| Search | Today's Post |
Go Back   Champions Online > Champions Online Gameplay & Feedback > Combat and Powers
Reload this Page Strafe + Aversion, working as intended?
Login
Search Today's Posts Mark Forums Read

Reply
Page 1 of 5 1 234 > Last »
 
Thread Tools Display Modes
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 1 Strafe + Aversion, working as intended?
12-14-2009, 02:25 AM
Reply With Quote
Just curious, it adds +100% dodge, taking my non-LR, invuln user to 110% dodge chance, and it procs ALL the time, is this supposed to work like this? Seems pretty OP to me for a 2 point advantage, I get the feeling its supposed to be adding a percentage to your base, not adding 100% dodge chance.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 2
12-14-2009, 02:32 AM
Reply With Quote
Well are you getting hurt at all? If you arn't, yea probably.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 3
12-14-2009, 02:36 AM
Reply With Quote
You can pretty much be close to unkillable with this setup.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 4
12-14-2009, 02:52 AM
Reply With Quote
Actually Stafe's Aversion is not working as intended. It's supposed to add 100% avoidance too, but currently only gives 10%. At least, that's what the description says.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 5
12-14-2009, 02:56 AM
Reply With Quote
Quote:
Actually Stafe's Aversion is not working as intended. It's supposed to add 100% avoidance too, but currently only gives 10%. At least, that's what the description says.
See that actually sounds more like it to me, Aversion supposed to add 100% dodge and avoidance, with base of 10% in each, it takes dodge to 110% and avoidance to 20%. One of these isnt right IMO.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 6
12-14-2009, 04:26 AM
Reply With Quote
Avoidance works like superstats, DR, energy cost reductions, and so forth: it stacks and has diminishing returns. You get most of your avoidance from DEX and LR, a modest amount from Avoidance, a small amount from anything else that adds avoidance. +50% avoidance works out to a small number when you already have a lot of it.

That's why Aversion's +100% dodge proc is nice when you've got low DEX and no LR, but not really stupendous. You dodge a lot, but aren't really cutting that much damage off the top when you do (of course, stacked with Invuln, it does add up.) Note also that:
- Dodge rating is reduced for quick attacks and increased for big attacks, so that +100% dodge is cut in half for quick-firing attacks and maintains, but you'll always dodge big chargeups. There are still lots of attacks in the game that are very quick but do lots of damage, mainly in 5-man content.
- Aversion only stays up a lot if you're firing your energy builder a lot, which means if you want to have it up you can't be blocking that much or pulling off lots of big moves all the time.

Aversion works much better if you already have DEX and LR to pump your avoidance rating up so that Aversion's big dodge rating buff is more useful. Of course then you probably don't have Invuln.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 7
12-14-2009, 04:28 AM
Reply With Quote
Quote:
Originally Posted by rourke01
See that actually sounds more like it to me, Aversion supposed to add 100% dodge and avoidance, with base of 10% in each, it takes dodge to 110% and avoidance to 20%. One of these isnt right IMO.
Either way it's a pretty rocking advantage. Stacked with LR and a few other dodge/avoidance powers/items and you're nearly unkillable.

Have mercy nerf bat.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 8
12-14-2009, 05:07 AM
Reply With Quote
I was stunned the first time I realized what it was doing with my Archer respec. The build is CON/DEX with Defiance (Invulnerability would do the same or better). So the toon has a high DEX, and when Aversion hits, I suddenly have two defensive passives.

It's probably meant more as a compliment to Quarry. But you don't need the energy Quarry gives if you have you have Force Shield and the multiple ranged energy catalysts you can get around level 27. Add Torrent of Arrows with Relentless Recurve (knockback), Explosive Arrow with "Where's the Kaboom" (big delayed damage, with no cooldown), and Archers are flat-out evil. It's a PvP-build, inside a class. But of course, Scything Blade/STC is a frequent addition.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 9
12-14-2009, 05:09 AM
Reply With Quote
Explosive arrow is flat out broken, there is no energy cost increase for a charge and a tapped hit will do a full charged attacks worth of "Where's the Kaboom!" damage.
Archived Post's Avatar
Archived Post
Perfect World User
Join Date: Dec 2007
# 10
12-14-2009, 05:21 AM
Reply With Quote
Quote:
Originally Posted by rourke01
Explosive arrow is flat out broken, there is no energy cost increase for a charge and a tapped hit will do a full charged attacks worth of "Where's the Kaboom!" damage.
It would certainly be better with the WTK damage scaled based on charge, or a cooldown. That wouldn't reduce the power of my Archer that much, just make me use its other powers more. It is nice seeing a teleporter choke though.
Reply
Page 1 of 5 1 234 > Last »

« Previous Thread | Next Thread »
Thread Tools
Show Printable Version Show Printable Version
Email this Page Email this Page
Display Modes
Linear Mode Linear Mode
Hybrid Mode Switch to Hybrid Mode
Threaded Mode Switch to Threaded Mode

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


All times are GMT -8. The time now is 02:41 AM.