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Posted
8 hours ago, QuantumSalt said:

I know that an AV typically has a huge resistance to player to-hit debuffs but how about other mobs like minions,  lts, bosses, and EBs?

 

Unless they're individually coded for it, none.  ToHit buffs might offer resistance to -ToHit, in the manner that Resistance buffs resist -Res, but I can't offer a conclusive statement on that mechanic, as I never got around to testing it.

 

In my experience, though, having mained a TA/Dark for four years, I can't recall ever encountering any sub-AV/GM I couldn't reduce to floored hit chance, which includes foes with ToHit buffs.  It's also worth mentioning that the existing ToHit buffs for critters tend to be low (due to the inherent strength of ToHit in the attack equation), so whatever resistance might be offered by +ToHit would have to be miniscule, by nature of how the resistance would be calculated.  You don't get much from a small percentage of a small percentage.  For example, if you apply a 9% ToHit debuff, and the target has a 5% ToHit buff which would theoretically resist your debuff, the net effect would be a paltry 0.45 reduction to your debuff.

 

Note, however, that there are level modifiers, so if you're facing +1 or higher foes, your debuffs become increasingly less effective.  This is also not resistance in the same vein as +Res resisting -Res, but the effect appears similar from the player perspective.  This scaled devaluation of player effects on +con foes is much more powerful than the postulated scenario above, and is the reason why fighting critters beyond +4 is significantly more difficult and usually not worthwhile.  The same 9% debuff on a +4 foe drops to roughly 4.5%.  For more information on this, you can read about the Purple Patch on the wiki.

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Posted (edited)

Two articles worth checking out on the Wiki in regards to this: 

First, The Purple Patch

 

According to this post, multiply the value of your debuff by 0.48 to find its true value against +4 targets. (This also works for damage, control duration, etc.)

 

E.g. If your to-hit debuff does -10%, it will do -4.8% on a +4 mob.


Note that at 50 and with your alpha slot, you usually only fight +3s which is 0.65 multiplier. 

 

Second, Arch-villains

 

According to this post a level 54 Arch-Villain also has an inherent 0.87 multiplier against any debuffs against it. To quote the article: 

Quote

So, for example, while it might seem as though a Defender's Radiation Infection should be valuable against Captain Mako's extremely high defense bonus in the Statesman Task Force, the Infection's debuffs are heavily resisted. Optimally enhanced, Radiation Infection applies a -61% Defense penalty, which should cripple Mako's defense rating, but as it's against a +4 enemy it is at half strength due to the Purple Patch  (-61 * .5 = -30.5), and as it's against a level 54 Archvillain a further 87% of that is resisted (-30.5 * (1 - .87) = -3.965%), leaving the net effect approximately half as useful at counteracting Mako's high defense as using a single Insight inspiration for a +7.5% ToHit bonus. Similarly, even against an equal-level AV, a level 50 Defender's mighty Lingering Radiation Regen debuff will be dropped from its usual -500% to -75%.

 

Hope that helps!

Edited by Peacemoon

Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

Posted

Thanks this information is perfect.  Does this also work the other way around on the table.  IE if you are 50+1 and a 54 mob hits you with a stun does it get multiplied by 1.33 for the damage and mez duration?

Posted
13 hours ago, QuantumSalt said:

Thanks this information is perfect.  Does this also work the other way around on the table.  IE if you are 50+1 and a 54 mob hits you with a stun does it get multiplied by 1.33 for the damage and mez duration?

I believe so!

Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

Posted
On 5/15/2020 at 6:06 AM, Luminara said:

existing ToHit buffs for critters tend to be low (due to the inherent strength of ToHit in the attack equation)

Notable exceptions to this (which Super Reflexes types will tend to be aware of) are:

 

Quartz summoned by Devouring Earth Lieutenants, which projects a PBAoE +ToHit Aura

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Rularuu Watcher/Observer/Overseers

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These, plus some other types of foes are the main "kryptonite" types for Defense protection schemes due to their absurdly stupid +ToHit values that effectively NEGATE Defenses.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted

Channelers for the Awakened also give a large buff to all in the spawn.

Lieutenans for Nemesis give Vengeance when they die, start stacking that and the hits pour in.

The Resistance faction at high levels (which you very rarely fight) has Targeting Drones.

Some (or maybe all) kinds of Vanguard Bosses have like 30% bonus and hit like (accurate) Mack Trucks landing on you from orbit.

Posted
2 hours ago, Redlynne said:

Notable exceptions to this (which Super Reflexes types will tend to be aware of) are:

 

Quartz summoned by Devouring Earth Lieutenants, which projects a PBAoE +ToHit Aura

spacer.png

 

Rularuu Watcher/Observer/Overseers

spacer.png

 

These, plus some other types of foes are the main "kryptonite" types for Defense protection schemes due to their absurdly stupid +ToHit values that effectively NEGATE Defenses.

It sits at +100% iirc ... possibly one of the few reasons to still have Elude in the tray (and enhanced).  And of course the whole reason for the "Incarnate" cap on defense is the +14% to hit buff Incarnate content foes have (although I'm a bit foggy if that's an actual to hit buff vs their base to hit value simply being moved from 50% to 64% and can't check in game currently ... ).

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