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Difference between revisions of "Purple Patch"

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== Overview ==
 
== Overview ==
'''Purple patch''' is a colloquial term for a pre-[[Issue 1]] update in which the developers increased the difficulty of enemies higher-level than the player. "Purple" refers to the [[Con System]] in the game where enemies four or more con levels will have their name appear as purple in the target window. Before the patch was implemented, full groups of heroes were often able to defeat enemies that were ten levels higher than them.
+
'''Purple patch''' is a colloquial term for a pre-[[Issue 1]] update in which the developers increased the difficulty of enemies higher-level than the player. "Purple" refers to the [[Con System]] in the game where enemies four or more con levels will have their name appear as purple in the target window. Before the patch was implemented, full groups of heroes were often able to defeat enemies that were ten levels higher than them.
  
 
Indirectly, the purple patch reduced the potential teaming pool. Prior to the patch, a character was still reasonably effective against enemies 5 levels higher, and that character could team with characters +/-5 levels above or below him or her. Post-purple patch, characters were practically limited to fighting enemies 2 to 3 levels above them, with 4 being the absolute practical cap.
 
Indirectly, the purple patch reduced the potential teaming pool. Prior to the patch, a character was still reasonably effective against enemies 5 levels higher, and that character could team with characters +/-5 levels above or below him or her. Post-purple patch, characters were practically limited to fighting enemies 2 to 3 levels above them, with 4 being the absolute practical cap.
  
When contemporary forum-goers talk about the "purple patch", they may be referring to the way player character effectiveness scales against higher-level enemies:
+
== Combat Modifiers ==
 +
When contemporary forum-goers talk about the "purple patch", they may be referring to the way player character effectiveness scales against different-level enemies. To use the table below, multiply the effects of your powers by the value in the ''Above'' column if you are [[Level]] levels above your target, or by the value in the ''Below'' column if you are ''Level'' levels below your target.
  
*Foes that are the same level as you - You have a 75% chance to hit and your powers are 100% effective.
+
These modifers apply to almost everything in combat: [[Debuff]] strength, [[Mez]] duration, [[Knockback]] [[magnitude]], and [[Damage]] are all affected.
*Foes 1 level above you - You have a 65% chance to hit and your powers are 90% effective.
+
*Foes 2 levels above you - You have a 56% chance to hit and your powers are 80% effective.
+
*Foes 3 levels above you - You have a 48% chance to hit and your powers are 65% effective.
+
*Foes 4 levels above you - You have a 39% chance to hit and your powers are 48% effective.
+
*Foes 5 levels above you - You have a 30% chance to hit and your powers are 30% effective.
+
*Foes 6 levels above you - You have a 20% chance to hit and your powers are 15% effective.
+
*Foes 7 levels above you - You have a 8% chance to hit and your powers are 8% effective.  
+
  
 +
{| class="wikitable"
 +
|-
 +
!| Level
 +
!| Above
 +
!| Below
 +
!| Level
 +
!| Above
 +
!| Below
 +
!| Level
 +
!| Above
 +
!| Below
 +
|-
 +
!| 0
 +
|| 1.00
 +
|| 1.00
 +
!| 17
 +
|| 2.80
 +
|| 0.01
 +
!| 34
 +
|| 4.50
 +
|| 0.01
 +
|-
 +
!| 1
 +
|| 1.11
 +
|| 0.90
 +
!| 18
 +
|| 2.90
 +
|| 0.01
 +
!| 35
 +
|| 4.60
 +
|| 0.01
 +
|-
 +
!| 2
 +
|| 1.22
 +
|| 0.80
 +
!| 19
 +
|| 3.00
 +
|| 0.01
 +
!| 36
 +
|| 4.70
 +
|| 0.01
 +
|-
 +
!| 3
 +
|| 1.33
 +
|| 0.65
 +
!| 20
 +
|| 3.10
 +
|| 0.01
 +
!| 37
 +
|| 4.80
 +
|| 0.01
 +
|-
 +
!| 4
 +
|| 1.44
 +
|| 0.48
 +
!| 21
 +
|| 3.20
 +
|| 0.01
 +
!| 38
 +
|| 4.90
 +
|| 0.01
 +
|-
 +
!| 5
 +
|| 1.55
 +
|| 0.30
 +
!| 22
 +
|| 3.30
 +
|| 0.01
 +
!| 39
 +
|| 5.00
 +
|| 0.01
 +
|-
 +
!| 6
 +
|| 1.66
 +
|| 0.15
 +
!| 23
 +
|| 3.40
 +
|| 0.01
 +
!| 40
 +
|| 5.10
 +
|| 0.01
 +
|-
 +
!| 7
 +
|| 1.77
 +
|| 0.08
 +
!| 24
 +
|| 3.50
 +
|| 0.01
 +
!| 41
 +
|| 5.20
 +
|| 0.01
 +
|-
 +
!| 8
 +
|| 1.88
 +
|| 0.05
 +
!| 25
 +
|| 3.60
 +
|| 0.01
 +
!| 42
 +
|| 5.30
 +
|| 0.01
 +
|-
 +
!| 9
 +
|| 2.00
 +
|| 0.04
 +
!| 26
 +
|| 3.70
 +
|| 0.01
 +
!| 43
 +
|| 5.40
 +
|| 0.01
 +
|-
 +
!| 10
 +
|| 2.10
 +
|| 0.03
 +
!| 27
 +
|| 3.80
 +
|| 0.01
 +
!| 44
 +
|| 5.50
 +
|| 0.01
 +
|-
 +
!| 11
 +
|| 2.20
 +
|| 0.02
 +
!| 28
 +
|| 3.90
 +
|| 0.01
 +
!| 45
 +
|| 5.60
 +
|| 0.01
 +
|-
 +
!| 12
 +
|| 2.30
 +
|| 0.01
 +
!| 29
 +
|| 4.00
 +
|| 0.01
 +
!| 46
 +
|| 5.70
 +
|| 0.01
 +
|-
 +
!| 13
 +
|| 2.40
 +
|| 0.01
 +
!| 30
 +
|| 4.10
 +
|| 0.01
 +
!| 47
 +
|| 5.80
 +
|| 0.01
 +
|-
 +
!| 14
 +
|| 2.50
 +
|| 0.01
 +
!| 31
 +
|| 4.20
 +
|| 0.01
 +
!| 48
 +
|| 5.90
 +
|| 0.01
 +
|-
 +
!| 15
 +
|| 2.60
 +
|| 0.01
 +
!| 32
 +
|| 4.30
 +
|| 0.01
 +
!| 49
 +
|| 6.00
 +
|| 0.01
 +
|-
 +
!| 16
 +
|| 2.70
 +
|| 0.01
 +
!| 33
 +
|| 4.40
 +
|| 0.01
 +
|}
  
'''These power reduction figures are probably no longer correct,''' and the hit chances ''are'' outdated. Although these numbers were official and provided by [[Geko]], they date from the second half of 2004. Nonetheless, the principle behind the purple patch is still in place: player powers have significantly reduced effects versus computer-controlled enemies that are more than 2-3 levels higher, which renders fighting such enemies on a regular basis impractical.
+
== Attack Mechanics ==
 +
''Main article: [[Attack Mechanics]]''
  
== Notes ==
+
A character's chance to hit is not directly affected by the combat modifiers, above. While [[Defense]] debuffs applied to the target affect chance to hit and are subject to the purple patch, and [[ToHit]] debuffs applied to the player affect chance to hit and are also subject to the purple patch, a character's base hit chance follows a different formula.
  
* Source for current effectiveness table: [http://boards.cityofheroes.com/showflat.php?Number=4641312#Post4641312 A Brief Guide to Level Scaling]
+
{| class="wikitable"
 +
|+ Base ToHit Chance
 +
|-
 +
!| Level
 +
!| Above
 +
!| Below
 +
|-
 +
!| 0
 +
|| 0.75
 +
|| 0.75
 +
|-
 +
!| 1
 +
|| 0.80
 +
|| 0.65
 +
|-
 +
!| 2
 +
|| 0.85
 +
|| 0.56
 +
|-
 +
!| 3
 +
|| 0.90
 +
|| 0.48
 +
|-
 +
!| 4
 +
|| 0.95
 +
|| 0.39
 +
|-
 +
!| 5
 +
||
 +
|| 0.30
 +
|-
 +
!| 6
 +
||
 +
|| 0.20
 +
|-
 +
!| 7
 +
||
 +
|| 0.08
 +
|}
 +
 
 +
<!-- * Source: [http://boards.cityofheroes.com/showflat.php?Number=4641312#Post4641312 Power Data Standardization v2.0 (Issue 7), by iakona] -->
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Definition]]
 
[[Category:Definition]]

Latest revision as of 17:34, 28 December 2011

Overview

Purple patch is a colloquial term for a pre-Issue 1 update in which the developers increased the difficulty of enemies higher-level than the player. "Purple" refers to the Con System in the game where enemies four or more con levels will have their name appear as purple in the target window. Before the patch was implemented, full groups of heroes were often able to defeat enemies that were ten levels higher than them.

Indirectly, the purple patch reduced the potential teaming pool. Prior to the patch, a character was still reasonably effective against enemies 5 levels higher, and that character could team with characters +/-5 levels above or below him or her. Post-purple patch, characters were practically limited to fighting enemies 2 to 3 levels above them, with 4 being the absolute practical cap.

Combat Modifiers

When contemporary forum-goers talk about the "purple patch", they may be referring to the way player character effectiveness scales against different-level enemies. To use the table below, multiply the effects of your powers by the value in the Above column if you are Level levels above your target, or by the value in the Below column if you are Level levels below your target.

These modifers apply to almost everything in combat: Debuff strength, Mez duration, Knockback magnitude, and Damage are all affected.

Level Above Below Level Above Below Level Above Below
0 1.00 1.00 17 2.80 0.01 34 4.50 0.01
1 1.11 0.90 18 2.90 0.01 35 4.60 0.01
2 1.22 0.80 19 3.00 0.01 36 4.70 0.01
3 1.33 0.65 20 3.10 0.01 37 4.80 0.01
4 1.44 0.48 21 3.20 0.01 38 4.90 0.01
5 1.55 0.30 22 3.30 0.01 39 5.00 0.01
6 1.66 0.15 23 3.40 0.01 40 5.10 0.01
7 1.77 0.08 24 3.50 0.01 41 5.20 0.01
8 1.88 0.05 25 3.60 0.01 42 5.30 0.01
9 2.00 0.04 26 3.70 0.01 43 5.40 0.01
10 2.10 0.03 27 3.80 0.01 44 5.50 0.01
11 2.20 0.02 28 3.90 0.01 45 5.60 0.01
12 2.30 0.01 29 4.00 0.01 46 5.70 0.01
13 2.40 0.01 30 4.10 0.01 47 5.80 0.01
14 2.50 0.01 31 4.20 0.01 48 5.90 0.01
15 2.60 0.01 32 4.30 0.01 49 6.00 0.01
16 2.70 0.01 33 4.40 0.01

Attack Mechanics

Main article: Attack Mechanics

A character's chance to hit is not directly affected by the combat modifiers, above. While Defense debuffs applied to the target affect chance to hit and are subject to the purple patch, and ToHit debuffs applied to the player affect chance to hit and are also subject to the purple patch, a character's base hit chance follows a different formula.

Base ToHit Chance
Level Above Below
0 0.75 0.75
1 0.80 0.65
2 0.85 0.56
3 0.90 0.48
4 0.95 0.39
5 0.30
6 0.20
7 0.08