Who has accurate information about the Tyrant Fight?


Aggelakis

 

Posted

Quote:
Originally Posted by Ultimus View Post
I have a theory (that needs to be tested), what if his Favor of the Well was proportional to the DAMAGE TYRANT DEALS? So if he does an AOE and it hits lots of people, he gains more favor. Likewise, the players get favor as they deal damage.
I really don't think it is. I think it's only related to his current HP.

Edit: To be extremely specific, Tyrant has a power called [Favor of the Well]. Here's what that power does.

(1 - minmax(source.Cur.kHitPoints / source.Max.kHitPoints, 0, 0.5) / 0.5) * 3.5 Regeneration for 2.25s

This is only in effect if his current HP are below 50% of max.

(This power also sets the flag which strips him of his ability to summon new Olympian Guards if his HP go below 40%.)

He has no other personal powers that heal him or increase his regen rate. I can't find any powers seemingly related to the trial that would do so which aren't personal powers of the Tyrant critter, such as zone-wide powers.

I believe the hints about his capturing your soul are purely to explain the barrier mechanism in the hospital. I don't think we should read too much into this - it's just a variation on the hospital timer we find in the other trials that have hospitals. (Folks did notice that there's no timer and pop-up "trials are dangerous!" message, right? It's been replaced with the decaying health of the soul barrier, which is a much better conceit, IMO.) There is only one power I can find related to this is called "Release Soul", and all it does is control where you teleport, depending on whether the cutscene has played or not. (If it hasn't played, it needs to send you to the pre-devastation Magisterium, etc.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
The problem with this observation is that it does not clearly suggest what you're saying it does. If he is at any given health level that's below 50% of his max health, his regen increases. If he kills a bunch of stuff, the DPS on him drops. If the DPS on him drops, his regen gets to raise his HP faster. If his HP level goes up, his favor decreases, because it's related to how far below 50% of max his HP is.

I honestly don't think killing people directly affects his favor at all. I don't think people going to the hospital affects you at all.



Uh, no offense, but I've been running this a lot. There's no version of this trial where his regen does not become very high, because it's directly related to how low you get his HP. Again, this is not speculation.
I'll have to try again and see if there are any changes by tonight, and I'll let you know.


 

Posted

If he really has any powers that heal him based on deaths or hospital trips, the best way to test it is probably to try and trigger them before his HP drop below 50%. It's possible that any such healing or +favor powers also only work below some HP threshold, but if they don't, then they'll be easier to see if he isn't having his regen buffed by being at lower than 50% HP.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Here's an interesting question: How big is the ground-zero bowl? If each pillar gives a +1 level shift centered on it's location in a spherical, 5,000 foot radius and the ground-zero bowl itself has a 5,000 foot radius or greater, then there will be an area in the center of the map where all the buffs will overlap but other areas which will have less. Imagine a Venn Diagram with 6 circles overlapping in the center.

Perhaps a key to this is to fight Tyrant in the center of ground zero?


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

A couple of things on that front. The first is that I am not sure are six overlapping effects. I believe there is one 5000' radius effect. I believe this because we can find the info for the "Light of the Well" pseudo-pet entities on RedTomax, and they do not have a power which grants people level shifts. Instead, that seems to be a separate, invisible entity. This entity appears to actually count how many Lights are alive and grant level shifts based on that. So if that's correct, overlap isn't an issue.

The other thing to bear in mind is that the "Notice of the Well" power has a 5000' radius, not diameter. So that's the better part of a two miles diameter, and I'm not at all sure the entire battlefield is that wide. Even if there's six overlapping fields, I don't think you could escape the overlap if you tried.

Edit: No, actually, I am positive the battlefield is not that wide. 10000' is comparable to the long dimension of Independence Port. If you zone in from the train, the Magic store down by the Brickston zone gate is about that far away.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Here's the anectodal evidence gathered during multiple tries at badges on Freedom, led by @Makerian and which included Turg, Leo, Trascendent One and other dedicated badgers (yours truly included) from the server:

- killing lights is mandatory as they provide a level shift. The faster you kill them, the longer the people in range are shifted to +9, increasing the dps of the league.
- fighting Tyrant near a light seems very beneficial to the league as everyone in melee range seems to receive the level shifts when the lights are destroyed.
- dying affects the league in a negative way, especially once he is at the 25/30% mark (not sure if it heals him or not, but given the regen numbers UberGuy quotes I doubt it actually does heal him)
- Lore pets don't seem affected by the Pillars of Lightning just like others autohit patches. Ranged lore pets are therefore preferred as they don't risk dying from his direct attacks and contribute dps significantly.
- Lore pets retain the level shift they were summoned at even when that level shift drops. It it therefore better to summon them when you are +9 (as they stay that way)

In summary, to me, this trial offers a combination of the trickiest aspects of the whole Incarnate System:
- auto hit patches (Apex, MoM)
- dying is bad (Keyes)
- coordination (TPN) pushed to the extreme
- high levels of heal+regen debuffs (DD)

which doesn't make it PuG friendly in the slightest and only reinforces the desire by most to farm the first part and unlock the slot asap (then run other trials to get it) before, at best, considering coming back to complete that specific trial. The fact that UG gives a guaranteed R or VR and this one doesn't is also detrimental to the willingness to complete (why complete and get 18% hybrid xp at best and maybe get a VR while in the same time you can have unlocked a toon?)

It however makes for a very challenging encounter (more so than MOKeyes 1.0) for anyone interested in the badges; unfortunately, the level of interest determines how many times the player will try/fail which in the end will be problematic as interest will plummet once the badgers get their shiny.


@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker

 

Posted

To put a sense of scale on Tyrant's regen, the power I mention in this post (above), when he is at 20% of his HP, he has a 210% regen buff.

I don't have "archetype" stats handy for iTrial AVs, and I think their maxHP scales with league membership size. But if Tyrant was a standard AV found in the rest of the game, his base regen rate would be to heal 1533.9 HP every 15 seconds. Regen buffs work by decreasing the time between regen "ticks" using the same math as recharge bonuses. So 210% regen would drop 15 second ticks to 15s/(1+2.1) = 4.8s.

That's 1533.9 / 4.8 = 317 HP/sec average.

That's the DPS you have to pump into him just to break even, assuming I'm right about his HP. (He might have more.)

But wait, there's more! He also has pretty high resistances to most damage types except Toxic and Psi. (In addition to his version of all the Invulnerability passives, he has a passive version of Unyielding and a click version of Temp Invul that lasts 60s and recharges every 120s.) And of course he ranges from +0 to +6 to player characters, plus 1-3 levels more if you are less than 50+3. So in reality you need quite a bit more than that. And the more Lethal/Smash damage your league deals, the harder he will be to take down.

Edit: On the upside, you don't have to sustain this kind of DPS over long periods, because of how his regen ramps up with lowering HP. As far as I can tell, you only have to get him to 10% HP before he "pops" and turns back into Mini Tyrant. That's in-game anecdotes, though - I haven't found that in his powers.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

The monitor level shift does indeed show up to +9 during this trial as I have had it in use since at least level shifts of +3 were available


Call me,,, Mal

 

Posted

Quote:
Originally Posted by Malice_A4Thought View Post
The monitor level shift does indeed show up to +9 during this trial as I have had it in use since at least level shifts of +3 were available
So have I. However not always, and not everyone on the league.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

I had been thinking about what went right and (mostly) wrong with some MoMAG runs. Kinji mentioned some of our experience.

One of the strong impressions I recall:

I decided we would try to maintain a close proximity to Tyrant and also summon pets at the beginning. We did summon the pets, got close, and almost immediately got hit by the lightning. Most of the pets probably died, several of the players, and some of us were scattering. As we were reforming, we tried to beat on Tyrant for a while and his health was hovering between 98-100%.

I suspect either his regen or damage resistance, or both were affected by players dying, even before the <50% mark.

If that's the case, a good team of petless players should be able to make some decent progress hurting him.

I think a league like that could probably summon pets at the <30 or <20% mark, particularly Longbow Cataphracts or Robotic Drones (more the former). Although, at this point I'm a little skeptical that it even helps, since any of them dying could set us back.

I think a good rule of thumb is something like:
1. Do not summon until Tyrant <40% [or 30, etc]
2. Do not summon unless you have a +9 [or 8, etc] shift
3. Once pets are summoned, cast a Barrier around the pets or be ready to use Rebirth
4. Try to keep pets away, either through use of Aggressive / Go To, or some similar method.


I considered a couple other gimmick methods. For example, have a group of ranged players grouped away from Tyrant with stacked Clarions for snipe-range DPS to keep them away from the lightning.

I also considered having a bunch of Rebirth and players would just alternate using it so we could stay in the lightning field.

Also, anecdotally, someone observed that they didn't get DOT ticks on the lightning when they were in the air, but not sure if that's repeatable.


BTW, Snow Globe, I think Mal was just pointing out that the Combat Attrib Monitor for Level Shift will indicate your level up to +9, not that the shift always happens.

When I was monitoring, I seem to recall noticing like +8, +9 and maybe even +5? But in any case, it would come and go, and I thought it might have to do with proximity to Tyrant, but it also happened when I was camping on lights.

There's a pattern to the buffs that I haven't figured out. It does make sense that the lights might randomly buff players, since it seemed sometimes I would get a buff when I used Jocas on lights and sometimes not. Also, sometimes using Jocas on a light near Tyrant even didn't seem to buff me, so I think random makes sense. How many get buffed per light is unclear to me as well as why some buffs don't seem to bring me to +9.

I'm gonna try to run a couple tonight on Freedom, in particular paying attention to the NO PET method and hopefully the CLARION method and see if there's any noticeable changes.


 

Posted

Quote:
Originally Posted by makerian View Post
I considered a couple other gimmick methods. For example, have a group of ranged players grouped away from Tyrant with stacked Clarions for snipe-range DPS to keep them away from the lightning.
I was under the impression that the lightning appeared where players were standing, like the blue patches of death in the Battle Maiden fight.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
I was under the impression that the lightning appeared where players were standing, like the blue patches of death in the Battle Maiden fight.
It does. However, there is a 100' limit on the range at which he can summon it on people. It's centered on him.

Notice that there is a direct damage component of the attack, and a summons. The direct damage is autohit, unresistable, and does a flat percentage of your HP in damage. (15% to players, 3% to critters). It's energy damage, but that's not terribly relevant since it's irresistible.

The Flow Lightning summon actually appears in two stages. The first stage does deals 10% irresistible energy damage, takes away 3% of your endurance and debuffs your recovery by 10% for 20s. The non-damage effects are resistable. It then summons the second stage after 0.9s. This stage deals -10% irresistible energy damage and applies-5% energy DR every second for 10 seconds.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Yorukira View Post
How anyone have try to use the bane spider Anyliser or Temp power Surveillance ?http://paragonwiki.com/wiki/Bane_Spi...g#Surveillance

WE should be able to check his power and see how much regen,Health, and Power he have for sure instead of creating theorys
We know how much he has, but it varies based on the size of the league.

Edit: He uses the same scaling (and base) that all iTrial AVs do.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by makerian View Post
I suspect either his regen or damage resistance, or both were affected by players dying, even before the <50% mark.
It's not.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by makerian View Post
Also, anecdotally, someone observed that they didn't get DOT ticks on the lightning when they were in the air, but not sure if that's repeatable.
As a flyer, I can tell you that's completley untrue. More likely they were just avoiding one of the columns successfully. I figured out that it's possible to go back into the lightning field unharmed if you just are careful where you step. It is very much a MoM purple-patch-o-doom thing (complete with potentially stacking patches o' death).

I'll be on Freedom later tonight for any runs you do!


 

Posted

Glad to hear the anecdotal evidence of the flying misses DOT ticks debunked.

I'll be running more on the weekend too, but if there's some weaknesses to exploit, I'd like to figure them out before the weekend.

I do think there's some hope for either a heavy clarion+rng team or a heavy healing bubble team, although avoiding the lightning is probably better than surviving it, same with the eye beam.

Uber Guy, any tips and advice or things worth testing to figure out in these next few runs?


 

Posted

Quote:
Originally Posted by Malice_A4Thought View Post
The monitor level shift does indeed show up to +9 during this trial as I have had it in use since at least level shifts of +3 were available
I've seen it go up to 8 or 9 occasionally as well (very rarely any other numbers), but not consistently. The amount of level shift I get seems to bear little relationship to the number of lights alive or how quickly they are killed. Which makes me think that either I'm missing something about how they work, or they're bugged. If it's the former, it's irritating because the devs should have explained it better. If the latter, it needs fixed soon.

Personally, I'm about done trying the magisterium trial for awhile. I've run the full thing 7 or 8 times now, with some good teams, and failed every single time. I'd love to be able to say I've completed all the trials, but it's more frustrating than fun at this point.


 

Posted

The biggest mystery at this point seems to be what the heck the Favor of the Well is doing. Unfortunately, the tests I can think of really require a league focused on the testing. I saw someone already tried testing to see whether everyone on a league of 16 always got Favor or not. If there are no bugs, and not everyone gets Favor every time the Lights are out, I would really think that seems bugged.

Even if it's not bugged, I don't think a limit of 16 makes sense, but it'd be nice to know for sure if it's even working for the number of people it says it should affect.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
It then summons the second stage after 0.9s. This stage deals -10% irresistible energy damage and applies-5% energy DR every second for 10 seconds.
That's kind of odd isn't it? Why would it apply a 5% energy resistance debuff when it is irresistible damage? I guess maybe to make you more susceptible to his other attacks?


 

Posted

Quote:
Originally Posted by UberGuy View Post
The biggest mystery at this point seems to be what the heck the Favor of the Well is doing. Unfortunately, the tests I can think of really require a league focused on the testing. I saw someone already tried testing to see whether everyone on a league of 16 always got Favor or not. If there are no bugs, and not everyone gets Favor every time the Lights are out, I would really think that seems bugged.

Even if it's not bugged, I don't think a limit of 16 makes sense, but it'd be nice to know for sure if it's even working for the number of people it says it should affect.
I realize it's not all that scientific, but it seems to me like it's not buffing 16 random people on the league. If that was the case, it seems like on a full league, each person should have it, on average, 2/3 of the time, if all the lights are out every time.

I've run it 4 or 5 times now since I started monitoring the level shift I was getting, and I'm getting the level shift quite a bit less than 2/3 of the time, even when the lights are being taken out quite quickly by a dedicated group.


 

Posted

Quote:
Originally Posted by UberGuy View Post
We know how much he has, but it varies based on the size of the league.

Edit: He uses the same scaling (and base) that all iTrial AVs do.
Mostly. Avatar of Hamidon, The Sentinel of Mot, Diabolique, and Mother Mayhem (incl Penelope Mayhem and Shalice Tilman) get twice as much HP per player than Tyrant and the others. They're starting from the same base, so they don't literally have 2x the HP, but they do have more.

They also have a minimum scaling for 12 players rather than 8, which strikes me as a little odd as Magisterium is a 12-24 trial (but BAF is also and has the same scaling as Mag). Maybe it's because he's +5 and has high resists, though.

Quote:
Originally Posted by firespray View Post
I realize it's not all that scientific, but it seems to me like it's not buffing 16 random people on the league. If that was the case, it seems like on a full league, each person should have it, on average, 2/3 of the time, if all the lights are out every time.
It's a spherical AoE, so it will pick the 16 closest targets to wherever the invisible object that does the buffing is.


 

Posted

Quote:
Originally Posted by firespray View Post
That's kind of odd isn't it? Why would it apply a 5% energy resistance debuff when it is irresistible damage? I guess maybe to make you more susceptible to his other attacks?
I was actually wondering about that too. Anecdotally, it seems like the damage does increase the longer you're in the lightning, but that could have been things like level shifts fluctuating. And at 10% per second on top of 25% from the direct and first summons powers, that's not a lot of time to stand around and ponder the damage you're taking. I could probably dig it out of logs, though.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Just failed another 3 runs in a row. So far, I am at 2 wins, 20+ losses. About ready to say screw it and not even try full runs.

The whole trial is poorly done I think, and is my LEAST liked, and it would be even if I was 22/22 wins. 250 idf that are there just to pad the time and give i xp?And they arent even lvl 55+? Seriously? Then 4 av's that basically have nothing new in the fights (besides looking really cool). A quick cutscene where tyrants dialog just sounds silly.

Onto the last fight. Out of all the attempts I have made, I can NOT pinpoint a spot, or the spot, were the league goes from failing to winning. I can't see a difference in what is going on. 2 runs were with a MO badge group on Freedumb, and failed, when to me, they seemed MORE organised and debuffy than the ones that finished. Then just now, a league of 17, with hardly any support..and we get him down to 12%. With seemingly more deaths than those failed badge runs (note, not the really hard way badge).

Farming here I come.


 

Posted

Quote:
Originally Posted by Codewalker View Post
Mostly. Avatar of Hamidon, The Sentinel of Mot, Diabolique, and Mother Mayhem (incl Penelope Mayhem and Shalice Tilman) get twice as much HP per player than Tyrant and the others. They're starting from the same base, so they don't literally have 2x the HP, but they do have more.
Interesting. That's particularly interesting for the MoM that those 54+3 AVs get to cap out at higher max HP.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA