Yogi_Bare

Caption Champ - 11/30/11
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  1. Quote:
    Originally Posted by Doc_Reverend View Post
    I'm thinking of tossing it in Whirling Fists for my Inv/Energy tanker. Throw a spinning punch that whallops everyone near me in the face? Now I spin around and knock everyone down!

    I wonder what throwing it in a damage aura would do, too...
    There's these untradeable proc enhancement things that are part of the Market Rewards program. One of them is a KD proc that I put right into a damage aura (when I have them); it seems like it follows the once/10sec rule but the KD effect is nice whenever it does come up.
  2. Thanks for the clarification.
  3. Not bad. I missed the part about the enhancements available on the Reward Table? Which set type were those?

    timing, timing, timing...

    UDS, hm...
  4. The 8sec animate time is prior to slotting Interrupt Reduction enhancers?
  5. Yogi_Bare

    /Poison

    Currently running a Dark/Poison for a debuff theme; great for single target/decent for AoE debuffing and Dark/ is fairly quick and consistent in layering its debuffs, IMO


    [I'm curious to see how much Creepers would like the total -Resis debuff]
  6. Quote:
    Originally Posted by Tater Todd View Post
    Well spamming roots on top of Tar patch should be just criminal ehehe. I also focused on regen since I decided to take Spirit Tree and of course Soul absorption. Seeds and fluffy keeps warwolves in tar patch as well as healing me and Fly Trap. Plus like others have stated plant can go with almost anything...a lot like Earth I think.

    Tangent:I like to have fun in mids when I'm bored...what do you guys think about a Dark/Storm controller? I will focus mostly on -to hit debuff with FS and Hurricane.

    Dark/Storm should fill out the Trinity of Eeeevil fairly nicely (Plant/ and Fire/ being the other two).


    HoD/Thunderclap/Tornado - Stun
    LS/FS/Tornado/Haunt/Beast - Fear

    Good candidate for 'bullet-time': Your +Rech vs. their -Rech (and -ToHit)

    Pet goodness (somewhere between Fire/ and Plant/) - Haunt, Beast, LS, Tornado
  7. Yogi_Bare

    Plant or Fire

    Another note on Gale:

    I slot it with a Force Feedback proc and both Plant and Fire's AoE Immob anti-KB effect allows me to spam it to death.

    If you take an damage based Interface; you'll get a nice secondary bonus from spamming it.



    Creepers love Interface
  8. Avenger's; it would be found that Stark Industries was somehow one of the precursors to Skynet. A 'robocop code' would be part of the subroutines embedded in the T's programming when confronted with a Stark family member.

    This information would be found when a T-100 is brought to Tony for reverse engineering; to the end that he develops a portable modulator that allows him to enter the Stark subroutines and reprogram the Ts to respond to his commands.
  9. Quote:
    Originally Posted by Muon_Neutrino View Post
    According to city of data, power surge summons this pet when it expires. It's listed as doing 22.35s of mag 3 hold with a 50% chance for an extra mag 1, -55% endurance, -1000% regen for 15 seconds, and a minor energy damage component to robots. Note, though, that it doesn't have any -recovery, so even if it drains something they'll start gaining it back immediately. Also note that the power isn't autohit and has standard accuracy, so you'll probably want to slot some acc in it if you want to be able to rely on that effect.
    Yeah, I saw that and was hoping to find some stuff in the players' guides to reaffirm it but I haven't found any mention of that particular aspect yet.

    I was thinking 4-slotting Basilisk's Gaze (for the ACC, Rech and Hold) plus two End Mod IOs for a total drain.
  10. Please come up with a way to allow us to switch into a different Primary or Secondary during a respec (even if there's a cost attached to it or a special Contact for it (like a Super Tailor)). *insert big puppy dog eyes here*
  11. When Surge wear[s] off and triggers the EMP, is the Hold the only effect that targets critters or is there an endurance drain component [for the critter] as well?
  12. Quote:
    Originally Posted by docbuzzard View Post
    While that brute squad would likely do fine, the stacked force multipliers would simply be better. It's just how the game works. Stacking the buffs and debuffs is how you break the game. A pile of brutes is a linear accumulation of power. Adding together force multipliers ends up exponential, as every addition increases the power of every prior one.

    The real superteams are buff/debuff.

    Arguably a /shield defense team can be force multipliers to en extent because of phalanx fighting and grant cover, but then people can softcap the set without that so you're only saving on sets (or opening up for more recharge).
    They are Electric; would the endurance drain be considered a force multiplier? We'd be looking at (slotted) a combined -22 End/Sec just from Lightning Field and then up to a -73End Power Sink sap every 33 seconds per teammate.
  13. I'd like to see some canon based ones:

    Vanguard
    Malta
    KoA
    Longbow
    PPD
    Pantheon
    Tsoo
    Arachnos
    etc
  14. Any Brute, Scrapper, Stalker or Tanker team with /El or /NRG (/Dark would be sick as well)
  15. I like the sound of the Electric team mentioned (big fan of sapping)

    Controller (constant Containment):

    /Storm - 16 plus Lightning Storms and Tornadoes ; 8 Hurricanes; 8 Mists; stacking Claps

    + Plant/ = stacking Seeds; alternating quad casts of Creepers; 8 Trees

    + Fire/ = 24 Imps ; stacking Flashfires (w/Claps)

    + Dark/ = 16 Haunts ; stacking HoD (w/Claps); enough -tohit/to be ridiculous

    /Dark - 8 Fluffies ; High Def; maxed Resis to all but F/C/T; alternating quads of insane regen/recov; alternating offensive bi-casts of HT, nasty -resis and -tohit debuffs


    +EPP/PPPs:

    Mu Mastery - alternating casts of stacked saps + pets

    Mace - Poisonous Rays + pets

    (or a mix of both; being that were no restrictions made in this regard)
  16. Can Shards and/or Threads be added to the items that can be awarded for Ticket redemption; X Tickets = 1 Shard or 1 Thread (assuming the player is qualified to accept them)?
  17. I may have to check this out; mitigation/control looks good. Thinking WM/Dark/Soul.
  18. How about in combination with a power with the same mechanic as Thorntrops; like Hot Feet (does it stagger the escape check)? With an Immob applied?
  19. Quote:
    Originally Posted by Wonderslug View Post
    That's because Mids deals with powers like caltrops by summing up the maximum possible damage over the complete duration and treating it as a lump sum. That's not how they actually behave in game. For patch-type powers, every tick of damage occurs at a specified interval (the Activate Period, if you look at City of Data), and every tick is resolved as a completely separate, independent attack. That means the only buffs that apply to a given tick are the buffs active at the time that specific tick occurs.

    Patch powers also work by creating pets to deal the damage. Most (but by no means all) such powers inherit some or all of the buffs active on the caster at the time they are created. Buffs applied after the pet has been created do not transfer, and inherited buffs on the pet expire at the same time they expire on the caster.

    So using Aim and then Caltrops, for example, will boost at best 7, maybe 8 ticks of Caltrops, accounting for the animation time of both powers. (I'm assuming Caltrops does actually inherit damage buffs in the first place; my memory's not 100% on that.) Using Caltrops and then Aim will accomplish nothing.

    Ah, I see. Thanks for the clarification.

    The DPS is still good though; just not 36.0+ good.
  20. Quote:
    Originally Posted by Wonderslug View Post
    I don't understand how you're getting these numbers. Caltrops ticks once per second. It deals 2.78 base damage per tick. By definition that means it deals 2.78 base DPS. Full ED slotting and a tier 4 Musculature will bring that up to ~6.4.

    In order for a single stack to deal 12.09 DPS to anything without resistance debuffs it would need to be doing 434% damage. No AT/set with access to caltrops has access to that kind of long-lasting high-magnitude damage buff (outside of hunting by a contact for infinite red skittles), which is necessary because buffs will only affect damage if applied before the patch is cast, and only for the duration of the buff. Aside from that, pet damage buff cap is only 400%.
    I'm fiddling in Mids' to get the numbers. The DPS is being modified whenever I apply a damage buff or a recharge buff. If there is an error in this; please let me know.

    [Is mid's already calcing in the stacks?]


    [So slotted for recharge and damage and using Hasten it would only start off at 5.03 DPS, transition into 10.06 DPS and top out at 15.09 (w/o further damage buffing); while auras would a consistent 10.19 (2-slotted for damage)?]
  21. Quote:
    Originally Posted by Nihilii View Post
    Base damage is good as a best case scenario for Caltrops, as being constrained by pet damage cap, weaker procs and animation time makes it lag further behind auras. Animation time is the biggest culprit; essentially, you have to figure out the weakest part of your attack chain you could replace with Caltrops and still deduce that damage to the total to get an appropriate comparison to a damage aura - still in a hypothetical situation you wouldn't need to care about scatter, which is a pretty big assumption in favor of Caltrops but yet one I made with all my numbers here.
    How is animation (activation?) time and attack chain relevant to spamming and stacking AoEs (especially after the initial application)? Many AoE powers run a similar activation time and can also disrupt ST chains; just like 'trop powers.

    Even the pet damage cap (what's the % on that anyhow?) should only marginally affect its damage being that it gets its best DPS buff from recharge and stacking.


    We'll assume (as an example) that were using a toon with an AoE Immob to hold down a 'spiked' mob.

    At base stats, we're looking at an auto-hit 2.74 DPS.

    Without slotting for damage, we're going to throw two lvl 50 IO recharges into it. Now we're up to 4.89 DPS if we wait for one patch to clear before applying the next; if we forgo the wait, we can stack another patch at the 26.58 sec mark (recharge+activation) for an 18.5 second DPS of 9.78.

    Adding Hasten (boosting us to 6.59 DPS), we can stack at the 19.39 sec mark (giving us 13.18 DPS) and again at the 38.78 sec mark (giving us 19.76 DPS); maintaining it until the effects of Hasten expire. Equivalent global recharge allows us to maintain the high end DPS until combat end.

    (Even an equivalently slotted Burn (mechanically similar) with Hasten applied only gets up to 11.22 DPS (in a smaller radius); yet people seem to give it more credit than trop powers)

    Applying 2 level 50 damage IOs (assuming 84% doesn't breech the pet damage cap) to our prior equation starts us off at 12.09 DPS, leads into 24.18 DPS and tops out at 36.27 DPS (auto-hit and without scatter)



    Addressing scatter:

    Most damage auras (and I'm making this specific comparison because its also a power that primarily does it's damage through Minor DoT) have a smaller radius than trop powers; meaning that it takes less for a mob to fall out of (ie. be 'scattered out of') aura range than it does for one to fall out of trop range - losing DPS

    if you're not a Brute or Tanker, chances are that you're not holding aggro well enough to keep them at such close range (unless you're using an AoE mez) - losing DPS


    So, in both regards, I'm seeing little factual input to support such a fan-base for (non-Brute) damage auras as opposed to such a small one for trop powers outside of it negating aggro control on a team that is actively utilizing it? The DPS is there, the mitigation is there, the range, radius and the ability to lock mobs into it is available for almost all toons that can take trops. What else does it need to be considered a valid AoE DPS tool?
  22. Quote:
    Originally Posted by Nihilii View Post
    Using CoD numbers as they're pretty reliable and fit my memories of either power...

    Caltrops - 2.78 damage per second during 45s. End cost: 7.8 per patch.
    Scrapper Death Shroud - 12.51 damage every 2 seconds, instantly. End cost: 1.04 every 2 seconds.

    So that's 6.255 base DPS for Death Shroud, for an EPS of 0.52 and a DPE of 12.03. That would make Caltrops more than twice lower in DPS (also worth noting it is restricted by the pet damage cap). To match Death Shroud in DPE given those conditions, Caltrops has to hit enemies for at least 12.03 * 7.8 / 2.78 = 33.75 (34) seconds in a row. There's also the animation time on Caltrops, whereas the aura can be activated outside of combat or kept always on, and the aura taking a damage purple proc.

    All of this discounting the scatter effect, which is significant and should not be ignored IMHO unless you have a fast-recharging AoE immobilize. Admittedly, it has a bigger radius. Still, I would tend to say if judged on damage alone, Caltrops is not competitive with damage auras. YMMV.
    But I'm not judging on [base] damage alone (and have already acknowledged that particular point); see OP.

    The scatter can be neutralized and Caltrops can be stacked (you know what... I didn't even account for that in the OP, just went with what the numbers would be for a single patch at high recharge)

    Multiple patches should double the listed DPS during periods of overlap (with extreme recharge... maybe even triple). You can't get that from an aura.

    [4 slotted - 2 Damage/2 Recharge + Hasten = 12.09 DPS per stack = approx 27 secs at 24 DPS and 11 secs at 36DPS?]
  23. So the stance that they do poor damage is, indeed false? (this is the position I see in the guides)

    And much of the chagrin could be eliminated if the /Traps or /Ninjitsu toon takes some kind of an AoE Immob, KD or hard mez? Or if the toon is a Dom?

    Does enhancing Taunt help counter the flee effect?