Average NPC Hold Mag?
I don't know either, but if you can't get an answer, go into the game and monitor your hold protection when you're not protected, and let someone mez you. It'll change to a negative value when you're hit, and your protection has to be enough to bring that back up to 0 or higher.
Any custom critters from AE, or most of the new Praetorian enemies use player powers, which are typically mag 3 for mezzes, so it won't help with them, but it still might for older enemy groups.
@Roderick
Most holds are mag 2 or mag 3. No real-game enemies have the Controller "Overpower" effect of double-mag. (I have no idea whether AE controllers do.)
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Most holds are mag 2 or mag 3. No real-game enemies have the Controller "Overpower" effect of double-mag. (I have no idea whether AE controllers do.)
|
and i concur that most mezzes dealt by the enemies are around mag 3
there are some exceptions with AVs though (i could list numerous exampes), but on a whole most anything thats boss or lower wont have anything higher than mag 3

Aye, did some in-game testing as was suggested, and looks like most are Mag 3.
So whats the mag 2 protection in Acro even good for? Little meager holds by minions?
The median is 3.
The average depends on how often you fight Ghost Widow. /rimshot
As for Acro, the more useful part of the "hold protection" is actually the resistance. It's much harder to get permaheld when you actually resist the duration.
As for Acro, the more useful part of the "hold protection" is actually the resistance. It's much harder to get permaheld when you actually resist the duration.
|
Those two benefits work hand-in-hand, but the initial protection is clearly more important, because if you get held, Acro will suppress, which means that its hold resistance is canceled for the duration.
The only problem, to the extent that there is one, is that sleeps and stuns will still get you. Acro ain't gonna solve your mezz woes if you play a squishy, and the price for the power is fairly high (in terms of power picks, in terms of end cost), so it's certainly understandable if you choose not to take it -- but for what little it's worth, after playing with Acro on my Blaster, I have a very hard time getting into any squishy build that doesn't have it.
Oh, and the huge KB protection is nice too.

http://www.fimfiction.net/story/36641/My-Little-Exalt
Hiya folks, quick question here..
Whats the normal Magnitude on holds that NPC's spit out?
I ask because I am tempted to pick up Acrobatics on my Fire/Kin corr to help against Holds, which has a mag protection of 2.. If that's enough to shut down at least 1 hold, I can see it being useful, but if most NPC holds are mag 3+ I'll probably pass it up.
I tried looking at Paragon Wiki and the forums, but had no luck, though my search-fu is mediocre at best.