying to the 40% Regen given by the IOs as well as that given by Health.

In Physical Perfection, as you see here, the IO effects are being added into the power. And thus, the Endurance Modification enhancements in Physical Perfection are boosting the +Recovery of the IOs as well. 25% from the IOs, plus 12.5% from the power itself, times (essentially) 2 for the EndMod enhancing, equals +75% Recovery - the same as the 25% from the IOs added to the 50% from slotted Stamina.

Now, there are certainly benefits to using Fitness aside from just the recovery boosts. Regen can be very handy for a lot of sets, especially Shields and SR. Movement boosts are always nice. The ability to get an Efficacy Adapter set in Stamina for recharge. Or, hell, just to have +Recovery before 44 or if you want one of the other epics. And there's certainly incentive to take both, for some powersets. But if you don't care about other epics and don't plan on exemping down below 39 ... well. Something to keep in the back of your head, perhaps.

Oh, and as best as I can recall, the only other powers that will both let you slot heal Uniques and let you enhance for EndMod are Transfusion in Kinetics and Energy Drain in Energy Aura, and those sets don't need any help keeping their blue up. So there's not much general use for this trick outside of this power.


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Posted

Quote:
Now, here's the reason for this. The heal uniques, and other 120 second boost IOs, actually work by adding their effects to the power itself. So, those effects are considered to be in the power that the IOs are slotted in, and are granted as the power takes effect. And most significantly, those effects are enhanceable.
I... don't think this last part is correct.

Under the power-monitoring window the procs and the powers are shown as separate.

So I went to test with my fire tank, did a quick respec, and here's what the regen rate / recovery rate looks like without the proc's slotted...





and what they look like with the powers slotted.





As can be seen, the proc's don't affect the power itself. As the real numbers show, the procs are based off your base stats.

In practice then, using Physical Perfection as a platform for the procs really isn't a ... good idea... unless you do nothing but play at 39+. Reason being the procs are based off of whether or not the power is active. Since the earliest Physical Perfection can be taken is 44, the power will only activate if you are 5 levels down... which is 39.

To demonstrate this, I actually took health somewhere in my 20's, then went to ourobous and dropped to 14. Without health, the buffs turned off.



***

Now, you can boost the effects of your procs. To boost the effects of the procs, you need to boost your base health and base recovery. The higher your base numbers are, the more you'll recover.

To demonstrate this, here's my stone tank, which has Earth's Embrace. Here's my base stats, where you can see that with 2246hp the Numina proc is running 3.37hp



When I hit Earth's Embrace and top 3212hp... The Numina proc is now pulling 4.82hp.



***

So yes, you can boost the proc effects, but you'll need to boost your base values for your HP and Endurance.


 

Posted

Saist, in both of your last screenshots, your regeneration rate is a steady .17%/sec (which translates into different amounts of actual hp/sec as seen in your pictures). Also seen in both pictures: your recovery rate was .17%/second.

Now look at Hippy's 2 combat monitor screenshots. In the 1st, it's .17%/sec just like yours. In the 2nd, it's .35%/second. Whether or not his base End is higher or not (and it's most certainly not double standard), the % increase has doubled. Likewise, his Miracle +Recov has gone up from .25%/sec to .5%/sec. Odd.

However, I'm thinking this just means Physical Perfection works like 2 powers and any power that can be slotted in one aspect (the regen and the recov) to affect the other affects both. i.e. You doubled your number of unique procs. In which case, it's likely a bug and will get fixed before we can have too much fun with it.


 

Posted

Quote:
However, I'm thinking this just means Physical Perfection works like 2 powers and any power that can be slotted in one aspect (the regen and the recov) to affect the other affects both. i.e. You doubled your number of unique procs. In which case, it's likely a bug and will get fixed before we can have too much fun with it.
ah. I get what he said now. Thank you.

I think I might also be able to guess why. Physical Pefection does work as two powers, it boosts both Regen and Recovery. I suspect given the way you phrased what's happening, that it's applying the power twice, once as a regen and once as a recovery.

And yeah, I don't expect that to last long.


 

Posted

I am pretty sure the Regenerative Tissue +regen and Numina's +regen increase the value of +regen with slotting of the power as well. What you are observing seems to be simply the same type of behavior, but now with the +recovery procs instead of (or acutally in addition to) the +regen. You could check your +regen values as well to see if the behavior is consistent.

OTOH, did you zone recently before taking the 2nd screenshot?


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Posted

Quote:
Originally Posted by je_saist View Post
I... don't think this last part is correct.

Under the power-monitoring window the procs and the powers are shown as separate.

So yes, you can boost the proc effects, but you'll need to boost your base values for your HP and Endurance.
Actually you don't; the OP is correct. Your screenshots show that.

Since there is no +Rec slotted in Health you can't see that effect, but you can see the +Reg being enhanced by the slotting in Health. In the first picture you see your Reg at 0.97% HP/s. Normal game Reg is expressed as a percentage of full health regained in 240s. So multiply that by 240s to get the in game valuation of 232.8% Reg.

Now, if the Numina's special wasn't enhanced you'd expect that to go to 252.8%, or 1.05% HP/s. You also pick up a 12% Set bonus, which is 0.05%, so without the enhancement effect your Reg rate should be 232.8% + 20% + 12% = 264.8% or 1.10% HP/sec. If the Numi is enhanced you expect an additional 0.799 times 20%, or 16% Reg which equals 0.07% HP/s. So, 1.10% HP/s if it doesn't get enhanced and 1.17% HP/s if it does.

In the second screenshot your overall Reg is 1.17% HP/s. Also, the Numi reads not 0.08% HP/s (20% Reg), but rather 0.15% HP/s (36% Reg). The Numi is indeed being enhanced by the IOs slotted in Health.


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Posted

Quote:
Originally Posted by StratoNexus View Post
OTOH, did you zone recently before taking the 2nd screenshot?
It's not a stacking artifact, all three of the Heal specials that add +Reg or +Rec are enhanced by slotting in the power containing them. I haven't tested the Miracle recently, but I confirmed both of the others before my previous post.


Kosmos

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Posted

So far as I know, working as designed, known behavior, has always been that way. That's not to say that the devs won't some day change their minds, but I wouldn't be afraid to take advantage of this. I'm pretty confident that it isn't considered an exploit.


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Posted

WAD, but I somehow doubt WAI. Use it, abuse it, and enjoy it for as long as it lasts.


 

Posted

Quote:
Originally Posted by MagicFlyingHippy View Post
Now, here's the reason for this. The heal uniques, and other 120 second boost IOs, actually work by adding their effects to the power itself. So, those effects are considered to be in the power that the IOs are slotted in, and are granted as the power takes effect. And most significantly, those effects are enhanceable.
Actually, its the reverse. The +Recovery in Miracle is not tagged to be an enhancement. Enhancements are specifically tagged so that their buffs only affect the power they are slotted into. Non-enhancements are tagged the opposite, so that their buffs affect the player and not the power they are slotted into.

So the fundamental difference between the Miracle +Recovery IO and an endurance modification IO is that the endmod IO is tagged to only buff the recovery buffs in the power its slotted into, while Miracle buffs the player's recovery directly. Because its also tagged to allow Strength modifiers, the endmod IOs are buffing it.

My guess is that the reason these buffs are tagged to honor Strength modifiers is less to allow us to benefit from slotting in this way, and more to make sure they obey recovery (and regeneration) debuffs. If they did not obey Strength modifiers, players who slotted them would have recovery and regeneration that could not be debuffed.

Its not easy to make things that can be buffed but not debuffed or vice-versa in the general case in CoH.


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Posted

We've actually known this for a long time (aka since the power came out on test) since as StratoNexus mentioned, the +regin procs have the same behaviour


 

Posted

alright i've read this thread, and i'm lost, my screen is too small to see the screens posted lol.

So is pp good, bad, proc food, or what?


 

Posted

Quote:
Originally Posted by warriorssorrow View Post
alright i've read this thread, and i'm lost, my screen is too small to see the screens posted lol.

So is pp good, bad, proc food, or what?
PP is proc food. All the OP has shown is that the heal set +recov procs benefit from End Mod slotting within the same power, just like the heal set +regen proc have been known to do. This is known behavior and has been for a while, so it's not really new to all of us.


 

Posted

Thanks for pointing this out. I didn't realize it would be better to slot a Miriacle +rec in PP rather than health to get twice as much +rec.


 

Posted

Quote:
Originally Posted by warriorssorrow View Post
alright i've read this thread, and i'm lost, my screen is too small to see the screens posted lol.

So is pp good, bad, proc food, or what?
It means that if you put PP with Recovery IOs in it is as good as Stamina with Recovery IOs in anything else. Which at high levels can be very good, if squeezing Fitness in is straining your power choices.


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Posted

Quote:
Originally Posted by Black_Mute View Post
Thanks for pointing this out. I didn't realize it would be better to slot a Miriacle +rec in PP rather than health to get twice as much +rec.
It is, just keep in mind that if you take PP at its earliest, lvl 44, that you won't receive a buff from the miracle proc if you exemp below lvl 39.

It's better in the long run to just keep it in stamina but if you don't ever plan on exemping its more affective in PP.


 

Posted

I think on the regen side, there's not a big differerence in gameplay between enhanceing your procs and not... but on the endurance side, this could be significant. I like it.


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Posted

I don't know. It depends on how much regen you have natively, and how good your non-regen/healing mitigation is. Both +regen uniques is basically adding unslotted health again (actually a little better than that). Getting them both fully enhanced slightly better than getting slotted Health twice. I find it pretty handy on the right types of characters.

But if your build already has better ways to get back HP, then I agree, it might be more useful to throw the capability at endurance instead. I can especially see this being useful if you're going for something like AV/pylon/hard target soloing, where net recovery can be fairly important.


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Posted

Quote:
Originally Posted by Umbral View Post
PP is proc food. All the OP has shown is that the heal set +recov procs benefit from End Mod slotting within the same power, just like the heal set +regen proc have been known to do. This is known behavior and has been for a while, so it's not really new to all of us.
To the best of my knowledge, the enhancability of Miracle's Recovery buff was first shown in the very same post that first showed the enhanceability of the Regeneration buffs given by the other Healing set procs.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
My guess is that the reason these buffs are tagged to honor Strength modifiers is less to allow us to benefit from slotting in this way, and more to make sure they obey recovery (and regeneration) debuffs. If they did not obey Strength modifiers, players who slotted them would have recovery and regeneration that could not be debuffed.

Its not easy to make things that can be buffed but not debuffed or vice-versa in the general case in CoH.

I don't think that's accurate.
Regeneration- and Recovery-debuffs don't tend to be Regeneration Str and Recovery Str, they tend to be straight Regeneration and Recovery.

(off the top of my head, I actually can't think of any Regen/Recovery debuffs that are Str debuffs)


Plainly put, Regen/Recovery debuffs don't tend to work by reducing the effect of other Regen/Recovery debuffs, they tend to directly reduce the target's Regen/Recovery.



Personally I like to believe that they behave this way because the behavior wasn't anticipated.


 

Posted

Quote:
Originally Posted by MagicFlyingHippy View Post
Oh, and as best as I can recall, the only other powers that will both let you slot heal Uniques and let you enhance for EndMod are Transfusion in Kinetics and Energy Drain in Energy Aura, and those sets don't need any help keeping their blue up. So there's not much general use for this trick outside of this power.
There's also Drain Psyche and the Warshade power Stygian Circle.

Last time I checked the Numina/Regen Tissue/Miracle procs also obeyed Combat Modifiers ("level difference scaling", "purple patch") though, so when slotted in these powers they give a lower effective Regen/Recovery buff when used against higher level foes (and a higher effective buff when used against lower level foes, but I generally find myself fighting higher level foes more often than lower level foes).

This generally makes it less than ideal to slot these procs into powers that affect foes.


edit: Oops, forgot to mention Drain Psyche.


 

Posted

Quote:
Originally Posted by Stargazer View Post
This generally makes it less than ideal to slot these procs into powers that affect foes.
There are other examples, too. Kismet uniques slotted in Invincibility end up giving a buff that scales with mob level, which isn't nearly as useful as users probably hope for.


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Red
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Posted

Quote:
Originally Posted by UberGuy View Post
There are other examples, too. Kismet uniques slotted in Invincibility end up giving a buff that scales with mob level, which isn't nearly as useful as users probably hope for.
As well as +regen procs in RttC


 

Posted

Quote:
Originally Posted by Stargazer View Post
I don't think that's accurate.
Regeneration- and Recovery-debuffs don't tend to be Regeneration Str and Recovery Str, they tend to be straight Regeneration and Recovery.

(off the top of my head, I actually can't think of any Regen/Recovery debuffs that are Str debuffs)
At the time I posted that, I wasn't actually thinking about whether there actually exist any regen/recovery Strength debuffs: I was thinking more about the general principle that things tend to obey strength modifiers by default, unless there is a strong overriding reason not to, because in general not obeying Strength modifiers means you simultaneously lose both effects: the ability to buff with strength modifiers and the ability to debuff with strength modifiers.

Now that you mention it, though, the only regeneration *or* recovery Strength debuff I can think of are the recovery strength debuffs that blue mitos possess (at least, I think they still possess those). That might be enough of a precedent, however, to ensure that +Regen and +Rec buffs obey Strength modifiers by default, just to prevent downstream problems with new content.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Quote:
Originally Posted by Stargazer
I don't think that's accurate.
Regeneration- and Recovery-debuffs don't tend to be Regeneration Str and Recovery Str, they tend to be straight Regeneration and Recovery.

(off the top of my head, I actually can't think of any Regen/Recovery debuffs that are Str debuffs)

At the time I posted that, I wasn't actually thinking about whether there actually exist any regen/recovery Strength debuffs: I was thinking more about the general principle that things tend to obey strength modifiers by default, unless there is a strong overriding reason not to, because in general not obeying Strength modifiers means you simultaneously lose both effects: the ability to buff with strength modifiers and the ability to debuff with strength modifiers.

Now that you mention it, though, the only regeneration *or* recovery Strength debuff I can think of are the recovery strength debuffs that blue mitos possess (at least, I think they still possess those). That might be enough of a precedent, however, to ensure that +Regen and +Rec buffs obey Strength modifiers by default, just to prevent downstream problems with new content.
The power info window for Paralytic Blast does indeed show it as still giving -Recovery Strength.

I still don't think this was the reason for the current behavior though.

For starters, other procs don't behave this way.
The Performance Shifter: Chance for +Endurance ignores Endurance Strength.
The Kismet: +ToHit ignores ToHit Strength (and ToHit Str is not entirely uncommon).
The Panacea: +Heal/+End ignores both Heal Strength and Endurance Strength (but does accept Regen Str for its PvP component).


Second, why would this guideline not extend to set bonuses? Regen set bonuses ignore Str, as do set bonuses for Defense (and Def Str is *way* more common than Regen Str).

Third, I wouldn't insist on strictly following such a guideline just in case I might potentially want to add things in the future that would make it useful, if doing so would mean adding massive (and rather unintuitive) side-effects to the current behavior of the IOs. I would especially not do this in this case, since having these IOs start out ignoring Str modifiers and then changing them to be affected by Str modifiers downstream (if I add things that would require this) would be a strict buff, and thus probably would not cause much of an uproar among players.


As it is, the Numina and the Regen Tissue procs are *only* slottable into powers where they will be exposed to this fairly unintuitive behavior, and they can be strongly affected by it.

It seems odd to me that the Regen/Recovery procs are treated differently from just about every other IO effect out there, especially since it is *always* trivially easy to take advantage of this effect for the Regen procs.