Archvillain

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Revision as of 01:30, 13 November 2007 by imported>TA (Debuff resistance. Needs formatting, but is extremely handy.)
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Archvillains are extremely powerful entities. They con +5 to their level. Their HP are usually in the 10's of thousands (whereas bosses are around 1000-2000). Approach with extreme caution and about 7 buddies.

Archvillains are most noteworthy for having, in addition to massive hit points and regeneration and near-immunity to mez two thirds of the time, a significant resistance to many debuffs that scales by level. That resistance, as of Issue 9, applies to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery.

Level AV Res Mod
1 0.6
2 0.6
3 0.61
4 0.61
5 0.62
6 0.63
7 0.63
8 0.64
9 0.64
10 0.65
11 0.65
12 0.66
13 0.66
14 0.67
15 0.67
16 0.68
17 0.68
18 0.69
19 0.69
20 0.7
21 0.7
22 0.71
23 0.71
24 0.72
25 0.72
26 0.73
27 0.73
28 0.74
29 0.74
30 0.75
31 0.75
32 0.76
33 0.76
34 0.77
35 0.77
36 0.78
37 0.78
38 0.79
39 0.79
40 0.8
41 0.8
42 0.81
43 0.81
44 0.82
45 0.82
46 0.83
47 0.83
48 0.84
49 0.84
50 0.85
51 0.85
52 0.86
53 0.86
54 0.87
55 0.87

So, for example, while it might seem as though a Defender's Radiation Infection should be valuable against Captain Mako in the Statesman Task Force, to deal with his Elude, it is in fact heavily resisted. 3-slotted, it would do -61% Defense, which should cripple him, but as it's against a +4 enemy it is at half strength (-61 * .5 = -30.5), and as it's against a level 54 Archvillain a further 87% of that is resisted (-30.5 * (1 - .87) = -3.965%), leaving the net effect approximately a third as useful at bypassing defense as an Insight inspiration. Likewise, even against an even-con AV, a 50's Lingering Radiation's mighty -500% Regen debuff will be dropped to approximately -65%.