UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. Quote:
    Originally Posted by Sardan View Post
    Yeah currently you get 1/2 debt inside missions, you don't start earning debt until 10, and the debt cap is quite a bit lower. I remember teaming with an SG-mate early on who was so disgusted with the amount of debt he racked up on a lowbie that he deleted and re-rolled his character.
    This sort of thing always boggles my mind. Once upon a time, when dinosaurs walked the earth, I was a newbie too, and I just never got such seemingly epic backlogs of debt.

    But yes, debt these days is definitely not much to worry about. You can't accumulate as much, you probably earn half as much per death, and you generally earn more XP per time than people used to. That's not just because of Patrol XP, but also because rewards have been raised, especially in low and middle levels.
  2. Quote:
    Originally Posted by Ironblade View Post
    Actually, EVERY blue-side trial has some sort of timer involved. Nothing unique there.
    The respec trials do not contain any completion timer at all. While the attack waves in the reactor are on a timer, it does not matter how long you actually take to defeat them, so long as you don't let them destroy the reactor. The Eden trial has a four hour timer on defeating the Crystal Titan.

    I did forget about the Cavern, though. It also has a 90 minute timer.
  3. Quote:
    Originally Posted by SailorET View Post
    Anybody think we may see a new raid come with GR? I mean, they claimed that the praetorian DE became far more powerful due to the use of nukes... perhaps a more powerful Hami in a zone that accommodates larger raids?
    No, I really doubt it. Frankly, the most compelling reason for the raid at its current size is that the servers can handle it fairly reasonably. The game simply cannot handle large numbers of entities using large numbers of (or extremely frequent) power activations. Unless GR is coming with major hardware upgrades or some sort of massive retooling of the core game engine (and that latter seems incredibly unlikely), I don't expect a bigger raid out of it.

    It's conceivable they might modify the raid, though I'd be rather surprised given how much stuff GR seems to entail already. But even if it were changed, I really don't expect it to be larger.
  4. The Sewer Trial is probably unsoloable specifically because it's on a limited timer - a situation that's pretty unique among TFs and Trials. Most solo runs of major TFs take a very long time compared to a team run. (Things like Positron are frequent exceptions to that because the low-level characters don't always scale up in response to large spawn sizes as well as they need in order to maintain speed.)
  5. UberGuy

    Damage output?

    Quote:
    Originally Posted by Nny_the_mad View Post
    yes but this kind of statement is long dead in this game

    dev, gave damage to anyone, mezz to anyone.. rules of "your role is" doesn"t existe anymore.
    That you don't like/agree with something doesn't make the counter position dead. There's still a place for a support role. Just ask most of the Controllers who aren't Fire/Kin. Because, you know, not all Controllers are Fire/Kin - something people taking your position seem to conveniently overlook all too often.
  6. Quote:
    Originally Posted by MisterG_NA View Post
    not so hot for AV's and such
    It's actually excellent for AVs. You just need something to fuel it with.
  7. UberGuy

    Benumb questions

    Yeah. And, after scanning the page for a while I finally see where RedTomax notes that in power descriptions.

    Good to know.
  8. UberGuy

    Benumb questions

    See, that's what I was interpreting it as doing, and that was what people were describing with respect to Power Boost increasing mez protection.

    When I tested it, though, it didn't work that way. The only power I had to test with was Shadowfall, with it's Fear protection. However, I know that PB cannot boost the +Def of this power due to the fact that Shadowfall also provides +DR, so it's possible that this also limits whether PB can boost its mez effect.
  9. Yep. Have had that happen with scatter effects that didn't deal (enough) damage to kill the repairmen. They got blown or pushed away, and ended up repairing a previously destroyed tower long after it was taken down.
  10. Quote:
    Originally Posted by enrious2 View Post
    There is none. Stone tanks get great regen with Rooted, but that's it. Actually granite may be worse because of the -recharge, so I think most of it is psychological.
    Indeed. There are two things that really determine how long someone can "tank" Hamidon - how many HP they have, and how fast they can regen those HP. +Regen is one of the main reasons there's a call for casting AB through Hamidon. Hami makes his target progressively less healable, but does nothing significant to their Regen.

    In early days, a Stone/ Tanker running Earth's Embrace and Rooted was king of this pack, since no other Tanker primary offered both +HP and +Regen. Nowadays we have WP as well.

    One thing that probably doesn't make sense is for a Stone tanker to run the raid in Granite. The only useful advantage it provides in a raid is stun protection. But other Tankers run without the benefit of their Tier 9's stacked stun protections, so except in unusual emergencies involving soaking Mito fire as well as Hami aggro, a Hami aggro tanker shouldn't need to run Granite for that reason. Everything else the power does Hami's attacks basically ignore. That means a Stone tanker doesn't need to suffer the -recharge or -damage effects of Granite, both of which affect their ability to hold aggro.
  11. UberGuy

    LRSF technician

    Hm, I haven't actually seen him do this in a long time. I thought they had fixed it, mostly.
  12. I would petition that. You are correct, you should not be left unable to complete it. The contact should still be active in your list so long as an arc is still open.
  13. Quote:
    Originally Posted by Biospark View Post
    I am not sure about what people are calling "Invincible" now.

    +3/x1 seems more like the old "Invincible" to me, but its hard to say, since its been awhile.

    I am old and forgetfull.
    Old Invincible was mob spawns sized for one player at a baseline of +2 levels higher than you. On all difficulties, even now, you can meet mobs +1 level higher than the baseline, so on Invincible you met +2 and +3 mobs.

    The old progression looked like this when solo.

    Heroic: +0 baseline, 1 player, no bosses, no AVs
    Tenacious: +0 baseline, 2 players*, bosses, no AVs
    Rugged: +1 baseline, 1 player, bosses, no AVs
    Unyielding: +1 baseline, 2 players, bosses, no AVs
    Invincible: +2 baseline, 1 player, bosses, AVs

    * The way notoriety used to work, on the Tenacious and Unyielding settings it modified spawns roughly as though there was one more person on your team, whatever size it was, up to a maximum of 8 people. (I do not believe that Unyielding difficulty for a team of 8 actually spawned as though there were nine, but I could be mistaken.) However, it seems that the way these settings worked was not exactly how the game really responds to having one more player, whereas using the new I16 settings to set for "equivalent to two heroes" when solo really does work that way. This interpretation is based on dev comments that the new system does not exactly replicate what the old system was doing on those Tenacious and Unyielding settings. Comparing the two is complicated by the fact that I16 also seemed to include changes to long-standing ways the game spawned LTs and bosses, generally increasing the numbers of bosses we see on any given setting.

    I am actually incredibly happy not just to have the larger-than-normal team size settings for my level 50s, but settings like +0/x1/bosses for lowbies. I always hated that the old notoriety system meant you couldn't get bosses without also getting more or higher level mobs.

    Edit: There's a nice writeup of the old system on ParagonWiki. The current system is described right above it.
  14. Quote:
    Originally Posted by Roderick View Post
    If the enemies have +Acc or +ToHit built in, or use powers that grant either, then you need proportionately higher defense to floor them.
    Not quite accurate. The hit chance floor operates independant of accuracy. The higher a critter's accuracy with a given power, the higher its odds of hitting you after you "floor" its hit calculation. The way this works out is that the minimum average hit rate of a critter due to defense and debuffs is 1/10th of its standard hit rate. This assumes no toHit buffs for the critter and no defense debuffs for you - as you say, those do raise how much defense is needed to "floor" critters.

    Quote:
    Also, it's my understanding that higher rank enemies (Lt, Boss, EB, AV) have a higher floor for their hit chance.
    This is correct. LTs and up have accuracy bonuses. So do critters higher level than you. This makes their chance to hit you, even at their 1/10th rate "floor", higher than an even-level minion's.

    To answer the original question, no, the 45% defense "soft cap" is not just for even level mobs. It used to be until I7. Before that LTs and bosses and over-level mobs of all ranks got the equivalent of +toHit against player characters. In I7 this was changed to +ACC. This made defense powers scale against foe ranks in a way analogous to the way resist powers do, at least on average, and in the absence of +toHit/-defense.
  15. Quote:
    Originally Posted by Pyber View Post
    That's not uncommon at all, considering it just takes killing a bunch of miners to spawn him, and they're everywhere.
    ...

    It doesn't take killing a bunch of miners to spawn him.

    He'll spawn all on his own even if no one's around.
  16. Quote:
    Originally Posted by Gorgar View Post
    That explains why I can't run on Invincible any more. I thought that translated to +2/x2 in the new system, which my stormie can't handle.
    Probably obviously now... +2/x2 is, roughly, what would have been one step above Invincible in the old system.
  17. My builds, which shouldn't necessarily be used as the basis for anything, run between 525% and 635% regen. To give you some idea of what that means in practice, that's the difference on my Scrappers of about 37 HP/sec and 42 HP/sec (52 vs. 62 with Dull Pain active). An extra 10 HP/sec sounds like a lot, but without some defense or resistance to hide behind while you regen it, it probably won't make the difference by itself. (Notably, the build with 110% less regen has a fair bit more +defense.)
  18. Quote:
    Originally Posted by Fantomas View Post
    I just got my Kat/Regen to lvl 50 and I'm not sure how to proceed with him for IO sets. Most people have told me to go for recharge and regen...not so?
    What Werner said. You have a 500' tall tower you want more space in. What's going to give you more additional space in the tower - 10' more vertical, or 10' more feet along one of the base walls?

    Then realize that the space in the tower is meant as an analog for how hard your scrapper is to kill. Adding more +Regen to a Regen is like making that already tall tower taller. Adding defense and/or DR is like widening the base.

    (Analogy shamelessly rehashed from other posters - Umbral originated it, IIRC.)

    To put a numerical face on this, break out Mid's builder if you use it (and start using it if you don't!) and look at what you get for adding regen bonuses in terms of HP/sec. It takes a fair bit of Regen bonuses to add up to even a few extra HP/sec. If you can (for example) instead cut average incoming damage by 40-60%, it's probably going to have a lot bigger effect on your survival.
  19. UberGuy

    Benumb questions

    Actually, I specifically remember Knock* being an exception. Something about the two attributes being intrinsically tied together for those effects.
  20. Yeah, I had no idea anyone did that. Definitely not how I prefer to spend my game time. More power to those who enjoy it, but there's definitely a part of me that is glad I don't really run into it over here.
  21. UberGuy

    Benumb questions

    Quote:
    Originally Posted by Scientist View Post
    I suggest having several folks on that experiment bring along the "Mark IV Power Analyzer" (or whatever its called, some kind of Power Analyzer) temp power to check the effects on both the tower and on LR when you try it. Though I don't know offhand if that shows the effects of granted powers, but thats easy enough to see, check a foes tohit when its being hit with a dark blast or something.
    It definitely shows applied affects like that. I and teammates have used it many times to look (sometimes in awe) at the net effect teams have on AVs.
  22. Quote:
    Originally Posted by PumBumbler View Post
    Just count on many mito aggro if you use it to rez a wipe. It's pretty common for a HT rezzer to get face planted right after using it.
    It does depend on the nature of the wipe. If most of the yellows are loose, I rarely even bother trying to rez, because they'll just re-splatter everyone... and me. In fact you can be lucky to live long enough to rez in such situations. (I've even tried it under EoE protections, but the stacked mez and KB get out of hand fast. Plus, 75% DR sounds like a lot until you start receiving like 2000 damage every few seconds.)

    If some of the Tankers are still kicking and taunting things, I can usually get away with dive bomb rezzing the biggest pile of orange names I can find, then running away as fast as I can. Live to rez another day, and all that.
  23. Scrapyard is pretty idiotic in general. In addition to his wandering suicides, in combat he runs like a little girl when the slightest debuff is laid on him, even if it's one he massively resists (a behavior he shares with Deathsurge). In addition to being incredibly frustrating having to chase him as he plays Donkey Kong leaping around buildings and catwalks, it's incredibly common for him to end up droning himself or (again) killing himself at the black market.
  24. Quote:
    Originally Posted by Bionic_Flea View Post
    Petrifying Gaze should be stacked as a hold on greens.

    Shadow fall grants resistance to fear, which the blue mitos like to cast a lot of.

    Another great tip for /darks: Howling Twilight can use an oil slick to target off of to rez a group. So if there is a retreat and we need to raise the dead, ask if someone can drop an oil slick on the mound of dead bodies.
    In addition to these, HT is also a strong -Regen debuff, a-la Lingering Radiation. This is useful to cast on Hamidon in the late stages of beat-down phases before everyone retreats, especially since it's common for too many people to leave before the new bloom.

    In a no-retreat raid I usually cast it early instead (or not at all before the first bloom) so I can have the AoE rez in reserve in case the bloom splatters the assembled raiders. HT has turned around more disastrous wipe outs than I can remember.

    It's possible to cast Tar Patch on underneath even high mitos, because they're actually spawning on small, invisible platforms. Look for the visuals for holds and immobilizes and try to target the placement at the bottom of those effects. If you can't see any such effects, a Dark/Psi can provide their own with Subdue. -DR debuffs on the green mitos is sometimes key to defeating them without help from the Scrapper team - especially the high ones.