Archvillain

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Revision as of 18:59, 26 November 2007 by imported>Snorii (historical) (+link)
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Archvillains are extremely powerful entities. They con +5 to their level. They typically have tens of thousands of HP (ten times that of standard bosses), substantial regeneration, increased damage, and near-immunity to mez two-thirds of the time. Approach with extreme caution and several teammates.

Archvillains will spawn as weaker Elite Bosses against teams which are small and/or using low notoriety settings.

Archvillains are also noteworthy for having strong debuff resistance that scales by level. As of Issue 9, this resistance applies to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
AV Res Mod 0.60 0.60 0.61 0.61 0.62 0.63 0.63 0.64 0.64 0.65 0.65 0.66 0.66 0.67 0.67 0.68 0.68 0.69 0.69 0.70
Level 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
AV Res Mod 0.70 0.71 0.71 0.72 0.72 0.73 0.73 0.74 0.74 0.75 0.75 0.76 0.76 0.77 0.77 0.78 0.78 0.79 0.79 0.80
Level 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55
AV Res Mod 0.80 0.81 0.81 0.82 0.82 0.83 0.83 0.84 0.84 0.85 0.85 0.86 0.86 0.87 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%.

See Also