what/cold?
A Kinetic can triple stack Siphon Power and FS for -80% damage done and triple stack Siphon Speed for -60% recharge.
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When it comes to -Recharge and AVs, pretty much the only solo contenders are Cold Domination, Ice Control, Ice Blast and Psi Blast. Nothing else can generate numbers decent enough to really make it work. And really only Cold Domination can pull it off when not paired with a very high -Recharge set, for stretches of 30 seconds at a time.
An Ice/Cold Controller for example can hit -771.25% Recharge if she uses every one of her powers other than Glacier, Heat Loss is up, and Arctic Air and Jack Frost are within range of the enemy, resulting in -115% Recharge, completely flooring the enemy, even severely hampering a +4 AV (which reduces it to around 60%, or attacking around 2.5 - 3 times slower than normal--I'm too lazy to look it up on my chart).
When Heat Loss is down the -Recharge is still around a respectable -70% Recharge on a same level AV.
[EDIT: Nevermind, didn't realize the -Recharge in Siphon Speed was unresistable. Although what "unresistable" means in this context I don't know. If it means it ignores AV resistance but not purple patch, it's still reduced to just -30% Recharge total, which is a good start but would still require major assistance from the primary set. If it means it ignores purple patch but not AV resistance then it's doing very little.]
[EDIT: Nevermind, didn't realize the -Recharge in Siphon Speed was unresistable. Although what "unresistable" means in this context I don't know. If it means it ignores AV resistance but not purple patch, it's still reduced to just -30% Recharge total, which is a good start but would still require major assistance from the primary set. If it means it ignores purple patch but not AV resistance then it's doing very little.]
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Also, does it stay "triple stacked"? I have to assume it is only triple-stacked part of the time and double-stacked at other times. What I also don't really know is which, if any, of the blast powers or Ice Control powers self stack, and that could significantly push numbers in their favor.
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I have a fairly high recharge ill/kin so there are times when I'm able to stack it 4 times, but only for a few seconds. Even then, there are times when I drop to only double-stacking Siphon Speed. Of course, there's the build up to that point and misses to factor in. Two Accuracy IO's and a Kismet: +tohit give me a 93.74% chance to hit against a +4 AV. In a team setting, I rarely maintain better than double stacking Siphon Speed, given the need to buff, FS, spam transfusion, and summon PA.
I'll test Ice Control tomorrow. Neither Mids nor Tomax's flags the recharge in Chilblain, Block of Ice, Frostbite, or Glacier as non-stacking from the same caster. If that's the case, then Chilblain alone could be a significant source of -recharge on a single target when stacked.
Interesting. I also just looked at Psychic Scream on a Defender. That power is -62.5% Recharge, appears to self stack, with a base Recharge of 12 seconds. But, only a debuff period of 10 seconds, and you're wasting DPS hitting an AV with a cone.
Also am I reading the Blaster version of Shiver correctly? It looks like it might self stack. base duration 18 seconds, base Recharge 12 seconds, -62.5% Recharge per application. This has always been weird given Ice Control's Shiver Recharge time. Of course then you're a Blaster skipping blasts to debuff Recharge, but WOW at those numbers from a DPS AT.
[EDIT: Nevermind, didn't realize the -Recharge in Siphon Speed was unresistable. Although what "unresistable" means in this context I don't know. If it means it ignores AV resistance but not purple patch, it's still reduced to just -30% Recharge total, which is a good start but would still require major assistance from the primary set. If it means it ignores purple patch but not AV resistance then it's doing very little.]
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I'm pretty sure the reason it is unresistable is so that you always receive a 20% buff from it. If it wasn't you'd see it doing weird things when resistance to slow/-rech was in play.
Interesting. I also just looked at Psychic Scream on a Defender. That power is -62.5% Recharge, appears to self stack, with a base Recharge of 12 seconds. But, only a debuff period of 10 seconds, and you're wasting DPS hitting an AV with a cone.
Also am I reading the Blaster version of Shiver correctly? It looks like it might self stack. base duration 18 seconds, base Recharge 12 seconds, -62.5% Recharge per application. This has always been weird given Ice Control's Shiver Recharge time. Of course then you're a Blaster skipping blasts to debuff Recharge, but WOW at those numbers from a DPS AT. |
You're right, I clearly am missing the point why a rads debuffs scale down for the controller version, but not the colds debuffs. I can give what Max said about it being a pseudo pet, but even you discounted that that doesn't mean anything.
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Your response taught me something about relying on tomax. Comp can't handle (at least not comfortably) "checking in the game" for the values, and coming back to here to simultaneously comment, Will use Mids from now on then. |
Powers can and sometimes do differ beyond the AT expectations. Sometimes it is special exemptions and sometimes it is just random.
This makes no sense, first you say 30% -resistance is always -30%, but then say "if -resist were unresistable in pve they'd make changes to it" which is exactly what you just said it works as now. If 30% -resitance is always -30%, thats what unresistable means. |
I'll use a very clear example, but it applies to any resistance.
Unstoppable puts you at 90% res.
So if your attack did 100 damage vs 0% res, it would now do 10 damage vs unstoppable.
If we add 30%-res it would go to 130 vs 0% res and 13 vs unstoppable.
Both cases are a 30% end damage increase.
If it were unresistable is would strip unstoppable down to 60% res meaning it would:
be 130 damage vs 0% res and 40 damage vs unstoppable. Which means it would have increased our damage by 400% from what we would have been doing if we didn't apply -res.
This is one of the main reasons why defenders were so potent under the i12 pvp rules set. They could do this.
My understanding, last i checked (now bear with me, I read patch notes, and don't remember seeing this change but it's been a WHILE since I reviewed it, and therefore if not expecting it to have changed had no reason to re-evaluate the strength of debuffs vs said enemies) Avs resisted debuffs more-so than other NPCs. So a 30% -resistance, would only equate to a (again, not sure on the exact scalar, if it even exists anymore) 10% -resistance on an AV for example. Similar to how I thought Debuffs scale down vs higher level enemies. IE, a power dealing 5% -to hit to an even level, would deal 4% to a +2 enemy no? Now, if what you are saying, holds true that this is in fact not true, and AVs feel the full force of all -resistance/-defense/-to hit/-damage debuffs, that makes me a very happy man. But I don't recall ever seeing it pronounced working this way. Then again, its been too long to even attempt to locate where I reviewed this mechanic. |
This link explains it
http://cityofheroes.wikia.com/wiki/Archvillain
Making sense of the chart is done by looking at the level of the AV and applying their resistance to debuffs. For instance:
A lvl 30 AV will resists things covered by AV class by 75%.
A lvl 50 AV by 85%
On top of that you need to factor in the purple patch for fighting enemies of different level.
For instance:
A lvl 50 fighting the AV's on the STF/RSF will be 4 levels below them.
They have 87% resistance to debuffs and your powers are 48% as effective.
So as an example a defender using hurricane would have it reduced down from 58.8% debuff to 28.2% debuff and then resisted by 87% down to 3.67% tohit debuff.
At that point you wonder why even bother using it. It is one of the major reasons why buffs are so much better than debuffs in what comprises our "difficult" content. Not only is the debuffer risking getting agro, they are doing next to nothing. While a buffer can stay in safety and contribute a lot more. Some games counter this with "healer agro". Ours just ignores the issue and lets ai be incredibly stupid.
I'm not sure if it was in this thread or not, but it fits here.
FW as a Heal
With regard to Frostworks I know there is a player request for the power to provide a direct heal in addition to the hp buff that it offers. This issue was raised very early in the life of cold domination.
It sort of already does. The "heal" it provides is more powerful depending on how much you raise their peak hp by. Allow me to clarify.
I use FW on a controller with base hp of 1017 and raise it up to 1606.
If they were at 40% hp due to injury when I cast the power (406.8hp) their new hp without any direct healing will be 642.4. In a sense I have "healed" them for 235 pts.
The earlier you hit them with FW the more it will "heal" for because it will be whatever percentage of their hp left equaling the same percentage of their new high hp.
Another example would be hitting an SR scrapper with all hp accolades (because they gut FW so much apparently) when they are at 70% hp (1124 of 1606 hp). They will still be at 70% hp, but they will now have 1686hp, meaning you just "healed" them for 562 pts.
FW as a Regen power
The other complaint I've often seen levied against FW is that it should provide some +regen. I personally think this would be more appropriate for the power given the desire to not overpower the set. However, it already does provide +regen in a similar way to it healing.
Extending the example of our SR scrapper and assuming he has health (1 slotted for heal) he would be regening 10.5 hp/sec. When we apply FW he is now regening 15.76 hp/sec.
Interestingly enough it is like FW is already applying a 75% "regen" buff to that scrapper.
But Cold is a thinking man's set and FW is no exception. Lets look at what happens if we apply it to a WP brute in the think of things (say 6 enemies feeding rttc) and he has all hp accolades+hpt slotted for health, fast healing, and health.
Before FW: 76.9 hp/sec
After FW: 109 hp/sec
Which has effectively hit them with a 343% "regen" buff
Putting it all together
Now imagine that WP brute was at 60% hp when we hit him with FW. Not only did we just effectively add 343% regen to him we also just "healed" him for 657 pts of health.
Obviously if you apply it to a hp capped blaster you aren't doing much for them (nothing really), but in the same sense your cold shields aren't much use to a softcapped SR. Not everything is amazing in every situation, nor should it be.
I'm not sure if it was in this thread or not, but it fits here.
FW as a Heal With regard to Frostworks I know there is a player request for the power to provide a direct heal in addition to the hp buff that it offers. This issue was raised very early in the life of cold domination. It sort of already does. The "heal" it provides is more powerful depending on how much you raise their peak hp by. Allow me to clarify. I use FW on a controller with base hp of 1017 and raise it up to 1606. If they were at 40% hp due to injury when I cast the power (406.8hp) their new hp without any direct healing will be 642.4. In a sense I have "healed" them for 235 pts. The earlier you hit them with FW the more it will "heal" for because it will be whatever percentage of their hp left equaling the same percentage of their new high hp. Another example would be hitting an SR scrapper with all hp accolades (because they gut FW so much apparently) when they are at 70% hp (1124 of 1606 hp). They will still be at 70% hp, but they will now have 1686hp, meaning you just "healed" them for 562 pts. FW as a Regen power The other complaint I've often seen levied against FW is that it should provide some +regen. I personally think this would be more appropriate for the power given the desire to not overpower the set. However, it already does provide +regen in a similar way to it healing. Extending the example of our SR scrapper and assuming he has health (1 slotted for heal) he would be regening 10.5 hp/sec. When we apply FW he is now regening 15.76 hp/sec. Interestingly enough it is like FW is already applying a 75% "regen" buff to that scrapper. But Cold is a thinking man's set and FW is no exception. Lets look at what happens if we apply it to a WP brute in the think of things (say 6 enemies feeding rttc) and he has all hp accolades+hpt slotted for health, fast healing, and health. Before FW: 76.9 hp/sec After FW: 109 hp/sec Which has effectively hit them with a 343% "regen" buff Putting it all together Now imagine that WP brute was at 60% hp when we hit him with FW. Not only did we just effectively add 343% regen to him we also just "healed" him for 657 pts of health. Obviously if you apply it to a hp capped blaster you aren't doing much for them (nothing really), but in the same sense your cold shields aren't much use to a softcapped SR. Not everything is amazing in every situation, nor should it be. |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Dev whim I guess, because it makes no sense. The inconsistent application of pseudo-pets and straight up power errors is one of the reasons I harp on Castle a lot. Yes there are a butt-load of powers in the game, yes there are a butt-load of errors too. The game is absolutely playable and enjoyable, but if that is signaling complacency then I'm unhappy.
Tomax is fine. You just need to look at the right powers and used a recent version (which I linked). It isn't just pseudo-pets though that you have to be careful about. For instance, you'd be similarly incorrect if you made assumptions based on the expected damage a sonic corr would do with shriek and scream if you scaled the defender version. For w/e reason the corr version does more damage than you'd expect in that case. Or the def does less if you went in the opposite direction. Powers can and sometimes do differ beyond the AT expectations. Sometimes it is special exemptions and sometimes it is just random. If -res were unresistable you'd end up doing a lot more than 30% more damage when you encounter resistance. I'll use a very clear example, but it applies to any resistance. Unstoppable puts you at 90% res. So if your attack did 100 damage vs 0% res, it would now do 10 damage vs unstoppable. If we add 30%-res it would go to 130 vs 0% res and 13 vs unstoppable. Both cases are a 30% end damage increase. If it were unresistable is would strip unstoppable down to 60% res meaning it would: be 130 damage vs 0% res and 40 damage vs unstoppable. Which means it would have increased our damage by 400% from what we would have been doing if we didn't apply -res. This is one of the main reasons why defenders were so potent under the i12 pvp rules set. They could do this. AV resistance protects against a lot of things. -resistance and -damage are not two of them. Similar to how their mez protection is arbitrarily set to have holes to sleep and immobs. This link explains it http://cityofheroes.wikia.com/wiki/Archvillain Making sense of the chart is done by looking at the level of the AV and applying their resistance to debuffs. For instance: A lvl 30 AV will resists things covered by AV class by 75%. A lvl 50 AV by 85% On top of that you need to factor in the purple patch for fighting enemies of different level. For instance: A lvl 50 fighting the AV's on the STF/RSF will be 4 levels below them. They have 87% resistance to debuffs and your powers are 48% as effective. So as an example a defender using hurricane would have it reduced down from 58.8% debuff to 28.2% debuff and then resisted by 87% down to 3.67% tohit debuff. At that point you wonder why even bother using it. It is one of the major reasons why buffs are so much better than debuffs in what comprises our "difficult" content. Not only is the debuffer risking getting agro, they are doing next to nothing. While a buffer can stay in safety and contribute a lot more. Some games counter this with "healer agro". Ours just ignores the issue and lets ai be incredibly stupid. |
With Avs not resisting -dam/-res debuffs, would they still not be affected by the purple patch?
In which case, the 30% from sleet is being reduced. Or is it always 30%, and the devs just figure your lower damage due to the purple patch is enough and the 30% works based off your lower damage. In other words, exponential decay of damage in relation to -resistance, or linear.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
If you regen 25hp/sec it doesn't matter if you are doing it by having 25,000 hp with 0.1% regen, or 250 hp with 10% regen.
Your ability to repair damage (ignoring overkill on the latter) is the same.
It's not like adding resistance because resistance doesn't change your net regeneration, it just provides a cushion for damage. Adding hp will affect your net regeneration and provide a cushion for damage.
So if Huricane is being reduced to down so low from a 58.8% debuff down to 3.67%, then I'm assuming as is the -defense the way def/to hit works.
With Avs not resisting -dam/-res debuffs, would they still not be affected by the purple patch? In which case, the 30% from sleet is being reduced. Or is it always 30%, and the devs just figure your lower damage due to the purple patch is enough and the 30% works based off your lower damage. In other words, exponential decay of damage in relation to -resistance, or linear. |
This is irrelevant from an end user viewpoint if they result the same number regardless of whether it is derived through more regeneration or more hp.
If you regen 25hp/sec it doesn't matter if you are doing it by having 25,000 hp with 0.1% regen, or 250 hp with 10% regen. Your ability to repair damage (ignoring overkill on the latter) is the same. It's not like adding resistance because resistance doesn't change your net regeneration, it just provides a cushion for damage. Adding hp will affect your net regeneration and provide a cushion for damage. |
The two "can" be synonomous, but it really irks me when people post a build, and say it regenerates in "hp/sec" when, because that can depend on too many factors, such as AT, accolades, powers, and bonuses, its impossible to determine how actually "fast" that means it's regenerating, without knowing the exact amount of total HP the character has. And it also can not be referenced between that and another character in terms of actual speed of the regeneration.
An HP capped tanker, could have a regeneration rate of 50hp/sec, where a controller with no accolades, bonuses or powers, could have the same regeneration rate of 50hp/sec, but there is a HUGE difference in how fast that actually is. Random number but can mean the tank regenerating a tic every 6 seconds, where the controller gets a tic every 4 seconds for example.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
But it does matter, when the people you are buffing are already closer to the cap, diminishing the amount of applied HP, having a regen value in %/sec will still be increasing that rate by the same amount.
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I get that granting a regen buff to FW would give it a minimum expected performance, which is probably what bothers people about the power given that it can vary quite a bit. In the same sense that when I hit heal other I know exactly what it will do that would be comforting.
The thing is though, even if it did have that minimum expected performance granted to it the power would still vary wildly in actual beneficial terms. In fact it would expand the gap rather than shrink it.
Is it that FW can potentially have zero benefit that bothers people? because I'd point out that every power in the game falls under that restraint as well. The circumstances that FW runs low on benefit may be more of a common occurrence than some other powers (I'd very much gladly debate this point though), but at the same time there are times where it is a tremendously powerful ability.
The two "can" be synonomous, but it really irks me when people post a build, and say it regenerates in "hp/sec" when, because that can depend on too many factors, such as AT, accolades, powers, and bonuses, its impossible to determine how actually "fast" that means it's regenerating, without knowing the exact amount of total HP the character has. And it also can not be referenced between that and another character in terms of actual speed of the regeneration. An HP capped tanker, could have a regeneration rate of 50hp/sec, where a controller with no accolades, bonuses or powers, could have the same regeneration rate of 50hp/sec, but there is a HUGE difference in how fast that actually is. Random number but can mean the tank regenerating a tic every 6 seconds, where the controller gets a tic every 4 seconds for example. |
Allow me to demonstrate: with knowing absolutely nothing else -
Q. If I regen 50hp/sec how much incoming damage can I withstand before being overwhelmed?
A. 51 dps
Q. If my target regens 100hp/sec how much outgoing damage do we need to defeat it?
A. 101 dps
Now as a percentage: again with knowing absolutely nothing else -
Q. If I regen 5% how much incoming damage can I withstand before being overwhelmed?
A. 5.1% of my unknown total hp
Q. Which means?
Q. If my target regens 5% how much outgoing damage do we need to defeat it?
A. 5.1% of its unknown total hp
Q. Which means?
If you know the hp/sec the only question left is how susceptible you are to burst damage and how much time defeat will take, but not whether defeat will occur or not. If you know the % regenerated you know pretty much nothing of what that actually means when in combat.
Once you know the total hp in question then both pieces of data are fine and tell you everything you need to know. But with that being an unknown, I'd personally rather know how much damage I can expect to repair and how much damage I need to do to start defeating my target.
As for tick rate of regen, that is a very minor issue. It would only matter if you sustain an increase in damage taken during the difference in the interval of healing rate. That's not impossible by any means, but it is probably far more common to experience overkill as a result of low total hp regardless of how fast your health tics than it is to experience a flux in the damage that would drop someone healing in shots of 100hp every 4 seconds compared to someone healing in shots of 50hp every 2 seconds.
No one has suggested otherwise. Hence why you don't put FW on a hp capped blaster any more than you should be putting your iceshields on a softcapped sr in the majority of scenarios.
I get that granting a regen buff to FW would give it a minimum expected performance, which is probably what bothers people about the power given that it can vary quite a bit. In the same sense that when I hit heal other I know exactly what it will do that would be comforting. The thing is though, even if it did have that minimum expected performance granted to it the power would still vary wildly in actual beneficial terms. In fact it would expand the gap rather than shrink it. Is it that FW can potentially have zero benefit that bothers people? because I'd point out that every power in the game falls under that restraint as well. The circumstances that FW runs low on benefit may be more of a common occurrence than some other powers (I'd very much gladly debate this point though), but at the same time there are times where it is a tremendously powerful ability. You are irked by a weird thing if I do say so myself. You'd rather have more unknowns than less. That is very strange. Allow me to demonstrate: with knowing absolutely nothing else - Q. If I regen 50hp/sec how much incoming damage can I withstand before being overwhelmed? A. 51 dps Q. If my target regens 100hp/sec how much outgoing damage do we need to defeat it? A. 101 dps Now as a percentage: again with knowing absolutely nothing else - Q. If I regen 5% how much incoming damage can I withstand before being overwhelmed? A. 5.1% of my unknown total hp Q. Which means? Q. If my target regens 5% how much outgoing damage do we need to defeat it? A. 5.1% of its unknown total hp Q. Which means? If you know the hp/sec the only question left is how susceptible you are to burst damage and how much time defeat will take, but not whether defeat will occur or not. If you know the % regenerated you know pretty much nothing of what that actually means when in combat. Once you know the total hp in question then both pieces of data are fine and tell you everything you need to know. But with that being an unknown, I'd personally rather know how much damage I can expect to repair and how much damage I need to do to start defeating my target. As for tick rate of regen, that is a very minor issue. It would only matter if you sustain an increase in damage taken during the difference in the interval of healing rate. That's not impossible by any means, but it is probably far more common to experience overkill as a result of low total hp regardless of how fast your health tics than it is to experience a flux in the damage that would drop someone healing in shots of 100hp every 4 seconds compared to someone healing in shots of 50hp every 2 seconds. |
To the latter, the problem is, you are not getting a steady stream of hp/sec, it only tics for 5% at a time, every so many seconds. So that gap time in between, lets say 50hp/sec, could be 6 seconds for the tank, 4 for the controller, when you get that hit that kills you in 5 seconds, the controller survives, where the tank doesn't etc.
They are two very different mechanics for being almost the same thing. It almost means more when looking at downtime, certain amounts of hp before you feel ready to take that next mob on etc.
Once you know the total hp in question then both pieces of data are fine and tell you everything you need to know. But with that being an unknown, I'd personally rather know how much damage I can expect to repair and how much damage I need to do to start defeating my target. |
But knowing when that next tic is coming, and gauging with your eyes how much that 5% is and knowing when its going to tic next, is why humans are better than machines at things like flying aircraft. Our brains do millions of calculations, without knowing the exact number values, and gauging what will occur, this is what experience is. It also makes a large factor when looking at other mitigation such as knockdowns and how long you need to keep them knocked down, the more consistent the knockdowns you have etc.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I think there are a lot of semantics and personal preferences involved. The same HP/sec may be the same, there are rare situations where it makes a difference which is which. I prefer to have it go faster/less than slower/more.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Your response taught me something about relying on tomax. Comp can't handle (at least not comfortably) "checking in the game" for the values, and coming back to here to simultaneously comment, Will use Mids from now on then.
30% -res will ALWAYS increase your final damage by 30%. If the target has 99% res and you hit it with sleet you will still do 30% more damage than before.
Similar to how 30% +dam will always add 30% damage.
If -res were unresistable in pve they would probably make some drastic changes to it, such as lowering the values a lot because they give npcs resistance for a reason.
My understanding, last i checked (now bear with me, I read patch notes, and don't remember seeing this change but it's been a WHILE since I reviewed it, and therefore if not expecting it to have changed had no reason to re-evaluate the strength of debuffs vs said enemies) Avs resisted debuffs more-so than other NPCs. So a 30% -resistance, would only equate to a (again, not sure on the exact scalar, if it even exists anymore) 10% -resistance on an AV for example. Similar to how I thought Debuffs scale down vs higher level enemies. IE, a power dealing 5% -to hit to an even level, would deal 4% to a +2 enemy no?
Now, if what you are saying, holds true that this is in fact not true, and AVs feel the full force of all -resistance/-defense/-to hit/-damage debuffs, that makes me a very happy man. But I don't recall ever seeing it pronounced working this way. Then again, its been too long to even attempt to locate where I reviewed this mechanic.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server