Clarity on how despair works exactly?
Supersha7
Member Posts: 246 ★★
Reason I’m asking is I had a fight in war and I had over 50 debuffs on a defender.
Defender had 10 stacks of regen. And was still healing 1k per tick.
Is it the despair adds up , but also so does regen?
So if someone has 2 regens going that’s 200% regen you have to counter with despair? So would need 14 debuffs to counter it (14 x 15 = 210%)
So someone with 10 regen would have 1000% regen to deal with, so my 50 despair would only be 750% ?
Defender had 10 stacks of regen. And was still healing 1k per tick.
Is it the despair adds up , but also so does regen?
So if someone has 2 regens going that’s 200% regen you have to counter with despair? So would need 14 debuffs to counter it (14 x 15 = 210%)
So someone with 10 regen would have 1000% regen to deal with, so my 50 despair would only be 750% ?
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In the example above, the Enhanced Recovery-2 node increases the defender's healing and regeneration effects by 100%. That means Despair can, at most, eliminate that 100% boost and bring the defender back down to base level effects. Despair cannot reduce that defender's healing to zero.
A lot of people get confused by what's going on here. The way most modifier effects work in MCOC is that modifiers do not "change" the base effects, they act to amplify or mute their net output. For example, suppose a defender heals for 1000 health. If you apply a -100% heal debuff on that defender, that does not change the heal intrinically to a zero heal. It reduces the effect of the heal by 100% of the heal's intrinsic strength, so 1000 - 1000 = 0. Now, if the heal is boosted by 100%, the effect of the heal is magnified by 100% of the heal's intrinsic strength, so 1000 + 1000 = 2000. That intrinsic strength always remains the same: 1000 points of heal.
If both occur, you have a +100% bonus and a -100% bonus, they both act together in the exact same way. The -100% bonus becomes a -1000 heal strength reduction, and the +100% bonus becomes a +1000 heal strength magnification. The net result is 1000 - 1000 + 1000 = 1000.
Some people think the -100% reduces the heal to zero, and then the +100% should then increase that zero to still zero. Or going the other way around, they think a +100% increases the heal to double strength, and then the -100% effect reduces that double strength heal again to zero. But that's not how modifiers in MCOC work. "-100%' is minus one hundred percent of the . It is not minus one hundred percent of the current value.
The net result of this is that if the defender has enhanced heal or regen, Despair cannot stop it. Despair can only reduce something by -100%, and any heal or regen that is effectively higher than 100% cannot be reduced to zero.
Heal block. Doesn’t matter if it’s greater than 100%, heal block prevents any regeneration effect whatsoever. Also a niche idea for this is White Tiger. Wouldn’t work with Thing as a defender, but her sp2 bleed would shut down the defender’s healing and give it to you. Extremely fun, highly recommend sometime.
Champions who have heal reducing abilities in their own kits that can exceed 100%. There aren’t necessarily a ton of these Void is an obvious option for it, with his FotV passive plus petrifies plus despair. Sandman is another option, and actually a great Thing counter to begin with. Sp2 will get a bunch of debuffs for despair and stop his unstoppable from triggering, and Sp1 will start stacking petrifies which can go above and beyond the despair cap.
Also, can you imagine how cheesy it would be uncapped for certain champs? Any champ who could stack debuffs would be silly, and the ones who stack 20+ would be broken.
This is why we have bugs. Whack-an-unintended-consequence.
If despair didn’t work the way it does, regeneration would be actively bad for any defender that didn’t have in their base kit that their healing couldn’t be reversed. It’s a bad idea.
The reason why despair was capped was probably because they did not want the mastery itself to be capable of reversing healing, as that was considered more powerful than they intended. However, the cap doesn't make this any more complicated. People already complain about situations where -150% of petrify doesn't reverse the healing of something with +100% healing strength. People insist -100% equals zero, without stating the assumption, that -100% means -100% of that the value is now. It isn't: it is 100% of the base value. The intrinsic value, if you like.
People simply need to understand that modifiers do not (usually) act upon modified values. -30% does not mean -30% of whatever it happens to be now. It means subtract 30% of the original base value from whatever it is now. True for despair, petrify, and the vast majority of modifiers.
The best mental model for what modifiers do is that modifiers turn the volume knob. If you're playing some music that has a certain volume, and you turn the knob three spots to the left and I turn it three spots to the right, it is back where it started. If the volume is currently at ten and you turn it "100%" to the left, the volume goes to zero. But if I turn it ten spots back to the right, it is back to full volume. Neither of us is touching the actual music: the song continues to play at its originally recorded loudness. Nothing either of us can do can make the sound level of the music zero in a way that someone else cannot just come along and just turn the knob back the other way again. And if I turn the knob far enough to the right, and you can't turn it back far enough to the left to compensate, you can't turn the volume to zero. Ten spots might be 100%, but if the knob allows me to turn it fifty places to the right to get to 500% loudness, you have to be able to turn fifty spots back the other way just to get back to normal, and another ten spots to get all the way to zero.
We're only allowed to touch the knob. We aren't allowed to edit the music.
This could also get messy when Despair stacks with other effects like Petrify, because Despair has a cap, but Petrify doesn't and that could get interesting in situations where regeneration and healing buffs interact with both Petrify and Despair.
The Despair limit prevents unintended consequences. By definition, it doesn't have any, because it truncates all behaviors outside its intended operating range, deliberately so. No champ is intended to reverse healing with its debuffs using Despair, and now none can.
Usually, players try to call out a bug (that's not a bug) by rationalizing an order of execution, to explain why a detrimental effect should not apply. (Not referring to the OP)
"But anything multiplied by zero is zero!!"
It's just simply not how this game uses modifiers.