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To Hit Debuff mechanics


Ruby Rocket

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So my Dark/Dark/Psi needs a little attention after the Issue 26 pg 5 updates.  Now that you can't boost the defense on Fade and Shadow Fall for additional defense, I have to look another direction for "Virtual" defense.  I haven't been able to figure out if there's a degradation on -to hit Debuff against 54s in duration or effectiveness.  I have been having issues killing effectively now that my pets can't benefit from the boosted defenses, and the reduced -resistance of Tar Patch has totally changed the play style.  I'm too easily overrun by Mobs with immunity to immobilize, the supposed "taunt" effects of Haunt are virtually non-existent, and how hated Darkest Night is by NPCs.  So while I'm scheming a new way to keep my pets alive long enough to execute an attack, I'm trying to get a better picture of my options.

Scrappers ...bringing more cowbell since 2004

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7 minutes ago, Ruby Rocket said:

I haven't been able to figure out if there's a degradation on -to hit Debuff against 54s in duration or effectiveness.

There is.  They resist debuffing via Level differential, and -ToHit is a debuff.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Between Darkest Night and Fearsome Stare, you're looking at 30% -tohit (unslotted, against +0s) meaning unslotted you're looking at 14.4% to-hit debuff against +4s.  Fade 3 slotted for defense (or the equivalent thereof) is 14.6% defense, meaning you're at an effective 30% defense.  Shadow Fall gives another 3.75% defense.  Keep the enemies together between Tar Patch, Living Shadows (3.6% tohit against +4s), Fearsome Stare, and Heart of Darkness (another form of mitigation) and you (should) be fairly sturdy.  What are you fighting that is immobilize resistant? one of the few things I can think of are Warwolves.

What this team needs is more Defenders

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1 minute ago, Vulpoid said:

Does this mean if I have slotted Defense IOs, they no longer do anything?

No you still get defense.  Same as normal.  You just can't "boost" them for an easy soft cap for pets.

Scrappers ...bringing more cowbell since 2004

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27 minutes ago, Psyonico said:

Between Darkest Night and Fearsome Stare, you're looking at 30% -tohit (unslotted, against +0s) meaning unslotted you're looking at 14.4% to-hit debuff against +4s.  Fade 3 slotted for defense (or the equivalent thereof) is 14.6% defense, meaning you're at an effective 30% defense.  Shadow Fall gives another 3.75% defense.  Keep the enemies together between Tar Patch, Living Shadows (3.6% tohit against +4s), Fearsome Stare, and Heart of Darkness (another form of mitigation) and you (should) be fairly sturdy.  What are you fighting that is immobilize resistant? one of the few things I can think of are Warwolves.

what is the rate of degradation in -status effectiveness so I can do the math?

Scrappers ...bringing more cowbell since 2004

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the duration of -to hit is locked when applied by click powers such as Fearsome Stare.  Does the duration get reduced as well?  Fearsome stare debuffs for 20 seconds regardless of the enhancements to the power duration, will that be down to 9.6 seconds on +4s as well?

Scrappers ...bringing more cowbell since 2004

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9 minutes ago, 5099y_74c05 said:

This is a great question. I believe the duration is affected even though the Purple Patch article suggests only Mez duration is affected. This is purely an anecdotal observation on my part.

Ditto...  With dark powers, it seems the -to hit effects are already null by the time you're done with those 3.5 second cast times. 🙈🙉🙊

Edited by Ruby Rocket

Scrappers ...bringing more cowbell since 2004

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1 hour ago, Ruby Rocket said:

what is the rate of degradation in -status effectiveness so I can do the math?

https://paragonwiki.com/wiki/Purple_Patch

 

Level Above Below Level Above Below Level Above Below
0 1.00 1.00 17 2.80 0.01 34 4.50 0.01
1 1.11 0.90 18 2.90 0.01 35 4.60 0.01
2 1.22 0.80 19 3.00 0.01 36 4.70 0.01
3 1.33 0.65 20 3.10 0.01 37 4.80 0.01
4 1.44 0.48 21 3.20 0.01 38 4.90 0.01
5 1.55 0.30 22 3.30 0.01 39 5.00 0.01
6 1.66 0.15 23 3.40 0.01 40 5.10 0.01
7 1.77 0.08 24 3.50 0.01 41 5.20 0.01
8 1.88 0.05 25 3.60 0.01 42 5.30 0.01
9 2.00 0.04 26 3.70 0.01 43 5.40 0.01
10 2.10 0.03 27 3.80 0.01 44 5.50 0.01
11 2.20 0.02 28 3.90 0.01 45 5.60 0.01
12 2.30 0.01 29 4.00 0.01 46 5.70 0.01
13 2.40 0.01 30 4.10 0.01 47 5.80 0.01
14 2.50 0.01 31 4.20 0.01 48 5.90 0.01
15 2.60 0.01 32 4.30 0.01 49 6.00 0.01
16 2.70 0.01 33 4.40 0.01

 

 

it's backwards from what you'd think, so Above means your levels above the enemy and below means your levels below the enemy

What this team needs is more Defenders

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1 minute ago, Psyonico said:

it's backwards from what you'd think, so Above means your levels above the enemy and below means your levels below the enemy

I see the 52% reduction in the effect.  Do you know if the duration of it is affected by the level as well?  20 second -to hit on fearsome stare being 20sec or 9.6 against +4s (for example).  Since the duration is unable to be enhanced, is it going to be a flat 20 sec regardless of who it's applied to? Or is that going to be wishful thinking?  It really does feel like those debuffs fall off an awful lot quicker than advertised against stronger foes.

Scrappers ...bringing more cowbell since 2004

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20 hours ago, Psyonico said:

I don't have any characters with Surveillance so I can't double check this, but to my knowledge, only strength is affected by the purple patch, not duration.

 

1: That's what I believe also.

2: To go back to the OP, Haunts do not Taunt. What the power does, is give a special Taunt aura to the target that you cast it upon, which only Taunts Haunts (heh). This forces the Haunts to attack the target that you cast them upon, until that target is dead. So you get a Haunt Taunt, instead of a couple of Taunt Haunts.

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Duration of debuff is not affected by level difference, just the potency.

 

Getting your level shift in place is a large difference maker for debuffers running at max difficulty. It is the difference between your powers operating at half efficiency (48%) and 65%. That tends to impact debuffers a lot. For instance, there would be a LOT of pushback if +4's had double final tohit chance against defense.  

 

Like Coyote said, haunts don't taunt, the power details are just often misinterpreted. In truth, we probably wouldn't want them to taunt, just as blasters don't want gun drone to taunt. The pets are quite squishy. 

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1 hour ago, Frosticus said:

haunts don't taunt

 

If I were musically inclined, I think I'd consider writing the Dark Control Anthem: "My Haunt Don't Taunt".

Followed up by the dark country epic hit, "Don't Taunt My Haunt".

😛

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