CoP AV regen issue analysis
oO Very interesting indeed kitty... hmm
The regen is definitely a pain between mob respawns...
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Was indeed an Epic Fight.
I think some players had to adjust to CoP strategy, and/or even stop being lazy for some. It was clear to me we had what we needed to beat him as we had him at 50% after 3 or 4 cycle in a row. we lost momentum and thing went south, someone had to go AFK to have cereal <.< and other oddity!!
What im not sure is how many of the 5 darks, 1 cold and 1 TA actualy casted there long recharge -regen on mark.
I was not always good on callling it in time, but i think that for the most cycles we were 5, maybe on some worst case 10sec in advance. So 5sec before shield go up, with 10sec before it stop, that mean only 15sec duration, Or on worst case 10 sec in advance and 15sec after it stop, mean 25sec duration. Maybe there is somthing cutting the duration or maybe it was actualy 30sec duration, and we messed up.
in any case, noone gave up, we stayed positive and tried to adapt, and/or tell ppl what we were doign wrong and how to fix it.
Normaly we should had the 5 Darks, 1 cold and 1 TA Casting there long recharge -regen 5sec before the shield went back up. with the pets -regen , transfusion, Twiligtgrasp, and other fast rech -regen during the fight.
We should add, that it was late and the second CoP back to back, as we did Red Side CoP just before. I still think we were focused enough tho.
Big Thanks to KiTTY for the various intervention, helping ppl to adjust in the CoP.
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The issue of Regen has been one of interest to me since I started looking into the CoP. I had calculated that you'd need approximately -3000% Regen to completely floor it to zero. So for example, 6 Lingering Radiations, 3 Poison Traps, etc.
However, after looking at your screen shot, it seemed puzzling. Specifically, this part you noted:
In the second screenie, the -regen added up to -3.8/s but was only effectively -0.23/s.
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By looking at the screen shot (and confirming by experimenting on another AV) it appears that the numbers in red that show up in the Power Analyzer only take into consideration his resistance due to the Purple Patch when applying the debuff to base Regen.
So as an example, take one of the Twilight Grasps which is -50% Regen:
-0.5(0.48) = -0.24Take Envenomed Dagger, which does -250% Regen:
-0.24 (0.42%/sec) = -0.1008%/sec
-2.5(0.48) = -1.2The Power Analyzer seems to round to 2 decimal places, so those numbers are reflected in the screen shot above.
-1.2 (0.42%/sec) = -0.504%/sec
So if the total amount of -Regen debuff was -3.8%/sec from the screen shot, that number only accounts for whatever was applied to base Regen after the Purple Patch was taken into consideration.
Therefore, after taking into account his 87% resistance, it should follow that:
-3.8%/sec (1-0.87) = -0.494However, this wasn't happening in the screen shot. Puzzled, I investigated this further. I figured something might be up with one of the Temp Powers. Envenomed Dagger was fine, but when I brought an HVAS with me, Plasma Blast showed up as a negative number (red number) under the total Regen, but the total Regen number hadn't changed. After a few seconds it did, but then it bounced back. So it is likely that Plasma Blast is not reliably showing up in the total Regen number, and you took your screen shot at a time where it wasn't appearing to affect it.
Total Regen - Regen Debuff = 0.78%/sec - 0.494%/sec = 0.286%/sec
So going back to the screen shot, Plasma Blast accounts for -2%/sec of the -3.8%/sec total. If we discount it, that leaves -1.8%/sec. If you multiply -1.8%/sec by (1-0.87), you get -0.234%/sec, which is what you said the difference ended up being. Then 0.78%/sec - 0.23%/sec = 0.55%/sec (as seen in the screen shot).
The AV's resistance was pretty much always floored at 10%, never going any lower. Interestingly enough, this means chem nukes were basically of marginal usefulness anyway. |
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Last little bit was about damage resistance and yes the AVs have a damage resistance floor of 10%
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Somewhat. +damage is definatly more helpful in this trial. Each Aspect has didderent resists and red has higher damage resist but still the floor is 10% and that means you can only debuff that part so much.
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xeaon ran yet another CoP blueside tonight, and after taking down obelisks in one go, we ran into quite a snag and only managed to slog through it with less than 15 minutes left. I got my power analyser out and started monitoring his stats early on. There were some interesting things. Here are a couple of screenshots:
He also had 87% regen resistance and 20% extra tohit.
We had a lot of dark defenders, a number of kins, one cold domination, and one trick arrow defender in terms of debuffing. We generally cleared each respawn in under 30s.
The AV's resistance was pretty much always floored at 10%, never going any lower. Interestingly enough, this means chem nukes were basically of marginal usefulness anyway.
In the second screenie, the -regen added up to -3.8/s but was only effectively -0.23/s. His regen during each attack phase averaged around 200-500 HP/s. Right before barrier went up, his regen would eventually sink to 0-200 HP/s -- but all -regen debuffs wore off within 10-15 seconds of each respawn. This meant he was back to full regen often as we were half done clearing mobs.
Hope this helps.
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