PvP Boot Camp Season 2


Aiolos_NA

 

Posted

I have had some work issues come up (about 10 minutes ago) that may prevent me from being there tonight. I will do my best, but if I am able to make it I will be late-ish. My sincere apologies, I was really looking forward to tonight's fun.

While I'm at it I want to thank Masque and all the rest for this. It has been great, and very informative. Thank you guys very much. Hopefully I'll see you tonight!


 

Posted

Wont be able to par take in boot camp anymore, due to my sub running out yestrday and i wont be able to pay it.


 

Posted

Just for those of us who are not THAT comfortable with speaking over vent yet, this is the bind that I use for the times I don't want to talk (Getting the "What do you want!?" voice sucks)

Quote:
/bind k team >>$target<<
When you hit this, you will shout out into team ">>[TARGET NAME]<<" just letting your target caller knowing that you are on-task and ready to fire.

----

The "zoom out all the way" macro is
Quote:
/macro dist camdist 120
It will force your camera back as far as possible allowing you to see what is happening. Coupled with having your camera slightly tilted upwards, you just increase your view.

I myself don't always use this, sometimes I find it is zoomed out too far and I'd prefer the mouse-scroll-out method.

---------

I will try and remember to shout out in PvPU whenever I am doing AE , but please: If you are not CLOSE to the level goal, attempt to join.. it'll be easier to kickball/participate if you have all your slots and have some form of enhancement in it (SOs work quite well up until you do start IOing)


@War-Nugget
Quote:
Originally Posted by Wavicle View Post
CoH players are stupid and incompetent compared to WoW players.
As was said in Gran Torino, "Your world is nothing more than all the tiny things you've left behind", let CoH be one of those things. Don't forget, forgive.

 

Posted

Just wanted to apologize for not coming back for mentoring last night; lost conn around 10 PM and never got it back...hopefully will be better next week.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

I just wanted to say that last night's session/class was great. I found the advice given to be instantly helpful (alternating Aim and Buildup instead of using them both at the same time) as well as the other good stuff.

The kickball was a blast as well! I've got to say that I'm still smiling from Firedust's tell asking me how come i was so hard to track. Guess i was doing something right!! That and MP saying (at least i think it was her) that she didnt like calling out Nurse's toon as a target because the toon's name is "Target is Phased" lol.

Loads of fun!

------
editted to add:

I forgot to grab that excuse that several of you offered to write up for me last night, the "get out of work" one. At least the work day is over for me!! Now to enjoy the weekend!!

Buzz-buzz

((Best Pest)) / Tony


Currently Playing:

A bunch of toons! (Freedom, Virtue, and a few on Infinity)

 

Posted

Happy PRD everyone!!!!

Great session yesterday!


 

Posted

Hay everyone,

Yesterdays session was awesome, I had a lot of fun with all of you guys, and I learned a lot.
I look forward to the next session.


 

Posted

Quote:
Originally Posted by Archantos View Post
That and MP saying (at least i think it was her) that she didnt like calling out Nurse's toon as a target because the toon's name is "Target is Phased" lol.

That was indeed me. "Let's see... Target is Phased. I mean the target is not phased, the target is the target is phased! Spiking the target in three two one spike. The target is phased. No, I mean the target is phased literally!"

I have to admit that blew my mind a little bit Nurse!!


~*~Madame Pistacio~*~
Guardian of CHRYSALIS
Victory Limitless- /chanjoin "Victory Limitless"
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Newest event- The Great Makeover

 

Posted

Quote:
Originally Posted by Madame Pistacio View Post
That was indeed me. "Let's see... Target is Phased. I mean the target is not phased, the target is the target is phased! Spiking the target in three two one spike. The target is phased. No, I mean the target is phased literally!"

I have to admit that blew my mind a little bit Nurse!!
lol that's why i said she had the best name

Call her ToP for easier targeting, just say in advance you will refer to "x person with difficult name" as "easier name" at the beginning of match.



"Play Nice and BEHAVE! I don't want to hear about any more of your shenanigans brought up in our meetings at Paragon"
-Ghost Falcon @Tritonfree @Philly's 2nd Convenient CIGAL BoBC/INOANN Arts&Crafts Sporks
Average Joes FAP THE MENTOR PROJECT Justice Events

 

Posted

-----Build Challenge----



Choose one of the follow (typically non-pvp) characters listed and build it for pvp as stated in the description.

Builds will be judged by myself on based on specific PvP criteria (things we have talked about almost at every meeting). Meeting the criteria in your build/description of the build will get you a point builds with the most points win the various prizes.

This event will be only open to those players in Boot Camp2.

Anyone who is new to Boot Camp automatically gets a bonus 2 points for submitting a build/description. (You are new if you are only allowed to play one character).

Accolades are ok, don't use incarnate powers please.

The follow are the builds and what they should be built for:


Blaster-Dual Pistols/Elec manipulation- build for zone play

Warshade- Duelist build

Flying Crab- Duelist build (yes the character must take fly as a travel power)

Defender- Flying trick arrow/(xxx)- duelist/zone - You get to pick the secondary, I will give you a hint that one would be pretty superior to the others.


When you submit your builds, send them via PM to me. I will then post the winning builds on this thread. Builds will be accepted till the start of our meeting next Friday.


For example if I were to submit a WP/KM team based tank it would look like this:

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
wpKM: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), RgnTis-Heal/EndRdx(5), RgnTis-Heal/Rchg(5), RgnTis-Regen+(7)
Level 1: Quick Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9)
Level 2: Mind Over Body -- GA-ResDam(A), GA-Res/Rech/End(9), GA-End/Res(11), GA-RechEnd(37), GA-RechRes(40)
Level 4: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(11), Mrcl-Heal/EndRdx(13), RgnTis-Heal/EndRdx(13), RgnTis-Heal/Rchg(15), RgnTis-Heal/EndRdx/Rchg(15)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
Level 8: Rise to the Challenge -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(33), RgnTis-Heal/EndRdx/Rchg(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod(17), Efficacy-EndMod(19), Efficacy-EndMod/Acc(19)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(33)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Super Jump -- HO:Micro(A), HO:Micro(37)
Level 20: Heightened Senses -- LkGmblr-Rchg+(A), SW-Def/Rchg(21), SW-EndRdx/Rchg(21), SW-Def/EndRdx/Rchg(34)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(34)
Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/Rchg(29), Ksmt-ToHit+(31)
Level 26: Invisibility -- LkGmblr-Rchg+(A), SW-EndRdx/Rchg(27), SW-Def/EndRdx/Rchg(27), SW-Def/Rchg(29)
Level 28: Phase Shift -- RechRdx-I(A)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Assault -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(36), GSFC-Rchg/EndRdx(36), Rec'dRet-Pcptn(46)
Level 38: Focused Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), GJ-Dam%(39), GJ-Acc/Dmg(40), HO:Centri(40)
Level 41: Concentrated Strike -- Hectmb-Acc/Rchg(A), Hectmb-Dam%(42), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Dmg/EndRdx(42), Hectmb-Dmg/Rchg(43), GS-%Dam(43)
Level 44: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), GJ-Acc/Dmg(45), GJ-Dam%(46), HO:Centri(46)
Level 47: Fossilize -- Apoc-Dam%(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Acc/Rchg(50), GJ-Dam%(50)
Level 49: Stalagmites -- HO:Endo(A), HO:Endo(50)
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(37)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(34)

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1435;704;1408;HEX;|
|78DA6594594F1A5114C7CF308316440111C5051597B28F104D1FBAA6A9C65225B1B|
|1CB534346BCCAE838D26152EB5B3F401F9A36B54F7DEAFAC1BA276DFD020D3D9C73|
|45126E607E77FEF7AC77E64EF9E97200E0D90D5002B72CA3D1A8DC33EC7DE178CBC|
|6AE59D58EEA6BE55E0088B15A59163BC26E08FDA16959F5C323E18CCB85B2B084D0|
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|C7AD55CA46C315CE710CEBCAE1FF8B0F2F0AFEA1E985FB382982E72E6393A05D46C|
|441BB4AE8B94ED80B831C4D0FEC40CBAE679770A146F88A61150EAB290B2AAD1408|
|FE22616E91905C227C43735556A1DEC14912FC25426085C1550C701503D708DFD1C|
|BCB5EE08D92F403A55E4ADCF4F4B2CF34FB4CB3CF0C3E101F57AEF8B2546B86F113|
|E53E5972DF1B4F4B0A9D305E12069F335E106631503F9B2BFD57101AC0B4E430AE0|
|5390904A3B48D232885A579589ACD49FEC2CC115E53236C3EB44AFB32749B902811|
|0E70D7A31CD61BAD5115C326638F30B9CFB0088903423F661E917D8D70F45888314|
|498081326FF416B8382683ECA49D451361F6B551187B1126162951042BB71D9E338|
|EF600CA5B87C1EF1044983284D49698AA5084A33B2DB99F7BC979F199F08F9B7880|
|83CC66EE765B7F3EFC8F5E207C647464E6DBD1AC934638937D341B794744BA52960|
|3ACB483132844C929122EF5778CD4AAF2C27CB71B21C27CB71963CE7CCCB64AFF14|
|E976E7A91022EE4193AA340282E30D8FB04AF05F90E162EB522A950949CD0DA270B|
|7F38605D6B9F503C24146743930A4A0A19A5CF8D9A1B7E3205F6C7B1D521F842184|
|4CE7FFBDB8714943CB5F9A7534A91F4F75CF2280FE88598E50FC51C7F284ECF0D14|
|85CF4882CF48A1AB994C9752EC5296BA94C52EA5D91E4647738F3AE6FF017F35EB5|
|F|
|-------------------------------------------------------------------|


The description would read:
High HP (3431hp).
KB protection is not needed as this is a WP tank.
It has Phase as its survival power.
It taunt would be perma except for the small time it would supress its self.
It also has the ability to set up spikes with Stalagmites and or fossilize.

I would play this as either disruption, taunting a target and harassing it with my mez's and damage or It could switch to target calling and set up spikes with its mez powers as well.


There are a few other points I'd bring up but I think you get the idea and I don't want to totally give away all of the key points I will be looking for.


 

Posted

That new mids "update" has made any form of VEAT I bring up to crash .. so err, )=


@War-Nugget
Quote:
Originally Posted by Wavicle View Post
CoH players are stupid and incompetent compared to WoW players.
As was said in Gran Torino, "Your world is nothing more than all the tiny things you've left behind", let CoH be one of those things. Don't forget, forgive.

 

Posted

But I already did! And I found the issue : If the proc is in the 6th position in a set, you can't hover over it (EG: Gaussian Proc , Soulbound Proc) or else mids wants to crash.

Bah.. I shall submit my VEAT , and just kind of write at bottom that I couldn't place the one enh so the HPs should be even higher than it is :3


@War-Nugget
Quote:
Originally Posted by Wavicle View Post
CoH players are stupid and incompetent compared to WoW players.
As was said in Gran Torino, "Your world is nothing more than all the tiny things you've left behind", let CoH be one of those things. Don't forget, forgive.

 

Posted

For the build challenge- I did change the original posting to state no incarnate powers btw.


 

Posted

hmm, back to the drawing board. I will have to re-submit mine after i remove the incarnate stuff.


Currently Playing:

A bunch of toons! (Freedom, Virtue, and a few on Infinity)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Defense:

Code:
Base    A    B    H
10%    8%    9%    9%
15%    11%    14%    13%
20%    13%    18%    16%
25%    15%    21%    19%
30%    16%    24%    22%
35%    17%    28%    24%
40%    18%    30%    26%
45%    18%    33%    28%
50%    19%    35%    30%
60%    19%    40%    32%
70%    20%    43%    34%
80%    20%    46%    35%
90%    20%    48%    37%
100%    20%    50%    37%
A = Blast/Con/Def/Dom/Corr/MM
B = Scrap/Stalk/Brute/Tank/VEAT
H = HEATs
Arcana-

I have a question about the def table.

Whenever I hear people talking about soft cap, we always say that there is a 50% chance for NPCs to miss so our true def is whatever our monitored value +50% = defense (up to 95%).

Does this hold true in PvP? Im looking at the B group and it would appear that they would be able to achieve "soft cap" in pvp (of course +to hit and such would reduce the effectiveness of this) but am I reading your table correctly?


Two other questions-

Does KB protection DR at the same rate that KB does?

In other words, if I build a FF defender and his force bolt does 51 points of KB, will that truely KB anyone with less then 51 points? Or does +KB DR more heavily then KB protection so I only need something like 43 pts of KB protection to stop 51 points of KB.

What about travel powers in PvP?

Do you have a table you can post showing the DR of run speed/jump speed/jump height?



I want to thank you again for posting this, I recieved feed back from several boot camp participants that it was very useful information.


 

Posted

Quote:
Originally Posted by Archantos View Post
hmm, back to the drawing board. I will have to re-submit mine after i remove the incarnate stuff.

I think you are ok, you only put in musculature which I can just remove no big deal.. one thing I would want you to add though, is why you built your character the way you did and how you would play them for that style of pvp (tactics).

I view pvp as a combination of build+playstyle+skill+luck, so for this challenge I want to see people get into a pvp mindset when they are building and talking about strategy.


 

Posted

Quote:
Originally Posted by The_Masque View Post
I think you are ok, you only put in musculature which I can just remove no big deal.. one thing I would want you to add though, is why you built your character the way you did and how you would play them for that style of pvp (tactics).

I view pvp as a combination of build+playstyle+skill+luck, so for this challenge I want to see people get into a pvp mindset when they are building and talking about strategy.
I'd say it's more skill + build personally. There really isn't that much luck once a good team is against a good team, you either lock and drop or you don't. You either phase and pop greens or you don't.

As to your questions above, don't think the KB powers DR themselves (much) if at all. I know my Mind/Cold's Levitate is around 30ish + and it doesn't decrease all that much in PvP, but since 41 points of KB is DRd to around 10.7 in a zone/Arena, Levitate probably drops to 9-11?

For the movement speeds, I remember them saying in I13 Beta that they wanted powers to be close to Sprint + while under TS, but it's been awhile and those forums are long gone...

For Defense, pretty sure you have lower Defense in PvP to start with (that changed around I6 if I recall) and you get crushed by DR pretty badly. I know my SO slotted SR goes to 23% or so Defense in RV (actually let me load the client dum dee dum...)

Ok so my admittedly not well-slotted Spine SR has +99% enhancement to jump speed from basic IOs and 30% Defense Range/Melee/AoE from Red Fortunes and Gifts of the Ancients...

...Entering Warburg...

23% to same Defense values
71.30 mph from 14.32 base, 22.81 Hurdle, 62.07 SJ, and 3 x 0.72 movement bonus...

Outside in Kings Row...

78.18 mph Jumping from 14.32 base, 24.37 hurdle, 70.98 SJ and 3 x 0.72 movement bonus...


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Quote:
Originally Posted by The_Masque View Post
Arcana-

I have a question about the def table.

Whenever I hear people talking about soft cap, we always say that there is a 50% chance for NPCs to miss so our true def is whatever our monitored value +50% = defense (up to 95%).

Does this hold true in PvP? Im looking at the B group and it would appear that they would be able to achieve "soft cap" in pvp (of course +to hit and such would reduce the effectiveness of this) but am I reading your table correctly?
Basically yes, but let me back up a second.

The soft cap in PvE comes from the fact that the base tohit of most critters is 50%. Many have accuracy bonuses that mean they hit more often than that, but the game enforces a minimum floor of 5% that defense can reduce tohit. So very simply, your overall chance to hit is Acc * (Tohit - Def) and the inside of the parenthesis cannot drop lower than 5%. Thus, if most critters have 50% base tohit, no matter how much accuracy they might also have, the maximum effective defense you can have is 45%, which reduces that net amount to 5%. More than that and you're still stuck at 5%. Note that if the attacker has accuracy, the worst their net tohit can drop is Acc * (5%) which is always higher than 5%.

The catch to the soft cap is that it has two really big caveats. The soft cap is 45% so long as the attacker a) doesn't have tohit buffs and b) doesn't debuff your defense. Obviously, if you're being defense debuffed, even if the soft cap is 45% having more defense than that helps. And obviously if the attacker has tohit buffs having more defense helps because the soft cap isn't 45% anymore: its their net tohit - 5%. If the attacker has +10% tohit, then their overall tohit is 60%, and the defense necessary to bring them to the minimum is 55%.

Players in PvP have the same base 50% chance to hit each other that most critters have to hit us in PvE. But while in PvE tohit buffs are less common, in PvP they are very common. So the notion of a "soft-cap" in PvP is less useful. In PvP, you have to take a reasonable guess as to how much tohit buff your foes are likely to be packing, and then try to build for enough defense to drive that total to the floor - if you're trying to completely floor them. And that can be very difficult except in a team situation where you are stacking a lot of defense buffs on top of a tanker or something like that.


Quote:
Two other questions-

Does KB protection DR at the same rate that KB does?

In other words, if I build a FF defender and his force bolt does 51 points of KB, will that truely KB anyone with less then 51 points? Or does +KB DR more heavily then KB protection so I only need something like 43 pts of KB protection to stop 51 points of KB.
I mentioned this briefly in the original post, but DR works on totals. So DR doesn't affect buffs and debuffs separately: the game sums the two together and DR works on the total. So interestingly DR doesn't affect if KB works or not: if you have X KB protection and Y KB hits you, if X > Y you are not affected, and if X < Y you are affected. DR won't change that fact, because DR will not make a negative number positive or a positive number negative: it will just reduce the overall magnitude.

The only catch is that nearly all KB protection isn't strength buffed: if you have 50 points of protection, all 50 points are probably raw base numbers of protection. But KB attacks are often strength buffed: they are slotted with Knock, or Power Boosted. Those strength buffs themselves will be DR affected and reduce the magnitude of the KB attack as a result.

Either way, when you are looking at status vs status protection, you can usually skip a step: just look at the strength buffs and have DR reduce them, then just calculate what the status mag is and the status protect is. If protection is larger, you're protected. If not, you aren't. DR won't change that. The only minor exception is that in PvP, when DR reduces the magnitude of knockback specifically, it could convert knockBACK into knockDOWN because knockdown is just knockback that is less than Mag 0.75. If you care about that, you'll have to make sure DR doesn't reduce the overall magnitude of KB below that level.

If you do have KB protection powers that are boosted by strength buffs,


Quote:
What about travel powers in PvP?

Do you have a table you can post showing the DR of run speed/jump speed/jump height?
I'll try to work on that and post tables for those. I might be tied up tonight so it might be tomorrow night.


Quote:
I want to thank you again for posting this, I recieved feed back from several boot camp participants that it was very useful information.
No problemo.


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Posted

The reason I said playstyle and luck are important for the sucess of a PvP character was mostly because I was speaking about zone and duel PvP as well not just Team Arena.

In duels luck can play a huge part in getting a crit when you need it or missing a kill shot. Playstyle is huge in zone, duels and I would even say team.


As far as the KB question- I think I must be asking my question poorly. What I was trying to ask was if there are different DR curves (to make up a term) for KB then there is for KB protection. I actually already kind of knew that there was because of some testing we had done in the last few leagues but the question always comes up and people argue about it each time.

Some say that to protect yourself from KB you HAVE TO HAVE equal to or greater KB protection then the power hitting you (this would be true in pve) however we found that you don't get KB'd with lower protection then the KB a power should have based on Mids.

So I did some quick testing:

My Blaster has 45 KB outside of PvP
this is DR'd to 10.5 pts of protection in PvP


My Mind/FF has force bolt 6 slotted with Kinetic Crashes so
51.21Pts of KB

In PvP if I try to force bolt my blaster he is not KB'd at all. So it would seem to me that KB is DR'd to a greater extent then KB protection.


If I toggle my acrobatics off on my blaster his KB protection drops to 8.7 pts of protection in PvP and my force bolt IS able to KB him.


So 51.21 pts of KB gets DR'd to somewhere between 8.7 and 10.5 pts of KB in PvP.


 

Posted

Quote:
Originally Posted by The_Masque View Post
The reason I said playstyle and luck are important for the sucess of a PvP character was mostly because I was speaking about zone and duel PvP as well not just Team Arena.

In duels luck can play a huge part in getting a crit when you need it or missing a kill shot. Playstyle is huge in zone, duels and I would even say team.


As far as the KB question- I think I must be asking my question poorly. What I was trying to ask was if there are different DR curves (to make up a term) for KB then there is for KB protection. I actually already kind of knew that there was because of some testing we had done in the last few leagues but the question always comes up and people argue about it each time.

Some say that to protect yourself from KB you HAVE TO HAVE equal to or greater KB protection then the power hitting you (this would be true in pve) however we found that you don't get KB'd with lower protection then the KB a power should have based on Mids.

So I did some quick testing:

My Blaster has 45 KB outside of PvP
this is DR'd to 10.5 pts of protection in PvP


My Mind/FF has force bolt 6 slotted with Kinetic Crashes so
51.21Pts of KB

In PvP if I try to force bolt my blaster he is not KB'd at all. So it would seem to me that KB is DR'd to a greater extent then KB protection.


If I toggle my acrobatics off on my blaster his KB protection drops to 8.7 pts of protection in PvP and my force bolt IS able to KB him.


So 51.21 pts of KB gets DR'd to somewhere between 8.7 and 10.5 pts of KB in PvP.
God forgive me i think i understand this enough to explain it (this frightens me).


In this example:
My Mind/FF has force bolt 6 slotted with Kinetic Crashes so
51.21Pts of KB

The fact that you have enhancers means that part have DR aplied to it. So look at the base value and subtract that from your 51.21 pts that is the value that the DR will apply to. so now you have something like this:

45 kb protection vs 51.21-DR's enhancer buff [or your base kb+(enhancements - DR)]

Since you are not being kb's it's below 45
since you get KB'd with acco off it's above 35? (forget if acco is 9 0r 10 pts protection)

Can't find my usb drive with mids on it here at work to give the base numbers and enhancement numbers.



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Posted

hi philly! wb

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target is >>you<< DIE


 

Posted

Quote:
Originally Posted by Phillygirl View Post
God forgive me i think i understand this enough to explain it (this frightens me).
Actually, you are basically right on the money here:


Quote:
In this example:
My Mind/FF has force bolt 6 slotted with Kinetic Crashes so
51.21Pts of KB

The fact that you have enhancers means that part have DR aplied to it. So look at the base value and subtract that from your 51.21 pts that is the value that the DR will apply to. so now you have something like this:

45 kb protection vs 51.21-DR's enhancer buff [or your base kb+(enhancements - DR)]

Since you are not being kb's it's below 45
since you get KB'd with acco off it's above 35? (forget if acco is 9 0r 10 pts protection)

Can't find my usb drive with mids on it here at work to give the base numbers and enhancement numbers.
Basically correct. You cannot compare your DRed KB protection to incoming KB magnitude because that's not how DR works. DR works on *totals*. So while your 45 mag KB protection is reduced to 10.5 in PvP, when you are hit with a KB the game engine adds your KB protection to incoming KB magnitude *and then* applies DR to the total. So in this case we have force bolt on a controller dealing 18.694 KB at level 50. Then we have 6-slot Kinetic Crash which gets you +173.95% KB enhancement strength after ED. That gives you a net PvE KB magnitude of 51.21. However, in PvP that enhancement strength gets reduced to about 127.78%, which reduces the total KB magnitude of that attack to 42.58. The total KB effect on you is -45 (protection) + 42.58 (attack) = -2.42. This is still below zero, so you are not knocked. Its close enough, though, that shutting off Acrobatics brings your protection too low to protect you from that knock.

The kicker is that DR will affect that total, by bringing it down to -1.59, but that's still below zero. The point is that since DR only reduces the *magnitude* of the total (bigger or smaller), but whether you are affected or not depends solely on the *sign* of the number (plus or minus), DR cannot change whether you are affected or not, *except* by messing with the strength modifiers. For example, if the total had been +2.42, you'd have been knocked, and DR would have reduced that to +1.59, and you'd still have been knocked.


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