SmalltalkJava Posted July 3, 2021 Posted July 3, 2021 I don't think that the -To Hit resist special is working on Acid Arrow for MasterMinds. I'm not sure if its just a case of some cap already being hit and thus there is nothing to actually be visible in the effects or not. Anyways here are the numbers and my results. City of Data 2 says that Acid Arrow does reduce To Hit Resist -30% Resistance (Endurance, ToHit, Regeneration, Recovery, RechargeTime, EnduranceDiscount) for 45s (all affected targets) https://cod.uberguy.net./html/power.html?power=mastermind_buff.trick_arrow.acid_arrow&at=mastermind My S/L Defense is 38.13%, The mobs were level 53 Bosses (mission was set at +3x8). I used Flash Arrow that has a single 50+5 Boosted Dark Watchers Despair: To Hit Debuff slotted. Here is what my info window shows in game for Flash Arrow: -7.42%% to hit for 1m 0s on target -7.42%% to hit for 1m 0s on target unresistable Here is what my Acid Arrow info window shows in game: -30.00%% resistance to to hit for 45.00s on target Ignores buffs and enhancements I did check the logs and the Archon was hit by the Acid Arrow. Test 1: Without Flash Arrow - No Acid Arrow. Council Empire Archon MISSES! Thunder Kick power had a 22.06% chance to hit, but rolled a 86.62. Test 2: With Flash Arrow - No Acid Arrow Council Empire Archon MISSES! Missile Launcher power had a 8.87% chance to hit, but rolled a 48.86. Test 3: With Flash Arrow, and then cast Acid Arrow: Council Empire Archon MISSES! Missile Launcher power had a 8.87% chance to hit, but rolled a 74.62. Test 4: Cast Acid Arrow first, then cast Flash Arrow: Council Empire Archon MISSES! Missile Launcher power had a 8.87% chance to hit, but rolled a 56.11. Again, I'm not sure if there is some cap coming into play so any effects of the to hit adjustments isn't coming into play, or if there is an actual bug. Test 1 ToHit minus the Test 2 ToHit value is 13.19. So it seems like some portion of it was being resisted. (7.42 resistable +7.42 unresistable) = 14.84 Baseline MM Henchmen Defenses and Resist Values MM - Beast Pets - Pet Attack usage and some quick proc testing
Bopper Posted July 4, 2021 Posted July 4, 2021 23 hours ago, SmalltalkJava said: don't think that the -To Hit resist special is working on Acid Arrow for MasterMinds. I'm not sure if its just a case of some cap already being hit and thus there is nothing to actually be visible in the effects or not. Anyways here are the numbers and my results This is a known issue that was discovered in Beta testing. Lieutenants and Bosses have their minimum to-hit resistance attributes set to 10% and 20%, respectively. In effect, all LTs and Bosses have an inherent To-Hit resistance that can't be lowered, even if debuffed by Acid Arrow. However, Minions have the standard-300% minimum to-hit resistance, so you can still debuff them significantly. Also, Archvillains have their minimum to-hit resistance set to 30%, but typically AVs will have a base of 85% to-hit resistance so your Acid Arrow can reduce their base from 85% (but never less than 30%). This is not a bug, simply a limitation. 1 1 1 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 Bopper's Tools & Formulas Mids' Reborn
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