6+ avs


Arcanaville

 

Posted

So was doing some praetorians tonight and team leader bumped difficulty to +2.
We ended up with a 5-6+ bobcat that was impossible to kill.
I managed to check some stuff(forgot to enable ui on screen) noticing that 3 kins spamming transfusion, pgt and lingering debuffed her to 96 something regen.

The weird part was thast my mortar was showing -20% resistance and the rads enervating field was -3.32%

I got an achilles heel in mortar so i was wondering if its set as unresistable(the proc)?
Forgot to check combat logs.


 

Posted

How are you seein enemy stat info?
Please explain.


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Originally Posted by Shadow Ravenwolf View Post
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Posted

Quote:
Originally Posted by JamMasterJMS View Post
How are you seein enemy stat info?
Please explain.
Power Analyzer Mk 1-3


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Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

Quote:
So was doing some praetorians tonight and team leader bumped difficulty to +2.
We ended up with a 5-6+ bobcat that was impossible to kill.
I had started another thread about this issue. Whose mission was this, Tina or Maria? What level was the mission holder? What level was Bobcat?

Quote:
The weird part was thast my mortar was showing -20% resistance and the rads enervating field was -3.32%

I got an achilles heel in mortar so i was wondering if its set as unresistable(the proc)?
Achilles Heel is not unresistable. I'm guessing that because the proc reads off the Melee_Ones table instead of the Ranged_Res_Dmg table it is exempt from the purple patch.

Achilles Heel
RES(All Types) -0.20000 Melee_Ones% for 10.25s [Ignores Enhancements & Buffs]
Effect does not stack from same caster

Enervating Field
RES(All Types) -3.00000 Ranged_Res_Dmg% for 0.75s PvE only [Ignores Enhancements & Buffs]
Effect does not stack from same caster

Acid Mortar
RES(All Types) -2.00000 Ranged_Res_Dmg% for 20s [Ignores Enhancements & Buffs]
Effect does not stack from same caster


 

Posted

Quote:
Originally Posted by _Uun_ View Post
I had started another thread about this issue. Whose mission was this, Tina or Maria? What level was the mission holder? What level was Bobcat?



Achilles Heel is not unresistable. I'm guessing that because the proc reads off the Melee_Ones table instead of the Ranged_Res_Dmg table it is exempt from the purple patch.

Achilles Heel
RES(All Types) -0.20000 Melee_Ones% for 10.25s [Ignores Enhancements & Buffs]
Effect does not stack from same caster

Enervating Field
RES(All Types) -3.00000 Ranged_Res_Dmg% for 0.75s PvE only [Ignores Enhancements & Buffs]
Effect does not stack from same caster

Acid Mortar
RES(All Types) -2.00000 Ranged_Res_Dmg% for 20s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Thank you _Uun_ that explains it.

i´ll post the details in your thread and send a pm to Arbiter Kim.


 

Posted

Quote:
Originally Posted by _Uun_ View Post
Achilles Heel is not unresistable. I'm guessing that because the proc reads off the Melee_Ones table instead of the Ranged_Res_Dmg table it is exempt from the purple patch.

Achilles Heel
RES(All Types) -0.20000 Melee_Ones% for 10.25s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Achilles Heel "ignores" the purple patch because the Achilles Heel -Res debuff is *not* an effect that the player imposes on the target. The way the debuff works if you trigger the debuff your attack actually Grants a passive power to the target that applies the debuff.

Since the target is affecting itself with a power you gave it, the debuff always affects the target for full strength: never more, and never less. It is always an even-con effect by definition.


Edit: that's probably also why it uses the Melee_Ones table: if it didn't every target you hit with it would have a different strength effect because the effect would use the target's table, not yours


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Posted

Quote:
Originally Posted by Arcanaville View Post
Achilles Heel "ignores" the purple patch because the Achilles Heel -Res debuff is *not* an effect that the player imposes on the target. The way the debuff works if you trigger the debuff your attack actually Grants a passive power to the target that applies the debuff.

Since the target is affecting itself with a power you gave it, the debuff always affects the target for full strength: never more, and never less. It is always an even-con effect by definition.


Edit: that's probably also why it uses the Melee_Ones table: if it didn't every target you hit with it would have a different strength effect because the effect would use the target's table, not yours
Interesting, is it the same with all procs that causes an effect?


 

Posted

Quote:
Originally Posted by TRTerror View Post
Interesting, is it the same with all procs that causes an effect?
I don't recall off the top of my head, but I think the Recharge debuff one works the same way, so its not just Achilles.

I think the recharge debuff one can stack unlike Achilles, but I'm not 100% certain about that. But I think the logic behind making the debuffs a grant power in general is that normal effects can either stack or not stack. One or many. But powers can be limited to a specific limit. For example, the "5-rule" for set bonuses is enforced by placing a limit on the passive powers that implement those set bonuses: the game only allows you up to five copies of the power. Proc debuffs that are implemented as grant powers can theoretically have the same kind of limit: you could make a debuff that could not stack (limit: 1), or stack up to three times, or five times, or any limit you want.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Achilles Heel "ignores" the purple patch because the Achilles Heel -Res debuff is *not* an effect that the player imposes on the target. The way the debuff works if you trigger the debuff your attack actually Grants a passive power to the target that applies the debuff.

Since the target is affecting itself with a power you gave it, the debuff always affects the target for full strength: never more, and never less. It is always an even-con effect by definition.


Edit: that's probably also why it uses the Melee_Ones table: if it didn't every target you hit with it would have a different strength effect because the effect would use the target's table, not yours
Gracias


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Since the target is affecting itself with a power you gave it, the debuff always affects the target for full strength: never more, and never less. It is always an even-con effect by definition.
Shouldn't debuff resistance still come into play somewhere? I thought there had been issues with players resisting their own powers in the past, so it must be possible.


 

Posted

Quote:
Originally Posted by Garent View Post
Shouldn't debuff resistance still come into play somewhere? I thought there had been issues with players resisting their own powers in the past, so it must be possible.
Most player self-buffs are tagged to be unresistable, which is why players do not tend to resist their own buffs. But I believe Achilles is tagged to be resistable, so even though its a "self buff" it can be resisted by the target. And yes if this is set incorrectly on a player self buff power by mistake a player can resist their own self buffs.

(An example of player buffs that are deliberately resistable are most heals. That is how Hamidon can make them ineffective: Hamidon is actually *buffing* player heal resistance.)


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
Wow, thats HUGE!!!
Never knew about that temp.


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Originally Posted by Shadow Ravenwolf View Post
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Posted

Quote:
Originally Posted by Arcanaville View Post
Most player self-buffs are tagged to be unresistable, which is why players do not tend to resist their own buffs. But I believe Achilles is tagged to be resistable, so even though its a "self buff" it can be resisted by the target.
That's exactly my point. If Achilles' heel is tagged as being resistable, then it can't be the reason for the -20% showing up on an AV.


 

Posted

Quote:
Originally Posted by Garent View Post
That's exactly my point. If Achilles' heel is tagged as being resistable, then it can't be the reason for the -20% showing up on an AV.
The display could also be wrong: Real Numbers displays don't always fully account for target resistances: some player effects show a similar discrepancy between the net resisted effect and the displayed strength. At least, this was true the last time I checked which was a while ago, but I know it has been an issue in the past.

The question is, under the test conditions, if the damage numbers in combat chat (which are, as far as I know, authoritative) agree with the resistance debuff being resisted, or with the resistance debuff being unresisted.

Unfortunately, I'm not in a position to directly test that at the moment: I'm still waiting on my new PC (and I had to blow the client off my laptop temporarily for a project).


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Posted

Quote:
Originally Posted by TRTerror View Post
So was doing some praetorians tonight and team leader bumped difficulty to +2.
We ended up with a 5-6+ bobcat that was impossible to kill.
I managed to check some stuff(forgot to enable ui on screen) noticing that 3 kins spamming transfusion, pgt and lingering debuffed her to 96 something regen.

The weird part was thast my mortar was showing -20% resistance and the rads enervating field was -3.32%

I got an achilles heel in mortar so i was wondering if its set as unresistable(the proc)?
The Achilles Heel proc gets its own entry in the Combat Attributes window, so it should not have shown up under Acid Mortar. You should have gotten one entry for Acid Mortar (showing a fairly low number), and one entry for Achilles Heel, showing 20%.

As has already been mentioned, the reason that the Purple Patch does not reduce this number is that it is a power granted to the target.


Quote:
Originally Posted by Garent View Post
That's exactly my point. If Achilles' heel is tagged as being resistable, then it can't be the reason for the -20% showing up on an AV.
It always *shows up* as -20%, but depending on the resistance of the target, it doesn't always *give* -20%.

The reason for this is that the sub-headings (the entry for each power) for each attribute shows the "natural" value given by that power, before resistances are taken into consideration (but after Combat Modifiers ("purple patch"). This means that these values are not always representative of the actual effect on the target.

The "main headings" for each attribute show the accurate (post-resistance) totals however.


e.g., if you have:

Smashing Resistance: x%
---Resistance affecting power 1: y%
---Resistance affecting power 2: z%

, then the value given for Smashing Resistance is guaranteed to be accurate, but the values listed for Resistance affecting power 1 and Resistance affecting power 2 might not be.
(Resistance buffs are generally unresistable, and will thus generally show the correct values. Most Resistance Debuffs are however resistable, and will thus show inaccurate values when your (unresistable) Resistance is non-zero (unresistable Resistance is what is used to resist resistable Resistance).


If you had a power called "Resistance Buff" giving you 50% Smashing Resistance, and a power called "Resistance Debuff" giving you -50% Smashing Resistance, the Combat Numbers display should show you this:

Smashing Resistance: 25%
---Resistance Buff: 50%
---Resistance Debuff: -50%

Resistance Debuff is *showing* -50%, but the actual debuff the target experiences is -50%*(1-50%) = -25%.
Thus, the total Smashing Resistance is 50% - 25% = 25%.

So, to find out the effective debuff of a power, you will often need to back-calculate it from the *total*, instead of looking at the entry for that specific power.


Going back to the case of Achilles' Heel, its entry should always show -20%, but if the target has Resistance, the effective debuff will actually be lower than this.


 

Posted

Quote:
Originally Posted by Garent View Post
That's exactly my point. If Achilles' heel is tagged as being resistable, then it can't be the reason for the -20% showing up on an AV.
Oh, I forgot to mention...
The effective debuff would only be different from 20% if the AV in question has any Resistance of the appropriate type. Since many AVs have 0 Resistance to at least some damage types, it's quite possible for Achilles' Heel to give an effective -20% Resistance to an AV.


 

Posted

And thus the mystery is solved.


 

Posted

Quote:
Originally Posted by Stargazer View Post
The Achilles Heel proc gets its own entry in the Combat Attributes window, so it should not have shown up under Acid Mortar. You should have gotten one entry for Acid Mortar (showing a fairly low number), and one entry for Achilles Heel, showing 20%.

As has already been mentioned, the reason that the Purple Patch does not reduce this number is that it is a power granted to the target.




It always *shows up* as -20%, but depending on the resistance of the target, it doesn't always *give* -20%.

The reason for this is that the sub-headings (the entry for each power) for each attribute shows the "natural" value given by that power, before resistances are taken into consideration (but after Combat Modifiers ("purple patch"). This means that these values are not always representative of the actual effect on the target.

The "main headings" for each attribute show the accurate (post-resistance) totals however.


e.g., if you have:

Smashing Resistance: x%
---Resistance affecting power 1: y%
---Resistance affecting power 2: z%

, then the value given for Smashing Resistance is guaranteed to be accurate, but the values listed for Resistance affecting power 1 and Resistance affecting power 2 might not be.
(Resistance buffs are generally unresistable, and will thus generally show the correct values. Most Resistance Debuffs are however resistable, and will thus show inaccurate values when your (unresistable) Resistance is non-zero (unresistable Resistance is what is used to resist resistable Resistance).


If you had a power called "Resistance Buff" giving you 50% Smashing Resistance, and a power called "Resistance Debuff" giving you -50% Smashing Resistance, the Combat Numbers display should show you this:

Smashing Resistance: 25%
---Resistance Buff: 50%
---Resistance Debuff: -50%

Resistance Debuff is *showing* -50%, but the actual debuff the target experiences is -50%*(1-50%) = -25%.
Thus, the total Smashing Resistance is 50% - 25% = 25%.

So, to find out the effective debuff of a power, you will often need to back-calculate it from the *total*, instead of looking at the entry for that specific power.


Going back to the case of Achilles' Heel, its entry should always show -20%, but if the target has Resistance, the effective debuff will actually be lower than this.
But still Achilles didnt get its own entry, is that because of it being a pet(mortar)? Or is the power analyzer so inaccurate that it would show acid mortar as -20% and enervating field at -3.32%?


 

Posted

Quote:
Originally Posted by TRTerror View Post
But still Achilles didnt get its own entry, is that because of it being a pet(mortar)? Or is the power analyzer so inaccurate that it would show acid mortar as -20% and enervating field at -3.32%?
Achilles' Heel *always* gets its own entry. It has to, since the Combat Attributes window shows each "source" separately (in this case the debuffs even have different origins, the Acid Mortar debuff is used by the Acid Mortar, and the Achilles' Heel debuff is "used" by the target).


(picture showing the Mastermind version of Acid Mortar against a -5 foe, base debuff = 20%)



It is also not a case of lack of accuracy, nor is it the case that the Defender version of Acid Mortar was accidentally set to ignore Combat Modifiers for the Resistance debuff.


(picture showing the Defender version of Acid Mortar against a -3 foe, base debuff = 26.60%)


Are you sure that you read the Combat Numbers window correctly? Maybe there was one entry for Acid Mortar and one for Achilles' Heel, and you happened to latch onto the number for Achilles' Heel?

It'd be interesting to see a screenshot of what you describe.