Doctor Archive
Thread: Resist buff C's what kind of absorbtion % is possible?
Message Edited by Ataho on 12-29-2004 04:31 PM
Ataho wrote:
Okay, first of I'm a non-doc....I have been reading/searching for posts about the resist C buffs and trying to find out what to expect from the 12pts. docs on my server..
So far I have been reading about absorbtion ratesranging from 10-25% with full experimemtation.....
If someone could please post a more accurate percentagewith best possible ressouces.....with and withoutJanta blood.
Message Edited by Ataho on 12-29-2004 04:31 PM
Absorption has a theoretical max of 25%. However, since it uses OQ and PE as determinants, and PE is capped at 700 for 1 of the necessary resources for each type of pack (tat herb for poison resists, wild corn for disease resists), the attainable max (even with perfect resources) is more likely to be 23 or 24%.
Janta blood doesn't help directly -- it increases the base effectiveness of the pack, which might allow you to use all your points in absorption rather than dividing them between 2 experimental qualities, but a Janta resist C starts out with 5 absorption just like a pack made with a normal BEC... (and, janta blood doesn't add 1:1 to effectiveness on these...)
When I make 'em, my goal is typically as much absorption as possible while getting the effectiveness over 170. With the resources I'm currently using (which are very, very good, but not perfect...), that means 19 absorption and between 175 and 185 power, without any experimentation on duration...
Hope that answers your question.
Ataho wrote:
Thx for the answer...five stars for you:-)
a follow up question though....
Why the effectiveness over 170? Wont the poison/desease stick at some point anyway?
Well, this part isn't especially scientific (since SOE doesn't realease their formulae for checks like this...), but in my experience, most CMs will be using poisons with 160 potency or less (getting the potency up higher than that makes it hard to get the effectiveness very high, even with loot drops -- not that it can't be done, but most pre-resist buff poisons were 100-120 potency, and now it seems like ~160 is par for the course)... So, lower effectiveness than that makes it fairly unlikely that the resists will actually resist anything...
You're right, of course -- in almost all circumstances, the CM will keep tossing DOTs until they stick. But, if the trade-off is (and this is hypothetical) between 19 absorption and poisons sticking 40% of the time on the one hand, and 21 absorption and poisons sticking 60% of the time on the other, I'm going to choose 19 and 40% every time (since each resist costs the CM 4 seconds and a fair bit of mind)...
Anyway, that's my thinking on it. There's been some testing done on the CM boards though -- you may want to investigate that...
Ataho wrote:
Thx for the answer...five stars for you:-)
a follow up question though....
Why the effectiveness over 170? Wont the poison/desease stick at some point anyway?
Not really. Combat medics can essentially flex potency between 100 and 200. 100 is the extreme where they experiment the ARC for duration and put everything in effectiveness (damage) on the final assembly.140 is a more typical poison with the ARC experimented for potency, but the final assembly still all effectiveness. 200 is is when the ARC is potency experimented and 5 or 6 experimentation points are put into ease of use (which covers potency) on the final assembly.
170 effectiveness is very effective against the 100 and 140 potency poisons. It's less wonderful against the 200+ potency poisons. In no cases are you guaranteed to resist and in no cases will a poison automatically hit. Absorption is guaranteed to reduce damage ticks and make cures easier to apply. /shrug. I haven't completely decided myself after multiple months whether I like max resist B enhance packs, max absorption C packs, or balanced C packs best.
Happymob wrote:
Ataho wrote:
Thx for the answer...five stars for you:-)
a follow up question though....
Why the effectiveness over 170? Wont the poison/desease stick at some point anyway? If the Combat Medic continues to throw then at some point they will break through those resists. Unfortunately for the Combat Medic they are rooted to the ground for 4 seconds and may not do anything else at that time including heal themselves. While 4 seconds doesn't seem like much it is enough to almost completely cross 64m. The time adds up as they become punching bags or headshot targets as well unless they've found some strategic location where it would be hard to get to them. Trust me, except in a grand melee situation, any PvPer worth their salt can make a spamming CM hate life real fast. Throw in the 0 defenses and the spamming CM had better of taken his/her thakitillo.
140 is a more typical poison with the ARC experimented for potency, but the final assembly still all effectiveness. ARC's are potency and duration only. Infection amp is the effectiveness. Still all good advice though.
Ataho wrote:
Found a top doc on my server that can make the following resist packs:-)
19% and 183 effect or 22% with 167 effect.....I planing on taking the 22% once:-) any comments?
The 19% 183eff. is the better of the two. Higher effectiveness for these things is better than 3% absorbtion. Whats 3% of 650? Whats 3% of 190? Not having the poison/diseasestick in the first place is a much better option.
The poison is gona stick no matter what and if I dont heal it completly I can't get re-poisoned, right? and I would benifit with the 3% extra:-)
Brainplay wrote:
Ataho wrote:
Found a top doc on my server that can make the following resist packs:-)
19% and 183 effect or 22% with 167 effect.....I planing on taking the 22% once:-) any comments?
The 19% 183eff. is the better of the two. Higher effectiveness for these things is better than 3% absorbtion. Whats 3% of 650? Whats 3% of 190? Not having the poison/diseasestick in the first place is a much better option.
Message Edited by Ataho on 01-03-2005 02:18 PM
Ataho wrote:
The poison is gona stick no matter what and if I dont heal it completly I can't get re-poisoned, right? and I would benifit with the 3% extra:-)
Message Edited by Ataho on 01-03-2005 02:18 PM