**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
My speculation is that previous description stated the inclusive stun duration of both parry and perfect block chance, that is the sum of both.
But now they will be mentioned individually.
Spending mastery points to open up Perfect Block (or to go higher that just 1, assuming you opened it anyways to put some in StandYourGround), basically is WORTHLESS, because the very, very, fractional increase that would result is inconsequential.
As for countering Limber, it is best to Max out the Stupify Mastery node a couple spots to the right of Parry (that gives a flat extra 0.5 sec, regardless of any of this PerfectBlock stuff).
And echo'ing what Kabam and many other knowledgeable people up here have tried to say, we are NOT losing 0.5 secs with Parry. (except for what your mind might have wanted to believe from looking at the old description, even though it never actually lasted that long).
Or will it depend on whether the block was perfect block.
Sunspot can actually purify incinerates and convert them back into solar charges every time he perfect blocks, works the same way as charging his heavy. So stun-heavy isn't 'his only chance to recover incinerates'.
Since his perfect block operates differently and can actually extend to every hit of a combo or special, he can parry the first hit of a mutli-hit special (i.e., Winter Solider's SP2) or combo, to:
- perfect block every single hit, taking 0 damage
- purify 1 incinerate on the opponent per hit, regaining 1 solar charge per incinerate purified
This actually makes him very useful against stun-immune matchups (contrary to popular belief), as he can perfect block entire combos to bait and punish heavies whilst taking no damage (as long as the opponent is incinerated). Admittedly he is gimped by debuff-immune matchups, but then against no champ is perfect across every situation.
It is the 2018 description that seems to imply that you get two seconds of stun (max tier) plus more, but that description is wrong. It was tested to be incorrect by the players, which means the 2018 version of Parry was actually identical (at least in terms of stun duration) to the 2017 Parry. And since 2020 tests in February from before this announcement basically replicated those tests, that means Parry has been stunning for essentially the same amount of time from July 2017 until today. So which new Parry are you referring to, because it hasn't changed stun duration mechanics in almost three years, and probably more.
What I’m understanding it is: if your champ has, say, 10% Perfect Block Chance, it’ll add 10% of the listed bonus duration. For 40% PFC, it’ll be 40% of listed bonus duration.
I want to confirm, please, that it’s based on the rating of the Chance, rather than “if you perfect block you get longer stun.”
For Sunspot, well he gets 100% PFC when his thing activates, so he’ll get it no matter what.
But for other champs does this slightly randomise the stun length - longer stun when getting a perfect block - or always be a consistent stun length - your champ with synergies and masteries has 16% PFC so you’ll always get 16% of the possible extended duration?
But would be interesting to get acknowledgement from Kabam about potential “IN-FIGHT” fluctuations to either the Attackers or Defenders (in AW/Arena cases) Perfect Block Chance.
Whether or not the Bonus Stun Time will fluctuate during fight with changing P.B. Chance, or whether based on just pre-fight flat amount (Profile/Masteries/Synergies).
Such as Sunspot or Human Torch, when Incinerates or Nova Flames Opponent, Opponent loses all his P.B. Chance.
(or potentially Sunspot parry of his own (?) when opponent incinerated, increases Sunspot P.B. Chance to 100%, if that is what his ability language is suggesting, since why does it include the phrase “for the duration of opponent's Combo” ? Is that to imply for rest of Combo when it DID Parry but did NOT actually Stun Opponent to go along with the Parry ???)
And yes Sunspot’s caveat is there for stun immunity.
That means that a 4% PBC (I just realised my earlier post was PFC 🤦♂️) increases stun time by 0.02 seconds. To what decimal does Kabam round times to? Does it actually track to the hundredths; the thousandths? As in, with 1 rank in parry and with 33% PBC, am I getting a stun time of 1.665 seconds?
1.5+(0.5x0.33)=1.665
Or does it round to 1.7 seconds?
I supposed the -cough- retentive geek in me is escaping with that question because 1/1000 of a second is meaningless, but Superman 3 showed how it can add up! And DC always make truthful and awesome movies 🤣
Where does it say anywhere that the benefit from your perfect block chance is directly proportionate?
What if it were inversely proportional?
It's entirely possible that you get an extra 0.2s at 5% perfect block, 0.4s at 20% perfect block, 0.8s at 60% perfect block, and only the full 1.0s at 100% perfect block. You'd still notice the effects with a champion like Captain America (who starts at 40% PB, but can reach over 80%). But good luck calculating it since you don't know if Cap's Signature ability scales directly or inversely proportionately either. So you don't actually know what his PB chance is...
If you want to answer the question 'Is there any value to maxing out Perfect Block' then ask that question. But don't make assumptions to sway the discussion without providing a shed of evidence.
Long story short you get a % of the additional stun duration based on PB chance. Rank 1 with 10%PB you get .5x.1=.05seconds, rank 2 with 10% you get .7x.1=.07seconds and rank 3 with 10% you get 1x.1=.1seconds.
This is more noticeable when you don’t use, or haven’t unlocked, Stupefy. Also when you use champions, or teams, with high perfect block chance as you can then do 7 hit combos. You can also see a difference in how many stuns you can reliably take advantage of against limber nodes.
See referral from CoatHang3r above, which also played out in the long running “since closed” thread in Forum as well regarding Parry that a lot of people put into that, which in the end resulted in Kabam actually correcting the WORDING description for Parry.
If you bothered to read, tests have been done utilizing a 40% P.B. chance Synergy team of Guardians/Galaxy, which were consistent with the scaling being directly proportional with other cases of not having that extra 40% P.B. So that (with an inherent ~10% chance) is essentially at halfway up the P.B. scale (50%), and the resulting stun times seemed consistent with only getting half of the extra “potential” bonus stun time that was always flatly stated as 1 sec (and now stated as 0.5, 0.7, or 1.0 sec based on Parry Level).
As well as other’s tests (in original) showing Parry Levels 2 and 3 (with only a bare minimum P.B. of a comon champ without any other increase). Showing there was essentially no difference between Level-1 and Level-3 (technically there is a very small difference, but who can even notice a 0.05 sec difference).
And lastly (using newer mentioned info about Sunspot being 100% P.B. chance once you apply Incinerate on Opponent), I’ve just done ROL WS testing using Sunspot as well. (Still on Level-3 Parry, and Max in Stupify also) before the Incinerate is applied, Sunspot parry stun runs out basically immediately after 3rd hit, MLL, of a MLLLM Combo, which is consistent with using most any other champ as well. Once Incinerated the stun time would last until after the full MLLLM for probably about an extra L worth (if you could do a 6-hit MLLLLLM combo). So lasting the full extra 1 sec worth of the 1 sec “potential” bonus stun time.