PvP zone recharge times


Bionic_Flea

 

Posted

Are recharge times suppressed in PvP zones? My level 50 ill/rad has perma PA in PvE, but in Recluse's Victory, my PA recharge times were way out of whack, as was my AM.

Why in the world did they implement this if it's working as intended?


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

Welcome to the wacky world of diminishing returns. Most of your power attributes inside of a PvP zone are subjected to a formula where the sum of the attributes (personal powers, enhancements, IO sets, and external buffs all added together) are reduced if they are beyond a certain minimal amount. The greater the sum of the buffs, the greater the reduction.

So perma powers are no longer perma, soft-capped characters are no longer soft-capped, etc.

Here's the Arcanaville explanation if you want to get into the formula.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
Welcome to the wacky world of diminishing returns. Most of your power attributes inside of a PvP zone are subjected to a formula where the sum of the attributes (personal powers, enhancements, IO sets, and external buffs all added together) are reduced if they are beyond a certain minimal amount. The greater the sum of the buffs, the greater the reduction.

So perma powers are no longer perma, soft-capped characters are no longer soft-capped, etc.

Here's the Arcanaville explanation if you want to get into the formula.
From her explanation:

Quote:
Effects that Don't Change

Some power characteristics cannot be varied by the devs. You can safely expect these characteristics to stay the same between PvP and PvE:
  • Endurance Cost (although crashes and ongoing per-target losses can vary, since they are not costs)
  • Activation Time
  • Recharge Time
  • Interrupt Time
  • Inherent Accuracy Multiplier (although effects can have individual ToHit modifiers, or be autohit in PvE but not in PvP)
  • Attack Type Tags
  • Range
  • AoE type and size
  • max # of AoE targets
Maybe that was changed?


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
From her explanation:

Maybe that was changed?
What you quoted refers to the base values of powers. Blazing Arrow has a base recharge of 10 seconds in either a PvE or PvP zone, but you'll see smaller returns on enhancement in a PvP zone.


PenanceжTriage

 

Posted

Quote:
Originally Posted by Patient_V View Post
What you quoted refers to the base values of powers. Blazing Arrow has a base recharge of 10 seconds in either a PvE or PvP zone, but you'll see smaller returns on enhancement in a PvP zone.


 

Posted

Well, that explains why the PvP zones are mostly empty.
Thanks for taking the time to give an answer.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

Quote:
Originally Posted by Daemodand View Post
It's true. Diminishing Returns is an utter failure
Quote:
Originally Posted by Positron View Post
DR is a tool that gives a lot more flexibility to designers when they are creating powerful effects. Without it, PVP would just come down to who can buff the fastest to get off their killing blow.

I understand a hatred towards DR, as it really does monkeywrench a lot of builds, but it does give the Powers team a lot more flexibility in what they are allowed to create.
you were saying?


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by Ukaserex View Post
Well, that explains why the PvP zones are mostly empty.
Thanks for taking the time to give an answer.
You can thank castle for that.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

Quote:
Originally Posted by PC_guy View Post
you were saying?
He was saying DR was a failure. I think his reasoning is that it's one of the things that helped to kill PvP. Therefore, if the goal was to improve the PvP experience, it was a failure.

Of course, the other sentence (about having your bonuses stripped away "for no good reason") isn't actually true. There was a good reason. It just didn't work out as hoped.


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