Badge time.png   The Paragon Wiki Archive documents the state of City of Heroes/Villains as it existed on December 1, 2012.

Difference between revisions of "Talk:Limits"

From Paragon Wiki Archive
Jump to: navigation, search
(Recovery Rate Caps Need Data)
m (Damage Buffs)
 
(21 intermediate revisions by 10 users not shown)
Line 14: Line 14:
  
 
:: With Rest or 'Geas of the kind ones' or the villain alternate, I'm pretty sure you cap Recovery. This might be useful. --[[User:Murf|Murf]] 21:54, 24 April 2008 (UTC)
 
:: With Rest or 'Geas of the kind ones' or the villain alternate, I'm pretty sure you cap Recovery. This might be useful. --[[User:Murf|Murf]] 21:54, 24 April 2008 (UTC)
 +
 +
::: How do we want to go about "proving" these caps? [[User:SaintNicster|SaintNicster]] 16:50, 26 July 2008 (UTC)
 +
 +
:::: My suggestion would be to try this:
 +
:::: * find an assistant who can buff your recovery rate
 +
:::: * activate rest and allow time for it to kick in
 +
:::: * check your recovery rate with rest active
 +
:::: * now have your assistant hit you with their recovery buff
 +
:::: * check your recovery rate with both rest and the recovery buff applied
 +
:::: If your recovery rate with both rest and the recovery buff applied is the same as with only rest active, then you've found the cap
 +
:::: --[[User:Eabrace|Eabrace]] 07:43, 27 July 2008 (UTC)
 +
 +
::::: Wouldn't it be easier to watch the combat attribute for recovery?  The reported number turns blue when an attribute caps out. [[User:Apocrypha|Apocrypha]] 23:36, 2 August 2008 (UTC)
 +
 +
:::::: Actually, that's what I had in mind when I said "check your recovery rate".  I just forgot that the numbers turn blue when you hit the cap.  :)  --[[User:Eabrace|Eabrace]] 00:15, 3 August 2008 (UTC)
 +
 +
So I finally did a bit of research, with help from others.  Is someone willing to verify my data? [[User:SaintNicster/scratch_paper]]  Pulled these from the Combat Attributes [[User:SaintNicster|SaintNicster]] 23:47, 8 October 2008 (UTC)
 +
 +
:I verified the number on my Warshade tonight, but that's all I've checked. --[[User:Eabrace|Eabrace]] 02:31, 9 October 2008 (UTC)
 +
 +
==Aggro==
 +
What is the aggro cap? --[[User:Aggelakis|Aggelakis]] 01:04, 12 September 2008 (UTC)
 +
 +
17 foes attacking at once.  Can aggro more, but they won't come to you or attack you until you lose one of the 17 currently attacking. [[User:Quater|Quater]] 16:20, 12 September 2008 (UTC)
 +
 +
== Rularuu bosses ==
 +
 +
The article cays Rularuu bosses can reach 200% resistance. 100% resistance means you take no damage. 200% resistance would mean that damage inflicted actually heals them, wouldn't it? How does one go about seeing that in action? This has me intrigued. :) -- [[User:Sekoia|Sekoia]] 01:04, 6 February 2009 (UTC)
 +
 +
:I'm thinking it may mean that basically it's a different form of protection against debuffs - they just got extra resistance to pile on top so it looks like they're not affected.  Then again, I dunno.  How does a 100% resistance to damage work anyway?  I'm pretty sure any of my characters can hurt a Giant Monster (before it regens damage back) by themself..?  [[User:Sera404|Sera404]] 02:23, 6 February 2009 (UTC)
 +
::Damage resistance resists damage resistance debuffs. 30% debuff against a target with 0% resistance leaves the target at -30%. 30% against a target with 50% leaves the target at 35% (50 - 30 * 0.50). 30% against a target with 100% leaves the target at 100% (100 - 30 * 0.00). --[[User:Fleeting Whisper|Fleeting Whisper]] 00:27, 14 April 2009 (UTC)
 +
 +
== Status resistance cap ==
 +
 +
I just discovered the Status Resistance cap with the help of 4 friends. We had 2 Radiation Emission Defenders, a Rad Controller, a Sonic Resonance Defender, and a Sonic Controller. The sonics and one of the rads (myself) were all level 50, while the other two Rads were in their 20s. 3 Accelerate Metabolisms, two sonics spamming Clarity on me, and Health brought my Sleep duration down to 0.99%
 +
 +
0.0099 = 1 / (1 + X)<br />
 +
(1 + X) * 0.0099 = 1<br />
 +
1 + X = 1 / 0.0099<br />
 +
X = 1 / 0.0099 - 1<br />
 +
X = 100.0101... = 10001.0101...%
 +
 +
Since I was forced to calculate the resistance value based on the duration value, and the CA window only shows two decimal places, the number may be off (I suspect the actual cap is something like 10,000%). Our group did not have time to est whether the cap was different for any AT besides Defender, though I doubt it is. --[[User:Fleeting Whisper|Fleeting Whisper]] 00:19, 18 April 2009 (UTC)
 +
 +
== Damage Buffs ==
 +
 +
Damage buffs should be modified. In fact, all damage buffs are based on the unenhanced amount. So the max damage buff is 400% for a blaster at 21+, but the base damage is 100% and enhancements may be around 100% more, and negative enemy resistance is also added exactly like a normal damage buff except it's not capped at 400%. In other words, you may be able to get about 900% (100% base + 100% enhancements + 400% "damage buff" + 300% for enemy -res) damage out of a blaster. --[[User:DeProgrammer|DeProgrammer]] 01:25, 26 February 2010 (UTC)
 +
:Damage resistance debuffs are applied to the enemy, not to the attacking character, and thus do not factor into the damage buff minimum or maximum. ~ {{:User:Aggelakis/Sig1}} 04:24, 26 February 2010 (UTC)
 +
:Not to mention that both of your other points (base damage and enhancements) are addressed in the 'notes' section below the table for damage buffs. ~ {{:User:Aggelakis/Sig1}} 04:27, 26 February 2010 (UTC)
 +
::Sure, except it's wrong. Enhancements do not count toward the cap. [[User:DeProgrammer|DeProgrammer]] 17:58, 8 March 2010 (UTC)
 +
:::Um, they sure do. Look at the damage difference between a damage capped character with no damage enhancements and a damage capped character with enhancements. They're the same, because the character is already damage capped; adding damage enhancements (adding ~95% for 3 SOs) does not add any damage because the enhancement is counted as a buff. ~ {{:User:Aggelakis/Sig1}} 18:04, 8 March 2010 (UTC)
 +
: In addition to Agge's points, resistance doesn't work like you seem to think it does. If you are a blaster and have your damage at the 500% cap, and if you are attacking an enemy who has resistance debuffs applied to the cap at 300%, then you are effectively doing 2000% damage to that enemy, ''not'' 800% as your math would predict. Resistance debuffs do not apply linearly, they are multipliers. See [[Resistance (Mechanics)]] for details. -- [[User:Sekoia|Sekoia]] 18:52, 8 March 2010 (UTC)
 +
: Turns out either I have a crappy memory and/or I tested the damage resistance thing using an Achilles' Heel proc before they fixed it and/or I did the math wrong. Probably all three. And enhancements count toward the cap. Nevermind my foolishness. [[User:DeProgrammer|DeProgrammer]] 01:24, 11 March 2010 (UTC)

Latest revision as of 01:24, 11 March 2010

How about some redirects to this page? It took someone linking to this page for me to find it, and I couldn't find it with the search before then, searching for things like "damage cap" or "caps". If nobody voices a contrary opinion by later tonight, I'll set a few up.--Fleeting Whisper 15:31, 27 October 2007 (EDT)

Works for me. Corebreach 16:00, 27 October 2007 (EDT)
By all means, please add redirects that would help people find it. :) -- Sekoia 19:50, 27 October 2007 (EDT)

Broken link

The link to iakona's classes.xls spreadsheet leads to a 404 error page --Fleeting Whisper 05:18, 6 February 2008 (UTC)

Recovery Rate Caps Need Data

We need to start collecting real data on the recovery cap. My Cold Corruptor has recently been dropping Heat Loss on his teams and the other Corruptors and Brutes are reporting a cap of 8.xx% while the Dominators are saying theirs is 12.xx%. SO. It appears to vary by AT.--Alessar 19:45, 18 March 2008 (UTC)

With Rest, I cap out on my level 41 Blaster at 8.34%/sec. -- Sekoia 01:00, 13 April 2008 (UTC)
With Rest or 'Geas of the kind ones' or the villain alternate, I'm pretty sure you cap Recovery. This might be useful. --Murf 21:54, 24 April 2008 (UTC)
How do we want to go about "proving" these caps? SaintNicster 16:50, 26 July 2008 (UTC)
My suggestion would be to try this:
* find an assistant who can buff your recovery rate
* activate rest and allow time for it to kick in
* check your recovery rate with rest active
* now have your assistant hit you with their recovery buff
* check your recovery rate with both rest and the recovery buff applied
If your recovery rate with both rest and the recovery buff applied is the same as with only rest active, then you've found the cap
--Eabrace 07:43, 27 July 2008 (UTC)
Wouldn't it be easier to watch the combat attribute for recovery? The reported number turns blue when an attribute caps out. Apocrypha 23:36, 2 August 2008 (UTC)
Actually, that's what I had in mind when I said "check your recovery rate". I just forgot that the numbers turn blue when you hit the cap.  :) --Eabrace 00:15, 3 August 2008 (UTC)

So I finally did a bit of research, with help from others. Is someone willing to verify my data? User:SaintNicster/scratch_paper Pulled these from the Combat Attributes SaintNicster 23:47, 8 October 2008 (UTC)

I verified the number on my Warshade tonight, but that's all I've checked. --Eabrace 02:31, 9 October 2008 (UTC)

Aggro

What is the aggro cap? --Aggelakis 01:04, 12 September 2008 (UTC)

17 foes attacking at once. Can aggro more, but they won't come to you or attack you until you lose one of the 17 currently attacking. Quater 16:20, 12 September 2008 (UTC)

Rularuu bosses

The article cays Rularuu bosses can reach 200% resistance. 100% resistance means you take no damage. 200% resistance would mean that damage inflicted actually heals them, wouldn't it? How does one go about seeing that in action? This has me intrigued. :) -- Sekoia 01:04, 6 February 2009 (UTC)

I'm thinking it may mean that basically it's a different form of protection against debuffs - they just got extra resistance to pile on top so it looks like they're not affected. Then again, I dunno. How does a 100% resistance to damage work anyway? I'm pretty sure any of my characters can hurt a Giant Monster (before it regens damage back) by themself..? Sera404 02:23, 6 February 2009 (UTC)
Damage resistance resists damage resistance debuffs. 30% debuff against a target with 0% resistance leaves the target at -30%. 30% against a target with 50% leaves the target at 35% (50 - 30 * 0.50). 30% against a target with 100% leaves the target at 100% (100 - 30 * 0.00). --Fleeting Whisper 00:27, 14 April 2009 (UTC)

Status resistance cap

I just discovered the Status Resistance cap with the help of 4 friends. We had 2 Radiation Emission Defenders, a Rad Controller, a Sonic Resonance Defender, and a Sonic Controller. The sonics and one of the rads (myself) were all level 50, while the other two Rads were in their 20s. 3 Accelerate Metabolisms, two sonics spamming Clarity on me, and Health brought my Sleep duration down to 0.99%

0.0099 = 1 / (1 + X)
(1 + X) * 0.0099 = 1
1 + X = 1 / 0.0099
X = 1 / 0.0099 - 1
X = 100.0101... = 10001.0101...%

Since I was forced to calculate the resistance value based on the duration value, and the CA window only shows two decimal places, the number may be off (I suspect the actual cap is something like 10,000%). Our group did not have time to est whether the cap was different for any AT besides Defender, though I doubt it is. --Fleeting Whisper 00:19, 18 April 2009 (UTC)

Damage Buffs

Damage buffs should be modified. In fact, all damage buffs are based on the unenhanced amount. So the max damage buff is 400% for a blaster at 21+, but the base damage is 100% and enhancements may be around 100% more, and negative enemy resistance is also added exactly like a normal damage buff except it's not capped at 400%. In other words, you may be able to get about 900% (100% base + 100% enhancements + 400% "damage buff" + 300% for enemy -res) damage out of a blaster. --DeProgrammer 01:25, 26 February 2010 (UTC)

Damage resistance debuffs are applied to the enemy, not to the attacking character, and thus do not factor into the damage buff minimum or maximum. ~ AGGE talk/cons 04:24, 26 February 2010 (UTC)
Not to mention that both of your other points (base damage and enhancements) are addressed in the 'notes' section below the table for damage buffs. ~ AGGE talk/cons 04:27, 26 February 2010 (UTC)
Sure, except it's wrong. Enhancements do not count toward the cap. DeProgrammer 17:58, 8 March 2010 (UTC)
Um, they sure do. Look at the damage difference between a damage capped character with no damage enhancements and a damage capped character with enhancements. They're the same, because the character is already damage capped; adding damage enhancements (adding ~95% for 3 SOs) does not add any damage because the enhancement is counted as a buff. ~ AGGE talk/cons 18:04, 8 March 2010 (UTC)
In addition to Agge's points, resistance doesn't work like you seem to think it does. If you are a blaster and have your damage at the 500% cap, and if you are attacking an enemy who has resistance debuffs applied to the cap at 300%, then you are effectively doing 2000% damage to that enemy, not 800% as your math would predict. Resistance debuffs do not apply linearly, they are multipliers. See Resistance (Mechanics) for details. -- Sekoia 18:52, 8 March 2010 (UTC)
Turns out either I have a crappy memory and/or I tested the damage resistance thing using an Achilles' Heel proc before they fixed it and/or I did the math wrong. Probably all three. And enhancements count toward the cap. Nevermind my foolishness. DeProgrammer 01:24, 11 March 2010 (UTC)