-Regen


Catwhoorg

 

Posted

Quote:
Originally Posted by TRTerror View Post
Yup .
Yay! All sorts of fun there.

Only problem now is I went from too few choices, to too many for me to decide thanks to all the great info you all have provided. May have to try a blaster and something else to compare and contrast.

I'm thinking Ice/Ment Blaster, maybe. Any thoughts on how well that combo would work? Sonic may be the best choice, granted, but I have several sonics already.

Edit:
Quote:
Originally Posted by UberGuy View Post
That's right. Heal enhancements actually boost both heal stats and regen stats of powers, and they never care if the base stat is positive or negative (buff or debuff). However, most of the Regen debuff effects are marked Ignores Enhancements and Buffs, meaning that even if you slot heal enhancers in them, the -Regen part of the power ignores the benefit.

Drain Psyche isn't flagged like that. Both the player +Regen and the for -Regen benefit fully from enhancement.
That's kinda what I meant, but thanks for spelling out the details. I don't know why I never realized that before, but thanks again to all for getting me up to speed on this fun little trick.


 

Posted

Quote:
Originally Posted by Madadh View Post
Yay! All sorts of fun there.

Only problem now is I went from too few choices, to too many for me to decide thanks to all the great info you all have provided. May have to try a blaster and something else to compare and contrast.

I'm thinking Ice/Ment Blaster, maybe. Any thoughts on how well that combo would work? Sonic may be the best choice, granted, but I have several sonics already.

Edit:


That's kinda what I meant, but thanks for spelling out the details. I don't know why I never realized that before, but thanks again to all for getting me up to speed on this fun little trick.

Sorry i misunderstood you. I thought you were taliking about Darain Psyche. Most other powers with -regen are not slottable as Uber said.

Dunno about Ice, i guess it could work as afaik its the third best single target DPS set after Fire and Sonic Blasters have access to. Again i´m not really sure, i tried to figure out a build for this on my Sonic/Mental blaster but i couldnt get the sufficient recharge and defense work out in my favor.


 

Posted

Quote:
Originally Posted by TRTerror View Post
Sorry i misunderstood you. I thought you were taliking about Darain Psyche. Most other powers with -regen are not slottable as Uber said.
I am talking about Drain Psyche. I think we all are. I think Uber was just pointing out the neat part about Drain Psyche, as opposed to others is that you can slot it while on others you can't, which I thought was what you were all getting at.

Quote:
Originally Posted by TRTerror View Post
Dunno about Ice, i guess it could work as afaik its the third best single target DPS set after Fire and Sonic Blasters have access to. Again i´m not really sure, i tried to figure out a build for this on my Sonic/Mental blaster but i couldnt get the sufficient recharge and defense work out in my favor.
Yeah, it looked like fire, sonic, and ice were the only feasible choices. That being said, I must admit, getting the offense, defense, and recharge up to where I think it needs to be is gonna be really tough.

Edit: What about Energy Blast? I ruled it out because it looked very similar to Ice at a casual inspection, but I assumed (I admit, I don't know for sure off the top of my head) that the -recharge component of Ice may have some effect vs GM/AVs and thus offer some mitigation, but I also assumed that the KB would be mostly ineffectual.


 

Posted

The DPS potential for Energy Blast isn't very good. The damage on its attacks isn't high enough to counter their long activation times.

GMs have strong resistance to -slows. I think you really won't notice the effect just from Ice Blast's stacking.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

You know, I'm confused. I thought we agreed after the AV/GM regen change that -regen wasn't that useful anymore. And here we have more than one person with numbers showing regen is pretty much necessary to do anything.

Maybe I'm mistaken and that agreement was only for AVs and not GMs?


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 Luminara View Post
The closest you can get is with Traps' Poison Trap, which has a 10s debuff and 90s recharge, but even if you hit the recharge cap you'll still be 8s short of perma, plus the 2.17s animation, making it work out to less than 500% in the end.
The -regen of Traps.Poison Trap lasts 10s, true. But that -regen is an effect comes from an auto power owned by a pseudopet, which pulses every second for 30 seconds. So Traps.Poison Trap's -regen effect actually lasts 31 seconds in total.


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

 

Posted

It lasts 10 seconds every time it pulses, so the last pulse should end after either 40s total, or 39 if it expires before the last pulse.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

d'oh, you're right. Still a little full of turkey ~_~


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

 

Posted

Quote:
Originally Posted by Dispari View Post
Maybe I'm mistaken and that agreement was only for AVs and not GMs?
When they changed AV regen rates to the ridiculous levels they did at first, the only hope you had for defeating them was with copious -Regen. Back then, LR was unresistable, so you always floored an AV's Regen rate with it. Without that, they were basically impossible to kill. At least as far as I know.

Now, after that was mostly repeaeled, AVs have a lower absolute HP/s Regen rate than GMs. That means there are a lot more options that are viable for overcoming their Regen, and -Regen debuffs just become one of them. For example, Scrappers can burn AVs down through raw DPS.

I would still maintain that if you're soloing an AV on an AT with a relatively low damage mod (like a Defender), even with a good DSPS attack chain, you're likely to (but may not always) get more mileage out of -Regen than out of -DR. One of the main exceptions would be if you're using Sonic Attack as your blast set if you can stack it with -DR from your buff/debuff powerset.

Edit: There are some edge cases where -Regen can still be immensely useful even if you don't have to rely on it in the general case. When an AV pops an Unstoppable clone or similar power, you can scale back their Regen to help deal with the fact that you suddenly take a huge cut in effective DPS. It's for this reason that when I run on LGTFs I regularly reserve my -Regen debuffs on the Honoree until when he pops Unstoppable (or just before).


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Dispari View Post
You know, I'm confused. I thought we agreed after the AV/GM regen change that -regen wasn't that useful anymore. And here we have more than one person with numbers showing regen is pretty much necessary to do anything.

Maybe I'm mistaken and that agreement was only for AVs and not GMs?
Solo -Regen is crucial for GM´s and it helps alot against AV´s.
On teams it helps to drop AV´s and GM´s faster. -Regen is also good on teams when you go up against the Av´s and Heros with gm code(RV).
Kronos is also nice to have -regen since he has AV resistances. Good to have against Rock Wall while you clear cairns. Also good to have if cairns got stuck behind the wall.

DE monsters drops faster.

Thats all i can think about now.


 

Posted

when discussing teaming one point -res has in its favour, is that it works for everyone in an additive manner, and is fairly open ended.

Full -regen may get you 300 DPS 'worth' but a strong source of -res (like the son/son I just ran a TF with) can easily be doubling the DPS of the damage dealers on the team (as well as throwing thier own DPS in there). You can't ever get better than zeroing out the regen.

Add in a fulcrum shift and the -res just gets stupidly effective.



@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 Dispari View Post
You know, I'm confused. I thought we agreed after the AV/GM regen change that -regen wasn't that useful anymore. And here we have more than one person with numbers showing regen is pretty much necessary to do anything.

Maybe I'm mistaken and that agreement was only for AVs and not GMs?
Like someone else mentioned, -res becomes more useful if the target is being attacked by multiple people, since ALL the attacks that land get their damage boosted

In my opinion, if I was assembling a team to hunt GMs, or to kill AVs (STF, RSF, Maria's arc, Mender Silos, etc) I would look for -regen debuffers before I went looking for any -res

And here's my Blaster I was talking about, she has decent -regen debuffing capabilities, and no -res at all.


 

Posted

That's why the focus for the -Regen discussion is soloing hard targets. Most of the ATs that can deal that sort of -Regen debuff don't have awesome base DPS, so they're levering a small base force. When you've got a whole team with several strong damage dealers, multiplying that force can definitely outstrip the effective DPS benefits of even 100% -Regen.

To TRTerror's point, though, it's usually worth it to apply both if you have them, at least on AV-class critters and up.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
To TRTerror's point, though, it's usually worth it to apply both if you have them, at least on AV-class critters and up.
My Rad/Dark has a damage proc in LR, so I fire it even against soft targets when I'm waiting for an attack to recharge. The slow helps a little bit on team survivability, and there's the chance for damage in there, too


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

 

Posted

Just curious:

It was said above that GM regen is about 360 HP/sec. I believe AVs are about 100 HP/sec. Is that correct?

Against AVs, which weighs more? -regen or -RES? It seems like -RES may pull ahead there, since -RES should remain the same (barring resistances) while -regen can at most zero out regen, so -100 HP/sec.


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

Which is more useful will always depend on your raw DPS. Like for Scrappers, they can take AVs down with no debuffs of either type. Something like a Rad/Psi might still prefer -Regen, while something like a Storrm/Sonic might pull it off on -DR. (I made that last one up, so maybe they can't. Based on Lumi's numbers above, it seemed reasonable.)

The way to determine it is to figure out the effective DPS of the -Regen effect on your target, and then figure out what your damage multiplier for -DR can be. The latter is pretty easy for most of the major -DR effects, but Sonic Attack gets kind of interesting. Anyway, when your base DPS times the -DR multiplier meets the effective DPS of your -Regen, that's the turning point.

If you have Scrappers that can hit 150 DPS, with two or three such Scrappers and a 30% DR debuff and you're looking at meeting or exceeding the 90-ish DPS regen rate of an AV just with the bonus damage. Of course, that assumes you're really delivering 150 DPS per Scrapper through any damage resistance the AVs have. The more DR they have to you're team's attacks, the more attractive -Regen looks again.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Yeah, AVs regen at around 90ish hp/sec (at level 50)

-Regen is almost always more important than -res. When soloing hard targets -res is baiscly meaningless while -regen makes a huge difference. When in large teams, -res starts to pull ahead in importance proportional to team size (the bigger the team, the more important -res becomes). Ideally you'd get 2 -regen debuffers (any combination of Rad, Traps, Therm, Cold, Dark; usually enough to shut down GM regen) then -res debuffers, then damage dealers (in that order of priority)


 

Posted

Quote:
Originally Posted by UberGuy View Post
Which is more useful will always depend on your raw DPS. Like for Scrappers, they can take AVs down with no debuffs of either type. Something like a Rad/Psi might still prefer -Regen, while something like a Storrm/Sonic might pull it off on -DR. (I made that last one up, so maybe they can't. Based on Lumi's numbers above, it seemed reasonable.)

The way to determine it is to figure out the effective DPS of the -Regen effect on your target, and then figure out what your damage multiplier for -DR can be. The latter is pretty easy for most of the major -DR effects, but Sonic Attack gets kind of interesting. Anyway, when your base DPS times the -DR multiplier meets the effective DPS of your -Regen, that's the turning point.

If you have Scrappers that can hit 150 DPS, with two or three such Scrappers and a 30% DR debuff and you're looking at meeting or exceeding the 90-ish DPS regen rate of an AV just with the bonus damage. Of course, that assumes you're really delivering 150 DPS per Scrapper through any damage resistance the AVs have. The more DR they have to you're team's attacks, the more attractive -Regen looks again.
Naxstorm has done it on a storm/sonic
http://www.youtube.com/user/Naxstorm#p/u/2/qDRAVhsSvhM

Shadowhunter linked because of his DP increasing his regen above normal AV´s.

Having a good source of -res was pretty good with storm. Maybe it still is but i hate the Zappy Mccloud change ;(.


 

Posted

Think Storm's main source of damage against AVs is actually Tornado :O


 

Posted

LS was so badass when it inherited recharge bonuses.


 

Posted

Quote:
Originally Posted by Silverado View Post
Think Storm's main source of damage against AVs is actually Tornado :O
Tornado is a beast against targets that can't be KBed


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

 

Posted

Quote:
Originally Posted by TRTerror View Post
LS was so badass when it inherited recharge bonuses.
Yes it was, but...
Quote:
Originally Posted by Fleeting Whisper View Post
Tornado is a beast against targets that can't be KBed
This.


 

Posted

Quote:
Originally Posted by Silverado View Post
Yes it was, but...

This.
That was why i said its still probably good set.

My dislike for storm is only playing it after the change as i experienced it pre changes.

I dunno how to clarify so i´ll try to give an example.

If i were to make a dm brute optimised for single target dps(not thinking about survivability) i wouldnt include siphon life.
I really dont like the dpa numbers but... The heal is very good but most of all i like the animation the way you draw the life out of your oponents.
If there was a forced change to the animation i would probably not touch dm at all.

Storm is a good set but i have difficulties playing it now


Its slowly getting better with my thug/storm thanks to power customization though.
I hope i made it clear enough.


 

Posted

Quote:
Originally Posted by TRTerror View Post
If i were to make a dm brute optimised for single target dps(not thinking about survivability) i wouldnt include siphon life.
I really dont like the dpa numbers but... The heal is very good but most of all i like the animation the way you draw the life out of your oponents.
If there was a forced change to the animation i would probably not touch dm at all.
But Siphon Life does indeed belong in an optimized single target DM chain >_<


 

Posted

Quote:
Originally Posted by Silverado View Post
But Siphon Life does indeed belong in an optimized single target DM chain >_<
i think gloom, smite, mg, pause is pretty spiffy


EDIT: Sorry OP for going Offtopic but it seems you go the answers you were looking for