Inferno - Can I make keep my toggles on and BOOM?


ClawsandEffect

 

Posted

Inferno costs 20.8 Endurance.

Inferno's detailed info says

Quote:
-1000.00% recovery rate for 20.00s on self
Ignores buffs and enhancements
unresistable
-100.00% AttrEndurance on self
Ignores buffs and enhancements
unresistable
I can achieve over 1000% recovery rate on my MM Blaster with Drain Psyche.
I can achieve 97% end reduction slotting on Inferno which reduces the cost to 10.5 endurance.
I can obtain +Endurance accolades which grant +10 endurance total.
I am running Tough, Weave, Maneuvers and Assault... maybe Tactics too.

I'm assuming that firing Inferno in this scenario costs 10.5 Endurance on activation, then drops 100 endurance if I hit an enemy and bottoms out my 110 endurance and drops my toggles.

If I achieve set bonuses that increase my endurance even higher will my toggles go down when I fire Inferno? If there's a possiblity of "No", how much of a margin should I shoot for? I understand I'd need to make sure I fire it with full endurance.

Assuming I have full (or nearly full) endurance, have 115 endurance, have 97% endurance reduction slotting in Inferno, and have over 1000% recovery, can I fire Inferno, hit enemies and keep my toggles on?

*EDIT* Oh yeah, I searched on the forums for similar questions and found one similar.
Link to thread on same topic. However, I think the situation was slightly different when the other thread was started. I didn't search for every nuke in every section though. I'm a slacker.


 

Posted

QR

Wouldnt the 100% (percent) mean it doesn't matter how much endurance you actually have.


 

Posted

That's the question. Does it mean all of my endurance or 100 endurance?


 

Posted

Quote:
Originally Posted by Smurphy View Post
That's the question. Does it mean all of my endurance or 100 endurance?
It means all of it.
However, if you still have +recovery after you nuke (say AB or a slotted Psyche that hit a bunch of dudes), you will occasionally get lucky and before the game ticks off the end cost of a toggle you will get a tick of recovery first.

That is not something you can count on or plan to do, its just a sometimes you get lucky thing. It might happen more often with very high +recovery, like if you had AB and two recovery auras.


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Posted

Quote:
Originally Posted by Smurphy View Post
Inferno costs 20.8 Endurance.

Inferno's detailed info says

I can achieve over 1000% recovery rate on my MM Blaster with Drain Psyche.
I can achieve 97% end reduction slotting on Inferno which reduces the cost to 10.5 endurance.
I can obtain +Endurance accolades which grant +10 endurance total.
I am running Tough, Weave, Maneuvers and Assault... maybe Tactics too.

I'm assuming that firing Inferno in this scenario costs 10.5 Endurance on activation, then drops 100 endurance if I hit an enemy and bottoms out my 110 endurance and drops my toggles.

If I achieve set bonuses that increase my endurance even higher will my toggles go down when I fire Inferno? If there's a possiblity of "No", how much of a margin should I shoot for? I understand I'd need to make sure I fire it with full endurance.

Assuming I have full (or nearly full) endurance, have 115 endurance, have 97% endurance reduction slotting in Inferno, and have over 1000% recovery, can I fire Inferno, hit enemies and keep my toggles on?

*EDIT* Oh yeah, I searched on the forums for similar questions and found one similar.
Link to thread on same topic. However, I think the situation was slightly different when the other thread was started. I didn't search for every nuke in every section though. I'm a slacker.
On my Fire/MM without any EndRedux slotted in Inferno and Drain Psyche 6-slotted with Efficacy Adaptor, I need 8 targets to overcap recovery to keep it capped post Nuking, however. I only have SS, CJ, and Temp Invuln running, and typically 2 will shut off, but its a crapshoot which one will stay on, I'd have to think regardless, it would not be a goal worth shooting for.

You can overcome the -Recov but unfortunately you lose 100% of the end you have.


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Posted

My energy/energy blaster has this happen on occasion. I have the +end proc from performance shifter slotted and if it happens to tick after the game has decided that I've nuked and starts the end crash, but before the end bar bottoms out, I have 10 end to play with and my toggles don't drop.

It can't really be planned for, that I have able to figure out, but it's nice to have Combat Jumping still running post nuke so I can hop out of melee range of the 5% of remaining mobs that I always miss.


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Posted

Quote:
Originally Posted by StratoNexus View Post
That is not something you can count on or plan to do, its just a sometimes you get lucky thing. It might happen more often with very high +recovery, like if you had AB and two recovery auras.
Yeah, just depends on the timing of the nuke vs. the tick of recovery or something like that. W/just AB or say Heat Loss that hits 10+ mobs, I can nuke and immediately start to recover end, which means every so often I get to keep my toggles. Not usually, but just to estimate, I'd say 1 in 4 nukes or something like that.

I'm actually going to start doing this w/my Cold/Dark fender more: (big crowd +) HL -> Sleet -> Blackstar -> immediate end recovery. Pure win.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Pure win.
Except the whole toggle dropping thing.


 

Posted

The only crashing nuke I've seen able to consistently keep toggles running afterward is Thunderous Blast.

That's because it has the same chance to give you back endurance as the rest of the electric blast powers. If you hit enough targets with it you will almost always have it trigger on at least one of them.

Other nukes can occasionally do it if they hit a fully saturated Dain Psyche first, but I wouldn't count on it happening.


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Posted

Even if you did have some end left afterwards, as i've run into on rare occasion with various buffs applied to me, the problem you'll see if that that handful of end. Say, 13. Doesn't last long when you have toggles running.

The nukes crash you into a bad place. Specially when you missed some of those mobs and they're looking to show you your mistake.


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Posted

If you fire your nuke and, while it's animating, jam on a blue, your end bar will creep down, but not hit zero, before the blue's endurance 'arrives.' Practical upshot is that you can 'restock' without toggling down.

I've done it on my fire/fire blaster; he of course has Consume to top up with that small dish of endurance when he moves on to the next spawn.