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Nature Affinity - Corrosive Enzymes


Sancerre

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18 hours ago, Sancerre said:

 

 AVs have something like 85% debuff resistance though.  playing a corruptor and using corrosive enzymes against an AV reduces their damage by 4% and it gets worse if they are higher level than you.  yes 4% is better than nothing but it is not likely going to make or break whoever is getting hit by the AV.

 

city of heroes is an AoE game.  single target abilities, especially non damaging ones, are far less valuable in general gameplay.

As others kind of brought up, damage debuff isn't affected by AV debuff resistances.  It is only resisted by resistance (and purple patch).  So, if a particular AV has a lot of built in damage resistance they'll resist a lot of a damage debuff, but they don't get a flat 85% resistance (at level 50) to it like they do for most other debuffs.  A level 54 one though, if you are level 50 would still resist half of it right off the top I believe.

 

Per the wiki "Archvillains are also noteworthy for having strong debuff resistance that scales by level. As of Issue 9, this resistance applies to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery.

 

In general I agree with you about the power.  Being single target it doesn't usually make a noticeable impact outside of maybe some AV fights.   Corrosive could use something else imo.  If not -defense then maybe a slow, an immobilize, or something.   It is kind of sad that it doesn't take any IO sets at all.

 

Luckily it is skippable for everyone now and we aren't forced to take it anymore even if you have it as a secondary.   If I have room for a one slot throw away power it is okay, but not something I feel is a must power for the set.

Edited by Riverdusk
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4 hours ago, Riverdusk said:

As others kind of brought up, damage debuff isn't affected by AV debuff resistances.  It is only resisted by resistance (and purple patch).  So, if a particular AV has a lot of built in damage resistance they'll resist a lot of a damage debuff, but they don't get a flat 85% resistance (at level 50) to it like they do for most other debuffs.  A level 54 one though, if you are level 50 would still resist half of it right off the top I believe.

 

Per the wiki "Archvillains are also noteworthy for having strong debuff resistance that scales by level. As of Issue 9, this resistance applies to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery.

 

In general I agree with you about the power.  Being single target it doesn't usually make a noticeable impact outside of maybe some AV fights.   Corrosive could use something else imo.  If not -defense then maybe a slow, an immobilize, or something.   It is kind of sad that it doesn't take any IO sets at all.

 

Luckily it is skippable for everyone now and we aren't forced to take it anymore even if you have it as a secondary.   If I have room for a one slot throw away power it is okay, but not something I feel is a must power for the set.

 

seems i misunderstood the blanket AV debuff resistance in regardes to foe damage reduction.  thanks for the clarification.

 

regarding the t1 powers being an optional power now -- yea i can agree to that.  the flexibility there is quite nice.  fortunately (or unfortunately?) not every power needs to be purposeful and/or 'necessary' in the powersets.

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22 hours ago, Rudra said:

No, it isn't. Your playstyle may be AoE focused, but the game isn't. I've run several ST-focused power sets and cleared the game just fine. So have several other players, some of which are on this forum. And ST heavy characters can still clear even +4/x8 spawns in a hurry. While AoE heavy characters may normally clear faster, I've watched ST heavy characters clear +4/x8 spawns faster than the AoE character on the team. The current meta is all about massive AoEs, but AoEs will always do less damage than ST attacks.

 

Like you said, that is your opinion. However, the devs are looking for facts. And -damage still has to be factored in. And while your average faceroll team won't care about -damage, your MMs and solo Defenders/Corruptors will most likely do. Especially MMs since the less damage that EB, AV, monster, or giant monster is doing to the MM and his/her/their/its pets, the more likely said pets will survive and not have to be re-summoned and re-upgraded. Solo Defenders and Corruptors? Won't have to heal as often and focus more on damaging the target. And it is the mechanics involved that will determine if the devs agree with your suggestion. And so far? The only justification you have is that you want to be able to slot even more -damage resist because you don't think the -damage means anything.

 

And because a game mechanic is more preferred that means the devs should enable us to stack even more -damage resist than we already can? Defenders, Corruptors, and Masterminds can already slot a -damage resist in their ranged AoE attacks courtesy of Annihilation. They can grab Cross Punch and slot Fury of the Gladiator. (Edit: And only the Fury of the Gladiator one is unique.) They can grab power sets like Radiation Emission/Blast (depending on AT) and slot the Achilles' Heel too. So why should Nature Affinity's Corrosive Enzymes give them yet one more place to slot it?

 

i havent generally disagreed with anything you have replied with but the AoE comment is really stretching it man.  most AoE attacks are more DPA efficient than adjacent single target attacks in the same powerset when striking only 2-3 targets -- it seems outlandish to suggest AoE would ever be less efficient than single target to clear packs of cons.  But i'm sure you'll conjure up some unique one-off scenario for me following this post.........

 

i would argue the game is not intended to be played solo.  it is a Massively Multiplayer Online RPG.  you can play solo but the game certainly encourages you to play in parties, especially for larger scale content.  anyways -- im not suggesting the game balance should ignore solo balance in favor of only teams, i fully get your point.  that is my personal bias foe damage reduction.  And no, before you go in circles -- this statement is not me making some roundabout claim that 'because i care less about solo play balance, corrosive enzymes must have -defense slotting available'.  please stop taking statements to the extreme ends.

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33 minutes ago, Sancerre said:

 

i havent generally disagreed with anything you have replied with but the AoE comment is really stretching it man.  most AoE attacks are more DPA efficient than adjacent single target attacks in the same powerset when striking only 2-3 targets -- it seems outlandish to suggest AoE would ever be less efficient than single target to clear packs of cons.  But i'm sure you'll conjure up some unique one-off scenario for me following this post.........

 

23 hours ago, Rudra said:

While AoE heavy characters may normally clear faster, I've watched ST heavy characters clear +4/x8 spawns faster than the AoE character on the team.

It's a rarity, but there are players that build ST-heavy builds that just annihilate their targets. And yes, I've watched a few of those players eat even +4/x8 spawns faster than "properly built" AoE-heavy characters. (Edit: And no, I have no clue how they built their characters. Otherwise I'd be emulating them with mine.)

 

33 minutes ago, Sancerre said:

i would argue the game is not intended to be played solo.  it is a Massively Multiplayer Online RPG.  you can play solo but the game certainly encourages you to play in parties, especially for larger scale content. 

Argue that all you like. However, when the game launched, the game did not punish solo players for playing solo. In fact, the game code had to be adjusted after launch because teams were being penalized for XP and inf'. Only the character that dropped a target got the inf' and XP for that target. Everyone else on the team got nothing. So the devs went and fixed that little problem. So then any player that damaged a target got equivalent XP and inf' for what they did to that target. That still penalized team play, particularly for support characters. So now the game grants bonus XP to all members of the team if the team is large enough and the XP and inf' are spread across the team even if your character does 0 damage.

 

33 minutes ago, Sancerre said:

  And no, before you go in circles -- this statement is not me making some roundabout claim that 'because i care less about solo play balance, corrosive enzymes must have -defense slotting available'.  please stop taking statements to the extreme ends.

I didn't read your last post that way. So, to use your emphasis, please stop putting words in my mouth.

Edited by Rudra
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On 12/6/2023 at 4:11 PM, Rudra said:

It's a rarity, but there are players that build ST-heavy builds that just annihilate their targets. And yes, I've watched a few of those players eat even +4/x8 spawns faster than "properly built" AoE-heavy characters. (Edit: And no, I have no clue how they built their characters. Otherwise I'd be emulating them with mine.)

Accuracy and End enhancements, with lots of ST attacks, so there is always one charged. Maybe a Recharge on the heaviest attack. Damage only once you have slots to spare. At least half your enhancements need to be End. Also fully slot your Stamina and take any boost powers early. Skip any ST attack with a long animation or with a slow DoT as its main damage (such as Arcane Blast or Gloom.)

Edited by LordXenophon
Getting the quote.

 

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