Pet buffing and Accuracy questions


Adeon Hawkwood

 

Posted

I know I've been asking a lot of questions, but I've been trying to get into the mechanics of the game lately. Please put up with me for a while, lol.

1) I know in Issue 14 or something that Pet buffing has been nerfed. However the only thing I know about that is that you can't give them Recovery bonuses from the likes of SB anymore. What I want to know, what Buffs still affect pets? Stuff like Assault, Manuevers Tactics, AM, and the like.


2) Suppose that we have a team of 8 people running Tactics with one ToHit buff IO slotted. That's exactly a 100% ToHitBuff to the whole team. Added ontop of the 75% ToHit chance we all start with, that's the cap for all squishies on blueside. Now, with 175% ToHit chance, how much accuracy will be needed on a power to guarantee the 95% chance to hit on say... a +4 AV?

EDIT:

Do you guys think capped S/L defence and 38% defence on *everything* else including Psi and all positionals is good enough? Or should I go for softcapped positionals and be done with it?
Just keep in mind I already have 38% Global defences on every single defence type and position from various buffs. Softcapping S/L came from taking a Defence Based Epic shield. So no IO sets were involved in acquiring any of the defence numbers mentioned above.

Thanks!


 

Posted

Recovery buffs still work on pets; Recharge buffs no longer have any effect on pets(and apparently recharge DEbuff has no effect either.)


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by SoulSpark View Post
I know I've been asking a lot of questions, but I've been trying to get into the mechanics of the game lately. Please put up with me for a while, lol.

1) I know in Issue 14 or something that Pet buffing has been nerfed. However the only thing I know about that is that you can't give them Recovery bonuses from the likes of SB anymore. What I want to know, what Buffs still affect pets? Stuff like Assault, Manuevers Tactics, AM, and the like.

Only the +recharge buff/ debuff was nullified, all other buffs work.

Patchnote for Issue 14:
  • Pet Powers Change:
    • Recharge times on pet attack powers will no longer be affected by any outside source. This includes buffs and debuffs. What this means is that pets can no longer have the recharge time on their powers increased by player buffs (like Speed Boost) or their recharge time decreased by player or NPC debuffs. This change was made to allow pets to correctly cycle through their attacks instead of getting locked on using the same attack over and over and neglecting to use other available powers.


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"Chew Electric Death, Snarling Cur!"

 

Posted

Hmm..oops, lol. Thanks for the clarification. Anyone has anything to say about the rest of the questions?


 

Posted

Quote:
Originally Posted by SoulSpark View Post
2) Suppose that we have a team of 8 people running Tactics with one ToHit buff IO slotted. That's exactly a 100% ToHitBuff to the whole team. Added ontop of the 75% ToHit chance we all start with, that's the cap for all squishies on blueside. Now, with 175% ToHit chance, how much accuracy will be needed on a power to guarantee the 95% chance to hit on say... a +4 AV?
Assuming that the AV does not have any defense powers you'll only need 1.00x Accuracy since you're to hit bonus will be more than capped.

I strongly recommend that you read this page:
http://wiki.cohtitan.com/wiki/Attack_Mechanics


Quote:
Do you guys think capped S/L defence and 38% defence on *everything* else including Psi and all positionals is good enough? Or should I go for softcapped positionals and be done with it?
Just keep in mind I already have 38% Global defences on every single defence type and position from various buffs. Softcapping S/L came from taking a Defence Based Epic shield. So no IO sets were involved in acquiring any of the defence numbers mentioned above.
There is a large difference between 38% defense and 45% defense. Based on your first question I'm assuming you're planning to fight +4s. At 45% a +4 Minion (with no to hit buffs) will have a 7% chance to hit whereas at 38% he'll have a 16.8% chance to hit. Against a +4 AV it's the difference between 10.5% and 25.2%. So going to 45% will more than halve the amount of damage you're taking as well as greatly reducing the chance of suffering cascading defense failure. Of course part of this depends on how much other mitigation you have, you may find that even at 38% you're perfectly safe.

Whether the softcapped S/L is enough depends a lot on what you're fighting, you'll probably be fine against Malta for example but Carnies will hurt.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Assuming that the AV does not have any defense powers you'll only need 1.00x Accuracy since you're to hit bonus will be more than capped.

I strongly recommend that you read this page:
http://wiki.cohtitan.com/wiki/Attack_Mechanics
Wow, neat. Thank you!
But some of the things we'll be fighting WILL have defence powers ('sup Romulus). Although I don't really know how much defence they have.


Quote:
Originally Posted by Adeon Hawkwood View Post
There is a large difference between 38% defense and 45% defense. Based on your first question I'm assuming you're planning to fight +4s. At 45% a +4 Minion (with no to hit buffs) will have a 7% chance to hit whereas at 38% he'll have a 16.8% chance to hit. Against a +4 AV it's the difference between 10.5% and 25.2%. So going to 45% will more than halve the amount of damage you're taking as well as greatly reducing the chance of suffering cascading defense failure. Of course part of this depends on how much other mitigation you have, you may find that even at 38% you're perfectly safe.

Whether the softcapped S/L is enough depends a lot on what you're fighting, you'll probably be fine against Malta for example but Carnies will hurt.
Basically, those buffs were gotten from a full team of controllers running Manuevers (fully slotted for defence) and everyone having either Combat Jumping or Hover. About the other mitigation methods you mentioned, we have one...8 people with Radiant Aura :P. Also, everyone will have capped HP (by making use of perma Earth Embrace).

Basically what we're doing is running a "super" team of 8 Fire/Rad controllers (Our leader ran a similar team in the past and they finished the STF in less than 45 minutes. And in the last mish they also pulled all 4 AVs at the same time!). And I'm trying to come up with a suggested build that will give us maximum efficiency [since we'll all have a second build dictated to run only when on a full Fire/Rad team]. So far the ONLY need I see for IO sets is raising our defences over the above mentioned values.


 

Posted

Quote:
Originally Posted by SoulSpark View Post
But some of the things we'll be fighting WILL have defence powers ('sup Romulus). Although I don't really know how much defence they have.
Unfortunately I'm not sure of any websites that document this data. However you can easily use a Power Analyzer MkIII (or Surveillance if you have a Munitions Blaster or a Bane Spider available) to find it out in game.


 

Posted

Still, thank you. I have the power Analyzer recipe on my Emp I think..I can work with that. I'll post the data I find out


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Unfortunately I'm not sure of any websites that document this data.
City of Data. For example, when you first encounter him, Romulus Augustus has the powerset Romulus Base. In the final mission of the ITF, he has the powerset Romulus Nictus.

CoD isn't always updated quickly, though. I don't believe it has Reichsman's powers anywhere.


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

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
City of Data. For example, when you first encounter him, Romulus Augustus has the powerset Romulus Base. In the final mission of the ITF, he has the powerset Romulus Nictus.

CoD isn't always updated quickly, though. I don't believe it has Reichsman's powers anywhere.
Thanks, I thought it had that stuff somewhere but I've never been able to find it.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Thanks, I thought it had that stuff somewhere but I've never been able to find it.
It's not available from the CoD dropdown lists. Unless it's player-accessible, you've essentially got to type it in manually, knowing the correct keywords. Or, you could check out my list of Red Tomax Categories on Paragonwiki.


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

 

Posted

Thank you! That's an awesome link.

On a side note. Out of curiousity, anyone can tell me how much Damage buff% does containment add?


 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
It's not available from the CoD dropdown lists. Unless it's player-accessible, you've essentially got to type it in manually, knowing the correct keywords. Or, you could check out my list of Red Tomax Categories on Paragonwiki.
Sorry for being pushy. But would you know of a site where the "base" stats of mobs and/or AVs? I'm talking about things like Regen/Recovery Rate, HP, resists, defence (if any) and stuff like that?
I know it can be viewed in-game via the Power Analyzer MKIII temp power, but was wondering if there's something comprehensive with most AVs in it already?


 

Posted

Quote:
Originally Posted by SoulSpark View Post
Out of curiousity, anyone can tell me how much Damage buff% does containment add?
Containment does not add any damage%. It adds a second damage tick, which is generally equal to the first (including enhancements).

If a power deals 100 damage without enhancements, using it with containment will deal 100 damage twice. With 50% damage enhancement, the same power will deal 150 damage twice.

While most powers have an equal containment damage tick to the normal damage, that's not a requirement of the system.

Quote:
Originally Posted by SoulSpark View Post
Sorry for being pushy. But would you know of a site where the "base" stats of mobs and/or AVs? I'm talking about things like Regen/Recovery Rate, HP, resists, defence (if any) and stuff like that?
I know it can be viewed in-game via the Power Analyzer MKIII temp power, but was wondering if there's something comprehensive with most AVs in it already?
AFAIK, the only thing in the entire game with higher than normal base regen/recovery are Arachnos Soldiers and Arachnos Widows. Enemies all have the same base regen/recovery (the same as other players), but they can get regen/recovery buffs from powers (often an auto power named "Resistance"). The same applies to all stats except mez protection, mez resistance, player's tohit before level 20, and maximum HP/end.

Edit: And the power analyzer temporary power doesn't list base mez protection/resistance. It also does not take into effect the Purple Patch which will act on every mez, debuff, or tick of damage you throw at a target.


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

 

Posted

Thanks a ton Fleeting Whisper. Now I can understand why Fire/Kins can farm so well, lol. You've been extremely helpful. Thanks again!


 

Posted

Quote:
Originally Posted by SoulSpark View Post
Thanks a ton Fleeting Whisper. Now I can understand why Fire/Kins can farm so well, lol. You've been extremely helpful. Thanks again!
And that's why the controller epics were changed a while back - they were using Blaster numbers on the AoEs, IIRC, and yet were containment-enabled (containment merely being a line in every appropriate attack power saying "If target is held/slept/stunned/immoblized do X.XX of Damage")


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