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Quote:Are we certain its a minor +res? Do we know the duration? Do we know the proc rate? Can we put it into a damage aura, or quick recharging power, and have it stack?Listening to the scuttlebutt in channel today, it turns out the Scrapper's AT set improves their chance to Crit off everything 20%
That makes what Tankers are getting even more ridiculous.
I want to reiterate how lame I think the Tanker set getting a minor +Res proc is compared to what Scrappers and Brutes walk away with in their sets.
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Look, simply put tankers were designed to be able to take a beating. And they can dish out some pretty decent DPS numbers as well (look at the Pylon results thread, before incarnates came along) so adding in a proc that will benefit 80% of all tanker builds (maybe even more, due to the ones that rely on defense suddenly getting a proc to have layered mitigation, thus effectively increasing their survival even more) really isn't a bad idea.
Plus its a melee damage IO set. Its also not even on the beta server yet to play with. It could change. There could be more then 1 AT IO set. We just don't know. -
Quote:While in normal game play, this is usually correct, in instants where your hitting the damage cap, due to the nature of Defiance, no more +dmg will benefit you, but Scourge will still do double damage, effectively increasing the Corruptors to much higher caps then the blaster.Yeah, this. If you want pure damage, Blaster is the way to go. As Jibikao said, the damage potential of Corruptors lies mainly in their secondaries, in their ability to buff their/their teams damage and debuff their enemies.
Pure damage -> go Blaster
Decent damage, decent support -> go Corruptor
Solo, the above issue really won't come to up, unless you playing a /kin corr, vs well, any blaster. But on large teams (especially leagues) its very possible to be at the damage cap for very long periods of time, causing the blaster to lose out on possible damage. -
Quote:I stand corrected. I mistook CR for build up. But the point still kinda stands, the Combo system is Street Justice is leaps and bounds better then the combo system in Dual Blades.Minor quibble:
Build Up in Street Justice (which is only available for Stalkers) does NOT give 3 Combo Points. It just gives +DMG and +ToHit like all the other versions of Build Up.
Combat Readiness (which is in the version of Street Justice available to Scrappers, Brutes and Tankers) DOES give 3 Combo Points as well as a minor bit of +DMG and +ToHit, albeit not as much as BU. -
Quote:Eh, the combo system in Street Justice isn't nearly as bad as the button mashing you have with Dual Blades. Basically, you have 3 finishers, 1 BU powers, and 5 combo builders. Any of those 5 combo builders, when hitting a target, will build 1 or more combo points (AS builds 2 on stalkers, but placate doesn't build any, so its made up in AS) Plus BU automatically gives you 3 combo points.Also not liable to be all that convincing against Banished Pantheon masks, Council Hoverbots, et al., but hey, it's not like Martial Arts doesn't look crap against those guys too. Either way, I'm not enamored of the Street Justice concept myself - mostly because I didn't like the combo mechanism in Dual Blades and had rather hoped it was a flash in the pan, not the on-ramp to more fighting-game emulation.
Then, you just hit a finishers (which is either 2 AOEs, or a very hard hitting single target attack) and you do additional, free damage based on the number of combo points you have.
Unlock Dual Blades where you literally have to hit power A then power B then power C, hope they all land, and then you'll get your combo. Street Justice is much more forgiving of misses, and much easier to build up combos. -
That shouldn't be an issue. Granted, i still think demon/thermal would be slightly better due to being able to put forth close to the resistance cap, and have healing to back it up, but /sonic should be able to solo, and solo well. -
Quote:Burnout's base recharge is 30 mins, but at the recharge cap (400%) you can get it down to 6 minutes..Considering that not even AV fights last more than 6 minutes (2 eludes total time give or take 20 seconds) and only incarnate trial contents have a non-breathing combat longer than 6 minute fights (only if you are trying MO btw or being unlucky and more than half doing trial for first time) I think calling it perma-elude is not an overreaction. Ofcourse I didn't tested it yet but if what OP said true burnout have 6 minute recharge. With current system you can get elude's recharge down to 200 second 20 second longer than its duration. so it will be like this.
Elude-burnout-elude-20sec-elude-burnout-elude. I don't think its a bad deal considering you are only vulnerable for 20 sec at every 6 minute rather than every 3. -
Truth.Quote:
Beam Rifle? You have to buy that.
Quote:Street Justice? You have to buy that.
Quote:Titan Weapon? Guess what? Yup you have to buy that.
Quote:So yeah, now powersets are additonal cost, on top of your subscription fee.
The 400 points a month you get, won't cover them either in a single month?
Currently if you want a new powerset thats locked before a purchase, you have to dish out the cold hard cash for it. With freedom, you have the option of dishing out the cash, OR waiting until you get enough free points to just buy it then.
Also, Aren't we getting Ice armor stalkers, regen brutes, SR tankers, etc for free? Poison for Controllers, sonic for MMs. Yea, they aren't entirely new powersets, but they are new for the ATs that are getting them. -
You can lower the recharge on it via enhancements and alpha boosts. It also may or may not be affected by global recharge.. So you could get it down to 10-ish minute recharge pretty easy, even after DR..
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Quote:50% regeneration resistance, which is what you can currently get on Beta with basically the exact same slotting your running on live (assumine 2 IOs worth of heal in fast healing)Tell me if Im wrong with the way I see damage mitigation mechanics: Damage comes basically in 2 forms steady dps and spikes + some secondary effect (more on that later).
Willpower: Regenerates well enough through steady damage; and, obviously, has the capability to get high enough def to get considerably less spikes of damage. Good on both counts, IMO.
Regen: *Takes all of it.* Regens through a good bit, esp with IH, and reacts through spikes via DP and recon. Has a nice contribution via MoG. The dam rez does help with steady and spike damage but spikes will come *more frequently* due to lower def so your left with making sure spike heals are up when needed. And regen is overwhelmed more frequently due to lower def. *Yet Regen also takes all of the secondary effects on the chin as well because IT WILL GET HIT.* It's supposed to. In keeping with that theme, more should have been done so that it has its tools available to do its job: regen debuff resist (even just in recon) instead of damage resist. Plus an up front heal in IH - which would be icing.
Thats enough regeneration resistance to handle just about any -regen that gets thrown your way, especially with IH adding about 1000% to your regen when its active.
You also have to consider power pools like combat jumping, tough, weave and Incarnate abilities like barrier and rebirth. Rebirth +regen basically allows you to rotate between that, and IH nonstop, with recon/DP/Mog being used on the down cycles of rebirth. This will allow you to have massive regen for quite some time which will help out on the DPS values, and let you use your clicks for the spike damages.
The above also doesn't factor in any primary you might have that can provide mitigation, or any IOs that you invest into your build to also increase your mitigation. -
Quote:As a free (or in your case premium) player you not just keep access to EVERYTHING you've already purchases (this means character slots, booster packs, Collectors edition items, etc) but the new Vet reward system actually gives you access to alot of things for free. Your 33 months right? that means you have 11 + 2 reward 'tokens' to spend once Freedom hits live. If you wait just 3 more months, you get 2 more tokens. With those tokens, you can unlock things like ATs, the IO system, market etc. That is all part of the vet reward system.I'm just saying 2 things to clarify for those who seem to not know how to read.
1) I want to buy "content" not "time", thus stopping subscribing.
This should be a perfectly valid and worthwhile choice for those who choose it. As of the current Freedom info, it is not worthwhile because you lose access to a lot that you "can't even purchase" as it is "subscriber only".
Now, if you want access to iTrials, tough luck. If you want access to First ward, well, you can look at it, and even beat up the GM (and maybe even earn the kill badges) but you won't be able to run missions in there without paying for it.
You also have access to EVERYTHING you can before i18. So just pretend your client never got updated to Incarnates, and you get to keep ALL of that. FOR FREE.
Quote:2) I may have been harsh up there, but I think this is a pretty crappy system for any vet who either can't(I have low funds ok, get off my back) or won't out of the principle of paying for unused time(this sucks too).
Learn to read people.(wasn't in reference to you Arcanaville, but you did miss what I said I want(to buy content not time)
the only thing going up in price, if you really want to count it, is the Booster Packs. Mainly due to the fact that all the combined powers/costume/emotes will amount to more then 10 bucks (or about 800 points) when i21 gets live. Everything else that you already have, your getting for with our subscription, and some of it you get to KEEP FOREVER if you stop paying. -
Quote:It can be slotted for Enhancement recharge, and is affected by the Alpha boost, but latest testing shows its unaffected by Global recharge (so things like ageless, and hasten won't affect it)I thought Burnout couldn't be enhanced for recharge? Was it changed?
Granted, Synapse said that might be a bug... so you could in theory get a 6 minute burnout recharge time.... which is just often enough to make things like Strength of will and One with the shield (and IH, and Mog, and the list goes on and on) into double stacking, or even close to perma level beasts. -
Quote:It may or may not be gimped, but it certainly isn't very Regeneration-like IMO. Indeed, Regeneration's methodology of constantly actively willing yourself to survive seems more fitting of the name Willpower, whereas Willpower's passive regen is more like what I'd expect from a Regeneration set.
Eh, Willpower only has massive regen when your surrounded by enemies, which gives it more of a 'Willing myself to survive this beating' then regen, which is more like 'Hey, you cut off my arm, tis only a flesh wound (reconstruction) see? new arm.' -
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Quote:The thing is, NOTHING can dish out 1000DPS nonstop without the player having a means to either kill said target, or have a way to mitigate the damage. So using your own example, its not possible in game."1000 damage per second" is "1000 damage per second", not "1000 damage per second for 15 seconds". You don't get to change the example if you want to prove it wrong, sorry.
Plus even your softcapped Willpower or SR wouldn't be able to survive that much DPS being thrown at them, so your example doesn't so much prove your point as it just overkills everything.
And /regen doesn't really want to worry about damage types as much as other powerset. healing is basically a counter to ANY damage type. Its nice to have some defense or resistance (or even both) to the more common damage types, but that Psi blast that just took over half the invulns HP out will do the same to the regen. The difference being, the regen can pop Reconstruction and be back to 100%, every 15 - 20 seconds. that invuln has to rely on Dull Pain, and being able to kill that psi dealing enemy before they can kill it.
Same goes for Energy, Toxic, Negative... The burst healing, and high passive regen you can get on a /regen, especially a brute with 3k HP (accolades, dull pain, etc) means it will take an awful lot to make you fall, especially if your active on your secondary.
Is /regen for everyone? Probably not. But is it gimped because its not a toggle and forget playstyle? No. In order to keep the SR alive against unpositional attacks, or autohit attacks, you need to hit aid self, rebirth destiny, or pop inspirations. That /regen just hits IH and keeps on going.
If you can name anything in that game that will deal out a constant 1,000Damage Per second with the player having no way to kill said target within a reasonable timeframe (say 10 seconds, as even an SR would last that long) then i'll consede the point and not mention it again. -
Quote:I knew i was doing something wrong... Now can you run some numbers on my /regen survivial? I think i did that right.. not sure.10%. Defense can only reduce incoming damage by a maximum of 90% from conventional critters since I7. A soft-capped anything that takes 100 dps through their defenses is going to be very dead very fast unless it has a lot of resistances as well. A Granite tanker at the 90% res cap and with soft-capped defenses would reduce that incoming damage to 10 dps which is survivable.
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Quote:And you can't kill mobs before they kill you? Also interesting. MoG allows you to take the alpha, and kill things with the comfort of above softcap survival so that when MoG drops you aren't facing that full brunt of the damage.MoG is perma now. Interesting.
If you have to pick and attack one hypothetical example of which exact numerical values aren't even relevant to my main point, the least you could do is to do it right. :/
/regen isn't nearly as squishy as you seem to think, especially with any other form of mitigation is a force multiplier for /regen. Adding just 30% resistance means your not just decreasing the incoming damage by 30%, but your increasing the time you have to regen by 30%. Add 10% defense, and those few attacks that miss give you the chance to heal 300 or more HP. -
Quote:Look at this another way. Before Arcanaville slaps you with some math.Chances are you aren't going to get hit to take that 1000 damage per second with capped Defenses. You will get hit with it on a Regen though.
Softcapped defense means your only taking 5% of incoming damage (averaged out) 5% of 1000DPS is still 50DPS.
Lets look at regen again shall we? 1000DPS. Most regens can get 50hp/second passive. Before dull pain/recon/IH, etc. So now your looking at 950DPS. OK, factor in Dull Pain, which boosts your hp/second from 50 to 70 (knocking another 20 DPS off) but it heals you for 80% of your HP, or about 1050 every 140 seconds, or giving you 7.5 more hp/second.
So now your only taking 922.5DPS. Lets factor in recon. that heals you for 50% (about 680 hp) every 20 seconds, or about 34 more hp/second. putting you at 888.5DPS.
Now lets do IH. Slotted up, it'll give you about 1000% more regen, or about 100hp/second on top of what you already have, knocking another 100 off your incoming DPS.
Your now taking 788.5 DPS after factoring in your clicks, and passive regen. Then you do MoG. MoG will put you so far above the softcap that you'll almost never face cascading failure with it active. That knocks your incoming damage 95% (like the softcap example above does) that puts you down to 39.425 incoming DPS...
Thats before any primary you may have, or even any base defense (combat jumping, weave, set bonuses, etc) plus any resistance you could have from resilience, or tough which lowers the incoming DPS even more.
I'm sure Arcanaville could show the math much better then i could, and i tried my best to use SOs level values, but there you have it. Softcapping is all well and good, but /regen can meet, or even exceed the survivability that a pure softcap build could have. -
Quote:Quoted for Truth. I'm sitting at 51.XX% resistance to regen debuffs, its pretty awesome right now.I just checked in game: 11.25% is at level 1. it goes up to 25.35% at lvl 50. Also it's freakin enhanceable! So we're gonna be sitting at ~50% regen resist at 50. If you can actually slot FH. which most of us don't >.<
Resilience is a base of 9.38% res(all), nearly double what it is now.
Devs love us. It's true! -
Quote:Eh, the plot twist wasn't so much that the baby was breach, it was that the 'hard core anti civilian' commander knew how to make it all better.No. Cliches are cliches because they've been used too often that they become dull. There are plenty of ways to bring tension and drama to a pregnant woman beyond throwing something in the screenplay that's been done in just about every TV show or movie with a pregnant woman about to give birth. After watching 60 seconds of a TV show, I should not have been able to predict the next big plot twist. It's sloppy, lazy writing.
It brought a more 'human' feel to this other wise stone cold guy in charge. -
Also look at the fact it Burst heals, then slaps a HoT on you that heals for as much as the burst heal, over 6 seconds. Effectively doubling your healing values over a longer duration.
Plus, with power boost, AND the accelerated buff, you should be able to get some pretty impressive healing numbers on your allys. Using the above numbers, you can basically double stack the accelerated buff at base, and with SOs should be able to keep it on 3 target forever. This means your t1 pets will forever be boosted, gaining even more benefit from your heals -
Mines a Warshade. My fire/fire/fire blasters tries to tank, but with Rise of the Pheonix recharging as slow as it does, i just can't tank like i used to
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Quote:But fried Octopi is just so amazing!Except that Lusca is kind of a Mascot for IP, and youu can usually see her waving at the heroes near Icon.
EDIT: In fact I'm protesting this ad and restaurant. Lusca harms no one, and can't be faulted for getting locked into a man made port. We should all be doing what we can to get Lusca returned safely to the sea, instead of launching unprovoked attacks against the poor dear. -
With the toggle suppression, you can create a pretty durable PB. Think of it as a Blapper, with resistance shields, and a few T9 abilities that'll make the difference in a pinch.
Plus, when things start throwing mez's at you, just go dwarf, smash some faces, and go back to human.
Between that and the fact the inherent for both PB and WS is just pure GODLY on leagues makes both Khelds much more useful then they previously used to be. WS are still better then PBs, but PBs aren't all bad. -
Quote:True enough. The mu electric fenses, effectively adding KB protection helps a ton against the assault bot missiles, and can even be spammed to immobilize AVs pretty effectively.Both secondaries tend to excel at setting up fairly immobile kill zones. Storms is a bit more flexible at relocating it though.
I played a bot/storm on test a few times, granted, it was on SOs, but i found it to be too 'chaotic' for my liking. seekers->poison trap->AoE immobilize followed by AM and some caltrops pretty much meant that i wasn't taking very much damage, unless i tossed a provoke in the mix.
Dropping FR, and nado on a group meant i soaked the alpha, and not having Mez protection meant that some groups would just eat me alive (i'd get mez'ed, hurricane would drop, steamy mist would suppress and my pets would run around crazy like) which made it really tough to get a feel for the damage in practice. Now, on paper it looks, and sounds awesome, but when 1 stray mez power puts such a kink in your playstyle it makes it tough to pull off.
The nice thing about /traps is that nearly half its powers soak their own aggro. Seekers are your main -tohit/-dam debuff, and they are about the best alpha soakers in the game. AM is your main -res/-def, and it can draw aggro as well. FFG is your main +def, and it is its own target, so enemies have a chance to attack it, instead of you. All of /storms powers come directly from the MM, so all the aggro they create fall right on top of the MM.
Plus with the fact that /storm is already a pretty high endurance costing set, add in the fact that everything is 1.5x more expensive Endurance wise on a MM, and you can floor your endurance bar in record time.
They each have their pros and cons, and i do remember frosticus discussing things about how powerful bot/storm could be, but my /traps was able to meet, and exceed his numbers for DPS values before incarnated came along. The only numbers i was able to find was with the t4 Spiritual Alpha boost, and I managed to do 344.49DPS. The spiritual only really adds recharge, which helps out caltrops and AM, but as Frosticus bot/storm did 321 without the alpha boost, I'd say storm and traps are about even damage wise. -
Is it currently playing season 4? or season 5? I get confused with the .5 seasons they seem to have in the middle.