Archvillain
Archvillains are extremely powerful entities. They con +5 to their level. Their HP are usually in the 10's of thousands (whereas bosses are around 1000-2000). Approach with extreme caution and about 7 buddies.
Archvillains are most noteworthy for having, in addition to massive hit points and regeneration and near-immunity to mez two thirds of the time, a significant resistance to many debuffs that scales by level. That resistance, as of Issue 9, applies to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery.
| Level | AV Res Mod |
|---|---|
| 1 | 0.6 |
| 2 | 0.6 |
| 3 | 0.61 |
| 4 | 0.61 |
| 5 | 0.62 |
| 6 | 0.63 |
| 7 | 0.63 |
| 8 | 0.64 |
| 9 | 0.64 |
| 10 | 0.65 |
| 11 | 0.65 |
| 12 | 0.66 |
| 13 | 0.66 |
| 14 | 0.67 |
| 15 | 0.67 |
| 16 | 0.68 |
| 17 | 0.68 |
| 18 | 0.69 |
| 19 | 0.69 |
| 20 | 0.7 |
| 21 | 0.7 |
| 22 | 0.71 |
| 23 | 0.71 |
| 24 | 0.72 |
| 25 | 0.72 |
| 26 | 0.73 |
| 27 | 0.73 |
| 28 | 0.74 |
| 29 | 0.74 |
| 30 | 0.75 |
| 31 | 0.75 |
| 32 | 0.76 |
| 33 | 0.76 |
| 34 | 0.77 |
| 35 | 0.77 |
| 36 | 0.78 |
| 37 | 0.78 |
| 38 | 0.79 |
| 39 | 0.79 |
| 40 | 0.8 |
| 41 | 0.8 |
| 42 | 0.81 |
| 43 | 0.81 |
| 44 | 0.82 |
| 45 | 0.82 |
| 46 | 0.83 |
| 47 | 0.83 |
| 48 | 0.84 |
| 49 | 0.84 |
| 50 | 0.85 |
| 51 | 0.85 |
| 52 | 0.86 |
| 53 | 0.86 |
| 54 | 0.87 |
| 55 | 0.87 |
So, for example, while it might seem as though a Defender's Radiation Infection should be valuable against Captain Mako in the Statesman Task Force, to deal with his Elude, it is in fact heavily resisted. 3-slotted, it would do -61% Defense, which should cripple him, but as it's against a +4 enemy it is at half strength (-61 * .5 = -30.5), and as it's against a level 54 Archvillain a further 87% of that is resisted (-30.5 * (1 - .87) = -3.965%), leaving the net effect approximately a third as useful at bypassing defense as an Insight inspiration. Likewise, even against an even-con AV, a 50's Lingering Radiation's mighty -500% Regen debuff will be dropped to approximately -65%.