What does End Mod do to Force of Nature?


 

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What does slotting Endurance Modification enhancements do to the Force of Nature power in the Power Mastery powerset? I know what it is supposed to do, but it doesn't. I asked the question on Friday's Freedom Friday session, and they suggested I post it here.


 

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It increases the Recovery bonus, similar to Stamina.


 

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Quote:
Originally Posted by GuyPerfect View Post
It increases the Recovery bonus, similar to Stamina.
I mean, it's supposed to. But the +Recovery is flagged to ignore enhancements, sooo...


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Quote:
Originally Posted by Trickshooter View Post
I mean, it's supposed to. But the +Recovery is flagged to ignore enhancements, sooo...
Soooo...

What does it do?


 

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I think I want my money back on this one.


 

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There is no reason to slot anything in this other than recharge. I don't recall, but if it takes sets, you can use it to mule something, but I might not. If it can't be mule fodder, a recharge and you're done.


 

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Quote:
Originally Posted by Madadh View Post
There is no reason to slot anything in this other than recharge. I don't recall, but if it takes sets, you can use it to mule something, but I might not. If it can't be mule fodder, a recharge and you're done.
That's like saying there's no reason to put four tires on a car, since you only need one on a unicycle. The option is given, to slot End Mod on the power. It should do something. I dont know what you mean by the slang terms, "mule" and "mule fodder," but I gather you are saying that End Mod Sets shouldn't be used either. But again, that option IS available, and something I have considered using, but given that the ONLY reason to slot an End Mod set is for the set bonuses, it is hardly worth it! Other things you could slot on this power include Damage Resistance and Endurance Reduction, but what I want to slot on it is Endurance Modification. It is allowed. I just want it to work. Is that so wrong that I should consider myself stupid for trying it?


 

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In fact, what I WANT to do, is slot three Performance Shifters in order to get the bonuses from them. But it makes no sense to do it without getting the End Mod benefits also.


 

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For the record, Unstoppable and Power Surge also can slot EndMods even though the +recovery is unaffected by it.

Although in Power Surge's case it at least enhances the EM Pulse end drain so it's not completely useless.


 

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Quote:
Originally Posted by ColonelKomphort View Post
That's like saying there's no reason to put four tires on a car, since you only need one on a unicycle.
This analogy is wrong. You put 4 tires on a car because it must have 4 tires to work 1/2 decent. Unless it's one of those 3 wheeled cars, mind. The correct analogy is "There is no reasons to put 4 tires on a turnip." Because they don't do anything, it's pointless. I do exaggerate, but only slightly. End mod doesn't do anything, so there is literally no point to slotting end mod. Res does help some, but unslotted Force of Nature gets you close to the Res cap.If you have and Res from somewhere else, than you get very little gain out fo slotting FoN for Resistance either. If not, than it might be worthwhile. Might, but probably not. If +50% res across the board won't save ya, you might be better off eating an orange or a purple or both at that point. I'd much rather make sure it's up when it's needed than enhance it's resistance. But I will admit, adding Resistance is an option that does something. And it's up to an individual persons tastes, build, and play style to make that final call.

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The option is given, to slot End Mod on the power. It should do something.
I couldn't agree with you more here. It should have an effect. It really should. No clue why it doesn't.

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I dont know what you mean by the slang terms, "mule" and "mule fodder," but I gather you are saying that End Mod Sets shouldn't be used either. But again, that option IS available, and something I have considered using, but given that the ONLY reason to slot an End Mod set is for the set bonuses, it is hardly worth it!
'Mule' means to slot a power for the effect of the IO or the IO set and not care about the effect on the power. So yes, you could slot End Mod sets. And that's not a horrible option, really. Three performance shifters gain you a move bonus, and more hit points, and if you choose the 3 Perf Shifters that have Recharge as a component, then you'll get 75% recharge out of it. Not a bad idea at all. Also one could 'mule' FoN with Steadfast +Res/Def and Steadfast KB protection. That has very minimal effect on FoN (it will get ya closer to the res cap, though) but gives ya some +Recovery, KB protection, and +3% to defense across the board. Muling a power is a good strategy, quite often.


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Other things you could slot on this power include Damage Resistance and Endurance Reduction, but what I want to slot on it is Endurance Modification. It is allowed. I just want it to work. Is that so wrong that I should consider myself stupid for trying it?
If it's capable of taking the generic IO, then yes, it really should have an effect. End Reduction does have an effect. As does a Res IO. End Mod is allowed, too. I can understand why you'd want and should expect it to have an effect. But, as it now stands, it doesn't. Yo're not stupid for wanting it. But you would be fairly foolish to slot it that way anyhow, now that you know it doesn't work.


 

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Quote:
Originally Posted by ColonelKomphort View Post
In fact, what I WANT to do, is slot three Performance Shifters in order to get the bonuses from them. But it makes no sense to do it without getting the End Mod benefits also.
As I said, you could easily do this, and choose the ones that enhance recharge, get the recharge out of it, and get the set bonuses. It does make some sense, but only if you really like the set bonuses you'd be getting.


 

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So, bottom line, is, it doesn't work. Okay. How do I get my free respec so I can choose a different power?


 

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Quote:
Originally Posted by ColonelKomphort View Post
How do I get my free respec so I can choose a different power?
You file a bug report and then hope for the recipe to drop off of an enemy.


 

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I usually wait for a new issue.

If you don't want to do that, and things are that tight, I can probably reimburse you the cost of an End Mod generic IO, or send ya one, of whichever level you wasted by slotting it in there. Then you can just drop a new IO of whatever sort you want over the old IO, let teh old one just get discard at no lose to you, and I'll eat the cost for ya.

Feel free to send me an email in game. Global is the same as the forum name.


You could also petition it and they might get ya a free enhancement unslotter or something along those lines, but I wouldn't hold my breath.


 

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Quote:
Originally Posted by Madadh View Post
As I said, you could easily do this, and choose the ones that enhance recharge, get the recharge out of it, and get the set bonuses. It does make some sense, but only if you really like the set bonuses you'd be getting.
As an aside and for what it's worth my favored slotting these days is 3 slots with Rech, Resist/Rech and Resist/Rech. Gains you minimal loss of recharge enhancement but nets you some additional +resistance.

Does seem rather silly (read seems like a "bug") to allow Endmod enhancement that has no effect on any aspect of the power.

Doomguide


 

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Quote:
Originally Posted by Doomguide View Post
Does seem rather silly (read seems like a "bug") to allow Endmod enhancement that has no effect on any aspect of the power.

Doomguide
Like Heal enhancements on Sprint.

How's THAT for an analogy!


 

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My Blaster briefly had Hold Enhancements in Surveillance in Issue 13 beta.


 

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Quote:
Originally Posted by ColonelKomphort View Post
Like Heal enhancements on Sprint.

How's THAT for an analogy!

Perfect!


 

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Quote:
Originally Posted by Doomguide View Post
As an aside and for what it's worth my favored slotting these days is 3 slots with Rech, Resist/Rech and Resist/Rech. Gains you minimal loss of recharge enhancement but nets you some additional +resistance.

Does seem rather silly (read seems like a "bug") to allow Endmod enhancement that has no effect on any aspect of the power.

Doomguide

That is great slotting if you plan to use it a lot. It should cap your res and it'll be up often. If it didn't crash, I'd probably slot this way, too. I guess it's a matter of taste and playstype. I don't use it often enough to warrant devoting that many slots to recharge, but if you do, than quite obviously it worth it in that case..


And I totally agree. That has to be a bug. I just assume that it's a low priority bug for them at the moment.


 

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I use FoN as often as it's up, and use CP pre-emptively to mitigate the crash. Standard slotting would be (res/rch, res/rch, rch), but I often slot it in other variations as well.


 

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Nice. Impressive..


 

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Quote:
Originally Posted by Madadh View Post
That has to be a bug. I just assume that it's a low priority bug for them at the moment.
Since at least 2007, that is very low priority.
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Originally Posted by Stupid_Fanboy View Post
Invulnerability - unresolved
  • Bug: Unstoppable's +Recovery is flagged as unenhancable even though the power accepts end mods - Sarrate, 2007-08-15


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Quote:
Originally Posted by StratoNexus View Post
Since at least 2007, that is very low priority.
Yep. Of ALL the versions of Force of Nature/Unstoppable, Blaster/Force Mastery/Force of Nature is the only one that properly uses Endurance Modification enhancements.

Edit: Oh, and Mastermind/Field Mastery/Force of Nature also properly uses EndMod enhancements, too. I forgot about them. :B


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Quote:
Originally Posted by Trickshooter View Post
Yep. Of ALL the versions of Force of Nature/Unstoppable, Blaster/Force Mastery/Force of Nature is the only one that properly uses Endurance Modification enhancements.

Edit: Oh, and Mastermind/Field Mastery/Force of Nature also properly uses EndMod enhancements, too. I forgot about them. :B
I wonder if that has to do with the fact that both powers lack the -1000% recovery for 10/15 seconds?


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Quote:
Originally Posted by Shubbie View Post
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