Average NPC Hold Mag?


Aggelakis

 

Posted

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.


 

Posted

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

 

Posted

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
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Quote:
Originally Posted by Aggelakis View Post
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.)
yes control sets in AE have overpower chance

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


 

Posted

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?


 

Posted

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.


 

Posted

Quote:
Originally Posted by Korith View Post
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.
Disagree. Acro means that any one, mag-3 hold won't hold you. The hold resistance in the power means that that first hold will wear off faster, which means that you're less likely to have more than 3 mags worth stacked on you.

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.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Primantiss View Post
So whats the mag 2 protection in Acro even good for? Little meager holds by minions?
Players have inherent mag 1 protection from all mezzes, similar to how lieutenants have inherent mag 2 protection and bosses have inherent mag 3 protection.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Players have inherent mag 1 protection from all mezzes, similar to how lieutenants have inherent mag 2 protection and bosses have inherent mag 3 protection.
*head desk* I feel silly xD.