Buff Trick Arrows!


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Luminara View Post
It doesn't provide anyone with sufficient alpha mitigation, it doesn't provide enough mitigation to keep anyone alive in extended combat (AV fights, for example)
Actually it does but not by itself. People make their own choices and so it's by those choices they live or die by. Sometimes it's not just what's in your build, it's what's in somebody elses and what dynamics you can achieve should you combine abilities. So in terms of offering survivability it can be very strong and it can be very weak. It's almost as if there was a definite trick to playing with a trick archer.

There is a distinct lack of pace in playing with a TA and AV fights and so -regen to PGA would be gold!


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Redlynne View Post
Glue
...

Target (ground) Location instead of target Foe to spawn Sticky Arrow pseudo-pet.
It was, originally. It was changed to a foe-targeted power because the developers felt that having to constantly switch between types of placement was awkward. I agree with that assessment and decision. Especially considering Glue's sticky property (no pun intended (okay, maybe a little pun intended)), which makes it possible to pull an almost unlimited number of foes through it and have it affect every single one of them for the full 30s.

Functionally, it serves little purpose to make it a location-targeted debuff, as there's little need to pull in this game.

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Increase Recharge Debuff to -25% (Defender) / 20% (Controller, Corruptor) / 15% Mastermind.[/b]
Defenders and controllers share the same Slow modifiers.

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PGA

...

Poison Gas Arrow is another power that I *wish* was running on Target Location (any surface) rather than Target Foe!
Used to be, was changed for the same reason Glue was.

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Again, utility and player skill would dramatically increase as a result of such a change in deploying a pseudo-pet to deliver this power.
It would also make it potentially less useful and more difficult to use, because the PGA effect isn't lingering, it's a one shot deal. At least with foe-targeting, you're assured of hitting something, as opposed to location-targeting which can result in critters leaving the AoE before it even spawns and thus avoiding the effect entirely.

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Change to 100% chance for Sleep (Mag 2) for 20 seconds (Defender) / 16 seconds (Controller, Corruptor) / 12 seconds (Mastermind)(PvE).
Add additional 50% chance for Sleep (Mag 1) for 20 seconds (Defender) / 16 seconds (Controller, Corruptor) / 12 seconds (Mastermind)(PvE).
Add additional 20% chance for Sleep (Mag 1) for 10 seconds (Controller)(PvE).
Overkill if Placate is added to Flash, and it would be horribly exploitable in conjunction with that Placate. PGA to Sleep everything, deal some damage, Flash to Placate everything, deal some damage, PGA, damage, Flash, damage, etc.

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Acid

...

Clearly there is "no problem" with deploying debuffs via arrows that affect a 25 ft radius. Why then is Acid Arrow's radius so ... miserly? Is it because of the low recharge (at 20 seconds)?
I suspect that it's a holdover from when Acid dealt much more damage, which should have been addressed when the damage was reduced.

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Furthermore, as everyone knows ... Resistances inherently "resist" being debuffed. This means that against high levels of resistance, any resistance debuffs have a laughably small "throughput" of effect ... while against targets with no resistances, the resistance debuffs are absolutely devastating. What ought to be happening is that Resistance Debuffs ought to be cutting through high resistances, while having a comparatively lesser effect on targets with little to no resistance. The way to do that is to make the Resistance Debuff effect small ... but Unresistable.
Resistance isn't a global buff, it doesn't affect all damage types simultaneously and equally. Every damage type has a corresponding resistance, and one damage type's resistance does not increase or affect any other damage type's resistance. As a result of that, there aren't actually that many critters in the game which have both a specific damage type and resistance to that specific damage type, and of those which do, they are intentionally designed to be more difficult for everyone.

Additionally, I strongly disagree with the concept of reducing TA's -Res, especially for the purpose of making it slightly more effective (when taking into account the totals you recommend) against the hardest targets in the game, because it effectively cuts TA's -Res contribution in half for the 90%+ remainder of the game.

Quote:
Also, if any power in the Trick Arrow set ought to be gaining Regeneration Debuffing, it's Acid Arrow.
We don't need more -Regen (1000% already in EMP Arrow). Empathy, FF, Sonic and Storm all get by just fine without -Regen. Kinetics only has 50% -Regen and it's not suffering. -Regen's contribution has continued to be grossly overrated over the past couple of years, despite the reversal of the decision to increase AV and GM regeneration rates not long after they bumped them.

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Increase recharge time to 60 seconds (ie. same as Disruption Arrow).
Increase Toxic Damage, Resistance and Defense Debuffs to 30 seconds duration (same as Disruption Arrow).
And the power becomes drastically worse for low level players who can only use it on one out of every two to four spawns. We need to fix that problem, not compound it by increasing recharge times across the board.

Quote:
Change Resistance Debuff (all types) to -10% (Defender) / -8% (Controller, Corruptor) / -6% (Mastermind)[Unresistable].
Increase radius of effect to 25 ft.
Add Regeneration Debuff of -1 for 30 seconds.
Increase Endurance Cost to 14.56 (same as Disruption Arrow).[/B]
No other changes necessary.
And then you've blown through nearly half your endurance bar just putting Acid, Disruption and Glue on the spawn (and you do need to use Glue, or OSA, otherwise the spawn just walks (or runs, thanks to the AI bug) out of the AoE) for a measly 20% -Res.

That's not an improvement.

Quote:
Disruption

...

[b]Change Resistance Debuff (all types) to -10% (Defender) / -8% (Controller, Corruptor) / -6% (Mastermind)[Unresistable].
As I've stated twice already, the majority of what we fight in this game are weak, easily defeated foes with no or minor resistances. Gutting TA's -Res in order to make it slightly more effective against the toughest foes in the game just destroys it for the entire rest of the game, and it's just not worth it. Not for the endurance it costs and the requirement of using one or more other applications of powers to ensure that it even affects the foes (Entangling, Glue, Ice, OSA, EMP).


 

Posted

Quote:
Originally Posted by New Dawn View Post
Actually it does but not by itself. People make their own choices and so it's by those choices they live or die by.
And that's precisely the reason TA needs to be improved. Players should not be tied to specific pool powers, secondaries, temp powers or inspirations in order to use this powerset to effectively mitigate alphas or provide sufficient extended combat mitigation to allow slower teams or solo players to progress without counting down the seconds to defeat.

"You need Hasten" is not an acceptable answer to TA's problems.

"You need Maneuvers" is not an acceptable answer to TA's problems.

"You need Medicine" is not an acceptable answer to TA's problems.

"You need Lucks" is not an acceptable answer to TA's problems.

"You need Dark Blast" is not an acceptable answer to TA's problems.

No other primary is reliant on these types of specific build patterns in order to be used to defend a team. Not a single other one. Only TA. And that, sir or ma'am, is why TA needs to be improved.

Quote:
Sometimes it's not just what's in your build, it's what's in somebody elses and what dynamics you can achieve should you combine abilities.
"You need the right teammates" or "You need teammates with the right builds" is not an acceptable answer to TA's problems.

Quote:
There is a distinct lack of pace in playing with a TA and AV fights and so -regen to PGA would be gold!
We have 40% -Res without even putting any effort into it, in addition to the 1000% -Regen in EMP. In my experience, in teams ranging from 8 to 2 (me and one other player), with my TA/A as the only debuffer, that 40% is sufficient. I've defeated AVs and GMs in duos with my TA/A, without using EMP Arrow at all, and see no reason why we need more -Regen, other than simply to make AV/GM fights so mind-numbingly fast and easy that players are napping through them with Brawl on auto.


 

Posted

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Originally Posted by Miladys_Knight View Post
Um..... you're a fish?
No you!


 

Posted

Alright, you guys have me now thinking... which is never a good thing.

Admittedly, my experience with TA is almost purely with RO, so forgive me if I think the set is alright as is.

The few times I have pugged with my TA/A (pre-slotted RoA, that is) have given me a bare-bones idea on what TA "needs" in terms of buffage.

Mind you, all numbers will be for defenders only

Flash Arrow - increase -tohit to 8-10% base
Glue Arrow - increase -rech to 30%
PGA - increase sleep to mag 3, 75% chance, decrease recharge to 30 seconds
Disruption Arrow - Increase cap to 16 targets


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

Quote:
Originally Posted by Luminara View Post
Defenders and controllers share the same Slow modifiers.
MMs too. MMs also share RES/DEF debuff values. But they have a weaker DMG/ToHit debuff value. Not totally sure of the logic there, but that's how it is. So any powers that do -speed, -recharge, -DEF, or -RES should be the same for MMs. Otherwise, it's just reducing the overall ability of TA for MMs only.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
Quote:
Defenders and controllers share the same Slow modifiers.
MMs too.
Masterminds use 1.0 Slow mod, Ranged and Melee. Defenders and controllers use 1.25 Ranged and Melee. Every other AT uses either 1.0 or 0.8.

Quote:
MMs also share RES/DEF debuff values.
Defenders have 0.125 mods across the board, Ranged and Melee, for -Dam, -Res, -Def and -ToHit. Controllers use 0.100 mods for all of those. Masterminds only share controller values for Melee -ToHit, -Dam and -Def, the rest of the listed debuffs sit at 0.075.

In no case is a mastermind's debuff potential comparable to that of a defender, and in only a few cases is it even as high as that of controllers.


 

Posted

Quote:
Originally Posted by Luminara View Post

Quote:
MMs also share RES/DEF debuff values.
Defenders have 0.125 mods across the board, Ranged and Melee, for -Dam, -Res, -Def and -ToHit. Controllers use 0.100 mods for all of those. Masterminds only share controller values for Melee -ToHit, -Dam and -Def, the rest of the listed debuffs sit at 0.075.

In no case is a mastermind's debuff potential comparable to that of a defender, and in only a few cases is it even as high as that of controllers.

I think the confusion is because of a couple of powers that break the rules: Tar patch from dark miasma, which shares the same -res values for all 3 AT's that have it (defender, corruptor and MM) and acid mortar which at least for corruptors and masterminds also has the same resistance and def debuff values. In both cases I would guess the similarity is due to the power summoning a pseudo-pet. The interesting thing is that when traps was ported to defenders they changed the pseudo-pet so that it had defender level debuffs.

Mind you, I certainly am not going to complain about allowing corruptors and masterminds to get defender level values with tar patch but I can see how that would make folks think that the 3 AT had the same res/def debuff mods.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
I think the confusion is because of a couple of powers that break the rules: Tar patch from dark miasma, which shares the same -res values for all 3 AT's that have it (defender, corruptor and MM) and acid mortar which at least for corruptors and masterminds also has the same resistance and def debuff values. In both cases I would guess the similarity is due to the power summoning a pseudo-pet. The interesting thing is that when traps was ported to defenders they changed the pseudo-pet so that it had defender level debuffs.

Mind you, I certainly am not going to complain about allowing corruptors and masterminds to get defender level values with tar patch but I can see how that would make folks think that the 3 AT had the same res/def debuff mods.
And Dark Miasmas Fluffy. Masterminds get the Defender version of him as well. Only the Recharge Time of the Summon Power was upped (and maybe the End Costs) but Set IOs nicely bypass that weakness whilest also allowing you to cap -ToHit.


 

Posted

Quote:
Originally Posted by Luminara View Post
And that's precisely the reason TA needs to be improved. Players should not be tied to specific pool powers, secondaries, temp powers or inspirations in order to use this powerset to effectively mitigate alphas or provide sufficient extended combat mitigation to allow slower teams or solo players to progress without counting down the seconds to defeat.

"You need Hasten" is not an acceptable answer to TA's problems.

"You need Maneuvers" is not an acceptable answer to TA's problems.

"You need Medicine" is not an acceptable answer to TA's problems.

"You need Lucks" is not an acceptable answer to TA's problems.

"You need Dark Blast" is not an acceptable answer to TA's problems.

No other primary is reliant on these types of specific build patterns in order to be used to defend a team. Not a single other one. Only TA. And that, sir or ma'am, is why TA needs to be improved.
Firstly I am no way suggesting that they're needed. They're not. Power pools do help with pace when it comes to anyones build. Hell at the bare minimum it could be just about travel, getting from A to B but they're designed to be desirable and should they not be, then there is a problem. Whilst not needed, they're desirable. Are the power pools more desirable in TA's case? Well I couldn't help but notice how everyones TA is different to mine and so it all depends on what flexibilities you like to offer.

Quote:
Originally Posted by Luminara View Post
"You need the right teammates" or "You need teammates with the right builds" is not an acceptable answer to TA's problems.
The whole point in people making their own builds is, to offer themselves the flexibilities they want. When you chose one flexibility over another then certain defenders can become more desired than others but not incapable. People often aren't incapable build wise around a TA, but the team dynamics can be one that is not utilizing combined strengths. I think it's good to play differently around different defenders. It's more interesting to me. I think to have a bunch of different powersets that work the same or play the same or accomplish things the same way is poor variety.

Quote:
Originally Posted by Luminara View Post
We have 40% -Res without even putting any effort into it, in addition to the 1000% -Regen in EMP. In my experience, in teams ranging from 8 to 2 (me and one other player), with my TA/A as the only debuffer, that 40% is sufficient. I've defeated AVs and GMs in duos with my TA/A, without using EMP Arrow at all, and see no reason why we need more -Regen, other than simply to make AV/GM fights so mind-numbingly fast and easy that players are napping through them with Brawl on auto.
I realize people can duo AVs with TA, people can solo AVs without TA, but the thing everyone is after is the feeling of being on par with other defenders with how they play. I like the set for making people think personally. It doesn't need the -Regen, it'll just be more loved by other people for it.

It's a good defender set, as I like to think. If Castle buffs the set further he is going to make me, someone who is happy playing it, even happier.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

One thing I noticed which MAY make Trick Arrow "look better" on paper:

Flash Arrow has a 60 second duration. Given a lot of recharge and debuff slotting, you could stack it 6 or 7 times, at 10% (evencon; 8% on +2) per time, on a badguy without aggroing them. So AV's would get easier over the course of the fight, and any time you had to spend a MINUTE setting up a fight would be pretty easy. Obviously, in a world where my teams wipe out a spawn in under ten seconds this is not a normal playstyle.

I'd be happy to accept a 30 second duration if it would allow a more significant debuff. Something that I would actually be willing to say "Yeah, you can fire two Flash Arrows before I take that alpha."

I'm not disagreeing with any of the points mentioned upstream, just offering a balance point and a fix.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Fulmens View Post
One thing I noticed which MAY make Trick Arrow "look better" on paper:

Flash Arrow has a 60 second duration. Given a lot of recharge and debuff slotting, you could stack it 6 or 7 times, at 10% (evencon; 8% on +2) per time, on a badguy without aggroing them. So AV's would get easier over the course of the fight, and any time you had to spend a MINUTE setting up a fight would be pretty easy. Obviously, in a world where my teams wipe out a spawn in under ten seconds this is not a normal playstyle.

I'd be happy to accept a 30 second duration if it would allow a more significant debuff. Something that I would actually be willing to say "Yeah, you can fire two Flash Arrows before I take that alpha."

I'm not disagreeing with any of the points mentioned upstream, just offering a balance point and a fix.
Flash Arrow (like Smoke) ain't stackable.

But personally I've always been a fan of making TA the Stacking Debuffs set. PGA & Acid Arrows for example could be allowed to stack. You could have a fair bit of overlapping debuffs then (with Hasten also running)/


 

Posted

Quote:
Originally Posted by Luminara View Post
Masterminds use 1.0 Slow mod, Ranged and Melee. Defenders and controllers use 1.25 Ranged and Melee. Every other AT uses either 1.0 or 0.8.



Defenders have 0.125 mods across the board, Ranged and Melee, for -Dam, -Res, -Def and -ToHit. Controllers use 0.100 mods for all of those. Masterminds only share controller values for Melee -ToHit, -Dam and -Def, the rest of the listed debuffs sit at 0.075.

In no case is a mastermind's debuff potential comparable to that of a defender, and in only a few cases is it even as high as that of controllers.
Sorry, I must've misread what you said. What I was trying to say was that Controllers, Corruptors, and MMs all share the same values. Some earlier posts suggesting numbers were showing some awfully low numbers for MMs on slow and RES debuff powers.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Actually, MMs only share +/-Res and +Def mods with Controllers and Corruptors; for nearly every other type of buff or debuff (that uses buff/debuff mods, that is), MMs are intentionally weaker. Powers that use pets are sometimes the exceptions, though.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Quote:
Originally Posted by Redlynne View Post

Furthermore, as everyone knows ... Resistances inherently "resist" being debuffed. This means that against high levels of resistance, any resistance debuffs have a laughably small "throughput" of effect ... while against targets with no resistances, the resistance debuffs are absolutely devastating. What ought to be happening is that Resistance Debuffs ought to be cutting through high resistances, while having a comparatively lesser effect on targets with little to no resistance. The way to do that is to make the Resistance Debuff effect small ... but Unresistable.
Actually what you think 'everyone knows' is something you have wrong.

The way resistance defbuffs work in this game is actually consistent across things with lots of resistance and no resistance. If I hit a target with a resistance debuff of 40%, I will always increase team damage by 40%.

If the target has 50% resistance to the damage, and you debuff it 40%, you end up debuffing after resistance by 20%. So before debuffing a 100 point attack did 50. After debuffing it does 70. That is a 40% increase in damage.

I would postulate that the reason resistance debuff resistance exists is that it would be overpowered on hard targets.

Say I'm hitting a target with 50% resistance with an unresistable 40% resistance debuff power. The 100 point attack which was before doing 50 points, is now doing 90 points of damage. That is an 80% improvement. This only gets more magnified with higher initial resistance. On a 90% resistance target the damage increase goes to 500% (10 to 50).

Unresistable resistance debuff powers are a no-no for a reason. They would drastically skew encounter experience in favor of teams having those debuffs. I mean completely drastically.


Too many alts to list.

 

Posted

Quote:
Originally Posted by Fulmens View Post
One thing I noticed which MAY make Trick Arrow "look better" on paper:

Flash Arrow has a 60 second duration. Given a lot of recharge and debuff slotting, you could stack it 6 or 7 times, at 10% (evencon; 8% on +2) per time, on a badguy without aggroing them. So AV's would get easier over the course of the fight, and any time you had to spend a MINUTE setting up a fight would be pretty easy. Obviously, in a world where my teams wipe out a spawn in under ten seconds this is not a normal playstyle.
1. Flash arrow does not stack from the same caster
2. Flash arrow's -tohit is unresistable.


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

Quote:
Originally Posted by Trickshooter View Post
Actually, MMs only share +/-Res and +Def mods with Controllers and Corruptors; for nearly every other type of buff or debuff (that uses buff/debuff mods, that is), MMs are intentionally weaker. Powers that use pets are sometimes the exceptions, though.
I haven't checked everything, but it seems that -RES, -DEF, -speed, and -RECH are the same. Heal is of course weaker due to HP, but heal/HP powers tend to vary even between Controller/Corruptor. I haven't looked at every other effect, but regen/recov seem to be the same (for what few powers there are that do those).

I know for certain that DMG and ToHit powers will vary (and be weaker) for MMs. -END also seems to vary, even though -recov doesn't.

Quote:
Originally Posted by docbuzzard View Post
Unresistable resistance debuff powers are a no-no for a reason. They would drastically skew encounter experience in favor of teams having those debuffs. I mean completely drastically.
Just imagine how trivial Honoree, Statesman, and the others would be if you could easily toss out an unresistable -40% RES.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
I haven't checked everything, but it seems that -RES, -DEF, -speed, and -RECH are the same. Heal is of course weaker due to HP, but heal/HP powers tend to vary even between Controller/Corruptor. I haven't looked at every other effect, but regen/recov seem to be the same (for what few powers there are that do those).

I know for certain that DMG and ToHit powers will vary (and be weaker) for MMs. -END also seems to vary, even though -recov doesn't.
For +/-Resistance:
Defenders have a modifier of 0.1
All others have a modifier of 0.075

For +Defense:
Defenders have a modifier of 0.1
All others have a modifier of 0.075

For -Defense:
Defenders have a modifier of -0.125
Con/Corrs have a modifier of -0.1
MMs have a modifier of -0.075

For +/-ToHit and +/-Damage:
Defenders have a modifier of (-)0.125
Con/Corrs have a modifier of (-)0.1
MMs have a modifier of (-)0.075

For -Speed:
Def/Cons have a modifier of -0.125
CorrMMs have a modifier of -0.1

+Speed mods exist, but aren't set up the same, since they're used for Travel powers, mostly. No modifiers exist for +/-Recharge, Recovery or Regeneration, though sometimes -Recharge effects will use the -Speed mods if in a power where the -Speed and -Recharge values are intended to be the same. These effects typically use the Ones table, which is (as you might expect) all 1s.

These are all based on the Ranged tables, as very few of the buff/debuff sets have a power that uses the Melee tables, and usually those are actually being used by Pet entities, and have to be manually changed for each AT, as pets have their own tables where everything is a 1 (or -1, or 0.1, or -0.1, etc.)


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

As someone who just leveled a /TA Corruptor to 50, I'd love to see all the changes mentioned. Actually, if Castle would check the numbers and just do half of it, I'd even love that.

I'm still for of the changes in the OP, though.

Great write-up Trickshooter!


 

Posted

Nice to see all the modifiers there. Thanks, Trick.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Thanks to those who answered my earlier question. It gives more insight. I was wondering if problems specifically existed in not being able to provide enough life support, in popular attractions of the game, where other defenders would suffice but I guess from the responses, there isn't anywhere.


 

Posted

Quote:
Originally Posted by Psyonico View Post
1. Flash arrow does not stack from the same caster
2. Flash arrow's -tohit is unresistable.
/em laptop

You're right. And that sucks for Trick Arrow.

... although making the debuff stack would be a nice move. Especially if it was a player-only change, like the Moment of Glory changes.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

doubleposting because I missed the end of the second page...

docbuzzard said

Quote:
If the target has 50% resistance to the damage, and you debuff it 40%, you end up debuffing after resistance by 20%. So before debuffing a 100 point attack did 50. After debuffing it does 70. That is a 40% increase in damage.

I would postulate that the reason resistance debuff resistance exists is that it would be overpowered on hard targets.

Say I'm hitting a target with 50% resistance with an unresistable 40% resistance debuff power. The 100 point attack which was before doing 50 points, is now doing 90 points of damage. That is an 80% improvement. This only gets more magnified with higher initial resistance. On a 90% resistance target the damage increase goes to 500% (10 to 50).

Unresistable resistance debuff powers are a no-no for a reason. They would drastically skew encounter experience in favor of teams having those debuffs. I mean completely drastically.
There WERE unresistable resistance debuff powers. On, I believe, freakin' Longbow in the 40+ game. And they stacked. I think the change was "still stack, but no longer unresistable."

Mm, hmm, I loved having my Lethal Resist and my Lethal Defense both suddenly turn red. On an Invuln Brute.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Fulmens View Post
Mm, hmm, I loved having my Lethal Resist and my Lethal Defense both suddenly turn red. On an Invuln Brute.
My Inv Brute never hits red on S/L, but it definitely drops to 40-50 range. That's with Tough of course, with S/L sitting at just over 70% unhindered. F/C/N/E will definitely hit red though.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.