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plus vickys can crit with their laser eyes attack, which is ranged.
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Oh, and FYI taking in account Crits, via Mids:
Katana's attacks ->
Sting of the Wasp 79.8 damage in 1.32 seconds = 60.45DPA
Gamblers Cut 57.8 damage in .924 seconds = 62.55DPA
Flashing Steel 68.1 damage in 1.32 seconds = 51.59DPA
Divine Avalanche 57.8 damage in 1.584 seconds = 36.49DPA
The Lotus Drops 91.3 damage in 1.98 seconds = 46.11DPA
Soaring Dragon 123.9 damage in 1.584 seconds = 78.22DPA
Golden Dragonfly 164 damage in 1.98 seconds = 82.83DPA
Kinetic Melee ->
Quick Strike 57.8 damage in 1.056 seconds = 54.73DPA
Body Blow 79.8 damage in 1.32 seconds = 60.45DPA
Smashing Blow 101.9 damage in 1.452 seconds = 70.18DPA
Repulsing Turrent 55.1 damage in 2.244 seconds = 24.55DPA
Burst 86 damage in 2.904 seconds = 29.61DPA
Focused Burst 112.9 damage in 2.244 seconds = 50.31DPA
Concentrated Strike 222.7 damage in 3.036 seconds = 73.35DPA
So DPA numbers puts Katana higher then Kinetic, but I'll leave it to Arcanaville to do the math on Build up vs Power Siphon on identical attack chains (it takes a ton of recharge to run GD-GC-SD-GC, so putting that much recharge into kinetic melee would mean you'd need a much better attach chain then the one you picked) -
Quote:eh, mobs that use energy in the 20s and 30s are pretty common actually. Especially when you consider /ELA has decent lethal/smash resistance too. Freaks use energy/smashing/lethal (and are vulnerable to energy damage themselves, so lightning field is that much more useful) gold brickers V side use energy damage, so do Praetorians (found in the new lower level TFs) psi damage is found in arachnos, as is energy damage.I actually prefer Fire as you get a heal and end recovery tool far earlier than with elec. Elec is incredibly painful to level, which is what has informed my opinion of it. No heal until 28 and most mobs in the 20s don't use energy = a feeling of severe squishiness. No end recovery until 35 = chugging blues or resting all of the time due to the toggles you are having to run to have some semblance of survivability. My elec brute is currently stuck at 32 as I can't face logging her on, undoubtedly the set will shine where energy and psi are prolific, but that isn't in the teens,20's or 30s that I've found. I've also seen every brute I've ever done ITF with chewed up and spat out by Cimeroans, unless they use powersurge.
And as a clarification of spending lots of inf, my view of that is informed by the builds i've seen posted on here, never seen a build for /elec that would cost 500m or less.
If you play to your strengths you'll do fine. if you purposely go out of your way to fight things that do a damage type your not very protected by, then your doing to feel like you need more protection.
Plus the heal in /ela also acts like a conserve power, so your end issues shouldn't be as massive once you get energize, as you can pop it either when your need the heal, or when you need more endurance (as the +regen it offers helps offset incoming damage when you don't need the burst heal) -
and the biggest problem with that is your 'facts' trying to prove that tankers are hurting teams more then they benefit teams. You want to play things you way, but your also trying to prove that your way is better then everyone elses.
Once you started doing that, its pretty hard to go back to the 'well, you play your way and i'll play mine' and it really shreds up any facts you may or may not have discovered. -
as per paragonwiki.com
Quote:Criticals
Stalkers cause a great deal of additional damage through critical hits. The exact chances of a critical vary greatly with the situation and the power used. Stalker criticals do double damage except in one case which we'll get to in a moment.
Most Stalker single-target attacks automatically critical against any target if the Stalker is Hidden. If the Stalker isn't Hidden and he's attacking a PvE enemy, his chance of critting is 10% + 3% per teammate within 30'. In PvP, most un-Hidden Stalker single-target attacks can only crit if the target is Held or Slept, and do so 20% of the time, but a few get criticals 10%-15% of the time regardless of whether the target is mezzed. -
Whats happening is the non-hide chance triggering while hidden, or placated (as in not quite hidden, but close enough)
Basically stalkers have the same crit chance scrappers do, with 100% crit chance while hidden and right after placate. If the stars align just right, you can get a double crit from a placate->attack and said attack getting the 10% (or higher depending on teammates) chance for crit, and the 100% (from placate) chance for crit triggering at the same time. Its pretty rare, but when it happens against tough mobs, its fun stuff. -
Boost Range doesn't stack anymore. Its already been nerfed once. You can easily double or triple stack it, but the +range bonus doesn't stack, it'll just never fall off. its basically a 1 slot wonder now, especially with high global recharge builds.
Plus, there is a destiny power that adds more range to builds (i think ageless? not too sure though) and its also easily perma. Now, the two of them may stack, and allow you to shoot powers from miles away, but i'm again not too sure. -
Also, Focused burst helps build up Power Siphon, where gloom wouldn't. Its not much of a plus for FB, but its there.
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Quote:I never attacked the forum reg date, just the vet badge time. I really have a hard time believing that a 6 month player will know more about the game, and game mechanics then a 66 month (or 7 year) player. Heck, i still learn something new everyday i play.No, it doesn't. Vet time arguments I really object to. One of the best players I know has like a year and a bit of vet time. How long someone has played for has very little relation to how well they play. Hell, lots of vets play like complete crap and are convinced they know what they're doing precisely because they've been playing so long.
The game and its mechanics have changed dramatically since launch. The result of this is that playing since way back then doesn't really mean you know more about the game. It means you know more fun anecdotes about how things used to be.
The only thing that makes a real difference to how much someone knows about the game is how willing they are to learn.
In addition to that, someones forum reg date only shows when they registered on the forums. Mine is about 6 months after I started playing. It means nothing. If you want to make a point, attack the arguments, not the man.
Even if Slainsteel has more level 50s, and enough inf to supply himself with top end builds, hes not going to discover anything new that hasn't already been done.
His 'speed' times are within the margin of error of normal runs (+ or - 2 minutes is the margin of error, and if hes doing it in 20 mins, and normal is 22.. well, hes not really speeding very fast) And hes stacking debuffs to the point of neutering anything that comes in his way. Neither one of those things are anything new, and he's trying to make it seem like he is the only one that runs that way.
And that noone else can come even close. The fastest ITF i ran was an all archer team, and it was 17 minutes. No debuff, no tank, just pure AoE damage. Does that make me better then Slainsteel? No, that just means hes way isn't always the true way and trying to preach it to the vets is like a middle schooler trying to tell a collage grad that he knows more math. Its just not true. That is my only 'vet' argument. -
Quote:False. ALL tanker attack chains these days run the t1 attack, and ALL of them rotate said chain more often then 10 seconds. So even if you miss with said t1 attack, you still have your bruising benefiting not just you, but also EVERYONE ELSE on the team.Fact 1.) There is no tank that you can construct, that you can't turn around into a brute and get more damage out off - if, survivability is not an issue. Brutes get fury, which often stacks to 50-70%, tanks get a -20% resistance debuff (assuming they ALWAYS have their T1 attack in their chain, which sometimes is non-optimal, also assuming their first attack doesn't miss and their chain doesn't go past 10s).
Show me a brute build that can increase EVERYONE'S damage by 20% and you might have a case.
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Fact 2.) Some brutes and scrappers are worse than some tanks - if you want to compare, compare the best, the worst or at least something in the same league. Taking a crappy scrapper build and comparing it to the better tank builds is illogical. If you compare the highest damage scrappers to the highest damage tanks, scrappers do more damage.
But for simplicity sake can you please show me a scrapper or brute build that can add a 20% damage increase at all times to every single enemy they attack? The Achilles Heel proc comes close, but its not 100%, and can fall off pretty easily. Same with the PvPIO -res proc. Plus tankers can take advantage of them as well.
Quote:Fact 3.) Considering the above, my statement still stands; if a tank's aggro management is a waste, the only thing a tank can get to a team is damage - considering a scrapper or brute of a similar level will do more damage, even if a tank is _not_ a significant loss of damage, it will still be an overall loss of damage. Bruising does not make up for it in the various scenarios that speed teams are faced with
Lets look at the solid numbers again shall we? http://paragonwiki.com/wiki/Damage_Scale
Tankers have a .8 damage scale, brutes have a .75 damage scale (meaning at base, tankers do MORE damage then brutes) and scrappers have a 1.125 damage scale. Now, the damage caps for those 3 ATs are as follows: 775% for brutes, 400% for scrappers, and 300% for tankers.
This means that a brute would need to have more then 400% damage in order to pass a tanker on damage, and fury only provides them with a stable 160%. Plus, a lot of the power sets for tankers have more AOE powers then the ones available for scrapper or brutes, (look at fire melee, tankers get 2 PBAOEs, scrapper and brutes only get 1)
So, until you provide video, the math isn't support your cause very well.
Quote:Fact 4.) I don't care if someone makes a tank or not, I do care if that tank is coming on my team. At times, I would take a high damage tank over a low damage scrapper or brute, but that is usually an exception case.
Quote:Fact 5.) Most tanks are _not built for damage. So unless I am specifically taking a tank from the small percentage of the ones in the game that are built for damage, tanks would usually be a fairly noticeable loss in efficiency (case in point, the FA/SS tank posting on this thread, doesn't even have taunt in his build - that is not indicative of a majority of the tanks on this server)
Quote:Fact 6.) The opinions of my teams are baseless. None of you have ever run with us, in fact I believe most of the 'antagonistic' posters here aren't even speeders, right? We have had our off days but 90%+ of our runs are usually within a reasonable range of our best runs, which is more evidence than provided here when bashing my and my team's gameplay
Plus your 'best' times are within the margin of error of 'normal' times, meaning your 'speeding' isn't really much better then the 'average' and your not doing anything other people haven't already done.
Quote:Fact 7.) How long I've been playing the game doesn't change any of these facts. For the record, I recently got my six month badge. -
Not just does ice armor have capped slow resistance (100%, but capped is 95%) but they have 90% cold resistance as well, and energy absorption will softcap you to basically every damage type on just SOs. you throw some IOs into the mix, and you can have upwards of 55% defense to everything, capped cold resistance, decent-ish fire/lethal/smash resistance, a really nice heal, and hibernate for when things go really bad. Plus your basically immune to any slow effects.
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Holds are different then fear, and static field gives 0 fear protection. Break frees are probably your best bet.
Grounded also only works when you are well, on the ground so mid jump, and while flying you can be affected by KB as though you had no KB protection. Best bet would be to grab a KB IO or 2 (BoTZ is pretty useful, as you can slot it in any travel power..) -
Dark Melee or Kinetic Melee is about the hardest hitting single target set out there.
Dark is almost all single target and hits pretty quickly for a decent amount of DPS (not as much burst though)
Kinetic melee hits like a mack truck in both burst, and DPS, but it really leans on Siphon Power to do most of the heavy lifting. Both of those paired with /Shield will allow you do some serious damage.
Kinetic melee also has a PBAoE in the form of burst, and a ranged attack, and /shield has the best straight up +damage you can get, though /FA comings pretty close with fiery embrace and burn.
KM/FA would ba pretty nasty in its own right, for both single target, and AOE damage. -
Quote:Flippers don't ruin the market. Honestly, try to maintain the prices of enhancements or salvage for longer then 24 hours. And manage to make a profit off it.Market griefers, I mean flippers, are the cause of high prices. The devs need to do something about them. I'm tired of being forced to pay such high prices on IOs I need to make my build respectable.
No really, try it. Then come back here and tell us flippers ruin the market.
People with BILLIONS of inf to spend, and ZERO patience 'ruin' the market, if by ruin you mean 'throwing large amounts of inf at a singular problem until it goes away, this allowing everyone else to profit off it'
The market itself is designed to ruin flippers days. The lowest selling item goes to the highest bidding person, so i can list something for 1 inf, and someone can turn around and buy it for 2 billion. Flippers try to buy low, and sell high, but if anyone else is trying to buy things at the same thing, flippers won't always get items at their price point, and have an even harder time selling it.
The best way to make money off the market is to ignore the last five, and just put up prices your willing to spend. Chances are, you'll get your item in a decent time frame. -
Eh, its useful for Masterminds, if only to pad Bodyguard Mode even more (as the +53 hp is really +359 hp due to bodyguard mode)
I use it on my bot/traps, but with double triage beacons already, and +regen is kinda meh for me, and the added HP boost means my pets are less likely to get one shot killed from stray attacks. -
Except may is the 5th month of the year.. not the 6th...
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Its cool. i just resent the build (or atlest an updated version of it) in a PM. Your pretty much the 'goto' guy for support builds, so i'd love your input on how i managed everything.
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Eh, its a side effect from MMs pets not unsummoning when zoning. Sometimes they get stuck.. It happens. just bind /release_pets to a key, and call it a day.
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Quote:You misread what i said. I never said they couldn't do it, i just said your comparison of them is flawed. As your trying to compared ninjas/ to bots, and /poison to /traps.So your saying that base line Mastermind melee pets / whatever cannot handle 0/1 ??.. Then I again I reiterate I need to see a build before I make any assumptions on that. I doubt that any mastermind let alone any AT is going to have issues running base setting on SOs solo.. As the Devs mentioned repeatedly the game is based around SOs.
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My comment was based on your statement that number wise melee pets can make range pets look like pea shooters. Which I doubt since i never seen a robot traps player complain about handling game content.
So somehow, some way over 5 years or so these melee based pet builds which were so subpar were missed by Devs. I doubt it.
Heres a different perceptive, does earth control do the same things illusion control does?
Does Fire melee do the same things ice melee does?
Is psi blast just as good as ice blast?
Quote:What you consider bullheaded I consider realist.. 7 year old game.. limited graphics. Limited engine. At the end of the day you need to entertain the highest profit area. Mastermind isn't it.
But either way you need to pick a side. You go from learn to play, to they are okay because number wise you can prove that melee pets are better, to at base setting they need improvement.
For you (again plainguy) I'm saying that each powerset has strengths and weaknesses, and once you play towards those strengths and weaknesses each primary and secondary can do amazing things in their own right. Could a ninja/poison run +4/8 missions? Maybe, with extensive use of Noxious Gas and Neurotoxic Breath. As Ninja's is more keen on single target, it will be harder to do then a more AoE focused powerset, but i'm sure it could be done.
Soloing AVs is pretty easy stuff, and i'm pretty sure ninja/poison can pull it off. Even without Incarnate abilities.
Quote:All I am saying is regardless of what you want to say its nothing new.. Your not going to post some revelation that wasn't announced or thought of before you joined this game about specific mastermind sets. Pick your sets accordingly and don't expect them to all work the same way or do the same things.
And if your gonna post that your Ninja Dark needs a buff then post your build. Maybe its just that YOUR Ninja Dark needs a buff.
Not all MM primaries are the same, and you have to look at the bigger picture in order to start comparing them.
Please look over my ninja/poison thread, it has builds in there and i talk about my game play. I'm sure i'm not going to be doing anything people have done before, but as many people feel ninjas need a massive buff, it'll be nice to have to documented somewhere that they can perform just fine. -
Quote:Dev's have already said they are going to add a solo option, via story arcs. And Lambda can be completed with 8 people. So how is that any different then an LGTF or ITF (ITF is REQUIRED to get Roman Costume Pieces by the way)I do wish we knew which Dev went "You know our soloable, alt friendly MMO that we've had up and running for six years? Let's have an end game system that is nothing like that. I know lets call the issue City of Warcraft just to make things clear where our focus is now." because he or she deserves a smack.
Quote:Please don't put words into my mouth, I'm not complaining about the size of the raids, merely that there is no solo progression, and that I entirely despise the 'Daily Quest' method of keeping a subscription base.
Quote:The whole of my post talks about how raiding is an unsatisfactory for end game progression, which means to most people a direction for completed level 50s with maxed levels and completed IO builds to advance. Saying that the old content still there is totally irrelevant since the whole post talks about end game progression and that old content you are talking about no longer provides progression to those characters.
Next, your point that the end game raiding provides some rewards that are only useful in end game raids only bolsters my argument. Thanks, though.
While the "have your cake" comment might be useful to sound dismissive it doesn't actually relate to anything I said.
For seven years the game's strength has been scalable small group content that makes it convenient and fun to group in a wide variety of set ups. Raiding is completely contrary to this strength. I don't want the devs to abandon this type of play when designing an endgame. If I wanted to raid for loot I'd be playing WoW.
RSF -> Required for a Villain Accolade
STF -> Required to get the flyer badge on hero side
LGTF -> Also drops vanguard merits, and can trigger zone wide rikti invasion, thus providing more badges to more people
All of the shadow shard TF require 8 people, mainly due to the multiple glowies needing to be clicked at the same time.
Apex and Tin Mage require 8 people as well.
All of the above task forces require the same number of people as Lambda does, and actually take far longer to complete then lambda does. How is that 'raiding'? Because you can have more then 8 people? You can collect shards at any given level once you gain access to the alpha slots, either via a solo-able story arc, or unlocking it via the iTrials. Then you can convert those shards into threads, and those threads into more iXP allowing you to basically solo your way up the new slots.
Thats also ignoring the fact that the dev's have already said multiple times over that they are going to be adding a solo friendly option to the incarnate system.
Quote:None of these provides exclusive rewards for an entire section of the game. All of these are an occasional activity that supplement the game, not replace them. I am required to do none of these to progress.
Without the market in place, Hami's are only available via Hami raids, or the RSF or STF.
There are plenty of things that are only available to groups, your just choosing to ignore them to make a point that is pretty invalid.
Quote:All of these except Hamidon enhancements were possible without raiding. Yes, Hamidon enhancements were a short dark time in the history of the game, one I had hoped we had moved away from.
But I don't mind if some rewards are group oriented, like Task Force commander or special IO recipes that can be traded. I don't object to that. I object to the whole of the end game progression design being now focused on large scale group trials (basically raiding) with smaller groups as an afterthought.
How is 8 people 'large scale'?
You have to understand one thing here. People WANTED an end game system. And in order to get said in game system, they dev's had to create a way to allow progression slowly, without people finishing it all within a days or even a weeks time. That is exactly what these iTrials do, and they do them very well.
This is NOT WoW level raiding. This is not 'Either down that boss, or go home empty handed' raiding. This is NOT 'yep, you ran this raid once this week already, shame that you have more time to do it, its just not gonna happen'. THIS IS NOT 'Spend 5 hours in once instance beating on a bag of hp and then he drops the gear you can't even use'
Stop trying to compare the iTrials to other games raiding systems, as city got it right. They provided a means to progress past the max level, while maintaining the casual friendly nature of the game. Yes, i would've been happier with more then 2 trials, but with the fact the dev's have already said they are going to release trials in between issues, and that issues will be focusing on improving the existing slots, or adding more slots has pretty much made me deal with the lack of instant trails.
There is more trials coming, please just be patient. -
Well, I'll see how it plays out as my ninja/poison gets higher in levels.
Thats kinda the point of this thread, to document the success, or failure, of a ninja/poison -
Eh, lore pets or not lore pets, you still have to work for them (grinding out trials) so its still a part of your build.
They aren't 'free' either by the same arguement. You have to work for them. Its not something you can just walk into a zone, kill some mobs, and magically get. You have literally grind trials for the iXP and the components (or spend billions of inf to do it)