What's the mezresist cap?
I don't think it's reachable.
But the snarky answer to "what is the mez resist cap?" is "protection". :P
I haven't gotten anywhere near that cap, but my Bane Spider has over 1000% sleep resist (the armor upgrades give +500% each), and doesn't appear to have hit any cap.
Many mez resist powers in tanker primaries and brute/scrapper/stalker secondaries give 10000% resistance, pluc a scaling amount of protection that ranges from about Mag 6 to just over Mag 10. This means that any resistable mez that goes over your protection level is likely to only affect you for one server tick.
As I recall it, the mez resist cap used to be 100%, meaning that durations were cut in half when the cap was reached.
And no, the mez resit cap is not "protection". Protection prevents the mez from ever affecting you, much like Defense stops an attack. Mez Resistance, like Damage Resistance, reduces the effect, but never completely stops it. While you might not notice a mez that lasts less than 0.1 second, it still happens, and will break interruptable powers, unqueue queued powers, suppress toggles (it used to detoggle them), and will detoggle enemy-affecting toggles (which usually have a long recharge). And no amount of mez resist will help against an unresistable mez.
@Roderick
Many mez resist powers in tanker primaries and brute/scrapper/stalker secondaries give 10000% resistance, pluc a scaling amount of protection that ranges from about Mag 6 to just over Mag 10. This means that any resistable mez that goes over your protection level is likely to only affect you for one server tick.
As I recall it, the mez resist cap used to be 100%, meaning that durations were cut in half when the cap was reached. And no, the mez resit cap is not "protection". Protection prevents the mez from ever affecting you, much like Defense stops an attack. Mez Resistance, like Damage Resistance, reduces the effect, but never completely stops it. While you might not notice a mez that lasts less than 0.1 second, it still happens, and will break interruptable powers, unqueue queued powers, suppress toggles (it used to detoggle them), and will detoggle enemy-affecting toggles (which usually have a long recharge). And no amount of mez resist will help against an unresistable mez. |
Knockback protection is usually provided at the same time though so that the resistance doesn't come into play.
2) I'm not sure about PVP numbers, but I don't suppose those would be 10000% as that would make mez powers even more useless after their durations were nerfed to 4 seconds without faster recharges.
3) I know "protection" is not a numerical cap, but the "ultimate mez resistance" is one that prevents mez, thus "protection".
I said I was being snarky. :P
This post:
http://boards.cityofheroes.com/showp...71&postcount=7
says the mezresist cap was raised to 10,000%. (ie, mez duration would be <1% duration). Formula being duration = 1 / (1 + mezresist percentage).
Can anyone confirm/deny/has tested?