**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.
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In theory there should be no difference between tablets and phones in terms of how the game functions, although sometimes platform specific bugs or anomalies do happen.
2. Also if a node reverses class advantage, do the champion abilities still trigger? For example, if ebony maw faces a science on reversed class advantage would guranteed crits still miss?
3. Last question, what's the point of the armor and block penetration stats because I can't seem to find anybody who has more or less than 0.
2. As far as I'm aware, nodes that reverse class advantage only change the actual class advantage bonuses (i.e. attack bonuses). They do not in any other way make something behave as if it is another class.
3. Some champions do have non-zero block and armor penetration stats or abilities. For example, Doom and Mysterio (among others) have non-zero block penetration stats. Darkhawk's wing attacks have 100% armor (and resistance) penetration.
Well done @DNA3000 !
I seem to remember a chapter in late act 5 having one that I didn't take damage from but I can't remember 100%
A Jason Vorhees video indicated the fury masteries would help Thing.
Passive Prowess icon:
Active Buff Prowess icon:
??? Prowess icon:
Could not find this in the FAQ: https://help.kabamsupport.com/hc/en-us/articles/360052574431-Battle-Status-Effects
Also, active and passive are not opposites in this game. Active just means currently in effect in the game. . In your first picture, those passive prowess effects are active.
I'm your second, prowess buffs are active. Buffs are in a sense opposite to debuffs . @Knordy
Passive Prowess (active)
Buff Prowess (active)
Buff Prowess (node related, active)
And there could also be a
Passive [effect-name] (node related, active)
The brackets signify the effect is coming from a external source of some kind (what players would call a node or global effect) and those *sometimes* have special rules associated with them. They sometimes behavior like passive effects, sometimes like buffs or debuffs, and sometimes like something special.
How modifiers (buffs, debuffs, passive effects that affect stats) work in terms of the math involved, and why.
Seems impossible to fight him...
The key (in general) is to aggressively bait his SP1 so you can keep the fight moving quickly. This requires learning how his AI works, and the short answer is that *usually* you can get him to launch SP1 quickly, but this requires leaving yourself open enough for him to think he can hit you with it. Leaving yourself open enough to trick him into throwing it but not actually getting smacked in the face by it is the thing that takes practice.
There are of course other ways to beat him, but that's the straight forward way to beat him with any champ with the correct immunities and enough damage.
Note: there are old guides that talk about OG Crossbones: he was modified some time later and is slightly different in his nodes. In particular, he used to have the biohazard node which required a bleed immune champ to get around, but that node was changed to just a straight poison node which requires something that is either immune to poison or can deal with the poison debuff in some way.
Diablo does not have 100% resistance to poison. He has an ability that reduces the potency of poison effects by 100%. That's different. In effect, Diablo can turn the knob on the volume of poison effects all the way to the left, causing their damage magnitude to drop to zero. But someone else can come along and turn the dial back up again. You're basically fighting over the radio in the car. Poison potency is a knob that anyone can turn to the left or the right. When Diablo turns it all the way to zero, that doesn't prevent someone else from turning it back up to higher values.
For example: Mr. Negative. According to his kit, once he's maxed out on signature stones, he heals a decent amount from degeneration (he further lowers the potency of degen if his opponent has debuffs on them). This however, changes whenever I come across a node like Bane. Rather than healing, I find my health plummeting even though Mr. Negative should be healing.
Does the healing only happen if Mr. Negative's opponent inflicts the degen (not the node itself) or is this a bug?
This brings me to my second question: does the description "regeneration and/or power cannot be modify by outside sources" apply to nodes or characters themselves? I have a Toad that I wanted to put on Node tile 50 (AW Tier 11) that states 100% more regeneration along with safe guard (I think). If I were to place Toad on this tile, would I reap the extra regeneration benefit?
Ikaris is another good example. According to his kit, his combat power rate cannot be modified by outside sources. Does that mean that nodes like "rich gets richer" have no affect on him?
@DNA3000
But just to be certain, I will refer this one to @BitterSteel who is currently diving into the deep end with Mr. Negative.
I *think* the answer is no. I'm pretty sure the intent is that he shouldn't. But I have not tested that specific interaction, so I do not know if the implementation is consistent with that here.
As far as I'm aware, "cannot be modified by outside sources" generally means cannot be modified except if the champion's abilities explicitly state some kind of modification. In other words, cannot be modified unless the champion designer explicitly put in a modification of some kind directly into their kit. In other words, Toad's regeneration rate cannot be modified by outside sources, but of course his own regeneration passive can increase it (to the specified value).
The issue with bane is a pretty simple one, but it I don’t blame you for getting it mixed up.
Mr Negative only heals or reduces the potency of degeneration, that can be literally any degeneration applied by literally any ability. However, Bane is not a degeneration.
If you check its description, Bane says it is direct damage. You see, about 5 years ago Kabam went through and changed a fair few nodes, Flare, Bane, Dismay, brute force etc all used to be degeneration, but they were changed to direct damage. However, their in fight description tag (or the little call out when they’re applied - yknow the “bleed” or “parry” callout when an effect is applied) was never updated itself.
That’s why Negative will only seem to heal from an odd set of degeneration nodes.
But the answer is all in the description of the nodes
You see how one has degeneration written in it, and one has direct damage. Direct damage won’t interact with Negative’s specific degeneration abilities.
If you ever need to check whether negative will counter a node, here is a resource to do so https://auntm.ai/nodes/
There are quite a few degeneration nodes, If you search degeneration you’ll see how much he still counters. Things like special delivery, Icarus, no retreat, star burst, aspect of genesis etc. Not to mention all the champ abilities.
In the meantime, it would be great if Bane and the others lost their “degeneration” call out in fight, as it does cause confusion every so often
Thank you ladies or gentlemen for your response! It was really insightful. Apologies if my examples were a little confusing.
@DNA: Just to be certain that I understood your point right, should I refrain from placing Toad on Tile 50 (the safe guard + 100% more regen) node?
I would assume Ikirus would be the same regarding nodes like "Rich get richer" or "Aspect of Evolution" (which increases combat rate everytime you get a bar of power)?