How much survivability does Diamagnetic Interface add?


Aggelakis

 

Posted

I know the go to Interface power is Reactive, but some of my melee toons need a little more survivability. It seems that Diamagnetic would be a great *if* it is effective. Are there numbers for this that someone has or even good experiences?


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Posted

http://paragonwiki.com/wiki/Interfac...es#Diamagnetic

Diamagnetic adds a chance for a (or a guaranteed) 5% tohit debuff and/or a chance for a (or a guaranteed) 15% regeneration debuff. IMO, not much survivability boost to it.


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Posted

Quote:
Originally Posted by Aggelakis View Post
Diamagnetic adds a chance for a (or a guaranteed) 5% tohit debuff and/or a chance for a (or a guaranteed) 15% regeneration debuff. IMO, not much survivability boost to it.
It's the kind of thing that might be alright for a character which already generates a bunch of tohit debuff and/or regeneration debuff via other means to increase the overall effect but probably not so good just as an "extra" proc all by itself for any random character.


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Posted

If you're a few percent off of defense softcap, the guaranteed tohit debuff would be an interesting choice. Granted you wouldn't be softcapped to every critter, just those you hit with attacks, so you're not "truly softcapped"... but it'd be interesting. Outside of that, I don't see it being very helpful. Most powersets with a bunch of tohit debuffs can already floor a critter's tohit, and there are few powersets with "a bunch" of regeneration debuffs, and honestly that is resisted so much from the purple patch to be pretty useless except if you're fighting even level dudes.


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Posted

The 100% chance for regen debuff seemed to help on our MoLambda runs vs Marauder (didn't have it the first run, did have the the latter two)

I was also on a MM so that would of helped stacking it.


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Posted

To hit debuffs are great in theory and again in theory are very close to the same thing as defense. Diamagnetic can stack 4 times so in theory you can get a 20% to hit debuff out of it.

The problem I always see is delivery and resistance. You need to deliver that to hit debuff to all the targets that are hitting you to have it make a difference. At the Tier 3 and 4 levels you can get the to hit debuff chance very high so everything you hit gets it but that only applies to things you hit. Targets you don't hit due to staying a range or target caps don't get the debuff and thus can hit you unmodified. Also some targets resist the to hit debuff (AVs especially but some others) and thus you don't get the full benefit.

Most of the time Diamagnetic will slow down the damage you receive in a sustained fight but won't help much in the beginning. If you are able to survive the opening attacks but finding yourself wittled down through the fight then it might help but you are usually better off finding ways to kill things faster (meaning reacitve interface ) to solve this rather then to hit debuffs.

I would say the regneration debuff portion is the more important on for Diamagnetic but is also to small to stand up against the double barrel shotgun that reactive is (resistance debuff and damage over time).


 

Posted

Aren't most Interfaces supposed to be more along the lines of 'every little bit helps'? My measly little Diamagnetic doesn't do much on its own, but add 15-23 league mates, each with an Interface of some sort and the effects stack up, at least a little.

ETA: I mean, we all spend millions of inf to hunt down that last little bit of Def to hit the Magickal Soft Cap don't we, sacrificing a 40% enhancement to damage for that End/Rng/Rech that we needed to finish that six part IO set, Right?


 

Posted

Quote:
Originally Posted by Flower View Post
I would say the regneration debuff portion is the more important on for Diamagnetic but is also to small to stand up against the double barrel shotgun that reactive is (resistance debuff and damage over time).
Which half the time can be useless (maybe not aas bad, now) as it stacks four/five times TOTAL, not per player.


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Posted

Quote:
Originally Posted by Kederren View Post
Aren't most Interfaces supposed to be more along the lines of 'every little bit helps'? My measly little Diamagnetic doesn't do much on its own, but add 15-23 league mates, each with an Interface of some sort and the effects stack up, at least a little.
Interfaces have a stacking cap, and it applies no matter who cast it. It's either four or five stacks, depending on the power. So...

This is why I plan on multiple Interfaces on all my characters, once they release the solo path (I am not a fan of most of the iTrials). If everyone has Reactive, slot something else.


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Posted

Quote:
Originally Posted by Aggelakis View Post
Interfaces have a stacking cap, and it applies no matter who cast it. It's either four or five stacks, depending on the power. So...

This is why I plan on multiple Interfaces on all my characters, once they release the solo path (I am not a fan of most of the iTrials). If everyone has Reactive, slot something else.
Though outside of incarnate trial AVs, the stacking cap is rarely an issue.


 

Posted

Quote:
Originally Posted by Aggelakis View Post
Interfaces have a stacking cap, and it applies no matter who cast it. It's either four or five stacks, depending on the power. So...

This is why I plan on multiple Interfaces on all my characters, once they release the solo path (I am not a fan of most of the iTrials). If everyone has Reactive, slot something else.
Quote:
Originally Posted by DreadShinobi View Post
Though outside of incarnate trial AVs, the stacking cap is rarely an issue.
And this, ladies and gentlemen, is why we have the option to acquire multiple incarnate powers. Yes, Reactive is typically the best first choice for most situations...but when you've got several team members already running it, that's when it becomes helpful to have a backup you can switch to on the fly.

I typically choose Degenerative for this purpose - sure, the 150 pt. Max HP Debuff is lolsauce on AV's, but the Toxic DoT is largely unresisted, and stacks with the Fire DoT's from the Reactive's the rest of your team is maxing out on


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Posted

Quote:
Originally Posted by Aggelakis View Post
Interfaces have a stacking cap, and it applies no matter who cast it. It's either four or five stacks, depending on the power. So...

This is why I plan on multiple Interfaces on all my characters, once they release the solo path (I am not a fan of most of the iTrials). If everyone has Reactive, slot something else.

I thought it was 4 stacks for debuffs, and 8 stacks for DoTs.


Culex's resistance guide

 

Posted

Wiki says 4.

*shrug*


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Posted

Digging into Red Tomax, it does seem the dot portions stack up to 8


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Posted

I am very far from a numbers person. The incarnate I have Diamagnetic on is my DM/Regen scrapper. I looked at what was offered and not getting hit looked good to me. (also none at the time were thematic with DM).
When I'm doing missions at +8 I get hit an awful lot more before I do an AOE power.
I try to run into the middle of a mob and hit Soul Drain. As soon as I see the animation for Diamagnetic I seem to be getting hit less.
I notice that when I don't get it on the mob I am very busy with regen clickies. And when I get something off that hits everyone suddenly I'm not dieing as fast.
Yes, no numbers there. I just know that when I hit with an AOE I take far less damage.
;shrug YMMV




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Posted

Quote:
Originally Posted by Draugadan View Post
I am very far from a numbers person. The incarnate I have Diamagnetic on is my DM/Regen scrapper. I looked at what was offered and not getting hit looked good to me. (also none at the time were thematic with DM).
When I'm doing missions at +8 I get hit an awful lot more before I do an AOE power.
I try to run into the middle of a mob and hit Soul Drain. As soon as I see the animation for Diamagnetic I seem to be getting hit less.
I notice that when I don't get it on the mob I am very busy with regen clickies. And when I get something off that hits everyone suddenly I'm not dieing as fast.
Yes, no numbers there. I just know that when I hit with an AOE I take far less damage.
;shrug YMMV
No numbers necessary. I was looking for this kind of input, too.


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

Quote:
Originally Posted by Draugadan View Post
I am very far from a numbers person. The incarnate I have Diamagnetic on is my DM/Regen scrapper. I looked at what was offered and not getting hit looked good to me. (also none at the time were thematic with DM).
When I'm doing missions at +8 I get hit an awful lot more before I do an AOE power.
I try to run into the middle of a mob and hit Soul Drain. As soon as I see the animation for Diamagnetic I seem to be getting hit less.
I notice that when I don't get it on the mob I am very busy with regen clickies. And when I get something off that hits everyone suddenly I'm not dieing as fast.
Yes, no numbers there. I just know that when I hit with an AOE I take far less damage.
;shrug YMMV
Out of curiosity, and because I'm too lazy to log in the game right now and check, is the tohit debuff in Diamagnetic flagged as irrestistible or otherwise?


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
Out of curiosity, and because I'm too lazy to log in the game right now and check, is the tohit debuff in Diamagnetic flagged as irrestistible or otherwise?
Nope.

5% debuff lasting 8 seconds with a maximum stacking (from all possible sources) of 4.


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Posted

I have a related question. Do Incarnate to hit debuff powers effect each other? If I have an Alpha Intuition Radial Paragon that includes a 20% to hit debuff, will that apply to Diamagnetic to hit debuff? If so how (does the 20% increase mean the to hit debuff goes from 5% to 6% or 5% to 25%)?


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Posted

Quote:
Originally Posted by Fire_Away View Post
I have a related question. Do Incarnate to hit debuff powers effect each other? If I have an Alpha Intutition Radial Pargon that includes a 20% to hit debuff, will that apply to Diamagnetic to hit debuff? If so how (does the 20% increase mean the to hit debuff goes from 5% to 6% or 5% to 25%)?
It works as an enhancement. Therefore, you add it to 1 (so 1.2) and multiply.

So if it does interact, that's 6% (5% * 1.2)


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