Adeon Hawkwood

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  1. Quote:
    Originally Posted by Micronian View Post
    What you propose wouldnt happen...with the sugestion I refered to.

    RIF!
    What suggestion? You've made three posts in this thread, none of which have either made a suggestion or responded to a someone making a suggestion (or even someone commenting on someone's suggestion).
  2. Quote:
    Originally Posted by Master_Armantus View Post
    According to Speed Fan, my laptop does not always shut off at a certain temperature. Sometimes the GPU is only 44 C when it happens., other times it can reach up to 60 C. The one thing that IS common each time it shuts off, is that I have logged in a character. Sometimes the shut off happens instantly, sometimes it takes a few minutes. But it always, ALWAYS happens once a character is logged in (no matter which character). And again, I've tried this in Safe Mode a million times, and it makes absolutely no difference.
    What about the CPU temperature? If it's shutting off completely that's a more likely cause than the GPU temperature.
  3. Quote:
    Originally Posted by Micronian View Post
    Just because you can doesn't mean you should. Words to live by.
    Precisely, I COULD tie up one of my slots for an indefinite period listing vendor trash to ensure that when someone wants it they can get it at a reasonable price OR I take my 10K inf from vendoring the recipe and use my time and market slots for activities that make a higher and faster profit. Welcome to the wonderful world of capitalism.
  4. Quote:
    Originally Posted by plainguy View Post
    Biospark if you could explain by 2.0 eps and how I would look that up on MIDs I would greatly appreciate it. I'm assuming EPS means Endurance Per Second. But learning from my previous mistake I'm not gonna make any assumptions.
    Yep it means Endurance per Second. If you click on "View Totals" in Mids the first tab of the window it brings up has your Endurance Recovery and your Endurance Usage (based on the toggles you've activated). Subtracting one form the other gives your EPS. The build I gave had something like (going from memory) 2.78 recovery and 1.3 usage which as Bio said is a little on the low side.

    EDIT: It should really be called Net Recovery Per Second I suppose, but EPS sounds much better than NRPS (pronounced nerps)
  5. Quote:
    Originally Posted by SpittingTrashcan View Post
    I'll take your word on this. In which case, would it make sense to let you specify the level you're rolling at, but not the bracket you want to be rolling from, so that the lower level recipes are always a possibility?
    I don't think that there is a technical solution for this other than eliminating merits entirely. It really comes down to knowledge. For someone who spends time studying the market and looks at the drop tables then it becomes obvious that making rolls in a lower bracket makes a lot of sense (although which lower bracket depends on who you ask). For someone who just wants to convert their merits into recipes (either for use or sale) so that they can get back to playing it isn't obvious, the level 45-50 bracket sounds like the logical choice because that way you get the high level recipes which sounds better.

    The problem with specifying the level versus the bracket is that some people will want to roll level 50 recipes (since even with the introduction of a slider there will always be more demand for them) but in a lower bracket so that they can get some of the better ones there (like Kinetic Combat) so allowing us to specify level but not bracket could well end up decreasing the supply of those recipes.
  6. Quote:
    Originally Posted by SpittingTrashcan View Post
    1) Rewards for success don't bring people into PvP. People lured into trying PvP by rewards quickly discover that they have a long way to go - probably involving an entirely new, completely different, and highly expensive build, plus many hours of practice - before they have any chance at all for being rewarded for their time. That's not terribly encouraging. Now, once you get a certain critical mass of newbs PvPing, they start plinking each other, and then things stop being quite so lopsided - but you have to give them a reason to start. So, give PvP recipes a chance to drop when you are killed in PvP. Farmable? Not more than it currently is. Unfair to skilled PvPers? They get more targets and more chances for kill drops; what's not to like?
    Personally I'd say give them a chance to drop from PvE combat in PvP zones. That does make them significantly more farmable than they are now, but it requires people to spend time in PvP zones in order to farm them. Having them drop when defeated in PvP just encourages Arena farming and doesn't encourage people to spend time in PvP zones looking for random PvP unless the drop rate is a heck of a lot higher than it is now. Personally I don't see any problems with being able to farm them, I think the devs main reason for the low drop rate was to limit farmability with low-risk farming (i.e. repeatedly killing someone who doesn't fight back). If you farm them doing PvPvE then you are at risk both from the PvE enemies and wondering Stalkers.

    Quote:
    2) When purchasing or rolling for recipes with tickets or merits, let the player specify what level they want to be rolling as. Recipes will be generated at that level, or at max level if the max level for the recipe is below that level.
    This has been bought up a few times but yeah it's the simplest solution to encouraging sub-50 supply.

    Quote:
    3) Reevaluate merit prices and drop pools. These were created when recipes were new and the devs had precious little idea what would be desirable. This is clearly no longer the case. When task forces only offered random rolls, the sheer volume of "trash" drops obscured the issue; merits brought the problem to the fore. Certain recipes simply do not appear on the market, so people save up to get them with merits instead of spending them on random rolls, so they're not generated as a side effect of random rolls, so they don't appear on the market, and so on and so forth. Needs looked at, for serious.
    I'm not convinced that this is needed. There are enough people doing random rolls to support the supply of odd recipes at max level. Similarly enough people go for the guaranteed Inf to support a low level market of the useful globals (BotZ and LotG in particular). The ones that are having a bit of a problem are ones like Basalisk's Gaze and Kinetic combat, popular sets that stop below 50. The problem here isn't the single recipe cost it's that not enough people do the lower level rolls.
  7. Quote:
    Originally Posted by Sharker_Quint View Post
    i'm going to go out on a really long limb and suggest everyone pull off their bids for things that aren't in game. move the infl/inf to other toons and sit back and wait. if the nerfs indicate the way the devs go, i see this being a huge problem for people with more then the infl/inf cap.
    That's a very good point, I don't have much Inf stored that way (only 1 billion) but I think I'll shift it to other characters just to be on the safe side.
  8. Quote:
    Originally Posted by Blue_Centurion View Post
    My understanding of I/Os is not complete. But I thought procs would fire only if they are a few levels higher than the level you examplared to. That is why I buy them at the lowest level they drop.
    No, procs only require you to use the power, they do not care about your level relative to the enhancement level (as long as you can slot it anyway). Globals on the other hand do care about relative levels (same as set bonuses, no more than 3 levels below the IO level) but conversely you do not need to use the power to get the benefit so you get the bonus even if you exemp low enough that the power is greyed out.
  9. Quote:
    Originally Posted by PhroX View Post
    The other oddity when it comes to debuffs the fact that resistance resists damage debuffs. While this not only means that -dam is less effective on high-res enemies, but that -res increases the effect of -dam. A dark/sonic defender could (if there was no cap) pretty much take a targets damage to 0% (someone else can work it out eactly, but its (DN + TG + Fluffy's TG)*(TP + 3-4x sonic -res))
    Damage and Resistance are horribly entwined in the powers system, I think it was set up that way when CoH was first designed to make various calculations easier without considering the full impact. I wasn't aware that resistance resisted damage debuffs but another example of a similar effect is Hamidon Origin enhancements where HOs that boost Damage or Resistance actually boost the other if slotted in an appropriate power.
  10. It's a known bug. Essentially everything in the macro after the goto_tray command gets deleted. The solution is to reorder the macros so that the goto_tray command is at the end.
  11. Quote:
    Originally Posted by PhroX View Post
    While this is true, due to the way it works, you will always increase your damage by the magnitude of the res debuff (30% in this case), so you can pretty much ignore this particular effect.
    Very good point, I suspect that is precisely why they did it that way, if they didn't resistance debuffs would be overly powerful against enemies designed with high resistances.
  12. I'd second Wassabi, you don't need it immediately, but you don't really want to skip it entirely. Dual Pistols was designed with the Swap Ammo power as an integral part of the set so if you skip it then you're losing the variable functionality of every other power in the set.
  13. Quote:
    Originally Posted by LuxunS View Post
    As far as I know there is no diminished returns outside of pvp, or hard/soft-caps. Example.
    If you're up against a mob with 10% resistance and have a rad on your team that uses enervating field. The mob now has -30% resistance.
    Not quite. Resistance resists resistible resistance debuffs. So the -30% debuff from enervating field is reduced to a 27% resistance debuff leaving the enemy at -17% resistance.
  14. As Roderick said, there are floors that limit how much you can debuff an enemy, Paragon Wiki has a list of most of them:
    http://wiki.cohtitan.com/wiki/Limits

    Your ability to stack debuffs is limited by the fact that most powers do not stack with themselves when cast by the same character altough they will stack with the same power from another character.

    Additionally, debuffs are resisted by three things:
    1. The enemies native resistance to the debuff
    2. The Purple Patch
    3. AV resistance (if appropriate)

    This makes it very hard to floor the stats of high level AVs (as in the enemies where doing so would be useful) unless you have quite a few debuffers.
  15. Quote:
    Originally Posted by plainguy View Post
    I was always under the impression with the defense it was all or nothing.
    The thing with defense is that to get a noticeable effect you need a reasonable amount of a defense that will impact the incoming attack. In general I find that less than 20% defense is virtually unnoticeable and that you really want at least 30% if at all possible (with 45% being the goal obviously). Since you can't build up all defenses on a squishy you have to pick and choose. The popular options are either Ranged Defense or Smashing and Lethal Defense. Ranged provides good protection for squishes who can keep out of melee range since NPCs tend to have several Ranged attacks and fewer ranged AoE attacks. Smashing/Lethal is a good option for squishes who spend a lot of time in melee range since the majority of melee attacks have a s/l component and it still provides protection from some ranged attacks (although by no means all of them). For a Defender the power options available generally make Ranged easier to build up than S/L.

    Anyway, here's a quicky build. There's probably room for improvement but it's got 30% ranged defense and 50% global recharge. I also slotted Tar Patch with sufficient slow enhancements to floor the speed of +3s, you could save a slot by using generic recharges instead if you don't feel a need for that. I also switched out Dark Consumption for Oppressive Gloom since that stacks with Howling Twilight. I tried to keep it relatively inexpensive put there are some pricier IOs in there (like the Obliteration set and the BotZ KB IO).
    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Electrical Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/Heal(37), Nictus-Acc/EndRdx/Heal/HP/Regen(43), Theft-Acc/EndRdx/Heal(45)
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
    Level 4: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(31), ImpSwft-EndRdx/Rchg/Slow(31), RechRdx-I(33)
    Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
    Level 8: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(17), DarkWD-Slow%(33)
    Level 10: Shadow Fall -- Ksmt-ToHit+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(33), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam(39), ImpArm-ResDam/EndRdx/Rchg(39)
    Level 12: Howling Twilight -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(21), ImpSwft-EndRdx/Rchg/Slow(31), RechRdx-I(34), Dsrnt-I(34)
    Level 14: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/EndRdx/Rchg(50), Cloud-%Dam(50)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 18: Swift -- Run-I(A), Run-I(19)
    Level 20: Health -- Heal-I(A), Heal-I(21)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
    Level 26: Recall Friend -- Zephyr-ResKB(A)
    Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 30: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 32: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(48), Cloud-%Dam(50)
    Level 35: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
    Level 38: Aim -- RechRdx-I(A)
    Level 41: Oppressive Gloom -- HO:Endo(A), HO:Endo(42)
    Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), ResDam-I(45), ResDam-I(45)
    Level 47: Soul Drain -- RechRdx-I(A), Sciroc-Acc/Rchg(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run



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  16. I'd say either Claws/Super Reflexes or Spines/Super Reflexes.
  17. I'll play around with it a bit later on but I'd say the main problem is that you're mixing defense types. You've got a mix of both AoE and Ranged defense with the final result being that you don't have a significant amount of either. In general you want to focus on one type of Defense (normally either Ranged or Smashing and Lethal for a Defender).

    Unless you've got a significant amount of Defense to build on it's very hard to softcap more than either one Positional Defense or two matched Typed Defenses.

    Perosnally for a Dark Elec I'd aim for Ranged Defense and Recharge.
  18. I'm going to disagree with everyone else and say /Dev instead of /Energy. The only benefit /Energy has is that you get Boost Range and therefore a longer range for your attacks. Most of the rest of the set is melee range powers. Ice and Devices both offer ranged powers that can be used to keep you out of melee.
  19. I'd like to see new ATs that do a better job of balancing team contribution and solo ability. The current ATs still have a lot of baggage from the Tank-Support-DPS trinity that they were originally designed around. However with the various changes since then (mostly in terms of boosting the damage of support classes) means that Support rules over all. So for CoH 2 I'd like to see new ATs where all characters have a mix of abilities to provide both solo power and team abilities. The VEATs are a good example of what I'm talking about they have strong attacks and nice self buffs for when they solo but they also have some nice team buffs for when they are on a team.

    The advantage to this is that it means a team of X people will have a reasonably predictable power level which allows for more challenging content to be made without needing to balance it around extremely high end teams.
  20. Quote:
    Originally Posted by Primal View Post
    This is hearsay, but I recall hearing of a published author who recreated his own characters in this game, got genericed, and successfully got it reversed because after all they were his characters. I'm totally blanking on the author's name right now, and I don't think he plays any more. No, it's not he of the Zuni mask, he makes up originals anyway. I'll think of it in a minute.

    Jim Butcher, author of The Dresden Files. That's who it was, just remembered. Several years ago he played, supposedly.
    Well when Going Rogue comes out it'll be possible to re-create Harry Dresden properly (I figure he's a heroic fire/storm corruptor).
  21. I have Jump Kick on my Controller. I wanted another attack to help me through the low levels and I prefer Super Jump to Fly for a travel power. I suspect that once I get to a higher level I'll replace it with Combat Jumping since that is the more generically useful power.
  22. Also, remember that all of these (well, except for Kinetic Crash) are Global IOs so if you want to keep the Kb protection when exemping down for TFs and such it's useful to buy low levels versions (you keep the benefit as long as your exemped level is no more than 3 levels below the IO level).
  23. Quote:
    Originally Posted by Predatoric View Post
    This wouldnt unbalance corruptors since they already have scrouge to give them damage boost, defenders get more damage whilst keeping there endurence discount. This would make the gap a lot smaller, yet still give an advantage to playing one or the other.
    You're neglecting the fact that Defenders have 13% to 30% better buffs/debuffs than Corruptors across the board. If you're going to boost Defender damage to Corruptor base levels then you probably need to give Corruptors at least a small boost to their buffs/debuffs as well.

    Quote:
    Example of current damage gap from mids:
    Nova on Defenders energy set currently deals 90 damage unslotted
    Nova on Corruptor energy set currently deals 203 damage unslotted
    This is a bug in Mids'. Corruptor damage is 15% higher than Defender damage. Here are the actual values for Nova:
    http://tomax.cohtitan.com/data/power...rgy_Blast.Nova
    http://tomax.cohtitan.com/data/power...rgy_Blast.Nova

    Quote:
    The other idea I had was possibly making buffs and debuffs increase in effectiveness for defenders whilst on a team and balancing the entire set with corruptors, so you still have lower buffs and debuffs whilst solo since its the same as the corruptor version, but in a team they increase effectiveness and you always have that damage boost but no scrouge.
    Standard Code Rant applies here. Notice how Power Boost only affects a small sub-set of buff/debuff powers? There is a reason for that, because of how the power system was implemented certain types of buff/debuff can't be enhanced by a power boost style effect. This would mean that every Defender power would somehow need to determine team size at the moment it was cast, something I don't think is practical.
  24. Quote:
    Originally Posted by Torrynt View Post
    Before we got on this tangent, I did mention exactly this. I had a post where I mentioned which primaries I thought stacked well and which didn't. I wasn't to keen on EMP which spawned this side debate.
    I'm not a big fan of Empathy either, IMHO it is one of the weakest buff sets. It's got some nice toys but the limited nature of it's buffs (either single target with longish recharges or very long recharges) means it is outshone by most of the other sets.

    Quote:
    Also, my point wasn't that 8 blasters were better than 8 defenders, because that would be pretty hard as you have no alpha mitigation. Just that 8 blasters do more damage than 8 defenders. Add in any buffs, self or other and they do significantly more.
    Against a team of 8 Empaths yes, I proved that. But as mentioned above, Empaths aren't that great. If you look at the sets that have -resistance then the Defenders really come out ahead. The nice thing about -res is that it scales based on enhanced damage not base damage. There are quite a few Defenders who can put out a -30% resistance debuff every spawn (Storm, Rad, Cold, Sonic, TA does 40%, Traps and Dark only do it every other spawn). If you have 3 of them on a team that completely wipes out the Blaster's damage advantage (you need 4 if you're fighting +3s). Consider the team I proposed above. Assume that the Kinetics are being lazy and Fulcrum Shift is "only" giving a +50% damage bonus (i.e. the "out of melee range" bonus) instead of damage cappign the defenders.

    The defenders are doing base damage of:
    0.65 * (1 + 0.95 + 0.5 + 0.5) = 2.95 damage

    Additionally we have 6 -30% resistance debuffs, but we'll assume we are fighting +3s so that actually only give 19.5% debuff each. So the Defenders actually do:
    2.95 * (1 - (6 * -0.195)) = 6.4015 damage

    Now we shall assume that the Blasters are using both Aim and Build Up:
    1.125 * (1 + 0.95 + 0.625 + 1) = 4.02 damage

    I'll also point out that the defenders can apply resistance debuffs to basically every spawn and most of them will last the duration of the fight whereas Blasters only get Aim and Build Up for their first few attacks. Defenders with resistance debuffs don't deal blaster level damage on their own but when you stack a few of them, especially if you combine some damage buffs (since -res and +dam stack multiplicatively) the damage quickly reaches ludicrous levels.

    Quote:
    Originally Posted by Biospark View Post
    Notice all the powersets listed as "offenders" have No Ally Only buffs.
    And if you list the sets by order of how many Ally-only buffs, the list seems to take on the order of worst to best soloers amongst the remaining sets
    Pretty much. Ally only buffs are utterly useless to a defender. The reason that there is so much spread in how well the different primaries solo is that unlike other sets the Buff sets are the only ones that regularly have powers that provide no benefit solo. Look at shield defense, it has a power specifically for aiding teammates but even that provides some solo utility (DDR and Slow res).
  25. Quote:
    Originally Posted by Torrynt View Post
    Granted, every toon I have is IO'ed so my perspective is kind of skewed in that regard. However, even some mild IOing would get you to 95% all the time. Even with SOs, you are looking at high 80%s against +3s. To hit is a problem that is really, really easily solved. Which is something I've debated on Earth controllers. -DEF is not really all that useful in today's environment.
    Base to hit against +3s is 48%. Assuming no +to hit bonuses (and no defense for the target) you need two level 50 accuracy IOs to get an approximately 86% hit chance against +3s. Now given that most people like to 3-slot damage, this means you only have one slot left for recharge or endurance reduction. Conversely the Defender team only needs 1 accuracy SO (and could probably manage without that, but most people like one for safety).

    Quote:
    Which when used with AOEs forms as a bit of mitigation if you are wiping things fast enough. Also with hasten you are looking at having them up 15-25% of the time depending on your +RECH from slotting. That's consistent enough to skew the numbers pretty far away from defender damage.

    Here's the numbers simplified:
    Defender base = 1 (36)
    Blaster base = 2 (72)
    Defender enhanced = 2
    Blaster enhanced = 4
    Defender capped = 5
    Blaster capped = 10
    *Note all numbers were taken from City of Data

    So even if you are capped all the time, you are only doing a little but more than a blaster anyway. The team we were talking about was between 60% and 120%.
    You've given Blasters a higher base damage than they actually have (they do 73% more damage than defenders, not double).

    As for your assertion, you are forgetting to factor in enhancements. The team we were talking about was assuming 3 x fortitude which is a 93.75% bonus added to the 95% enhancement bonus.

    Here are the actual numbers (using the scaled damage modifiers just because I prefer them):
    Defender base: 0.65
    Defender w/ Enhancements and 3x Fort: 0.65 * (1 + 0.95 + 0.9375) = 1.877

    Blaster base: 1.125
    Blaster Enhanced: 1.125 * (1 + 0.95) = 2.194

    So the Defenders aren't quite doing Blaster damage, but they are pretty close.


    Quote:
    Go back to the emp team. 8 emps does fne. 4 emps and 4 blasters does far better.
    You might actually be correct, I was mostly using the 8 Empath team to compare to an 8 Blaster team since you were claiming that 8 Blasters were better. Defenders don't all stack to the same degree. For example if you've got an FF defender on the team adding a second one doesn't give you much (except maybe against enemies with a lot of defense debuffs). In the case of Empathy 8 Empaths don't bring a lot more to a team than 4 do. Four (maybe 3 with Hasten) Empaths can AB each other and use Fort to softcap everyone reasonably easily along with permanent RAs. After that there are better Defenders to add, for example a Kin to take everyone to the damage cap and some Defenders with good resistance debuffs (Cold, Storm, Rad, Dark, TA) to increase damage even more.

    8 Empaths makes a nice baseline team since the math is easy but it's far from the best all defender team out there, in fact it's probably one of the worst. Personally I'd say take two Colds (soft capped defense and resistance debuffs), two Sonics (capped resistance to all but psi, AoE mez protection, more resistance debuffs), two Kinetics (capped damage, you could manage with one, but two makes it easier), two Radiation (more -Def and -Res also AM). It would be useful if a couple were running Tactics for the to hit bonus but there are probably enough -def debuffs to manage without.