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Difference between revisions of "Archvillain"

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'''Archvillains''' are extremely powerful entities. They [[Con System|con]] +5 to their level. They typically have tens of thousands of HP (ten times that of standard bosses), substantial regeneration and recovery, high damage, and have [[Purple Triangles|a cycling period of near-immunity]] to all [[Status Effect]]s except [[Sleep]] and [[Immobilize|Immobilization]]. Approach with extreme caution and several teammates.
 
'''Archvillains''' are extremely powerful entities. They [[Con System|con]] +5 to their level. They typically have tens of thousands of HP (ten times that of standard bosses), substantial regeneration and recovery, high damage, and have [[Purple Triangles|a cycling period of near-immunity]] to all [[Status Effect]]s except [[Sleep]] and [[Immobilize|Immobilization]]. Approach with extreme caution and several teammates.
  
Archvillains will spawn as weaker [[Elite Boss]]es against teams which are small and/or using low [[notoriety]] settings.
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Archvillains will spawn as weaker [[Elite Boss]]es against teams which are small and/or using low [[notoriety]] settings.  Their heroic counterpart is, appropriately enough, the [[Hero]].
  
 
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.
 
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.

Revision as of 00:25, 24 October 2008

This article is about the NPC enemy. For the Archvillain accomplishment badge, see Archvillain Badge.

Overview

Archvillains are extremely powerful entities. They con +5 to their level. They typically have tens of thousands of HP (ten times that of standard bosses), substantial regeneration and recovery, high damage, and have a cycling period of near-immunity to all Status Effects except Sleep and Immobilization. Approach with extreme caution and several teammates.

Archvillains will spawn as weaker Elite Bosses against teams which are small and/or using low notoriety settings. Their heroic counterpart is, appropriately enough, the Hero.

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.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
AV Res Mod 0.60 0.60 0.61 0.61 0.62 0.63 0.63 0.64 0.64 0.65 0.65 0.66 0.66 0.67 0.67 0.68 0.68 0.69 0.69 0.70
Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
AV Res Mod 0.70 0.71 0.71 0.72 0.72 0.73 0.73 0.74 0.74 0.75 0.75 0.76 0.76 0.77 0.77 0.78 0.78 0.79 0.79 0.80
Level 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55
AV Res Mod 0.80 0.81 0.81 0.82 0.82 0.83 0.83 0.84 0.84 0.85 0.85 0.86 0.86 0.87 0.87


So, for example, while it might seem as though a Defender's Radiation Infection should be valuable against Captain Mako's extremely high defense bonus in the Statesman Task Force, the Infection's debuffs are heavily resisted. Optimally enhanced, Radiation Infection applies a -61% Defense penalty, which should cripple Mako's defense rating, but as it's against a +4 enemy it is at half strength due to the Purple Patch (-61 * .5 = -30.5), and as it's against a level 54 Archvillain a further 87% of that is resisted (-30.5 * (1 - .87) = -3.965%), leaving the net effect approximately half as useful at counteracting Mako's high defense as using a single Insight inspiration for a +7.5% ToHit bonus. Similarly, even against an equal-level AV, a level 50 Defender's mighty Lingering Radiation Regen debuff will be dropped from its usual -500% to approximately -65%.