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Posted

Does the Controller version of EMP Arrow do -regen as well? 
 

I have just noticed that only the Defender version does -regen as listed in the power info. 
 

Can someone please help to verify. 
 

Thanks.

Posted

Good catch. I think a recent bug fix resulted in only fixing the defender version. Controller, corruptor, and mastermind seem to be missing the effect for EMP Burst. This should be an easy fix.


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Posted

Yeah, I just tried this with Power analyzer on my Mind/TA... apparently the only thing that happens with EMP Arrow right now is the Faraday Cage.

What this team needs is more Defenders

Posted (edited)
9 minutes ago, 5099y_74c05 said:

Are the MM and Corrupter versions also missing? According to the character creation menus, it appears this is the case.

Yes, all non-defender versions are broke. Luckily, it's an easy fix. Those versions are simply missing the EMP Arrow Burst summon effect which causes the -Regen. 

 

There was a recent fix for EMP Arrow that addressed a bug which was introduced in i27. When Trick Arrow had its revamp, procs in EMP Arrow started using pseudopet proc formulas instead of click proc formulas. So they fixed that in a very recent patch to have EMP arrow use click proc formulas again by changing how the effects are executed. However this fix seemed to only be completed for Defenders and broke the other ATs. If you look up EMP Arrow for defenders on CoD, you can find the EMP Arrow Burst execution, which is missing from other ATs.

Edited by Bopper
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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

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Posted
Just now, 5099y_74c05 said:

Are the expected values -500% Regen for 15s and 45s?

Yes, I believe so. If I recall, regeneration doesn't have an AT modifier so all ATs get the same -500% regen debuff. For EMP Arrow you get -1000% Regen for the first 15s then -500% for the next 30s.

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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

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Posted (edited)
10 minutes ago, 5099y_74c05 said:

Yes. So taking into account both effects, best (edge) case capped recharge is no more than ~-400% if the power hits. Actually in game effect depending on the build will hover between ~-250 to 300% Regen.

Is that your read?

I'm not exactly sure what your question is. If you're looking for a ballpark on average regen debuff, at capped recharge, you'd get 45s uptime and 15s down time (excluding cast time from the equation). So for an average you'd have:

1000% x 15 + 500% x 30)( / 60 = 250% + 250% = 500%

 

But that's pretty extreme and it's not technically the best way to look at regen but we'd have to call it good enough. If you want average performance you'd have to look at what the target is. Let's say it's a target with a regen rate of once every 15s and they have no resistance to the debuffs. Then you floor them for 45s, but at 45s they get a regen tick. But at 60s, right when they're about to get another regen tick, you hit them with debuffs again. That cycle results in 1 regen tick per 60s, which is equivalent to a 75% regen debuff. Why 75%?

 

1 tick per 15s / (100% - regen debuff) = 1 tick per 15s.

15 / (100% - X) = 60

100% - X = 15/60 = .25

X = 100% - 0.25 = 75%

 

Edit: Extra credit

Now let's say the target has 80% resistance to regen debuffs. Well, you still floor them for 45s as 20% of 500% is 100% (floored). Then you can treat your average debuff performance as 5x stronger than the previous example. And average debuff of 375% on a target that resists 80% of the debuff will see an average debuff of 75%. That's an easy one, but still good for illustration. Any examples beyond that will make this start feeling like a math class which I don't want to put anyone through.

Edited by Bopper
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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


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