Thunderous Blast end mod slotting question
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Like other Blaster nukes, it drains your endurance. The main reason to slot EndMod into Thunderous Blast would be to increase its Endurance Drain. (I like to use Power Boost + Thunderous Blast on my Dark/Elec and Kin/Elec Defenders, as that fully drains the endurance of most foes who survive.)
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More end mod would mean more returned.
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I don't believe TB returns endurance to you, that is limited to the ST attacks. That being said, I AM a fan of endmod slotting in TB because of the full end drain you can reach with it (I don't have PB to boost it.) Sure the bosses are still alive, but they aren't hitting back with no end bar and a guaranteed recovery debuff.
I think what shes asking is does slotting end mods in TB make the end drain to self worse... and the answer would be no. its already a 100% drain and a 20 sec shutoff for recovery, so even if the drain was boosted by the end mod slotting, 100% already takes all you have, so it being 120% or something wouldnt have any in game effect - its not 100 end...its 100% of your end- which means it drains you completely no matter what.
The recovery time shutdown is not affected by end mod slotting, so no negative effects to self can be seen from slotting TB with end mods.
Thunderous Blast drains endurance per enemy hit. If you hit one enemy you have some END left, and hitting three you have no END left. I don't know if two enemies leaves you anything.
Given the unlikelihood of having any END left after using it, I don't really see a downside to slotting for End Mod.
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@Boltcutter in game.
I think what shes asking is does slotting end mods in TB make the end drain to self worse..
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I would like to slot up the end drain in the power; it seems the best one so far for actually draining mob endurance. I just didn't want into some weird IO set bug that made my own recovery negative during the debuff because I was eccentric enough to slot endmod in the power. It also seems to be a good candidate for frankenslotting: it doesn't require full accuracy slotting because of its bonus, and you can get a little accuracy in endmod sets.
Do I figure right, that there's no point in slotting endurance reduction into the power, and that doing so will not reduce its drain to less than 100%? If I go with frankenslotting, endredux is the unwanted stat I should try to squeeze out?
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Yes. There was something I saw, maybe in Mids, maybe in real numbers, that seemed to suggest that slotting up end mod in the power made your own recovery negative.
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Recovery, like regeneration, has a floor at zero.
It can't go negative
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To answer your question about endred, it doesn't affect the end drain after nuke use in any way. Endred only affects how much end it costs you to cast thunderous blast, potentially allowing you to use it when you have less total endurance left than the "base" cost of thunderous blast.
The number of situations in which endred is needed to be able to cast thunderous blast are probably few and far between. I wouldn't recommend endred slotting in it, for that reason.
Thunderous blast is a great candidate for frankenslotting, as you can get 90%+ damage and recharge slotting, some accuracy, and some end mod slotting if you frankenslot carefully.
Yes. There was something I saw, maybe in Mids, maybe in real numbers, that seemed to suggest that slotting up end mod in the power made your own recovery negative. This would seem to defeat a strategy of TB - pop a blue - hit Drain Psyche on the survivors that I had planned to use on the character in question (Electric/Mental).
I would like to slot up the end drain in the power; it seems the best one so far for actually draining mob endurance. I just didn't want into some weird IO set bug that made my own recovery negative during the debuff because I was eccentric enough to slot endmod in the power. It also seems to be a good candidate for frankenslotting: it doesn't require full accuracy slotting because of its bonus, and you can get a little accuracy in endmod sets. Do I figure right, that there's no point in slotting endurance reduction into the power, and that doing so will not reduce its drain to less than 100%? If I go with frankenslotting, endredux is the unwanted stat I should try to squeeze out? |
-40 Endurance [Ignores Enhancements & Buffs] [this is per enemy-ed.] Recovery -10 for 20s [Ignores Enhancements & Buffs] |
As far as EndRed, that reduces the 16-ish Endurance cost of the power but doesn't touch the -40-per-person End Drain on yourself. So it's only worthwhile if you plan on nuking frequently with 10 Endurance in the blue bar. Seems unlikely to me.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I know that Thunderous Blast uses a lot of endurance and turns off recovery for 20 seconds.
But Mids suggests at least that if you slot endurance modification into the power, it does even further damage to your own endurance. Is this the case?
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