#Effect Accuracy vs Effect Resist

1 messages · Page 1 of 1 (latest)

tawdry sigil
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Can we talk about this, especially in the current state of the game in pvp?

I remember before that more or less
Cleave = CC (Speed check)
CC > Turn 2
Turn 2 > CC (Anti debuffers)
Cleave > Turn 2 (Pre-rev nerfs)

Then it became
Turn 2 > Cleave
CC = Turn 2 (If “Effect Resist build, since not much multi hit dispellers outside of heinrich)
Cleave Massiah > Turn 2
Cleave = CC (Speed check)

But now its
Cleave = CC (Speed check)
Cleave = Turn 2 (Depends on draft)
CC > Turn 2 (Since 2 multi hit dispellers)

I think the game rn is in a state of who’s faster wins. But I want to talk mainly about effect res vs effect acc.

I don’t know the calculations, but can it be additive vs multiplicative?

For example,
If someone has 250 effect acc
And someone has 300 effect res
(Which is more common since cc usually go for spd node in shells)
There is a 50 effect res value which should nullify the percentage of enemy example obol ult which has 30% stun rate. Effectively making them resist cc with the offset of reducing hp/defense which allows for cleave to have better impact.

I think it’s better since honestly, effect res is the most fake stat right now imo. Where building 300 + 60 from insight can still lead to you being cc’ed.

Feel free to correct me if I made a wrong assumption, thanks.

Thoughts?

blazing iron
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Somehow my obol with 270% acc and red insight and my red cachi with same stats still get resisted by ling, fuqiu, sania, and even tiamat sometimes sooo... idk

golden skiff
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The opposite is also true where as the cc units building all in acc will get 1 tapped by a counter from bruiser unit resisting 7482uwucat1
Its all a gamble FunnyHaha

tawdry sigil
#

That's why I kinda want it to be more of a stat check than a gamble, since some units (Like doki2 or lingluo) have kits designed to counter them, and that makes draft more of a strategy than a roulette machine.

golden skiff
#

And we know from their design philosophy after months.

Guarantee? FunnyHaha
RNG 7482uwucat1

viscid dagger
golden skiff
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The meta isnt filled with strong turn 2 passive unit yet. They will slowly roll out unit that gain turn in between strippers, immune to cc and push back like liliam, missing hit passive, spd reducing passive, boost the entire team turn like Plume but with different conditions. FunnyHaha

tawdry sigil
# viscid dagger think stat check would be less fun, if you just resisted everytime because u had...

Yeah, but you can either ban the cleanser or pivot to something like cleave right? Since against cleave, investing into effect res means that the unit is squishier making pivoting your draft have better chances.

And sure you can argue that healers + bloobath tanks would then be oppressive, but then the tank dps would be the ones who can get perma-cc'ed from like mio s1 or kazuyo s1 (If additive)

I just don't like the idea that even though you drafted and built a counter pick specifically to cc, it still is a gamble regardless.

And my idea is that skills with higher cc chance would then be more valuable since additive chance would make it so that it has a chance than multi-hit cc spells. Also, some cc units even have effect res down like marvell and mari.

Maybe I just hate that multihit cc is almost always guaranteed to hit even against diff element. Like for a cc player, imagine like a multi-heal animus that procs 3-4 times with a chance to purify. I mean, lingluo only has 2, but it's also a gamble which debuff she'll heal.

tawdry sigil
viscid dagger
tawdry sigil
#

That's true, either make her s1 don't have cc for 2 turns, or make her s1 hit only once, or make it so that shell hit from Jackalguard wakes up the unit.

tawdry sigil
#

My RTA predictions if ever additive cc/ er (Theoretically only and if all stats were not so much a gamble; Not counting shells as much yet especially new ones)

Cleave = CC (Speed check)
Cleave > CC (If some are built purely to counter healers)
Cleave > Turn 2 (If effect res healers + good cleave draft)

Turn 2 > Cleave (If pure anti-cleave)
Turn 2 = CC (If effect res healers stat check)
Turn 2 < Cleave (If effect res healers + good cleave draft)

CC > Turn 2 (If pure effect acc, since they are still more speedy than turn 2)
CC = Cleave (Speed check)
CC < Cleave (If some are built purely to counter healers)

(Just a prediction tho xdd)

distant summit
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I came to a conclusion that 99% of the cleave/bruiser players will say eff res is trash, and 99% of the cc players will say eff res is op (especially on freakin sania) lmao FrogCoolCry

golden skiff
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coz we dont remember the game we won but that 1 game we lost coz we didnt land cc or resist cc we mad mad

distant summit
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Lmao true, I remember the one game that sania had like an invisible immunity for the whole fkin game, it was incredible pepethinking

blazing iron
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Also wtf reaper steps procs everytime sania resists a debuff so she could move 60% after my hein, plume and obol miss their debuffs...

golden skiff
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@blazing iron its not triggered 1 time per turn? its per debuff ??? lmao

blazing iron
# golden skiff <@329175332852858884> its not triggered 1 time per turn? its per debuff ??? lmao

My plume atked sania resisted moved 20%
Right after that my hein atked and sania resisted and moved another 20%
So she moved 40% before taking her turn
Cc shldnt get nerfed lol, they lose the moment a healer gets a turn and with how much these eff res build healers resist and shells like reaper steps, bruiser comps are already in a good spot
Also u need 2 units to cc (one to strip and one to stun) whereas u just need 1 healer/cleanser to get rid of cc

golden skiff
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maybe its on strive?

undone scaffold
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I think reaper steps is per unit turn. any unit, not just the equipped unit.

blazing iron