Power Boost bugged?
Power Boost doesn't increase cold shields because they also have +resists (cold) in them as well and PB doesn't effect resist powers, so therefore you won't see an increase to anything in the power. Same with arctic fog.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
That's not cool. I so want my +def buffed. I don't care about the resistance too much. I mean, Power Boost is supposed to boost defense yet it doesn't because of the resistance part that I don't care about it that much.
I'm aware my caring about a part of a power isn't really good logic and reasoning to make it work the way I want it to, but the it seems kinda misleading. Power Boost is still a good power in general for a Controller, but it's really not working the way I want it to. Granted with how it is written on the power and Mids having it working as it seems to be written. However, that's a major reason I tested it out to make sure it works out how I really intended. If it didn't work as intended I'd have to recalculate if I really want it as my power choice. Now that it really isn't working as intended, I'll have to reconsider it.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Well, to be fair, it is working as it's intended...just not how you want it to work. If a power is def only or another power boostable attribute it will effect it, but if a power has +resists it won't be power boosted. That's just the way they designed it.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
The thing that gets me though is has the defense part. I just not fully understanding why it wouldn't be able to boost the defense aspect of the power and not the power as a whole. I mean, the logic behind it to me is that you can enhance a power for a certain part that the power boost wouldn't be able to work in the same type fashion to buff what it's says it buffs.
Yeah, just very frustrated on this. That and a touch of not understanding the reason it doesn't do what it sounds it would do. Honestly what I would expect is Power Boost and then have the defense part boost for only 15 seconds, but heard that that since it's a click power that it lasted the entire duration (which makes some sense to me on the logic that I was given).
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
The thing that gets me though is has the defense part. I just not fully understanding why it wouldn't be able to boost the defense aspect of the power and not the power as a whole. I mean, the logic behind it to me is that you can enhance a power for a certain part that the power boost wouldn't be able to work in the same type fashion to buff what it's says it buffs.
Yeah, just very frustrated on this. That and a touch of not understanding the reason it doesn't do what it sounds it would do. Honestly what I would expect is Power Boost and then have the defense part boost for only 15 seconds, but heard that that since it's a click power that it lasted the entire duration (which makes some sense to me on the logic that I was given). |
I've posted a few times already in the Mastermind forum on powerboost and I believe I can help you here. Let me copy paste what I said:
"Thanks to F22-Major, I became a powerboost know-it-all. Ok so powerboost rundown:
Powerboost affects the following powers:
Direct Health healing
Direct Endurance healing and draining
Mez durations
Mez protection magnitude (Things like Integration, Clear Mind, and Stimulant)
Movement speed buffs and debuffs
Defense buffs and debuffs
Negative powerboost (Increases the negative)
Tohit buffs and debuffs
Some pet powers (Mostly things like rains)
Powerboost does NOT affect the following:
Regeneration buffs and debuffs
Damage buffs and debuffs
Knockback and Knockdown Mag
Recovery buffs and debuffs
Recharge Speed buffs and debuffs
Repel mag
Resist Damage buffs and debuffs
Direct Accuracy
Stealth
Debuff resistance
Range buffs and debuffs
End discount buffs
Pet auto powers, or any Henchmen's powers for that matter.
+HP Buffs
+Max End buffs
Perception buffs and debuffs
Mez Resistance
ANY rage bar
Taunt Duration
Placate Duration
Threat Level
Mez magnitudes
Side note: Powerboost is wonky at times and does not work for a power that has an ENHANCEABLE factor of something it does not effect.
For example powerboost will affect forcefield's personal forcefield's defense levels even though it grants damage resist. Rest assured, it will not effect the Resist still. This is because the damage resist is not enhanceable. It will NOT affect Cold domination's Ally shields because you can enhance the damage resist of the shields."
Now he had asked what the powerboost would work for, and he is Pain Domination. He suffers from the same problem that you do, in that one of his main powers does not work with powerboost.
World of Pain has an enhanceable Tohit buff and Resist buff. Because of this, Powerboost will not increase the Tohit bonus.
Powerboost is very binary in nature, It looks at the power as a whole before it decides to enhance it or not.
Does it have an enhanceable Defense? Yes
Does it have an enhanceable Resist? No
Conclusion, boosting all enhanceable portions.
Or.
Does it have an enhanceable Tohit? Yes
Does it have an enhanceable Resist? Yes
Conclusion, do not enhance the power at all.
Powerboost cannot skip over portions of enhanceable things. It's not coded that way, and I get the feeling it never will be.
Luckily there's very few things powerboost COULD work for but does not. Ice Shields just happens to be one unfortunately.
But take forcefields for example; Powerboost works just fine for the ally shields. You click it, and put 2 bubbles on at least 3 people before it wears off. And the ally bubbles you grant during that time are powerboosted, and will continue to be boosted until they wear off or you refresh their duration with powerboost. If you re-cast the ally bubbles to refresh the duration without powerboost, then the ally shields will return to normal.
I hope this info helps.
Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.
If the power has the tag "This power's effects are not affected by buffs", it won't be affected by PB. Sometimes the tag is needed so you won't boost your +res by having a lot of damage buffs (like beta WoP or beta HPT).
Does it have an enhanceable Tohit? Yes
Does it have an enhanceable Resist? Yes Conclusion, do not enhance the power at all. Powerboost cannot skip over portions of enhanceable things. It's not coded that way, and I get the feeling it never will be. Luckily there's very few things powerboost COULD work for but does not. Ice Shields just happens to be one unfortunately. |
*sad face*
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
This makes me sad. However, the likelihood that I'll switch to FF is slim to nil due to the fact that Cold Dom fits into the theme and she's already level 47. I guess I'll just have to rebuild the later levels of my build back into Ice Mastery most likely. No point in dealing with a power that's going to do me overall jack squat with how I was going to use it.
*sad face* |
I think Power Boost works on Benumb, which if true is reason enough to keep it around.
I think Power Boost works on Benumb, which if true is reason enough to keep it around.
|
And thanks Xury2, I didn't mention the "enhanceble factor" of the damage resist portion. Thanks for the comprehensive post.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
One thing nobody's explained yet is exactly *why* power boost has this limitation. It's actually due to a rather obscure quirk in the CoH powers engine, and is neither fixable nor arbitrary.
Resistance effects are a multiplier on damage. Thus, deep in the guts of the power engine, resistance buffs and debuffs are actually damage effects - and *must* be, since they do their work by multiplying the incoming damage by a (either larger or smaller than 1) number. Thus, both resistance effects and damage are increased by the same class of buffs. So, in actuality, resistance enhancements and damage enhancements boost the *exact same thing* - different powers are simply flagged to accept one or the other type. You can actually see this in hami-os - if you manage to slot an acc/dam, dam/mez, or dam/range into a power with enhanceable resistance, it'll enhance it (by 33% to boot!), and if you slot a res/end into a power that deals damage, it'll enhance that damage by 20%. This is due to an inherent limitation in the powers engine, and would take a lot of work to fix.
So what does that mean for power boost? Well, obviously, resistance boosts being affected by damage buffs/slotting is not exactly what the devs want - especially given the magnitude of damage buffing some powers can hand out (imagine if a resistance based tanker's shields suddenly offered an extra 300% of their base effectiveness when he was fulcrum shifted!).
Thus, you somehow have to stop these resistance effects from being affected by damage buffs. There are only two ways to do this in the powers engine as it stands: mark the resistance effect itself as immune to boosts (which also makes it unenhanceable), or make the power as a whole immune to outside buffs.
So, if you want a power to have an *enhanceable* resistance buff, the entire power *must* be marked 'immune to buffs' in order to prevent the resistance component from being increased by damage buffs on the player. *This* is why a few powers, like the ice shields, fail to benefit from power boost - since the resistance offered by the shields is enhanceable, they must be marked as immune to buffs. Power boost not boosting them is a regrettable but unavoidable side effect. Thankfully this doesn't affect very many powers, since most powers with enhanceable resistance don't also have attributes that power boost would normally enhance.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
The fundamental limitation is really that they can't flag individual aspects of the power as enhanceable but not boostable. Right now, that's just not in the system.
It'd be sweet if they extended it to individual parts of a power, but I'm pretty sure the labor intensive nature of how they have to do power updates (which would be needed to go through and modify all the powers currently market wholly unboostable) means that's going to be very low on their priority list.
Still, seemingly harder to implement features have cropped up, sometimes totally by surprise. I'll hold out hope while not holding my breath.
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
One thing nobody's explained yet is exactly *why* power boost has this limitation. It's actually due to a rather obscure quirk in the CoH powers engine, and is neither fixable nor arbitrary.
Resistance effects are a multiplier on damage. Thus, deep in the guts of the power engine, resistance buffs and debuffs are actually damage effects - and *must* be, since they do their work by multiplying the incoming damage by a (either larger or smaller than 1) number. Thus, both resistance effects and damage are increased by the same class of buffs. So, in actuality, resistance enhancements and damage enhancements boost the *exact same thing* - different powers are simply flagged to accept one or the other type. You can actually see this in hami-os - if you manage to slot an acc/dam, dam/mez, or dam/range into a power with enhanceable resistance, it'll enhance it (by 33% to boot!), and if you slot a res/end into a power that deals damage, it'll enhance that damage by 20%. This is due to an inherent limitation in the powers engine, and would take a lot of work to fix. So what does that mean for power boost? Well, obviously, resistance boosts being affected by damage buffs/slotting is not exactly what the devs want - especially given the magnitude of damage buffing some powers can hand out (imagine if a resistance based tanker's shields suddenly offered an extra 300% of their base effectiveness when he was fulcrum shifted!). Thus, you somehow have to stop these resistance effects from being affected by damage buffs. There are only two ways to do this in the powers engine as it stands: mark the resistance effect itself as immune to boosts (which also makes it unenhanceable), or make the power as a whole immune to outside buffs. So, if you want a power to have an *enhanceable* resistance buff, the entire power *must* be marked 'immune to buffs' in order to prevent the resistance component from being increased by damage buffs on the player. *This* is why a few powers, like the ice shields, fail to benefit from power boost - since the resistance offered by the shields is enhanceable, they must be marked as immune to buffs. Power boost not boosting them is a regrettable but unavoidable side effect. Thankfully this doesn't affect very many powers, since most powers with enhanceable resistance don't also have attributes that power boost would normally enhance. |
Remind me whether power boost works with Sleet...
It does. Boosts slow movement and -defense.
Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.
The fundamental limitation is really that they can't flag individual aspects of the power as enhanceable but not boostable. Right now, that's just not in the system.
It'd be sweet if they extended it to individual parts of a power, but I'm pretty sure the labor intensive nature of how they have to do power updates (which would be needed to go through and modify all the powers currently market wholly unboostable) means that's going to be very low on their priority list. Still, seemingly harder to implement features have cropped up, sometimes totally by surprise. I'll hold out hope while not holding my breath. |
You guys are WRONG. Power Boost will affect Wormhole's stun even though the KB is enhanceable.
You guys are WRONG. Power Boost will affect Wormhole's stun even though the KB is enhanceable.
|
Power Boost doesn't boost Knockback regardless. I think it used to, but doesn't now. There isn't a conflict between Knockback and PB so no need to flag those powers unenhanceable.
Where the conflict mainly exists is between powers with a Resistance component and Aim, Build Up, Fulcrum Shift or other +Damage powers. As I think someone said earlier in the thread, if Resistance powers weren't flagged to not receive buffs, if you cast Cold, Sonic, or Thermal shields after getting hit with Fulcrum, you'd instantly cap the resistance of anything you cast at.
Also, to anyone who's still needs some clarification to how Power Boost is working, it's basically exactly like the global mezz boosts you get from set bonuses, except more noticeable and temporary.
Here's a guide to Powerboost that I have found very useful and accurate. It contradicts a good bit of what people commonly believe about the power.
I wonder why they proliferated it into the new-ish Earth Assault set for Dominators then? Weird.
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I think the main problem Castle has with it is it combined with Buffs where you get corner engineering problems when it acts as a multiplier on things like FF Shields and basically doubles the effectiveness of them for 4 minutes.*(the extreme example is probably PB + Vengeance).
Well, I wanted to double check to see if there was still the increased defense on (ice) shields and how long they actually last with power boost. However, the first time I shot power boost and buffed a friend to check and see if it's only the 15 seconds or the entire 4 minutes only for him to tell me that he was getting buffed the full amount. So, I waited until Power Boost recharged, turned on Arctic Fog, hit power boost and arctic fog didn't increase in defense and the re-shielding still didn't work on increased defense either.
So to what I ask, how is it supposed to work and is it just me or is it bugged in its current form?
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec