Clarifying Heat Loss


Catwhoorg

 

Posted

From the Guide to Cold Domination:

Quote:
Originally Posted by Turbo_Ski View Post
Heat Loss summons two separate non-target pets, one to do the buff and one to do the debuff. The buff pet is auto hit and the debuff pet requires a ToHit check for all it's effects except for the one foe targeted (that one foe is auto hit).

Buff pet does (15 ft. Radial):
+Recovery
+Endurance

Debuff pet does (20 ft. Radial):
-SPD
-Recharge
-Res
-Endurance
-Summons Buff pet to radiate from target

When you activate Heat Loss the buff pet is summoned to radiate from you once and the debuff pet hits the target as a radial AoE. The debuff pet then summons the buff pet to radiate off each enemy in the AoE (This is auto hit). All the other effects of the debuff pet require a ToHit check for each enemy that wasn't the targeted one. The reason the targeted foe is auto hit is because it needs to summon the buff pet again for that to be auto hit off each enemy.
To make sure and to figure the power out:

So there is at least one guaranteed self-buff of +recov and +end. This self-buff radiates around the Heat Loss caster and provides +135% recovery (hitting only one target and having no EndMod slotted.)

Any enemies within 20 feet of the target will suffer the debuff effects (-res, etc.) only if the casting passes an accuracy check. Does the original target always suffer the debuffs automatically, or does the debuff also have to "roll" to hit the original target?

Players within 15 feet of the target receive the +recov (and +end?) buff. What +% is this recovery bonus, the same as the buff that radiates from the caster? Is this buff automatic, so that there are at least two guaranteed +recov buffs?

Secondary targets within 20 feet of the original target also radiate +recov buffs. Is the accuracy roll required for the buff to fire from each secondary target, or is this automatic for each critter within 20' of the original target? What +recov% and +end comes from these buffs?

What is the maximum number of targets that can radiate the buffs (or suffer the debuffs)? Mids' count only goes to 3, but I've certainly received at least 8 buff icons in the one level that I've had Heat Loss.

Nuclear/Math questions:
  • How many Heat Loss buff targets are required to cap recovery with no EndMod enhancements (assuming no Stamina)?

    How many Heat Loss targets (in a Heat Loss with no EndMod enhancement) would it take to overcome the post-Nuke recovery debuff? Is it possible, since--I think--two EndMods in Adrenalin Boost can do this?

    How many Heat Loss targets would it take to overcome the post-crash "tier-9" armor recovery debuff?

    Is there reason to slot EndMods themselves in Heat Loss, outside of set bonuses?

Thanks in advance to answerers.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
So there is at least one guaranteed self-buff of +recov and +end.
Yes.

Quote:
This self-buff radiates around the Heat Loss caster
Yes.

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and provides +135% recovery (hitting only one target and having no EndMod slotted.)
No. The +Recov from the Caster area buff is +62.5%

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Any enemies within 20 feet of the target will suffer the debuff effects (-res, etc.) only if the casting passes an accuracy check.
Yes.

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Does the original target always suffer the debuffs automatically,
No.

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or does the debuff also have to "roll" to hit the original target?
Yes.

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Players within 15 feet of the target receive the +recov (and +end?) buff.
Yes.

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What +% is this recovery bonus, the same as the buff that radiates from the caster?
Yes. +20 END, +62.5% Recov.

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Is this buff automatic, so that there are at least two guaranteed +recov buffs?
No.

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Secondary targets within 20 feet of the original target also radiate +recov buffs.
And +END, yes.

Quote:
Is the accuracy roll required for the buff to fire from each secondary target,
Yes.

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or is this automatic for each critter within 20' of the original target?
No.

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What +recov% and +end comes from these buffs?
The same as the others, +20 END, +62.5% Recov.

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What is the maximum number of targets that can radiate the buffs (or suffer the debuffs)?
10

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How many Heat Loss buff targets are required to cap recovery with no EndMod enhancements (assuming no Stamina)?
Recovery (for Defenders) caps at 625% (+525%). Without any EndMod slotting, Heat Loss will need 9 targets to cap.

Corruptors, Controllers and Dominators cap at 750% (+650). Heat Loss cannot cap them without slotting.

Quote:
How many Heat Loss targets (in a Heat Loss with no EndMod enhancement) would it take to overcome the post-Nuke recovery debuff? Is it possible, since--I think--two EndMods in Adrenalin Boost can do this?
Nukes put you at -1000% Recovery.

Without enhancements, Heat Loss cannot overcome that.

Quote:
How many Heat Loss targets would it take to overcome the post-crash "tier-9" armor recovery debuff?
Most Tier 9s do not have -Recovery crashes. Their crashes are -END.

The few that do have -Recovery crashes are -10000% Recov. Heat Loss cannot overcome this.

Quote:
Is there reason to slot EndMods themselves in Heat Loss, outside of set bonuses?
Yes.


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Posted

Thank you very much for the precise and detailed response. Hmmmm. Now how to squeeze EndMod into the build...

One question:

Quote:
Recovery (for Defenders) caps at 625% (+525%). Without any EndMod slotting, Heat Loss will need 9 targets to cap.
....
Nukes put you at -1000% Recovery.

Without enhancements, Heat Loss cannot overcome that.
Does the cap not mean that Heat Loss can't (alone) overcome the post-nuke crash?


 

Posted

Heat Loss with endmod enhancements and hitting sufficient targets will counter a nuke crash in the same way Adrenaline Boost would by providing enough +recovery to counter the penalty so you immediately start regaining endurance post nuke. Unlike AB it will also add +end directly much like Transference if you are in the area and effected when Heat Loss is used. Normally and more realistically the boost of +end occurs prior to the use of the nuke (or you risk having no targets for Heat Loss :P).

With 10 targets effected my Cold/Ice is well over the +recovery cap and beyond. As I recall it takes around 7 targets to cap him and hitting just one foe will keep his end bar topped short of nukes or heavy -recovery/-end foes.

Also much like AB it seems rather random and variable as to what stays toggled on post nuke. I've had it range from all my toggles drop to none, with the norm being something between the two extremes. For the record those toggles are normally the following: Maneuvers, Tactics, Super Speed, Sprint and Arctic Fog. Sometimes Snow Storm is running as well but with any luck it's detoggled by the targets death in the next second or so anyway.

Edit: and as a separate note, it only take one Endmod to overcome the nuke crash in AB (my usual Empath slotting is 5 Doctored Wounds and 1 lvl 50 Endmod common which yields roughly 967.7% regen and 1139% recovery)


 

Posted

Quote:
Originally Posted by Reptlbrain View Post

Does the cap not mean that Heat Loss can't (alone) overcome the post-nuke crash?

The Cap is applied after the buffs and debuffs.

For example if you had two 625%, and a nuke crash

Base 100 + 1300 -1000 = 400

With three

Base 100 + 1925 -1000 = 1025 which is then adjusted to the cap



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

I am still unclear that all the pre-nuke heat loss buff can negate a 1000% end loss, but I do know if a blaster nukes and kills everything in a group, we go to the next group directly and fire off heat loss then and his end bar is filled, plus some recovery. Am I off point? If I were this nuker, I pop a blue and advance to a nearby foe to replenish the end bar.


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Posted

If I'm understanding your question it's the difference between losing your toggles or a chance not to, among other things. If you are already under a strong +recovery buff (like in Heat Loss or AB) when you nuke you could look at your toggles and find them all still running. No need to retoggle and by the time you move to the next mob you end bar is likely nearly full, certainly full enough to start unleashing on the next mob without pause. If instead you wait to use Heat Loss on the next mob all your toggles are down (like armor toggles) regardless of how full or not your end bar is when you get to the next mob. Now obviously if you are running few or no toggles this is much less an issue.

One of the "other things" is Heat Loss carries a -resist (-30% for a defender) to its targets, so ideally the hypothetical toggleless blaster/defender/corruptor etc., benefits by waiting to nuke after Heat Loss rather than prior because the foes are also -resist debuffed when you nuke.

Edit: This isn't "some" recovery we are talking about ... it's the equivalent of having 5 Recovery Auras running on you and a bit more.


 

Posted

Quote:
Originally Posted by Psylenz View Post
I am still unclear that all the pre-nuke heat loss buff can negate a 1000% end loss, but I do know if a blaster nukes and kills everything in a group, we go to the next group directly and fire off heat loss then and his end bar is filled, plus some recovery. Am I off point? If I were this nuker, I pop a blue and advance to a nearby foe to replenish the end bar.
yeah, i wish....
a presetted Heat Loss wont prevent Nuke Crash. A "timed" Heatloss, casted a second after a nuke will "counter" any player's "nuke crash" and prevent it from going to Zero, if received enough end buff. I do this with my Cold/Ice's all the time...

Going with using HL as a Debuffer - A good combo for a Cold/Ice Def (this wont work if you have a "burst" nuke) is to cast their Sleet (-30% resist debuff), Cast your Ice Storm, Cast Aim(+50% damage for 10 secs of a DoT's damage), Cast Blizzard, use an End Inspire after crash, Cast Heat Loss. HL will amp up your Blizzard's damage(since its a prolonged massive DoT) on a whole mobgroup and does ungodly ungodly damage. Also, they're capped slowed, and capped -recharge im sure. Also you end up w/ a full End meter, and by the time you might run out of End, your Nuke Crash is over, your end buff kicks in bigtime. Its a win/win situation. The def can get away using their nuke(and actually do blaster-like damage w/ it) w/o feel of end gimpyness and also kick off an awsome debuff, +end stacks, and end buff stacks for the team. Depending on the recharge of your def, you can speed cast Sleet before the END of Blizzard (vamping up Blizzard's damage yet again, plus minor damaging Sleet w/ HL -resist debuff), finishing ANYTHING else thats still crawling.....

If you're running TWO Cold/Ices, you can possibly get away from Nuke Crashes altogether. One casts their nuke, the other immediately casts HL. That same person casts their nuke, and the original nuker casts their HL. The double HL debuff will get most of both nukes' prolonged DoT


 

Posted

Quote:
Originally Posted by Psylenz View Post
I am still unclear that all the pre-nuke heat loss buff can negate a 1000% end loss
It's like this:

Heat Loss is used pre-nuke. Say on the spawn before the nuke is used. If that Heat Loss was fully saturated AND fully slotted, that would give the Blaster 1337% +Recovery (10 targets plus 1 caster).

The game caps that at the Blaster's Recovery cap (500%), but also remembers that the Blaster actually does have 1337%. It basically says, "OK, you've got this much, but I'm only going to let you use this much."

The Blaster then nukes the next spawn. This zeroes his END, but also applies a 1000% -Recovery debuff on him. This is where the game says, "OK, you had 1337%, now you just lost 1000%. You're now at 337% +Recovery."

And that's how a slotted, saturated Heat Loss can bypass the Recovery crash. It can't avoid the END crash. Nothing can do that except lucky timing*. But it will let you start regaining END immediately instead of after 10s.

Also note that we're talking about the Recovery crash, not the END crash. There's 2 crashes. The END crash zeroes your blue bar. The Recovery crash keeps it zeroed for 10s after. Nukes have both, tier 9s tend to have just the END crash (only Elude, Overload and Power Surge come with both).


* - By lucky timing, I mean that you're zeroing out right as you get a Recovery tick, thus you drop to zero inbetween server ticks and thus don't lose your toggles.


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Posted

one odd thing about HL is sometimes, the +end buff is delayed, sometimes individually delayed. Sometimes instead of one big clump of +end, you see individual +end buff apply quickly on your end bar. One possible reason, the game is lagging behind all its hit roll calculations it needs to do with the power (2 types for buff and debuff?) in a very large crowd (cap of 16 hits?)


 

Posted

Quote:
Originally Posted by Rush_Bolt View Post
It's like this:

Heat Loss is used pre-nuke. Say on the spawn before the nuke is used. If that Heat Loss was fully saturated AND fully slotted, that would give the Blaster 1337% +Recovery (10 targets plus 1 caster).

The game caps that at the Blaster's Recovery cap (500%), but also remembers that the Blaster actually does have 1337%. It basically says, "OK, you've got this much, but I'm only going to let you use this much."

The Blaster then nukes the next spawn. This zeroes his END, but also applies a 1000% -Recovery debuff on him. This is where the game says, "OK, you had 1337%, now you just lost 1000%. You're now at 337% +Recovery."

And that's how a slotted, saturated Heat Loss can bypass the Recovery crash. It can't avoid the END crash. Nothing can do that except lucky timing*. But it will let you start regaining END immediately instead of after 10s.

Also note that we're talking about the Recovery crash, not the END crash. There's 2 crashes. The END crash zeroes your blue bar. The Recovery crash keeps it zeroed for 10s after. Nukes have both, tier 9s tend to have just the END crash (only Elude, Overload and Power Surge come with both).


* - By lucky timing, I mean that you're zeroing out right as you get a Recovery tick, thus you drop to zero inbetween server ticks and thus don't lose your toggles.
im gonna have to test what doomguide and rush bolt saying... i'll be surprised if one char starts recovering immediately after crashing... i swear ive tried that before. Maybe not enuf targets hitted, maybe not enuf end in HL - will have to check that out to see if it worx, cuz i'd rather detonate HL prior to blizzard to full debuff nuke....


 

Posted

It certainly works that way with Adrenalin Boost slotted with at least one End mod given
pre-nuke



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Rush_Bolt View Post
It's like this:

Heat Loss is used pre-nuke. Say on the spawn before the nuke is used. If that Heat Loss was fully saturated AND fully slotted, that would give the Blaster 1337% +Recovery (10 targets plus 1 caster).

The game caps that at the Blaster's Recovery cap (500%), but also remembers that the Blaster actually does have 1337%. It basically says, "OK, you've got this much, but I'm only going to let you use this much."

The Blaster then nukes the next spawn. This zeroes his END, but also applies a 1000% -Recovery debuff on him. This is where the game says, "OK, you had 1337%, now you just lost 1000%. You're now at 337% +Recovery."

And that's how a slotted, saturated Heat Loss can bypass the Recovery crash. It can't avoid the END crash. Nothing can do that except lucky timing*. But it will let you start regaining END immediately instead of after 10s.

Also note that we're talking about the Recovery crash, not the END crash. There's 2 crashes. The END crash zeroes your blue bar. The Recovery crash keeps it zeroed for 10s after. Nukes have both, tier 9s tend to have just the END crash (only Elude, Overload and Power Surge come with both).


* - By lucky timing, I mean that you're zeroing out right as you get a Recovery tick, thus you drop to zero inbetween server ticks and thus don't lose your toggles.
One thing I've wondered is if having more than 100 endurance helps and if so how? For example, my Cold/Ice has multiple sets of Entropic Chaos which add 2.25% to his max endurance, plus he has the accolades leaving him with something like 118 endurance total. Now if I understand how it works you get your end back in 'server tics' so rather than larger amounts of end per tic what happens is you get more tics of end in a given time span. By having more tics is this increasing the likelyhood of "getting lucky" as Rush Bolt has put it? Does this explain why I sometimes have only Sprint running and the next time all my toggles?


 

Posted

Thanks Cat and Rush for clarifying cap math.

The character in question is Cold/Ice (or Polyester/Honey & Pollen since i16), so I am looking forward to the Aim-Sleet-Ice Storm-Blizzard routine and figuring out where Heat Loss fits in most effectively will be part of the fun. Since the two big damages are DoTs, having the HL -res in place before the nuke is a little less important.


 

Posted

Quote:
Originally Posted by Doomguide View Post
One thing I've wondered is if having more than 100 endurance helps and if so how?
Yes and no.

Yes - Having more END means you have more to spend. Which means you can fire more powers/run more toggles than someone with just the default 100 END. Having more END also means you, technically, have higher Recovery.

Recovery works by restoring 100% END in 60s, or 1.667 END/s for those with 100 END. If you have more than 100 END, that value is increased. For example, if you have 120 END, instead of 1.667, you'll be getting back 2 END/s.

No - Having more than 100 END doesn't mean you can avoid END crashes. Those all work on percentages. 100% is always 100%.


Quote:
Now if I understand how it works you get your end back in 'server tics' so rather than larger amounts of end per tic what happens is you get more tics of end in a given time span.
Yes and no.

A "server tick" is the time it takes the server to consult with your end (the client), consult with its end (the server), and decide what's going on. If you've ever heard of Arcanatime, that's what this is. It's 0.132s.

BUT this doesn't mean you get your Recovery ticks on those 0.132s. You get them instead in longer, stronger ticks. Recovery comes back in (I think, not certain) ticks of 5s. So every 5 seconds, you'll get 8.333 END.

This is what I mean by it: Every 0.132s, the server is updating your status. Every 5s, you're getting END back via Recovery. So with just plain luck, you may end up for that very brief 0.132s being at zero END, but then get a tick of Recovery at the next 0.132s. The game can't catch all the crashing toggles at once when it sees you're at zero, but then also stops caring about that when it sees you're not at zero. So some toggle off, some don't.

That is my understanding of the mechanics and I fully admit I might be wrong on some parts.


Quote:
By having more tics is this increasing the likelyhood of "getting lucky" as Rush Bolt has put it?
Higher Recovery does not increase the speed of the ticks; only in how much they give back per tick. Just as with Regeneration and HP, nothing boosts how fast Recovery ticks arrive.


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Posted

Quote:
Higher Recovery does not increase the speed of the ticks; only in how much they give back per tick. Just as with Regeneration and HP, nothing boosts how fast Recovery ticks arrive.
You have this backwards Rush , recovery DOES increase the speed of the ticks, NOT the ammount they give back. Therefore, yes, more recovery would increase the likelyhood of you regaining a tick of endurance after a nuke.

Furthermore, you gain 5% endurance per tick every x seconds, not a tick every 5 seconds for x endurance.
It's just a matter of how often those ticks of 5% fire, depending on your recovery(It's simple to test too, simply grab an empath and cast recovery aura near or at low endurance, you'll immidiately see the ticks occur more often)

You are correct however that more endurance doesn't help negate a crash. -100% endurance is 0, whther you have 100 endurance or 2,147,483,647.

2 useful Wiki links :

Recovery

Endurance(specifically the "The Numbers" section)


 

Posted

Quote:
Originally Posted by Rush_Bolt View Post
It's like this:

Heat Loss is used pre-nuke. Say on the spawn before the nuke is used. If that Heat Loss was fully saturated AND fully slotted, that would give the Blaster 1337% +Recovery (10 targets plus 1 caster).

The game caps that at the Blaster's Recovery cap (500%), but also remembers that the Blaster actually does have 1337%. It basically says, "OK, you've got this much, but I'm only going to let you use this much."

The Blaster then nukes the next spawn. This zeroes his END, but also applies a 1000% -Recovery debuff on him. This is where the game says, "OK, you had 1337%, now you just lost 1000%. You're now at 337% +Recovery."

And that's how a slotted, saturated Heat Loss can bypass the Recovery crash. It can't avoid the END crash. Nothing can do that except lucky timing*. But it will let you start regaining END immediately instead of after 10s.

Also note that we're talking about the Recovery crash, not the END crash. There's 2 crashes. The END crash zeroes your blue bar. The Recovery crash keeps it zeroed for 10s after. Nukes have both, tier 9s tend to have just the END crash (only Elude, Overload and Power Surge come with both).


* - By lucky timing, I mean that you're zeroing out right as you get a Recovery tick, thus you drop to zero inbetween server ticks and thus don't lose your toggles.
Thank you for the clarification. This was more of my experience. It's also very hard to get groups to understand the mechanics of heat loss, especially blue side. It's like fulcrum recovery aura folks, huddle with the tank or the defender.


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Posted

Quote:
Originally Posted by Tylerst View Post
You have this backwards Rush , recovery DOES increase the speed of the ticks, NOT the ammount they give back. Therefore, yes, more recovery would increase the likelyhood of you regaining a tick of endurance after a nuke.

Furthermore, you gain 5% endurance per tick every x seconds, not a tick every 5 seconds for x endurance.
It's just a matter of how often those ticks of 5% fire, depending on your recovery(It's simple to test too, simply grab an empath and cast recovery aura near or at low endurance, you'll immidiately see the ticks occur more often)

You are correct however that more endurance doesn't help negate a crash. -100% endurance is 0, whther you have 100 endurance or 2,147,483,647.

2 useful Wiki links :

Recovery

Endurance(specifically the "The Numbers" section)
Well bugger.

I always get those mixed up. Thanks for the correction.


EDIT: And Psylenz, that's exactly how I've explained it to players I teamed with who didn't get it: "It's like Fulcrum Shift, except for END instead of DMG."

That seemed to work since they learned to jump in quick for it from there on.


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
It's like this:

Heat Loss is used pre-nuke. Say on the spawn before the nuke is used. If that Heat Loss was fully saturated AND fully slotted, that would give the Blaster 1337% +Recovery (10 targets plus 1 caster).

The game caps that at the Blaster's Recovery cap (500%), but also remembers that the Blaster actually does have 1337%. It basically says, "OK, you've got this much, but I'm only going to let you use this much."

The Blaster then nukes the next spawn. This zeroes his END, but also applies a 1000% -Recovery debuff on him. This is where the game says, "OK, you had 1337%, now you just lost 1000%. You're now at 337% +Recovery."

And that's how a slotted, saturated Heat Loss can bypass the Recovery crash. It can't avoid the END crash. Nothing can do that except lucky timing*. But it will let you start regaining END immediately instead of after 10s.

Also note that we're talking about the Recovery crash, not the END crash. There's 2 crashes. The END crash zeroes your blue bar. The Recovery crash keeps it zeroed for 10s after. Nukes have both, tier 9s tend to have just the END crash (only Elude, Overload and Power Surge come with both).


* - By lucky timing, I mean that you're zeroing out right as you get a Recovery tick, thus you drop to zero inbetween server ticks and thus don't lose your toggles.
yup, you're right about the +recovery. Found that out ingame. It was kind of freakish, gaining blocks of End right after nuking.... the key is able to strike enuf targets to overwhelm the -1000% recovery... whats that? 9-10 targets?


 

Posted

Depends on the slotting. Up thread Rush Bolt put it at 9 foes effected to cap +recovery without any Endmod in Heat Loss. Think my Cold/Ice does it with 7 icons with his current slotting (endmod, endmod/rech, endmod/rech/acc, endmod/acc from the perfomance shifter set plus a rech IO common)


 

Posted

so far, been able to get away w/ an 8stack and still recover immediately from nuking.... thats with 6slotted Efficacy Adaptor in the power and 3.01%/sec (3.38end/sec) build...


 

Posted

Quote:
Originally Posted by PHlRE View Post
yup, you're right about the +recovery. Found that out ingame. It was kind of freakish, gaining blocks of End right after nuking.... the key is able to strike enuf targets to overwhelm the -1000% recovery... whats that? 9-10 targets?
Assuming 3 SOs of EndMod in HL (94.5% is my rule of thumb for that), you'd need to hit ~8 targets to get over 1000% +Recovery, not including the automatic caster buff. This also assumes no other +Recovery (Set Bonuses, Stamina, etc).


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
Assuming 3 SOs of EndMod in HL (94.5% is my rule of thumb for that), you'd need to hit ~8 targets to get over 1000% +Recovery, not including the automatic caster buff. This also assumes no other +Recovery (Set Bonuses, Stamina, etc).
awsome info - this needs to be not buried in this thread, but forwarded up somehow, maybe by the OP into the first post.... this could help anyone and everyone