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I hear a lot of strange things about Recharge Penalties (hereafter described as "-Recharge.") I have a bunch of characters with this secondary effect, and have spent some time looking at how it works, so I thought I'd take a break to explain the overall implications of the effect to people who are still confused by it. This isn't a guide so much as a quick heads up, so I'm posting it here instead of the guides section.
The Master Formula
The master formula for -Recharge is simple enough. Quoting directly from ParagonWiki, it's just:
Code:Stated in plain English, all bonuses and penalties to Recharge time actually buff or debuff a multiplier instead of Base Recharge Time itself. The multiplier increases or decreases based on any buffs or debuffs received.RechargeTime = BaseRechargeTime / ( 100% + Buffs - Debuffs )
(It has to be set up this way. Otherwise, +100% Recharge would cause a power to recharge instantly, and -100% Recharge would cause it to never recharge.)
The debuffs mentioned in the formula can be read straight out of a power's description. The Blaster version of Ice Bolt, for example, provides -20% Recharge per application. To actually interpret that number, it's helpful to change it from a percentage to a multiplier. You can do that by simply plugging values it into the formula and use 1 as the BaseRechargeTime.
Code:Multiplier = BaseRechargeTime:1 / ( 100% + Buffs:0% - Debuffs:20% ) = 1.25
Recharge Caps
The maximum possible -Recharge achievable on an enemy is -75%. At this value, all powers take four times as long to Recharge.
The Purple Patch
Your next question might be, if -Recharge is capped at -75%, why do some powers, such as the Controller version of Shiver, have base values greater than 75%? The answer to this is called the "purple patch," so called because it is a piece of code introduced via a patch to the game some time ago, intended specifically to make higher level (i.e. "purple") enemies more difficult to defeat by adding, among other things, debuff resistance. The purple patch reduces -Recharge (and all other resistable things) as follows:
Code:Enemy Con Effect Strength +0 100% +1 90% +2 80% +3 65% +4 48%
The Sustainability Problem
It's not enough to calculate the effectiveness of -Recharge by looking at the -Recharge values by themselves. You also have to know how long the -Recharge effect will be in place. A very high value, low duration -Recharge effect can actually have less overall effect on the enemy than a medium value, long duration one. That's because -Recharge penalties apply continuously; every server tick the enemy spends under a penalty counts against it.
In other words, flooring an enemy's recharge for 10 seconds increases the enemies recharge time only during those ten seconds. Consider a power with a base recharge time of 15 seconds. If you floored an enemy's recharge (ideally at the exact moment the power was expended), what would happen is the enemy's recharge rate would be reduced by x4 for the first ten seconds, but then return to normal. The ten seconds the enemy spent under the penalty would count as if they were really about 2.5 seconds of recharge time (75% of base). The power would take about 22 seconds to recharge in total. Contrast this with the 60 seconds it would take to recharge if you floored recharge on the enemy and kept it floored for all 60 seconds of the (penalized) recharge time.
The lesson in this? You should aim not only to reduce the enemy's recharge as much as possible, but to keep it there.
The Large Value Effect
Notice that -Recharge becomes much more effective as it approaches the -75% cap. If going after -Recharge, its worth it to try to get as close to the cap as possible for maximum effectiveness. The last few points of -Recharge count much more than the initial points. It takes -50% Recharge to move the multiplier from x1 to x2, but only 8 points make the difference between x3 and x4.
Code:Multiplier Required Debuff -x4 -75% -x3 -67% -x2 -50% -x1.5 -34%
What it Really Means
Another point to understand is that -Recharge only has meaning on powers that have been expended. It does not stop from using a power that is currently completely recharged. That tends to mean that characters who rely on -Recharge can have trouble dealing with an alpha strike, but things go smoothly after the opening seconds of a fight. Two ways to get around this are to combine -Recharge with good defense or -ToHit to avoid the alpha, or using a power like Arctic Air to confuse enemies into hitting each other.
The Multiple Power Problem
When trying to quantify how much effect -Recharge really has, one open question is how many powers the enemy has available. An enemy with very few powers will tend to suffer more than an enemy with several powers to pick from. It isn't just the overall power count that matters, either. An enemy with a selection of melee powers and one or two ranged powers might suffer more than an enemy with 3 or 4 ranged powers only, if you can stay out of melee. There is a distinct possibility this could bork some enemy AI, although I have never tested for it.
What it boils down to is that -Recharge is good for reducing the rate at which enemies get to use their single best powers. Many enemies will not be completely prevented from attacking; they will, however, be prevented from using their best powers as frequently. This includes powers that are not attacks, like Tsoo Sorcerors trying to use heals and enemies trying to chain holds and sleeps.
The Mezz Problem
One vexing dilemma for -Recharge is that mezzed enemies continue to recharge even while held. Also, if the fight opens with a hold or stun, the enemies have not yet expended any of their powers yet, and -Recharge doesn't have any effect. This can result in a surprise barrage of damage once the enemies break the mezz.
On the other hand, -Recharge isn't subject to boss defenses, big bubbles, or Clear Mind type powers, and resistance to -Recharge in the field is rare.
Overall, -Recharge should be seen as a kind of insurance policy. It defines the maximum possible rate an enemy can re-use its best powers. It does not "lock out" an enemy like a mezz does, but operates on a totally different level, adding an extra layer of security.
Myths About -Recharge
Several myths abound about -Recharge. I've addressed a few of the most prevalent below.
You can debuff an enemy's Recharge to the point that powers never recharge.
The maximum -Recharge debuff is -75%. This results in all powers recharging x4 slower.
-Recharge is never as useful as other secondary effects.
It depends. It's not lockdown, but it works regardless of enemy rank (e.g. against bosses) and is rarely resisted.
-Recharge reduces animation speed.
No. In some other games Ice powers have this effect, but in CoX, only the recharge rate is affected, not animation times. -Recharge is frequently paired with slow powers that slow run speed, but powers always animate at the same rate.
-Recharge affects players worse than enemies.
This is only partially a myth. While -Recharge can wreck a player, it can also wreck enemies, because enemies have so many fewer powers to fall back on when their recharge drops. The reason it might appear otherwise is most players experience groups of enemies instead of individuals. The overall mechanics work the same for both players and enemies.
-Recharge is always a good reason to pick a power.
Again it depends. The amount of -Recharge in some power sets (e.g. Trick Arrow) is so small that it has very little effect without something to stack it with. -Recharge is a good thing to have if you can reliably hit around -50% or greater (that is, x2), with -75% always the goal. Less than -50% will not contribute much.
If enemies are still attacking after I use -Recharge, it means -Recharge doesn't affect them much.
Not necessarily. What -Recharge does is prevent them from using their best powers as often as they'd like. The enemy will often have at least 3 to 5 powers total, and may use its other powers, but it can't cycle back to the powers you fear most as quickly. The other possibility is that you haven't debuffed them as much as you think you have. See the chart below showing the effects of the Purple Patch on various powers. Note that not a single AoE power can increase the Recharge of a group of +4 enemies by up to twice the normal recharge time. Several sets can do it (most notably Ice Control) by stacking powers, however.
Chart of -Recharge Powers Showing Raw Percentages and Resulting Multipliers
The chart below demonstrates Recharge rates applied by some ATs to enemies of various levels.
[EDIT: I recently discovered that both Recharge and duration vary by AT. The chart below shows some samples. You should look up the numbers for your own AT to figure out your actual values.]
Archvillains
In addition to the normal resistance enemies receive for being higher level than you, Archvillain enemies receive a base resistance that stacks on top of the purple patch. The amount of resistance an AV receives varies with its level, but AVs between level 50 and 54 resist about 85% to 87% of your debuffs. This is after applying the purple patch, so if you are level 50 fighting a level 54 AV, your efforts are penalized by 48% (for a +4 enemy) and then again for an 87% (from AV resistance). This wittles down even the strongest -Recharge powers considerably.
The table below demonstrates the effects of selected powersets against AVs of various levels. Note that even Ice Control struggles to substantially affect the recharge of AVs. Of course, against an AV, AoE powers matter less and you can rely on your single target abilities to stack better numbers. The table assumes the player is level 50. Also note that the table only shows AoE powers, and is for demonstration purposes only. In real life, you would be using single target powers instead--the table merely shows these powers because it is what I had time to put together, based on info from the previous table.
More info about AV resistance can be found here: http://wiki.cohtitan.com/wiki/Archvillain
[EDIT: I found a bug with the numbers below that I don't have time to fix at the moment. Powers that have a base -Recharge greater than the 75% cap are shown below as if they were set to 75%. This mostly effects Ice Control's Shiver and Cold Domination's Heat Loss, which actually have better numbers.]
Questions? Concerns? Hit me up. I won't guarantee this is perfect, but it's a start. -
The way mezz resistance works is kind of confusing. It's not like damage resistance where 100% resistance means a 100% reduction of the base damage (i.e. immunity). It's more like mezz resistance decreases the duration of the base multiplier, so that 100% resistance cuts durations in half, 200% cuts it in third, 300% cuts it to one fourth, etc.
If you got hit by a fairly standard 10 second mezz, this IO would reduce the mezz time to 10 / (1 + .03) = 9.7 seconds. Not a big change. On the other hand, maybe a life saver for those moments when you're pounding the keys trying to get out of a mezz before dying. -
The first thing that immediately jumps out at me is the lack of Stamina. While achieving Stamina will cost you some power picks, it will also open up some slots, because neither Hurdle nor Health will need any.
I know you said you liked to Fly, but I'd think over carefully how much you really need it. I would consider dropping both Hover and Fly and relying on Hurdle + Ninja Run. This will buy you back two slots. As a Controller, getting out of range isn't as critical as with some other squishies. If you run into a specific scenario where it's an issue, use a Raptor Pack.
I personally would consider swapping out of the Primal epic, exchanging it for Ice, Fire, or Earth. Going with Ice lets you slot a Luck of the Gambler +Recharge in the armor and gets you Hibernate, which allows you to hide in safety while pets take care of enemies or waiting for Phantom Army to recharge. Fire is all about the damage, great for a Illusionist because it kills things before they can heal back illusionary damage. Earth also has a defense based armor for LotG slotting, and has some controls that make up for some of what Illusion lacks. I think Power Boost is great on some Controllers, but Illusion doesn't have the big AoE controls that some sets do, and so it doesn't benefit as much IMO.
I also notice you don't have any real attacks. It's a choice, but a tough one if you ever want to solo or contribute to a small team. In this vein, try to spec into the single target APP blast, multi target APP blast, and Spectral Wounds, in that order of importance if not necessarily order of power choices. I'd also change my slotting on Blind from slotting for hold to slotting for damage, and use Deceive as my main single target mezz.
Speaking of Deceive, if you can find one more slot to sneak in here, you can gain +5% to ranged defense by slotting the sixth purple confuse IO. Normally, I wouldn't bother using a whole slot just for a set bonus, but that particular one gives a very large, noticeable boost, and since you already have 5 slots dedicated to the power, it's an easy grab.
Also, I think (but am not sure) you can pull a lot of slots out of some of the auras and Adrenaline Boost. These powers need Recharge, but a Recovery rate of +1224%, as you currently have in AB, is overkill.
I hope that's helpful. -
Quote:That really depends on team makeup in my opinion. If you have a damage heavy team (multiple scraps and blasters) already, stuff will be dead before you can even get there. Hotfeet may be a great power, but it's not the only way for a fire controller to be effective.
Well again, it's a matter of opinion. I think with just about any power we can hypothesize about a scenario where it's not useful. What should really count are the numerous situations where it is.
Relative to the other control sets, Fire has poor control. What it does have is damage, but only if you opt into the powers that bring it. This is the reason I would personally never skip Hot Feet on a Fire build. If I wanted a strong support character I'd go with a different primary, unless it was a concept build (and this is strategy discussion, right?) -
Quote:I respect your opinion but I disagree. Thermal's rezz is the single most endurance-expensive power available to a Controller. It does have good damage and a good mag 4 stun. The only problem is that makes a rezz that draws aggro, and if you cast it when you need it most it takes away most of your endurance and draws attention to you at the worst possible moment. Also, the base Recharge time of 300 seconds is brutal compared to other rezz powers (90 seconds in Empathy and Radiation, for example). Thermal is a strong healing set; I often found myself much better off by carrying wakies to hand to people and simply Thaw > Cauterizing them.Its not all about damage, In general I can't stand hotfeet, its end cost is way too high and it puts you in far too much danger usually when they're not under a control. Not to mention with a non-melee oriented secondary like thermal, it just doesn't fit.
And the thermal rez, is like ROTP, its terrific, and doesn't cost any slots, I wouldnt skip it.
As for Hot Feet, I would pretty much never skip it with a Fire Controller. Opinions vary, but mine is basically that any Fire build that skips Hot Feet (or Arctic Air for an Ice Controller) is sacrificing overall strength on the altar of false "synergy." Simply put, I wouldn't build a Fire character who didn't expect to spend some time in melee, regardless of how other powers in the set operate. -
Repel is also an option. I know a lot of people skip it, but I think it's a salvageable power.
The key to using Repel is to remember two things:
- Just because its a toggle power doesn't mean it should always be on
- Most bosses don't have knockback protection on par with their mezz protection
To take advantage of Repel, toggle it on when you're up against a boss. Throw a Char at the boss. If you do not score an Overpower (it has a 15% chance of hitting), run directly toward the boss and send him flying. The amount of time it takes for him to stand up is roughly similar to long it takes for Char to recharge. Hit him again and he's out of the fight. Note that this trick only works for Fire, Mind, and Illusion Control, because they lack -Knockback in their single target hold.
The other ways to use Repel are to trap enemies in corners with it, and also as an emergency manuever to use when an enemy is charging toward a teammate.
This tactic becomes less valuable later on when the Kinetic character becomes an AoE powerhouse, but does offer some options for soloing or teaming early on. -
Personally, if I were going to invest in the Fire Epic pool I would consider Hot Feet a high priority in order to stack all that damage. I also always skip the rezz in Thermal (but not the self-rezz in the Fire Epic).
No slotting, but this is how I might build it.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Empty(A)
Level 1: Warmth -- Empty(A)
Level 2: Fire Cages -- Empty(A)
Level 4: Thermal Shield -- Empty(A)
Level 6: Cauterize -- Empty(A)
Level 8: Hasten -- Empty(A)
Level 10: Plasma Shield -- Empty(A)
Level 12: Flashfire -- Empty(A)
Level 14: Hurdle -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Cinders -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Hot Feet -- Empty(A)
Level 24: Thaw -- Empty(A)
Level 26: Bonfire -- Empty(A)
Level 28: Forge -- Empty(A)
Level 30: Combat Jumping -- Empty(A)
Level 32: Fire Imps -- Empty(A)
Level 35: Heat Exhaustion -- Empty(A)
Level 38: Melt Armor -- Empty(A)
Level 41: Fire Ball -- Empty(A)
Level 44: Fire Blast -- Empty(A)
Level 47: Consume -- Empty(A)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
------------
Set Bonus Totals: -
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Quote:I see what your syaing BrandX I it make sense, sort of, in the way the dev's often think things thru but to me it seems a little strange.. Okay you are creating a Dark Control powerset and you don't want to give Controllers DM now cause you are thinking of adding some of the DM powers to DC. Then once you finish that you will go in and retool DM minus those powers you added to DC before giving it to a Controller? Here's an idea leave DM alone and give it to the Trollers now and then use the time you saved to come up with 3-4 new powers to add to DC instead of throwing powers from DM into it. Seems like it would take about the same amount of time. Plus your not confusing a player that has been using DM for years with his or her MMs and now has to learn several New Powers in a set using the exact same name as the one the Master Mind has had since they got the original. Does that make sense to anyone besides me? LOL
This is pretty much my feeling about it as well. The only reason to do it differently would be to try to get Dark Control to Dominators, I guess. -
IMO the only seriously overpowering element of /Dark for Controllers is the cone fear, mainly because of its stacking with Mind's fear cone and the longer mezz durations we usually get. The extra pet is really not that big a deal considering Dark Miasma is already available to Masterminds, of all overpowered things.
All other powers in Dark are a 1-for-1 match with something from another set, even if it's not immediately obvious. Even the stun stacking happens in other sets (Dark/Dark Defenders and Corruptors for example). Meanwhile, Dark lacks endurance recovery and recharge, two things that set Kinetics and Radiation apart. -
It's an interesting site, but I wonder about how over-reaching some of the terminology is. The standards for the creation of new tropes seems pretty low. But, there are some interesting observations there.
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I can't believe I forgot to mention that -Defense helps Vet attacks hit. Not a big deal on a Scrapper or Blaster but a big one on Controllers.
Also, not sure it's been mentioned, but -Defense makes holds more likely to hit with Choking Cloud. -
It also increases the hit chances of enemies to hit each other when they are confused.
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Just keep in mind slotting for Defense on a Controller only nets you around 1.86 extra defense. You get the base 3.75 whether you slot or not. I have a hard time calling that 1.86 especially crucial, unless you've got a strong defense build. It's unlikely to matter much to your team. The same for the extra 7.5% resistance you could get to Cold, Energy, and Fire. You could easily go either way.
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Let's phrase this another way.
"Manuevers is better than Thermal Shield."
That's basically the essence of this argument. I can't say I entirely agree with it.
Slot either or both. Which one is better is highly circumstantial and depends on how much additional defense and -ToHit the team has. Exotic attacks are more rare. But, so is exotic resistance compared to positional defense. -
Quote:During open beta for issue five Trick Arrow could apply so much -recharge that enemies would just stand there with nothing to do. They would effectively be held because it also had so much -speed that mobs could not move very fast. This was mainly due to Glue Arrow. It originally had a 45 second duration I think, but only 6 second or so recharge. And it self stacked. So that 20% -recharge could be stacked six times AT LEAST by one defender. Everyone knew this was too powerful and would be changed.
About the claims that Trick Arrow has les -recharge in it then anything else:
Entangling Arrow: 12.50% -recharge for 15 seconds (4 second recharge)
Glue Arrow: 20.00% -recharge for 30 seconds
Ice Arrow: 12.50% -recharge for 10 seconds (18 second recharge)
Note the duration of Entangling arrow vs recharge. It is stackable up to 3, almost 4 times.
Vs
Lingering Radiation: 75% -recharge for 30 seconds (1.5 nub recharge)
This one wins out, but it's also not perma without some serious +recharge slotting. with the same amount of +recharge slotting you could begin stacking glue arrow to easily match or beat this
vs
Web Grenade: 62.50% -recharge for 15 seconds
Poison Trap: 30% -recharge for ten seconds (1.5 min recharge)
Note that you either need to have placed multiple poison traps or have some serious +recharge slotting for it to apply more then that 30% -recharge. And web grenade is single target only. You could affect 3 targets with it, maybe 4 with slotting at once. But if you have enough -recharge to use Poison Trap as a perma aoe -recharge, you could at most have 4 stacked at a time. While the trick archerer given the same insane level of recharge could stack 15+ copies of glue arrow easily. Why? Because by that point glue arrow would be recharged almost as fast as it finishes animating.
vs Cold: Ok, HERE is a clear winner. BUt then if you didn't expect a cold based set to have more -recharge I'd laugh.
(edited to include more background, was cut off previously)
-Recharge is capped at -75%. At this value, an enemy's powers take 4 times as long as to recharge. The Ice Control power Shiver can instantly drop a same level enemy to this floor (base -80-ish percent Recharge, I'm on a lunchbreak at work or I'd look up the number.) Snow Storm drops enemies into the 60% range, and Lingering Radiation floors it on same levels but is hard to perma, as you've noted.
In any case, it isn't possible to apply "so much -recharge that enemies...just stand there with nothing to do." For one thing, for -Recharge to have any function, the enemy has to expend its powers. Ice Control gets around this with Arctic Air, which confuses enemies into expending their powers on each other. Trick Arrow has nothing like that.
Secondly, -Recharge increases in worth as it amount increases. When you floor an enemy's -Recharge, you increase the recharge time of its powers by x4. But using numbers you've provided, TAs AoE -Recharge on a same-level group is just 1.25%. Here's how you come up with the number:
The calculation for the recharge multiplier is BaseRechargeTime / ( 1 + Buffs - Debuffs ). In this case, that means 1 / (1 - .2) = 1.25; powers that normally recharge in 5 seconds now recharge in 5 x 1.25 = 6.25 seconds.
Now compare same group hit by Snow Storm. The recharge time is about (1 / (1 - .4)) * 5= 12.5 seconds--almost twice as effective. Next, look at Shiver or Lingering Radiation. The recharge time is (1 / (1 - .25)) * 5 = 20 seconds, or over three times as effective.
I won't bother calculating the value of the two single target -Recharges in TA. I don't know why you'd worry about stacking weak single target -Recharge on an enemy. The only things likely to live long enough for it to matter are AVs and they are so resistant to the effect you have to hammer them with huge values for it to have much effect. The powers might have an impact for a TA/Ice, or Ice Control/TA--but in the latter case, Ice Control can already floor recharge on a standard group, all the way up to +4 enemies, so I doubt the impact even then. -
Quote:You guys are WRONG. Power Boost will affect Wormhole's stun even though the KB is enhanceable.
Power Boost doesn't boost Knockback regardless. I think it used to, but doesn't now. There isn't a conflict between Knockback and PB so no need to flag those powers unenhanceable.
Where the conflict mainly exists is between powers with a Resistance component and Aim, Build Up, Fulcrum Shift or other +Damage powers. As I think someone said earlier in the thread, if Resistance powers weren't flagged to not receive buffs, if you cast Cold, Sonic, or Thermal shields after getting hit with Fulcrum, you'd instantly cap the resistance of anything you cast at.
Also, to anyone who's still needs some clarification to how Power Boost is working, it's basically exactly like the global mezz boosts you get from set bonuses, except more noticeable and temporary. -
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If the original poster hasn't concluded this yet, the answer in the end is just about anything goes well with Earth Control. A few sets will change your focus but none of them stands out, to me at least, as recognizably better or so bad as to make your experience awful. About the only thing I can say is that some will make soloing easier or harder, and others will make you more valuable to a team.
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Oooh. Ooh me.
My most commonly played are:
Mind/Cold Controller. (the "Cold Reader")
Ice/Thermal Controller. ("Solar Winter")
Broadsword/Fire Armor Scrapper. ("Joan of Arkansas")
Pistols/Dark Corruptor. ("Oedipus Tex")
Ice/Radiation Controller. ("Radio Iceotope")
Force Field/Ice Defender. ("Pinball Blizzard")
Plant/Earth Dominator ("Lawn of the Dead")
I also have a Fire/Sonic Controller who is incredibly frustrating to play thanks to epic levels of endurance use and a poor ability to keep pets alive. Good luck with that Ice/Sonic.
If you haven't guessed I mainly pick powersets that fit whatever name my character happens to have. And yes I use Mids. I won't comment on the rest of the thread, because the OP and I have traded thoughts on this subject multiple times. -
I, for one, would vote for simply changing the set's name to "Chemistry" and porting it to any and all ATs after sufficient changes to the T9. 3 out of the 9 powers can't be said to Poisons anyway.
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Remind me whether power boost works with Sleet...
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Quote:This makes me sad. However, the likelihood that I'll switch to FF is slim to nil due to the fact that Cold Dom fits into the theme and she's already level 47. I guess I'll just have to rebuild the later levels of my build back into Ice Mastery most likely. No point in dealing with a power that's going to do me overall jack squat with how I was going to use it.
*sad face*
I think Power Boost works on Benumb, which if true is reason enough to keep it around. -
Quote:Independent probabilities don't work that way.
Ice Slick: (1-.08)^10 = 43% chance of missing all KB rolls.
Which means Ice Slick has a 57% chance of knocking down a given mob at least once in those 2 seconds.
Earthquake: (1-.07)^10 = 48% chance of missing all KB rolls.
So Earthquake's has a 52% chance of knocking down a given mob at least once in those 2 seconds.
Oops. Well that's what Texas math gets you.That's actually a huge mistake I made in some calculations a while back and no one has ever pointed them out. Thanks for taking the time to teach me to do basic math correctly.