Sovera Posted October 26 Posted October 26 Oh, hello again, Dian. It's helpful if you lean into defense. For all purposes it gives X defense though only in the aura's radius, so for all effects melee defense. SOs will increase that number for a little bit. You can test this by purchasing a Power Analyser from the START vendor and using it on a mob to check its attributes. As always debuffs work exceptionally better the lower level the enemies are and lose effectiveness as they become high level than the character. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
xaix1999 Posted October 26 Posted October 26 Beta decay has a base of -5.25. In comparison, weave has a base of 5. It would be like a Melee range weave, 2x the base would be 10% defense. Though I don't know the enhancement diminishing rate. If you have both, you could be around 20ish % defense.
ZemX Posted October 26 Posted October 26 I honestly never think about it on my Rad Tankers because I don't bother with defense, so the toHit debuff is unnoticeable. Same with the defense debuff except that one lets me slot an Achilles proc so I care about it just slightly more. The real stuff in Beta Decay is the +recharge buff and, of course, the taunt aura. 1
twozerofoxtrot Posted October 26 Posted October 26 Do not skip this power under any circumstances. As Zem points out, it's your tanker taunt aura. Likewise the stacking +Recharge buff is crucial for helping you keep Particle Sheilding up, which besides providinga lot of absorb also improves your regeneration and endurance recovery significantly.
Uun Posted October 27 Posted October 27 20 hours ago, ZemX said: Same with the defense debuff except that one lets me slot an Achilles proc so I care about it just slightly more. The -def is autohit. Very useful for annoying foes like Rikti drones, venged Nemesis, etc. Uuniverse
Hjarki Posted October 29 Posted October 29 On 10/26/2024 at 2:01 PM, ZemX said: I honestly never think about it on my Rad Tankers because I don't bother with defense, so the toHit debuff is unnoticeable. Same with the defense debuff except that one lets me slot an Achilles proc so I care about it just slightly more. The real stuff in Beta Decay is the +recharge buff and, of course, the taunt aura. The proc chance of Achilles against a single target is 30.7%, so the average -resist is 6.14%. After purple patch (+3), this would be a 4% resist debuff. Also, bear in mind that offensive procs aren't auto-hit so unless you slot accuracy into the power, you're going to miss a lot.
ZemX Posted October 29 Posted October 29 12 hours ago, Hjarki said: The proc chance of Achilles against a single target is 30.7%, so the average -resist is 6.14%. After purple patch (+3), this would be a 4% resist debuff. Also, bear in mind that offensive procs aren't auto-hit so unless you slot accuracy into the power, you're going to miss a lot. Well first, not sure that is true about Achilles and toHit rolls. I haven't checked the combat logs but CoD does not tag this proc as needing a toHit roll the way it does for all damage procs. But second, wouldn't really care either way. I am never skipping this power but also never adding slots to it. One-slotting any other enhancement isn't making a world of difference either, so I go with Achilles.
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