Uncle Shags Posted yesterday at 04:06 AM Posted yesterday at 04:06 AM I was just bebopping around on test, trying a new tank. Carnival was breaking through my status protection so I looked at my stats. Anyone know why the total is much lower than it appears it should be? Mids is displaying 125% on this build. What gives?
Glacier Peak Posted 16 hours ago Posted 16 hours ago You've broken the 5 rule it appears. If you've slotted any set bonuses more than 5 times, they don't apply their effect. I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Uncle Shags Posted 16 hours ago Author Posted 16 hours ago 6 minutes ago, Glacier Peak said: You've broken the 5 rule it appears. If you've slotted any set bonuses more than 5 times, they don't apply their effect. I was looking at that. I think it's not the number that matters (9.09 and 3.61) but the source of the bonus. The over 5 instances are different bonuses so don't break the rule. I think. 1
tidge Posted 15 hours ago Posted 15 hours ago I'm seeing Hold Resistance, not Hold Protection. Resistance never gets the status effect duration to "0 seconds".
Psyonico Posted 14 hours ago Posted 14 hours ago I think mids is showing the actual resistance while in game is showing how that resistance effects duration. 1 What this team needs is more Defenders
Uun Posted 12 hours ago Posted 12 hours ago Hold resistance doesn't prevent you from being held, it just reduces the duration. If foes are holding you through your status protection, it's because they're stacking holds that exceed your hold protection (Mag 12.975 excluding T9s, RoP, Support/Melee, etc.). Assuming each hold is mag 3, that means 5 holds have been stacked on you. A similar thing happens to me with stuns when fighting Malta. Uuniverse
Uncle Shags Posted 9 hours ago Author Posted 9 hours ago Thanks for the help. I looked at the link and it makes sense. As far as my particular example, I was stress testing psionic armor, which is new to me. I was also trying out the new +5 mission difficulty. And pulling more than one group at a time. And trying out a pure resistance version with very little defense. All of that must have added up to some well stacked holds. I think I'm going to try it with melee hybrid now to see if that's enough. It's only up half the time, though. Might need to carry breakfrees...
Uun Posted 9 hours ago Posted 9 hours ago 16 minutes ago, Uncle Shags said: I think I'm going to try it with melee hybrid now to see if that's enough. It's only up half the time, though. Might need to carry breakfrees... The interesting thing is that your toggles won't drop when you're held or stunned. So while you can't attack, generally you're perfectly safe just standing there for a few seconds. I haven't tried this against +5s, but I often do this when Malta stun my Fire tank. Uuniverse
Psyonico Posted 7 hours ago Posted 7 hours ago 2 hours ago, Uncle Shags said: I was also trying out the new +5 mission difficulty. Purple patch increases mez duration https://homecoming.wiki/wiki/Purple_Patch If you were 50+1 mezzes are 44% longer at +5. If you were not +1, they are 55% longer, meaning they'll have more opportunity to stack. What this team needs is more Defenders
Uncle Shags Posted 7 hours ago Author Posted 7 hours ago 1 hour ago, Uun said: The interesting thing is that your toggles won't drop when you're held or stunned. So while you can't attack, generally you're perfectly safe just standing there for a few seconds. I haven't tried this against +5s, but I often do this when Malta stun my Fire tank. It was maybe 50/50. Psi Armor seems to be a pretty active playstyle: refreshing 1 big and 2 small absorb shields, the ato +res, the regen power, and then my cc. I didn't last long without the clicks. So all toggles stay on. But they also still function normally while held? Even Aura of Insanity?
Uncle Shags Posted 6 hours ago Author Posted 6 hours ago 11 minutes ago, Psyonico said: Purple patch increases mez duration https://homecoming.wiki/wiki/Purple_Patch If you were 50+1 mezzes are 44% longer at +5. If you were not +1, they are 55% longer, meaning they'll have more opportunity to stack. I was +1. Still rough. I have a feeling the new difficulties are going to be interesting. Might be some respecs in my future.
Uun Posted 5 hours ago Posted 5 hours ago 1 hour ago, Uncle Shags said: So all toggles stay on. But they also still function normally while held? Even Aura of Insanity? Aura of Insanity has a lot of moving parts. You need to look at the flags at the end of each line to see which conditions they suppress under. Looks like they suppress in certain conditions and not in others. Probably needs to be tested. https://cod.uberguy.net/html/power.html?power=tanker_defense.psionic_armor.aura_of_insanity&at=tanker Uuniverse
Glacier Peak Posted 4 hours ago Posted 4 hours ago My understanding is the Status Protection at the top represents the magnitude of protection that a status effect would need to overcome in order to apply the effect to the character. Then the bottom Status Resistance represents how much of the duration is shortened by that percentage if the effect is applied. I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Psyonico Posted 4 hours ago Posted 4 hours ago @Glacier Peak that assumption is correct. 2 hours ago, Uncle Shags said: So all toggles stay on. But they also still function normally while held? Even Aura of Insanity? Toggles stay on, but their effects suppress. That is all toggles, not just offensive ones. What this team needs is more Defenders
Hedgefund Posted 3 hours ago Posted 3 hours ago To answer how you saw 125% in Mids but 44.44% in combat attributes, final mez resist follows the formula 1 / (1 + sum of mez resistances)). So your homework is to determine 1 / (1 + 1.25)) Spoiler Answer - it's 44.44%, the same as in combat attributes.
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