WuTang Posted September 4 Posted September 4 Ever since I thought that my Dual Pistols / Time Manipulation Corruptor was outputting low DPS I've been watching closely and more "accurately" what each attack is doing, as well as my controls. What I want to understand a bit better is the reduction % that each level of bad guy has: minion, lieutenant, boss, EB, AV, monster, GM (did I miss any?). And, then there is the level difficulty, +1 thru +4, how does it factor in? I'm also guessing that each may have their own varying levels of resists and defenses. Is there somewhere that might have each, even if it's generalized? Without a tool that collects data I'm not sure how else to figure out what power is effective and what can be skipped out of rotation per bad guy. Taking my DP/TM Corruptor as an example, Time's Juncture has a -21% toHit and a -24% damage debuff, but how does that scale with each rank of bad guy? Same question for attacks. And I know there is going to be individual resistant and defensive levels that come into play, but there's got to be a general rule of thumb, right?
Without_Pause Posted September 4 Posted September 4 I mostly just look at DPA. Lethal is one of the most resisted damage types. It's one reason why I simply never solo at max diff on a character with Lethal damage. Max diff against DE? (laughs) DP can benefit from using procs. The spreadsheet linked before gives you overall numbers of resistances of mobs. I would easily skip Pistols. I read a guide on DP, and Piercing Rounds came across as the next most skippable power. For the Time side of things, I simply 4-slot Time's Juncture with Dark Watcher's Despair. AVs can resist debuffs on the level of 85%. https://docs.google.com/spreadsheets/u/0/d/1arWBGWuwGCWqSrkLgnWK26xNTrILUO_QNKn8034A3L0/htmlview#gid=0 1 Top 10 Most Fun 50s. 1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute. 10. Chasing Fireworks: Fire/time Controller. "Downtime is for mortals. Debt is temporary. Fame is forever."
Maelwys Posted September 4 Posted September 4 (edited) 52 minutes ago, WuTang said: What I want to understand a bit better is the reduction % that each level of bad guy has: minion, lieutenant, boss, EB, AV, monster, GM (did I miss any?). And, then there is the level difficulty, +1 thru +4, how does it factor in? I'm also guessing that each may have their own varying levels of resists and defenses. Is there somewhere that might have each, even if it's generalized? Without a tool that collects data I'm not sure how else to figure out what power is effective and what can be skipped out of rotation per bad guy. Taking my DP/TM Corruptor as an example, Time's Juncture has a -21% toHit and a -24% damage debuff, but how does that scale with each rank of bad guy? Same question for attacks. And I know there is going to be individual resistant and defensive levels that come into play, but there's got to be a general rule of thumb, right? So a few things... (i) You're correct in that different enemies can have different levels of resistance/defence - a good example is Robotic critters which tend to be resistant to Lethal Damage. You can find a full list of these within each mob's individual City of Data entry, and a few old tools exist like This Spreadsheet. (ii) Different Enemy Ranks have different modifiers; but these don't by themselves grant any extra powers/resistances - it just affects things like their Accuracy, HP, Perception and the base Damage of their attacks. All ranks should take the same raw damage and debuff % from you... with one notable exception. Archvillains (and a lot of EBs) all inherently possess a large amount of additional protection and resistance - their Resistance to Debuffs always applies; the rest continually toggles on and off with a visual indicator (Purple Triangles) whilst it's active. For inflicting CC "Mez" effects, rank DOES play a part - it takes a higher Magnitude CC effect to successfully mez critters of higher rank. (iii) Level Difference is it's own thing called the Purple Patch. Most things (including damage inflicted and debuff%) increase in effectiveness if you are higher level than the thing you're attacking; and decrease if you are lower level. A difference of up to 5 levels is generally surmountable - after that it becomes vastly more difficult with each level due to ToHit/Defence boosts and harsher and harsher Damage scaling. (iv) In Incarnate and "Hard Mode" content there are slightly different mechanics in play - notably crittters have a better chance to hit you, so the defence softcap becomes 59% rather than 45%. Edited September 4 by Maelwys 1
Luminara Posted September 4 Posted September 4 15 minutes ago, WuTang said: Taking my DP/TM Corruptor as an example, Time's Juncture has a -21% toHit and a -24% damage debuff, but how does that scale with each rank of bad guy? Lieutenant, boss, EB and AV ToHit can't be debuffed below certain values, which does vary by rank, but that's not due to a rank mechanic, it's because the minimum ToHit attribute was set to a higher number for each rank. AVs don't even have a rank variance mechanic, they have specific powers, like the Purple Triangles of Doom, which alter how they're affected by various powers (debuffs, controls, damage). https://cod.uberguy.net/html/archetype-data.html?at=boss_archvillain https://cod.uberguy.net/html/archetype-data.html?at=boss_elite https://cod.uberguy.net/html/archetype-data.html?at=boss_grunt https://cod.uberguy.net/html/archetype-data.html?at=lt_grunt https://cod.uberguy.net/html/archetype-data.html?at=minion_grunt Attributes, the basic stats which define ranks, aren't dynamic. They don't change unless a developer changes them and they can't be changed on the fly. The purple patch adjusts various outcomes (how much damage you deal or take, how strong your debuff is, how long your control lasts, etc.) based on level differential, but there is no equivalent mechanic for rank. Your 14.7s Hold will last 14.7s on a minion and 14.7s on a boss. Your 25% -Def will be 25% on a minion and 25% on a boss. Higher ranks of enemies can have powers which affect how your powers perform, but that's also not rank variance, it's just powers. Your 24% -Damage might be less on a boss, but that wouldn't be because a rank mechanic scaled it down, it would be because the boss has Resistance to damage (Resistance resists both -Resistance and -Damage), and even that would only be applicable for the type of Resistance the power grants the boss (if it resisted Smashing damage, then it would also only resist your -Damage for Smashing, not for the other types). 16 minutes ago, WuTang said: Same question for attacks. Same answer. If your attack deals 100 damage to a +0 minion, it deals 100 damage to a +0 boss, barring any Resistance to that specific type of damage that the boss might have, because rank doesn't use a special mechanic to scale things up or down. If you went into the definition file for that +0 minion and set it to Boss, your attack would deal exactly the same amount of damage it did when the critter was a minion. https://cod.uberguy.net/html/entity.html Every enemy in the game, with a complete list of all powers, including auto powers and hidden powers which don't show up in-game, can be found there. 1 Get busy living... or get busy dying. That's goddamn right.
shortguy on indom Posted September 7 Posted September 7 (edited) -21% ToHitDeBuff... LOOKS LIKE THIS, (WITH 67% IN ENHANCEMENTS ADDED. ITS A SCHEDULE "B" SO ABOUT 27% LESS THAN A SCHEDULE "A" WOULD GIVE YOU. SEE BELOW... Edited September 7 by shortguy on indom correct screenshot attached. PvP Capture the Flag! Bring some fun into it....
shortguy on indom Posted September 7 Posted September 7 .... JUST TO CLARIFY... THE ABOVE SCREENSHOT SHOWS THE UPPER LIMIT OF ENEMY RES... PvP Capture the Flag! Bring some fun into it....
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