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== Overview ==
 
== Overview ==
  
There are three types of [[PvP]] in [[CoX]]: the [[Arena]], [[PvP Zones]], and [[Base Raid]]s.
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There are three types of [[PvP]] in [[CoX]]: the [[Arena]], [[PvP Zones]], and [[Base Raid]]s. However, Base Raids have been non-functional since [[Issue 13]].
  
 
== PvP Zone Combat ==
 
== PvP Zone Combat ==
  
Combat in the four [[PvP Zones | zones]] is probably the most popular form of PVP. It has a freewheeling style and all kinds of strange builds and teams show up there.
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Players can participate in one of four [[PvP Zones|zones]]. All four zones have a level requirement to enter; the lowest being level 15. All contain various Badges, Temp Powers, Missions and mini-games designed to tempt PvE-oriented players into PvP land, or perhaps to give PvPers something to do while waiting for the enemy to show up. All zones also contain NPCs. Some are aligned to the Hero or Villain factions; others are neutral. Neutral and enemy NPCs can cause XP debt when defeating a player.
  
All four zones have a level requirement to enter; the lowest is level 15. All contain various Badges, Temp Powers, Missions and mini-games designed to tempt PvE-oriented players into PvP land, or perhaps to give PvPers something to do while waiting for the enemy to show up. All also contain NPCs. Some are aligned to the Hero or Villain factions; others are neutral. Neutral and enemy NPCs will give you debt if they defeat you.
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Three of the zones ([[Bloody Bay]], [[Siren's Call]] and [[Recluse's Victory]]) allow PvP combat only between Heroes and Villains. In [[Warburg]], you can fight players of your own faction, but still can only team with members of your own faction.
 
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Three of the zones allow PvP combat only between Heroes and Villains. (At least until some joker throws a Confuse-type power into the mix.)  In Warburg, you can fight players of your own faction, but still can only team with members of your own faction.
+
  
 
== PvP Arena Combat ==
 
== PvP Arena Combat ==
 +
:''Main article: [[Battle Terminal]]''
 +
Arena battles are set up in advance by players for the format they choose in a controlled environment. There are many options: duels, two teams, multiple teams, large scale free-for-alls, various types of limits on levels, power use, classes and victory conditions. The Arena uses special maps which are chosen randomly for each match, or can be set by the participants.
  
Arena battles are set up in advance by players for the format they choose in a controlled environment. There are many options: duels, two teams, multiple teams, large scale free-for-alls, various types of limits on levels, power use, classes and victory conditions. The Arena uses special maps which are chosen randomly for each match.
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Two common formats for Arena battles are 1v1 duels and 8v8 battles between Supergroups who focus on PVP. SG 8v8 battles usually feature a team of players with Level 50 builds specialized and drilled to complement each other. A typical SG match is best two-out-of-three 10-minute rounds.
 
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Two common formats for Arena battles are 1v1 duels and 8v8 battles between Supergroups who focus on PVP. The latter mostly occur on the [[Training Room|Test server]], described by [[Positron (Developer)|Positron]] some months ago as the official cross-server PvP area.  (This would be funnier if he had been kidding.) Test is also a good place to find pickup PvP matches.
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SG 8v8 battles usually feature a team of players with Level 50 builds specialized and drilled to complement each other. A typical SG match is best two-out-of-three 20-minute rounds. Today, Hero vs Villain SG matches are unusual. This is usually attributed to stronger or advantageous Hero powers which Villains cannot match.
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The [[Player Versus Player Event Committee |PVPEC]] created two SG ladders, one each for Hero and Villain Supergroups. After an initial tournament to determine ranks, the SG ladder opened on August 3, 2007 with seven ranked SGs. Matches conducted within this system are usually called official matches and organized on the [http://boards.cityofheroes.com/postlist.php?Cat=0&Board=pvplvzones official PVP Arena board.]
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== Base Raids ==
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:''Main Article:'' [[Base Raid]]
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This is a battle, or a set of two battles, between two [[Supergroup]]s, both of which have suitably equipped [[base]]s. The battles are set in the target SG's base, which may be fortified by special defenses used only in a raid.
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At one point, the Devs planned to have raidable bases house one or more [[Items of Power]], which could be stolen by a raiding group. However, as of this writing, the [[Cathedral of Pain Trial]] during which the IoPs are obtained is unavailable. Prior to [[Issue 13]], base raids were just done for fun and bragging rights, however with the release of Issue 13 the base raid feature has been turned off.
+
  
 
== PvP Builds ==
 
== PvP Builds ==
  
Players who enjoy PvP will typically play certain Powersets and develop specialized builds with them to maximize their PvP advantage.
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Players who enjoy PvP will typically play certain power sets and develop specialized builds with them to maximize their PvP advantage.
  
 
=== Characteristics of PvP builds ===
 
=== Characteristics of PvP builds ===
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* Single target attacks for damage dealers
 
* Single target attacks for damage dealers
 
* Perception advantage (buffs for you and teammates, debuffs for foes)
 
* Perception advantage (buffs for you and teammates, debuffs for foes)
* Slotted Movement powers (the Leaping pool is very popular)
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* Slotted Movement powers (the Leaping pool and Speed pool are very popular)
 
* High To-Hit, Damage and Recharge
 
* High To-Hit, Damage and Recharge
 
* Fitness pool (some builds can forego it)
 
* Fitness pool (some builds can forego it)
 
* Escape powers such as Phase Shift or Hibernate
 
* Escape powers such as Phase Shift or Hibernate
  
=== Characteristics of PvP Powersets ===
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=== Characteristics of PvP Power Sets ===
  
A dedicated PvPer will often play a Powerset they find advantageous. For example, the Scrapper Broadsword or Spines sets are usually thought stronger choices than Dark Melee or Katana, and Regeneration better than Super Reflexes or Dark Armor. However, a skilled player can overcome the limitiations of a "gimped" set that they play, especially if they don't face off against the most powerful players running the most powerful builds and teams. And in the zones, numbers and skill are both more important than build.
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A dedicated PvPer will often play a power set they find advantageous. For example, the Scrapper Broadsword or Fiery Melee sets are usually thought stronger choices than Dark Melee or Katana, and Regeneration better than Super Reflexes or Dark Armor. However, a skilled player can sometimes overcome the limitations of a suboptimal set that they play, though the Issue 13 rules changes eliminated some of this flexibility.
  
In any case, give careful thought to Powersets and build before going to PvPi, and especially before creating a character especially for PvP. Bear in mind also that dueling, team Arena, solo zone play, and team zone play all differ in what is most advantageous.
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In any case, give careful thought to power sets and build before going to PvP, and especially before creating a character especially for PvP. Bear in mind also that dueling, team Arena, solo zone play, and team zone play all differ in what is most advantageous.
  
 
== PVP Servers ==
 
== PVP Servers ==
  
While PVP can and does occur on any server, more PVP players means a better chance to get into a fight, if you're looking for one. There is no official position on this and some debate, but after the server transfers Freedom and Infinity have emerged as popular live PvP servers for holders of US accounts, with Infinity stronger in the Arena and Freedom more active in the zones. As a venue hosting both players and SGs from any server and permitting ready duplication of toons and enhancements, Test remains the central server for high-level Arena play.
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While PVP can and does occur on any server, more PVP players means a better chance to get into a fight, if you're looking for one. There is no official position on this and some debate, but after the server transfers Freedom has emerged as the top live PvP server for holders of US accounts. Prior to Issue 13, Infinity was known as the arena server, while Freedom was more popular for zone PvP. In the wake of Issue 13, many PvPers either started over on or moved characters to Freedom.
  
==PvP Gameplay Differences==
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== PvP Gameplay Differences ==
  
 
PvP fights in ''City of Heroes'' follow an extensive set of changes and additions to the rules covering [[PvE]] gameplay.
 
PvP fights in ''City of Heroes'' follow an extensive set of changes and additions to the rules covering [[PvE]] gameplay.
  
===Base Damage Resistance===
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=== Base Damage Resistance ===
Players receive a small amount of Damage [[Resistance]] for free simply for being in a PvP zone. The amount varies with AT.
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Players receive bonus Damage [[Resistance (Mechanics)|Resistance]] simply for being in a PvP zone. The amount varies with AT. This is intended to make quick defeats less frequent. It is also intended to even out the survivability of all Archetypes, which is why the largest bonuses go to the Archetypes with the poorest natural ability to increase their own Resistance and Defense values.
  
===Travel Suppression===
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This Resistance applies to all damage types, even Toxic and Psionic. It is factored into the character's total Resistances like any other buff, which means it can be reduced by PvP Diminishing Returns. (see below)
In PvE, [[Travel_Power#Suppression|Travel Suppression]] always lasts 4 seconds, has no effect on teleportation, and is only triggered by attacking. In PvP, it lasts different amounts of time depending on what caused it, it disables all teleportation and portal-summoning powers, and it's triggered by using any power as well as by getting hit or affected by any hostile power.
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This list gives PvP Travel Suppression times from short to long:
 
  
1. Getting hit or affected by any hostile power.<br>
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{| class="wikitable" cellpadding="4" cellspacing="0" align="center" style="text-align:center"
2. Using a melee debuff or control.<br>
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|- style="background:#efefef"
3. Using a ranged debuff or control.<br>
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! Archetype !! Resistance !! &nbsp; !! Archetype !! Resistance
4a. Using a buff or a heal on anyone.<br>
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|-
4b. Summoning a pet or using a power that targets a location. (Tied with buffing/healing.)<br>
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|  Blaster || 40% || &nbsp; || Brute || 10%
0-5. Using an attack. Attacks can fall anywhere in this list or past either end. Damage-causing powers cause different amounts of Suppression in direct proportion to their base damage, with ranged attacks scaled higher than melee.
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|-
 +
|  Controller || 40% || &nbsp; || Corruptor || 40%
 +
|-
 +
|  Defender || 40% || &nbsp; || Dominator || 40%
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|-
 +
|  Scrapper || 10% || &nbsp; || Mastermind ||  &nbsp;0%
 +
|-
 +
|  Tanker ||  &nbsp;0% || &nbsp; || Stalker || 10%
 +
|-
 +
|  Kheldian || 15% || &nbsp; || Soldier of Arachnos || 10%
 +
|-
 +
|}
  
===Diminishing Returns===
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=== Travel Suppression ===
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In PvE, [[Travel Power#Suppression|Travel Suppression]] always lasts 4 seconds, has no effect on teleportation, and is only triggered by attacking. In PvP, it lasts different amounts of time depending on what caused it, it disables all teleportation and portal-summoning powers, and it can be triggered by using attacks, by using some non-attacks, and by getting affected by enemy powers.
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 +
=== Diminishing Returns ===
 
In PvP, many character attributes are subject to Diminishing Returns. In general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. The specific numbers vary from attribute to attribute and from AT to AT. For instance, a Tanker's Resistance and Defense can be raised higher than a Blaster's.
 
In PvP, many character attributes are subject to Diminishing Returns. In general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. The specific numbers vary from attribute to attribute and from AT to AT. For instance, a Tanker's Resistance and Defense can be raised higher than a Blaster's.
  
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'''Note from Castle:''' The [[Combat Attributes]] tool will not always report the results of Diminishing Returns accurately, at least initially. This is specifically true of Damage Buffs, which always display the Pre-Diminished value.
 
'''Note from Castle:''' The [[Combat Attributes]] tool will not always report the results of Diminishing Returns accurately, at least initially. This is specifically true of Damage Buffs, which always display the Pre-Diminished value.
  
===Status Effect Protection===
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The exact formula used for DR has not been revealed to players. However, Arcanaville created a [http://web.archive.org/web/20120905214307/http://boards.cityofheroes.com/showthread.php?t=126132 guide] shortly after the release of [[Issue 13]]. According to Arcanaville's guide, the approximate formula for the PvP diminishing returns is:
In PvP zones, effects that normally provide [[Protection]] against status effects provide [[Resistance]] instead. '''It is not possible to prevent effects like Holds and Immobilization in PvP – only shorten them.''' (Knockdown, Knockback, and Knockup are not included in this. Protection against these can still be found.)
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===Status Effect Suppression===
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:<tt>FinalValue = OriginalValue * (1 - ABS(ATAN(A * OriginalValue)) * 2/pi * B)</tt>
Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent.
+
  
===Healing Decay===
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Where:
Any time a character receives healing from any source, including [[Inspiration]]s, that character suffers a +20% Resistance penalty to subsequent healing for 8 seconds. Each healing effect applies its own separate penalty, and they can stack up to 80%. Healing Resistance follows the same formula as Damage Resistance.
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* '''FinalValue''' is the value of the buff after applying DR
 +
* '''OriginalValue''' is the value of the buff before applying DR
 +
* '''ABS(x)''' is the [[wikipedia:Absolute value|Absolute value]] function
 +
* '''ATAN(x)''' is the [[wikipedia:Inverse trigonometric functions|Arctan]] function
 +
* '''A''' and '''B''' are parameters set per [[Archetype]], per [[Attribute]], and per [[Aspect]]. This means that there can theoretically be several ''thousand'' diminishing returns curves. However, as noted in Arcanaville's guide, there are certain rules governing the values of A and B.
  
===Base Hit Chance===
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A and B default to 0.33 and 0.80 for most archetypes and attributes. However, the values can vary widely. For example, [[Resistance (Mechanics)|Damage Resistance]] uses 0.60/1.00 for most archetypes, while [[Tanker]]s get 0.80/1.00 for their Damage Resistance curve. With ''OriginalValue'' as the x-axis and ''FinalValue'' as the y-axis, these three curves look like this:
 +
 
 +
<center><gallery>
 +
File:DR_A033_B08.png|Default:<br><tt>A = 0.33, B = 0.80</tt>
 +
File:DR_A060_B100.png|Damage Resistance:<br><tt>A = 0.60, B = 1.00</tt>
 +
File:DR_A080_B100.png|Tanker Damage Resistance:<br><tt>A = 0.80, B = 1.00</tt>
 +
</gallery></center>
 +
 
 +
=== Status Effect Protection ===
 +
In PvP zones, effects that normally provide [[Protection]] against status effects provide [[Resistance (Mechanics)|Resistance]] instead. '''It is not possible to prevent effects like Holds and Immobilization in PvP – only shorten them.''' (Knockdown, Knockback, and Knockup are not included in this. Protection against these can still be found.)
 +
 
 +
=== Status Effect & Knockback Suppression ===
 +
Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent. It should be noted that Confuse effects, while technically mezzes, are on a separate 15-second timer than the other mezzes listed above.
 +
 
 +
=== Healing Decay ===
 +
Any time a character receives healing from any source, including [[Inspiration]]s, that character suffers a +20% Resistance penalty to subsequent healing for 8 seconds. Each healing effect applies its own separate penalty, and they can stack up to 80%. Healing Resistance follows the same formula as Damage Resistance – X% resistance prevents X% of the heal amount.
 +
 
 +
=== Base Hit Chance ===
 
:''Main article: [[Attack Mechanics]]''
 
:''Main article: [[Attack Mechanics]]''
  
Players are naturally harder to hit than computer-controlled enemies are. The base chance of hitting another player is 50% (before factoring in Enhancements and all the different buffs on both the attacker and the target). The base chance of hitting an equal-level computer controlled enemy – even in a PvP zone – is 75%.
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Players are naturally harder to hit than computer-controlled enemies are. The base chance of hitting another player is 50% (before factoring in Enhancements and all the different buffs on both the attacker and the target). The base chance of hitting an equal-level computer controlled enemy – even in a PvP zone, and even if you're attacking a player's pets – is 75%.
  
===Elusivity===
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=== Elusivity ===
:''Main article: [[Attack_Mechanics#Elusivity_and_PvP|Attack Mechanics]]''
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:''Main article: [[Attack Mechanics#Elusivity and PvP|Attack Mechanics]]''
  
Many Defense-boosting powers, particularly those in the protective power sets of "non-squishy" ATs, also add a bonus to another stat called Elusivity in PvP zones. Elusivity's effects stack with Defense to make a character even harder to hit.
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In PvP zones, many Defense-boosting powers, particularly those in the protective power sets of "non-squishy" ATs, also add a bonus to another stat called Elusivity. Elusivity's effects stack with Defense to make a character even harder to hit.
  
===Stealth and Perception===
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=== Stealth and Perception ===
 
:''Main article: [[Stealth and Perception]]''
 
:''Main article: [[Stealth and Perception]]''
  
All players (as well as all [[critter]]s) have two different Stealth totals: one that's used when a player is trying to see them, and one for when critters are doing the looking. Stealth-buffing powers give different bonuses to each. Also, Stealth ''will'' prevent an enemy player from targeting you if you gain enough of it in the middle of a fight with him. This is different from PvE, where a critter that has aggro on you knows exactly where you are and ignores Stealth and Perception totals until it gets tired of fighting.
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All players (as well as all [[critter]]s) have two different Stealth totals: one that's used when players try to see them and one for when critters try. Stealth-buffing powers give different bonuses to each. Also, Stealth ''will'' prevent an enemy player from targeting you if you gain enough of it in the middle of a fight with him. This is different from PvE, where a critter that has aggro on you ignores Stealth and Perception and instead just knows exactly where you are until you lose aggro.
  
===Individual Power Differences===
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=== Individual Power Differences ===
  
Any power can be coded to produce different effects based on the character using it, or what it's used on, or what kind of zone it's used in. This feature is used heavily to balance powers differently for PvP and PvE. The following sections list some reliable generalizations, but they don't come close to accounting for all the differences. ''Almost any effect of any power may be different between PvP and PvE'' sometimes so subtly that it's not even noticeable. One good place to see differences is to check and uncheck the PvP button in the power's own Detailed Info window.  
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Power effects can vary based on the character using it, or what it's used on, or what kind of zone it's used in. This feature is used heavily to balance powers differently for PvP and PvE. The following sections list some reliable generalizations, but they don't come close to accounting for all the differences. ''Almost any effect of any power may be different between PvP and PvE,'' sometimes so subtly that it's not even noticeable. One good place to see differences is to check and uncheck the PvP button in the power's own Detailed Info window.  
  
====Damage====
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==== Damage ====
The relative amounts of damage done between different attacks within a power set, between different power sets for the same AT, and between different ATs all follow different rules of thumb. From Castle:
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In PvP, attack powers follow new guidelines regarding the relative amounts of damage done between different attacks within a power set, between different power sets for the same AT, and between different ATs. From Castle:
* Powers now calculate damage based on their activation time, instead of their recharge.
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* Powers now calculate damage based on their activation time, instead of their recharge. (This difference is sometimes striking. Attacks with unusually long activation times, like [[Speed#Flurry|Flurry]] and [[Gravity Control#Propel|Propel]], deal ''two to three times'' their PvE damage, ''or more'', when used against other players. AoE powers generally do far less damage than single-target ones.)
 
* Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP.
 
* Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP.
 
* Longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
 
* Longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
 
* Damage has been adjusted for all ATs, reducing the damage gap between each AT.
 
* Damage has been adjusted for all ATs, reducing the damage gap between each AT.
  
====Controls====
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==== Controls ====
 
The strengths and durations of status effect-causing powers follow different, simpler, and more consistent rules in PvP.
 
The strengths and durations of status effect-causing powers follow different, simpler, and more consistent rules in PvP.
* Most status effects have a consistent base duration of 4 seconds for Controller and Dominator powers, and 2 seconds for all other ATs and for pool and temporary powers. These durations do not increase with level. (This may not apply to some APP powers yet.) The relevant status effects are Disorient, Sleep, Hold, Immobilize, Fear, Confuse, Untouchable, and Intangible.
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* Most status effects have a consistent base duration of 4 seconds for Controller and Dominator powers, and 2 seconds for all other ATs and for pool and temporary powers. These durations do not increase with level. The relevant status effects are Disorient, Sleep, Hold, Immobilize, Fear, and Confuse.
 +
* Untouchable and Intangible (i.e. "cage") powers have a fixed duration of 8 seconds for Controller and Dominator powers and 4 seconds for all other ATs. These durations do not increase with level.
 
* The Dominator's ''Domination'' mode gives no bonus duration to status effects. Instead, it causes the them to apply for their full duration regardless of resistances.  
 
* The Dominator's ''Domination'' mode gives no bonus duration to status effects. Instead, it causes the them to apply for their full duration regardless of resistances.  
 
* Taunting powers have a consistent base duration of 6 seconds for Tanker sets, and 4 seconds for Scrapper, Brute, and pool sets. These durations do not increase with level.
 
* Taunting powers have a consistent base duration of 6 seconds for Tanker sets, and 4 seconds for Scrapper, Brute, and pool sets. These durations do not increase with level.
 
* Placating powers have a consistent base duration of 10 seconds for Stalker sets and 4 seconds for Soldiers of Arachnos sets. These durations do not increase with level.
 
* Placating powers have a consistent base duration of 10 seconds for Stalker sets and 4 seconds for Soldiers of Arachnos sets. These durations do not increase with level.
  
====PvP Zone or PvP Target?====
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==== PvP Zone or PvP Target? ====
Powers can have different effects based on whether they're used in a PvP zone. Powers can also have different effects based on whether the target is a player or a critter. The difference is important if you fight street spawns in PvP zones or you engage in PvP fights versus pet-using opponents. The first type of powers cause PvP effects on hostile critters, while the second cause PvE effects on them.
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Some powers operate in "PvP mode" any time they are used in a PvP zone. Others produce PvP effects only when used on players. The difference is important if you fight street spawns in PvP zones or you attack your opponent's pets. The first type of power causes PvP effects on those particular enemies, while the second does not. In fact, an AoE power of the second variety produces an appropriate mix of PvP and PvE effects if it hits a mixed crowd of targets.
  
====Effects that Don't Change====
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==== Effects that Don't Change ====
Some power characteristics cannot be made to vary. You can safely expect these to stay the same between PvP and PvE:
+
Some power characteristics cannot be varied by the devs. You can safely expect these characteristics to stay the same between PvP and PvE:
  
 
* Endurance Cost (although crashes and ongoing per-target losses ''can'' vary, since they are not costs)
 
* Endurance Cost (although crashes and ongoing per-target losses ''can'' vary, since they are not costs)
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* Recharge Time
 
* Recharge Time
 
* Interrupt Time
 
* Interrupt Time
* Inherent Accuracy Multiplier (although effects can have individual ToHit modifiers, or gain or lose autohit status)
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* Inherent Accuracy Multiplier (although effects can have individual ToHit modifiers, or be autohit in PvE but not in PvP)
 
* Attack Type Tags
 
* Attack Type Tags
 
* Range
 
* Range
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* max # of AoE targets
 
* max # of AoE targets
  
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 +
== Historical ==
 +
{{historical|type=section}}
 +
 +
=== Base Raids ===
 +
:''Main Article:'' [[Base Raid]]
 +
 +
This is a battle, or a set of two battles, between two [[Supergroup]]s, both of which have suitably equipped [[base]]s. The battles are set in the target SG's base, which may be fortified by special defenses used only in a raid.
 +
 +
At one point, the Devs planned to have raidable bases house one or more [[Items of Power]], which could be stolen by a raiding group. However, as of this writing, the [[Cathedral of Pain Trial]] during which the IoPs are obtained is unavailable. Prior to [[Issue 13]], base raids were just done for fun and bragging rights, however with the release of Issue 13 the base raid feature has been turned off.
 +
 +
 +
=== PVPEC Tournaments ===
 +
The [[Player Versus Player Event Committee|PVPEC]] created two SG ladders, one each for Hero and Villain Supergroups. After an initial tournament to determine ranks, the SG ladder opened on August 3, 2007 with seven ranked SGs. Matches conducted within this system are usually called official matches and organized on the [http://web.archive.org/web/20090308123828/http://boards.cityofheroes.com/postlist.php?Cat=0&Board=pvplvzones official PVP Arena board.] Following the [[Issue 13]] PvP changes, many of the ladder PvPers left the game and most of the PvP supergroups disbanded. A short-lived attempt was made to restart the ladder after [[Issue 14]].
 +
 +
There was a small resurgence in the arena PvP community late in [[issue 16]]. During this period, the PvPEC, with the help of members of the PvP community, created [http://web.archive.org/web/20120904234820/http://boards.cityofheroes.com/showthread.php?t=206796 The League] - a point based team PvP tournament which spanned several months, and used modified rules from past PvP ladders. Six groups registered, each consisting of two teams: a D8 team, comprised of players that had been signed up on the team's roster; and a D6 team, a team comprised of players that were later drafted by the captains of the D8 team. D8 Teams played 8v8 matches against other D8 teams, while D6 teams played 6v6 matches against the other D6 teams. The League started on February 21, 2010, with the opening D8 round; and ended on May 16, 2010, with the D8 playoffs. The group "[http://rpvp.guildportal.com/Guild.aspx?GuildID=277874&TabID=2332035 usedtobegood]" won the tournament.
 +
 +
The League was the largest and most attended PvP event since the second TPvPL, drawing players from all servers, and even bringing many older PvPers back to the game. Following the success of the league, in [[issue 17]], an attempt was made to restart the Test Server PvP ladder. The new ladder unofficially disbanded in little over a month.
  
 
== External references ==
 
== External references ==
* [http://boards.cityofheroes.com/showflat.php?Number=5366328 PVP 101] by Nicci (Outdated due to [[Issue 13]] PVP changes)
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* [http://web.archive.org/web/20090318120329/http://boards.cityofheroes.com/showflat.php?Number=5366328 PVP 101] by Nicci (Outdated due to [[Issue 13]] PVP changes)
* [http://boards.cityofheroes.com/showflat.php?Number=9922409 PVP Zone Guide] by ColJasmine
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* [http://web.archive.org/web/20090321024920/http://boards.cityofheroes.com/showflat.php?Number=9922409 PVP Zone Guide] by ColJasmine
* [http://boards.cityofheroes.com/showflat.php?Cat=0&Number=12221755 Issue 13 PvP Powers Changes] by [[Castle (Developer)]]
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* [http://web.archive.org/web/20090321043524/http://boards.cityofheroes.com/showflat.php?Cat=0&Number=12221755 Issue 13 PvP Powers Changes] by [[Castle (Developer)]]
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[[Category:PvP]]
 
[[Category:PvP]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 13:05, 4 October 2017

Overview

There are three types of PvP in CoX: the Arena, PvP Zones, and Base Raids. However, Base Raids have been non-functional since Issue 13.

PvP Zone Combat

Players can participate in one of four zones. All four zones have a level requirement to enter; the lowest being level 15. All contain various Badges, Temp Powers, Missions and mini-games designed to tempt PvE-oriented players into PvP land, or perhaps to give PvPers something to do while waiting for the enemy to show up. All zones also contain NPCs. Some are aligned to the Hero or Villain factions; others are neutral. Neutral and enemy NPCs can cause XP debt when defeating a player.

Three of the zones (Bloody Bay, Siren's Call and Recluse's Victory) allow PvP combat only between Heroes and Villains. In Warburg, you can fight players of your own faction, but still can only team with members of your own faction.

PvP Arena Combat

Main article: Battle Terminal

Arena battles are set up in advance by players for the format they choose in a controlled environment. There are many options: duels, two teams, multiple teams, large scale free-for-alls, various types of limits on levels, power use, classes and victory conditions. The Arena uses special maps which are chosen randomly for each match, or can be set by the participants.

Two common formats for Arena battles are 1v1 duels and 8v8 battles between Supergroups who focus on PVP. SG 8v8 battles usually feature a team of players with Level 50 builds specialized and drilled to complement each other. A typical SG match is best two-out-of-three 10-minute rounds.

PvP Builds

Players who enjoy PvP will typically play certain power sets and develop specialized builds with them to maximize their PvP advantage.

Characteristics of PvP builds

  • Specialize in their role: damage, disruption, or support
  • Single target attacks for damage dealers
  • Perception advantage (buffs for you and teammates, debuffs for foes)
  • Slotted Movement powers (the Leaping pool and Speed pool are very popular)
  • High To-Hit, Damage and Recharge
  • Fitness pool (some builds can forego it)
  • Escape powers such as Phase Shift or Hibernate

Characteristics of PvP Power Sets

A dedicated PvPer will often play a power set they find advantageous. For example, the Scrapper Broadsword or Fiery Melee sets are usually thought stronger choices than Dark Melee or Katana, and Regeneration better than Super Reflexes or Dark Armor. However, a skilled player can sometimes overcome the limitations of a suboptimal set that they play, though the Issue 13 rules changes eliminated some of this flexibility.

In any case, give careful thought to power sets and build before going to PvP, and especially before creating a character especially for PvP. Bear in mind also that dueling, team Arena, solo zone play, and team zone play all differ in what is most advantageous.

PVP Servers

While PVP can and does occur on any server, more PVP players means a better chance to get into a fight, if you're looking for one. There is no official position on this and some debate, but after the server transfers Freedom has emerged as the top live PvP server for holders of US accounts. Prior to Issue 13, Infinity was known as the arena server, while Freedom was more popular for zone PvP. In the wake of Issue 13, many PvPers either started over on or moved characters to Freedom.

PvP Gameplay Differences

PvP fights in City of Heroes follow an extensive set of changes and additions to the rules covering PvE gameplay.

Base Damage Resistance

Players receive bonus Damage Resistance simply for being in a PvP zone. The amount varies with AT. This is intended to make quick defeats less frequent. It is also intended to even out the survivability of all Archetypes, which is why the largest bonuses go to the Archetypes with the poorest natural ability to increase their own Resistance and Defense values.

This Resistance applies to all damage types, even Toxic and Psionic. It is factored into the character's total Resistances like any other buff, which means it can be reduced by PvP Diminishing Returns. (see below)


Archetype Resistance   Archetype Resistance
Blaster 40%   Brute 10%
Controller 40%   Corruptor 40%
Defender 40%   Dominator 40%
Scrapper 10%   Mastermind  0%
Tanker  0%   Stalker 10%
Kheldian 15%   Soldier of Arachnos 10%

Travel Suppression

In PvE, Travel Suppression always lasts 4 seconds, has no effect on teleportation, and is only triggered by attacking. In PvP, it lasts different amounts of time depending on what caused it, it disables all teleportation and portal-summoning powers, and it can be triggered by using attacks, by using some non-attacks, and by getting affected by enemy powers.

Diminishing Returns

In PvP, many character attributes are subject to Diminishing Returns. In general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. The specific numbers vary from attribute to attribute and from AT to AT. For instance, a Tanker's Resistance and Defense can be raised higher than a Blaster's.

The calculation is based on the sum of all buffs, so the order the buffs are applied does not matter.

Example: Under the old system, Aim + Build Up might provide a combined +67% ToHit buff, while under this system, that combo might provide only +49%.

Note from Castle: The Combat Attributes tool will not always report the results of Diminishing Returns accurately, at least initially. This is specifically true of Damage Buffs, which always display the Pre-Diminished value.

The exact formula used for DR has not been revealed to players. However, Arcanaville created a guide shortly after the release of Issue 13. According to Arcanaville's guide, the approximate formula for the PvP diminishing returns is:

FinalValue = OriginalValue * (1 - ABS(ATAN(A * OriginalValue)) * 2/pi * B)

Where:

  • FinalValue is the value of the buff after applying DR
  • OriginalValue is the value of the buff before applying DR
  • ABS(x) is the Absolute value function
  • ATAN(x) is the Arctan function
  • A and B are parameters set per Archetype, per Attribute, and per Aspect. This means that there can theoretically be several thousand diminishing returns curves. However, as noted in Arcanaville's guide, there are certain rules governing the values of A and B.

A and B default to 0.33 and 0.80 for most archetypes and attributes. However, the values can vary widely. For example, Damage Resistance uses 0.60/1.00 for most archetypes, while Tankers get 0.80/1.00 for their Damage Resistance curve. With OriginalValue as the x-axis and FinalValue as the y-axis, these three curves look like this:

Status Effect Protection

In PvP zones, effects that normally provide Protection against status effects provide Resistance instead. It is not possible to prevent effects like Holds and Immobilization in PvP – only shorten them. (Knockdown, Knockback, and Knockup are not included in this. Protection against these can still be found.)

Status Effect & Knockback Suppression

Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent. It should be noted that Confuse effects, while technically mezzes, are on a separate 15-second timer than the other mezzes listed above.

Healing Decay

Any time a character receives healing from any source, including Inspirations, that character suffers a +20% Resistance penalty to subsequent healing for 8 seconds. Each healing effect applies its own separate penalty, and they can stack up to 80%. Healing Resistance follows the same formula as Damage Resistance – X% resistance prevents X% of the heal amount.

Base Hit Chance

Main article: Attack Mechanics

Players are naturally harder to hit than computer-controlled enemies are. The base chance of hitting another player is 50% (before factoring in Enhancements and all the different buffs on both the attacker and the target). The base chance of hitting an equal-level computer controlled enemy – even in a PvP zone, and even if you're attacking a player's pets – is 75%.

Elusivity

Main article: Attack Mechanics

In PvP zones, many Defense-boosting powers, particularly those in the protective power sets of "non-squishy" ATs, also add a bonus to another stat called Elusivity. Elusivity's effects stack with Defense to make a character even harder to hit.

Stealth and Perception

Main article: Stealth and Perception

All players (as well as all critters) have two different Stealth totals: one that's used when players try to see them and one for when critters try. Stealth-buffing powers give different bonuses to each. Also, Stealth will prevent an enemy player from targeting you if you gain enough of it in the middle of a fight with him. This is different from PvE, where a critter that has aggro on you ignores Stealth and Perception and instead just knows exactly where you are until you lose aggro.

Individual Power Differences

Power effects can vary based on the character using it, or what it's used on, or what kind of zone it's used in. This feature is used heavily to balance powers differently for PvP and PvE. The following sections list some reliable generalizations, but they don't come close to accounting for all the differences. Almost any effect of any power may be different between PvP and PvE, sometimes so subtly that it's not even noticeable. One good place to see differences is to check and uncheck the PvP button in the power's own Detailed Info window.

Damage

In PvP, attack powers follow new guidelines regarding the relative amounts of damage done between different attacks within a power set, between different power sets for the same AT, and between different ATs. From Castle:

  • Powers now calculate damage based on their activation time, instead of their recharge. (This difference is sometimes striking. Attacks with unusually long activation times, like Flurry and Propel, deal two to three times their PvE damage, or more, when used against other players. AoE powers generally do far less damage than single-target ones.)
  • Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP.
  • Longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
  • Damage has been adjusted for all ATs, reducing the damage gap between each AT.

Controls

The strengths and durations of status effect-causing powers follow different, simpler, and more consistent rules in PvP.

  • Most status effects have a consistent base duration of 4 seconds for Controller and Dominator powers, and 2 seconds for all other ATs and for pool and temporary powers. These durations do not increase with level. The relevant status effects are Disorient, Sleep, Hold, Immobilize, Fear, and Confuse.
  • Untouchable and Intangible (i.e. "cage") powers have a fixed duration of 8 seconds for Controller and Dominator powers and 4 seconds for all other ATs. These durations do not increase with level.
  • The Dominator's Domination mode gives no bonus duration to status effects. Instead, it causes the them to apply for their full duration regardless of resistances.
  • Taunting powers have a consistent base duration of 6 seconds for Tanker sets, and 4 seconds for Scrapper, Brute, and pool sets. These durations do not increase with level.
  • Placating powers have a consistent base duration of 10 seconds for Stalker sets and 4 seconds for Soldiers of Arachnos sets. These durations do not increase with level.

PvP Zone or PvP Target?

Some powers operate in "PvP mode" any time they are used in a PvP zone. Others produce PvP effects only when used on players. The difference is important if you fight street spawns in PvP zones or you attack your opponent's pets. The first type of power causes PvP effects on those particular enemies, while the second does not. In fact, an AoE power of the second variety produces an appropriate mix of PvP and PvE effects if it hits a mixed crowd of targets.

Effects that Don't Change

Some power characteristics cannot be varied by the devs. You can safely expect these characteristics to stay the same between PvP and PvE:

  • Endurance Cost (although crashes and ongoing per-target losses can vary, since they are not costs)
  • Activation Time
  • Recharge Time
  • Interrupt Time
  • Inherent Accuracy Multiplier (although effects can have individual ToHit modifiers, or be autohit in PvE but not in PvP)
  • Attack Type Tags
  • Range
  • AoE type and size
  • max # of AoE targets


Historical

Badge time.png This section contains information that no longer applies to the current version of City of Heroes Freedom. It is provided for historical purposes.

Base Raids

Main Article: Base Raid

This is a battle, or a set of two battles, between two Supergroups, both of which have suitably equipped bases. The battles are set in the target SG's base, which may be fortified by special defenses used only in a raid.

At one point, the Devs planned to have raidable bases house one or more Items of Power, which could be stolen by a raiding group. However, as of this writing, the Cathedral of Pain Trial during which the IoPs are obtained is unavailable. Prior to Issue 13, base raids were just done for fun and bragging rights, however with the release of Issue 13 the base raid feature has been turned off.


PVPEC Tournaments

The PVPEC created two SG ladders, one each for Hero and Villain Supergroups. After an initial tournament to determine ranks, the SG ladder opened on August 3, 2007 with seven ranked SGs. Matches conducted within this system are usually called official matches and organized on the official PVP Arena board. Following the Issue 13 PvP changes, many of the ladder PvPers left the game and most of the PvP supergroups disbanded. A short-lived attempt was made to restart the ladder after Issue 14.

There was a small resurgence in the arena PvP community late in issue 16. During this period, the PvPEC, with the help of members of the PvP community, created The League - a point based team PvP tournament which spanned several months, and used modified rules from past PvP ladders. Six groups registered, each consisting of two teams: a D8 team, comprised of players that had been signed up on the team's roster; and a D6 team, a team comprised of players that were later drafted by the captains of the D8 team. D8 Teams played 8v8 matches against other D8 teams, while D6 teams played 6v6 matches against the other D6 teams. The League started on February 21, 2010, with the opening D8 round; and ended on May 16, 2010, with the D8 playoffs. The group "usedtobegood" won the tournament.

The League was the largest and most attended PvP event since the second TPvPL, drawing players from all servers, and even bringing many older PvPers back to the game. Following the success of the league, in issue 17, an attempt was made to restart the Test Server PvP ladder. The new ladder unofficially disbanded in little over a month.

External references