I read that not every active bonus from compagnion works in PVP, so anyone has information about that? i got this willow wisp, and intend to get the AP and stamina protection wards, so no abuse using AP stamina leach and not getting abused by them was the plan. PVP is broken enough, and what a warlock can do is also possible for other classes I will be leader of the fairplaylist cryptic will implement next mod after getting rid of the leaderboard and get some fancy mount with a halo above the head
The color coding represents the effectiveness of CCs from the perspective of the wielder. Green zone is where you can expect your CC to work more or less as you intended. At the green zone the CC gives you enough time to fire off around two encounter powers, or approach a short distance and fire off one encounter. Most common/majority PvP builds are in the endlines of the green zone.
Orange zone is where using two encounters become more difficult.
One of the fastest activating powers in this game (and only instance where a dev directly mentioned the power's actual activation speed), CW's Icy Rays, is marked at 0.4s activation. However, this is only the activation time - the time required for the power to manifest its effects onto the target. In reality, all powers also have a "delay of response" time.
Take for example Whisperknife TR's daily power Hateful Knives. The power effect itself manifests when the TR lunges forth and launches the target into the air to prone, and then finishes off with a throw of daggers to the proned target. However, that doesn't mean the power is all finished. The TR has to come down from the air and make contact with the ground, and it's only after that happens, that the TR can take a new action. All powers have this sort of 'finishing motion', and this is called a "delay." So in reality, one must assume that most powers take around 0.8~1.2s from start to finish.
When in the red zone, the target is very briefly held, and sometimes even the fastest power may fail to connect. Even a split-second of slow reaction and the target just breaks free and walks away.
Post edited by kweassa on
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
I can slot about 1500 or so cc resist on my HR and it makes zero difference. So I gave up and bought an oghma artifact.
Dunno the specifics of your setup, but assuming it's something like a Halfling with a standard HR build with stats into WIS, then I'd expect it to have maybe around 28 WIS. At default you would have 40% or so from tenacity, 18% from WIS stats and an additional 10% from racial features. Roughly around 68% CCr.
A standard DPS CW would have typically around maybe 16 WIS since he would invest all his points between CON/INT/CHA... no Orb of Imposition ...no extra CCbonus buffs of any sort. So the only bonus to CC will be the +6% from WIS.
However, he would benefit significantly from his unique ability to ignore 66% of tenacity, bringing down your CCr to 42%. So, when there's a 3 second CC cast from a typical DPS CW, at default your resistances will bring it down to 2.23s
At mythical level an artifact provides +600 to CCr, which is IIRC around 6%... so +1500 CCr would amount upto another 15% bonus. If you have that +1500 added on top of the stats as calculated above, it would reduce a 3 second CC down to 2.01s
The difference is around 0.22s. This is usually faster than human eyes blinking. So, yes, you probably would not feel much difference.
Empirically speaking, individual bonuses to BOTH CC resistance and CC bonus, is just meaningless and intangible. It only becomes meaningful when the overall stacking of these stats reach very high levels, which requires a lot of sacrifice in other areas. It becomes rewarding only after that happens.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
CWs- kinda. Better use companions in pvp. Hr's? - not at all, cause HR is bugged.
we are way like a conqueror damage until proven otherwise
He is correct, as today I was CCed several times by your character in Stronghold Have a video of you to). You, Ripper and Deadshot besides two other Rangers in my guild are the only ones that can keep me CCed with will-o-wisp buff, Elven and Sylph. I have even used Oghmas to no avail against the ones I just mentioned and the amount of sheer control you guys have when locking down a target with bugged abilities is rediculous.
This also goes back to classes in the game as some will be better than others when having resists. It makes no sense for a SW or CW to slot anything that has deflect on it (we can't get enough to make a difference.).
I'm off topic, to answer your question I'm not sure what current benefit or cap is being that you can have a bunch of companions that push your resistance up by % and a armor enchant that also synergizes with this.
I may not be considered by most the BEST PVP Warlock on the server but, I am the most HATED amongst them.
I use to use Trans Elven Sylph Wisp and even the Artifact Power linked to skillful infiltrator (+50% Stuns-Slows resistance). No difference and now it looks like Elven dont work in SH Siege ppl cc me like i were naked.
Stacking tertiary stats above 1000 is near to worthless, the diminishing returns on these stats is insane. The only reason anyone would have more than 1000 is that they had two artifacts to focus on a stat.
That's right, 745 points into a tertiary stat after 1200 is going to net you a whopping 0.8% return for your trouble.
Other than the returns on tertiary stats, Kweassa is correct. I've stacked CCr because as all other relevant others are at the soft cap, but it really makes no noticeable difference.
Comments
.Suicide Squad.
i got this willow wisp, and intend to get the AP and stamina protection wards, so no abuse using AP stamina leach and not getting abused by them was the plan.
PVP is broken enough, and what a warlock can do is also possible for other classes
I will be leader of the fairplaylist cryptic will implement next mod after getting rid of the leaderboard and get some fancy mount with a halo above the head
CC from non-CWs
■ 10% resist = 2.72s
■ 20% resist = 2.50s
■ 30% resist = 2.30s
■ 40% resist = 2.14s -------[tenacity]
■ 50% resist = 2.00s
■ 60% resist = 1.87s -------[the extent most PvP builds are at]
■ 70% resist = 1.76s
■ 80% resist = 1.66s
■ 90% resist = 1.57s
■ 100% resist = 1.50s
■ 115% resist = 1.39s ------[tenacity + TR deflect]
■ 125% resist = 1.33s ------[tenacity + TEB]
■ 135% resist = 1.27s ------[tenacity + TEB + racial CCr traits]
■ 200% resist = 1.00s ------[tenacity + TEB + TR deflect]
■ 215% resist = 0.95s ------[tenacity + TEB + racial CCr traits + TR deflect]
CC from CWs (66% tenacity penetration/ignore)
■ 10% resist = 2.72s
-------------------------[tenacity (13.6%)]
■ 20% resist = 2.50s
■ 30% resist = 2.30s -------[the extent most PvP builds are at]
■ 40% resist = 2.14s
■ 50% resist = 2.00s
■ 60% resist = 1.87s
■ 70% resist = 1.76s
■ 80% resist = 1.66s
■ 90% resist = 1.57s ------[tenacity + TR deflect]
■ 100% resist = 1.50s ------[tenacity + TEB]
■ 110% resist = 1.42s ------[tenacity + TEB + racial CCr traits]
■ 175% resist = 1.09s ------[tenacity + TEB + TR deflect]
■ 190% resist = 1.03s ------[tenacity + TEB + racial CCr traits + TR deflect]
The color coding represents the effectiveness of CCs from the perspective of the wielder. Green zone is where you can expect your CC to work more or less as you intended. At the green zone the CC gives you enough time to fire off around two encounter powers, or approach a short distance and fire off one encounter. Most common/majority PvP builds are in the endlines of the green zone.
Orange zone is where using two encounters become more difficult.
One of the fastest activating powers in this game (and only instance where a dev directly mentioned the power's actual activation speed), CW's Icy Rays, is marked at 0.4s activation. However, this is only the activation time - the time required for the power to manifest its effects onto the target. In reality, all powers also have a "delay of response" time.
Take for example Whisperknife TR's daily power Hateful Knives. The power effect itself manifests when the TR lunges forth and launches the target into the air to prone, and then finishes off with a throw of daggers to the proned target. However, that doesn't mean the power is all finished. The TR has to come down from the air and make contact with the ground, and it's only after that happens, that the TR can take a new action. All powers have this sort of 'finishing motion', and this is called a "delay." So in reality, one must assume that most powers take around 0.8~1.2s from start to finish.
When in the red zone, the target is very briefly held, and sometimes even the fastest power may fail to connect. Even a split-second of slow reaction and the target just breaks free and walks away.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
A standard DPS CW would have typically around maybe 16 WIS since he would invest all his points between CON/INT/CHA... no Orb of Imposition ...no extra CCbonus buffs of any sort. So the only bonus to CC will be the +6% from WIS.
However, he would benefit significantly from his unique ability to ignore 66% of tenacity, bringing down your CCr to 42%. So, when there's a 3 second CC cast from a typical DPS CW, at default your resistances will bring it down to 2.23s
At mythical level an artifact provides +600 to CCr, which is IIRC around 6%... so +1500 CCr would amount upto another 15% bonus. If you have that +1500 added on top of the stats as calculated above, it would reduce a 3 second CC down to 2.01s
The difference is around 0.22s. This is usually faster than human eyes blinking. So, yes, you probably would not feel much difference.
Empirically speaking, individual bonuses to BOTH CC resistance and CC bonus, is just meaningless and intangible. It only becomes meaningful when the overall stacking of these stats reach very high levels, which requires a lot of sacrifice in other areas. It becomes rewarding only after that happens.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
This also goes back to classes in the game as some will be better than others when having resists. It makes no sense for a SW or CW to slot anything that has deflect on it (we can't get enough to make a difference.).
I'm off topic, to answer your question I'm not sure what current benefit or cap is being that you can have a bunch of companions that push your resistance up by % and a armor enchant that also synergizes with this.
-Kymos
Willowisp +sylph?
Tertiary Stats:
600 = 6%
1000 = 8%
1200 = 9%
1945 = 9.8%
That's right, 745 points into a tertiary stat after 1200 is going to net you a whopping 0.8% return for your trouble.
Other than the returns on tertiary stats, Kweassa is correct. I've stacked CCr because as all other relevant others are at the soft cap, but it really makes no noticeable difference.