UberGuy

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  1. Tactics benefits Dark Servant. He counts as a teammate for that purpose.

    Dark Servant's pet "AT" and powers combine to mean that he has the same base accuracy that players do. That's to say that he has a 75% chance to hit even-level foes, 65% to hit +1, 56% to hit +2, and 48% to hit +3s. (Sorry, I'd have to go look up +4s, I committed that list to memory in days when they weren't as common in people's encounter list as I16 and the MA before it made them.) Those numbers are for foes with no defense - defense subtracts directly from those percentages.

    I know that base accuracy level doesn't work well for me, especially when faced with +2 and +3 foes that people seem to face frequently in the upper-level game. Granted, his debuff aura is autohit, so he'll always be able to use that. I also like for him to be able to immobilize foes and potentially heal at least himself, and he can't do either of those if he can't hit well.

    So I don't recommend him getting no accuracy without some toHit buffs. But you could probably make it work. In a team setting, I'm not sure how many people would notice if he was missing a lot.
  2. UberGuy

    Slot my Fluffy

    To anser the original post, given six slots I think I would go for four Dark Watcher's Despair and two Endoplasms. It looks like the four DWD I would use are
    • ToHitDebuff
    • ToHitDebuff/Recharge/Endurance
    • Recharge/Endurance
    • ToHitDebuff/Endurance
    My goal there was good endurance slotting for the reasons I gave in my last post. If you prefer to get him back sooner (useful if he dies early) or want to be sure to maximize your debuff slotting, you can change out either the Debuff/End or the Rech/End (respectively) for the ToHitDebuff/Recharge. Four slots of DWD gets you a 5% recharge bonus, some bonus HP and some extra recovery, none of which are bad for a Dark Miasmist. Alterntively, if you are looking for typed defense, you might prefer 5 slots of Siphon Insight. Four slots of Cloud Senses is better recharge for four slots, but lacks the +HP bonus and doesn't give as good total enhancement.

    The Endos combine giving him good accuracy and duration on his immobilize and hold. I don't find a lot of value in boosting his healing as he doesn't tend to heal me that much.
  3. UberGuy

    Slot my Fluffy

    Quote:
    Originally Posted by Umbral View Post
    Enhancing Fluffy for recharge is pretty redundant since recharging him faster doesn't do anything unless you plan on him dying more often. Endurance is similarly pointless since he costs about .11 end/sec unless he's dying often.
    Dark Servant is, for my playstyle, one of those places where EPS is not the important consideration. When engaged in a long, endurance intensive fight, the last thing I need is to dump a huge chunk of my endurance into casting a single power. Doing so may mean the difference in being able to finish the fight with endurance to spare or not. For this reason, I typically slot two Enzyme HOs in Dark Servant, to take the significant edge off of summoning him mid-combat. Wanting to summon him mid-combat is a frequent occurance for several reasons.
    • Initial placement: so that he is in range to use Chill of the Night on the target you really want.
    • Expiry: if you summoned him in an earlier fight, he may expire during a later one
    • Unfortunate AI: sometimes he does really idiotic things that will get him killed. This is often a degenerate case of "initial placement", so you can resummon him somewhere he'll be less likely to die.
    Unfortunately, around I14 or so they seem to have changed Dark Servant's AI so that he prefers melee instead of range. While this probably seemed like a fantastic idea because of Chill of the Night, in practice it makes him far more fragile. He will frequently switch foes and charge through a cloud of enemies to get to his current one. This exposes him to far more ranged attacks and AoEs than his old AI preference did. As a result he dies far more frequently and thus requires more frequent recasting. I preferred his old AI, because while he would not intelligently place Chill of the Night on his own, you could summon or teleport him where you wanted him, or lead foes on top of him, and he would generally stay there.
  4. I can't remember - was 19 the number of actual players, or did it include the people who were there on multiple accounts?
  5. Quote:
    Originally Posted by EvilRyu View Post
    I can get fury up faster using brawl than I can just taking the alpha strike.
    Seriously, you're not doing something right if that's true.

    I have a Stone/Fire Brute and I can hover around or above 80% on solo +2 maps, and that was before I16 let me put more mobs in the map. I don't use Brawl any more.
  6. Granite's debuff is marked unresistable, so nothing should be able to reduce it.

    But it doesn't cause you to resist run speed buffs.
  7. I'm all sorts of there, next week and after.
  8. Quote:
    Originally Posted by Laevateinn View Post
    Not long ago I did an AE farm for a few rounds. It was still pretty lucrative in terms of both XP and tickets (I was able to ticket cap myself pretty easily). I don't know how this compares to pre-nerf farm productivity, but I'm beginning to wonder if all the hullaboo over the nerf was just a tad exaggerated.
    Which hullaboo? The main current complaint about it is that if you include custom critters, which can be almost incomparably hard compared to canon, dev-created mobs, they are worth less XP/inf than canon, dev-created mobs even at their maximum reward.

    The only other meaningful "hullaboo" I know of was that you used to be able to make factions that didn't include all three standard ranks (minion, LT and boss). Apparently the standalone reward for these critters in the regular game is out of whack in ways that mean the reward/time for them is broken unless their ranks are suitably diluted the way we meet them in the standard game.

    Everything else was pretty much outright abuse of outright broken aspects of the system. For example, despite a clear dev statement in about the 1st week of the AE's existence that there was supposed to be a limit on the number of combined ambushes and defendable objectives, there was no limit on the latter, so you could fill large maps with dozens of them an have practically infinite supplies of mobs pour on your head. Then people had that happen in small rooms, where you could inexplicably cram bunches of those objectives on one another. Then you could choose objectives that would buff your endurance and recovery. You could include objectives that exploded and damaged foes, but didn't deduct any XP when they did so. You could make the mobs that poured out be all bosses who only had a few lethal/smashing attacks. Before that you could make them all mobs with no major attacks, like all Cimeroran Surgeons. Or you could make them mobs with XP rewards all kinds of out of whack with their rank, like Rikti Communications Officers.

    People got characters from 1-50 in four hours and less using stuff that combined the various broken things like that.
  9. Quote:
    Originally Posted by Ironblade View Post
    <shrug> I just went to look up information on Boxing and got:

    A total of approximately 40 lines of error messages and no information on the damage it does. I guess we define "broken" differently.
    Well, unless it just got fixed today, it's working fine for me. Including the google graphs. No errors at all on the page for Boxing.
  10. Quote:
    Originally Posted by Laevateinn View Post
    Ideally, it'd be a major new game mechanic a la the Invention System - something that improves performance by orders of magnitude, provides complexity and long-term (months, years) goals for characters, and offers rare, powerful and costly rewards not attainable by casual players.
    Um... orders of magnitude?

    I'm a "monty haul" gamer. I love stuff like that in PnP games (assuming the GM can handle it well, and mine have, so far), and its one reason I love CoH. Hell, it was kind of like that before inventions, and they only made it more so.

    Despite that, the comment above does more than give me pause. Perhaps you worded it that way without meaning it literally, but orders of magnitude more spread in what characters can do would just be nuts.

    Quite frankly, if all we got was 10 more slots that we could just slot with the enhancement types we've already got, that'd make me pleased as pie. I could do a lot with that. I really don't think we need much more than that, if we need anything at all. ("Need" is relative. It's good to add more growth to the game, just to give jaded long-timers like me new things to chase.)
  11. They don't affect teammates, and in my experience never have. They count nearby allies for the effect they give you, but do not buff (or heal) those allies. The animation for the heal and endurance gifts in particular are visually misleading.

    Also: CoD's errors and problems are mostly cosmetic. The only meaningful issue with the site is that it's not up to date with the most recent powersets and some changes to existing powers.
  12. The reason I asked is that if you enable the no/min FX option for Hide, it stops making a sound. Personally I find this annoying - I wanted no visuals but want the hide sound because it's an indicator for when I've unhidden. I have non +Def stalkers, so I like the audible notice for having been unhidden by enemy attacks.

    If you make a sound when you do hide though, I don't think that's the issue. The only thing I can think of is to see if other people with the same powerset experience the same thing, and bug it if so. Maybe they just screwed up that version of Hide.
  13. I notice you have two purple sets. Is there a reason you didn't use more, such as an Apocalypse set in Gloom? If you did that you'd net a small amount of additional recharge.

    You have Tenebrous Tentacles slotted as an attack, but you say you don't want to use Night Fall? You're seriously gimping your long-term damage potential. You'd do ridiculously more damage using Night Fall as often as you can than you will trying to Blackstar as often as you can, even if you have to move back and forth a lot to leverage Soul Drain and then your cones.

    Why Dark Pit when you've got such low recharge slotting in Howling Twilight and you don't have Oppressive Gloom? Because Dark Pit has such low duration and high recharge, even at your high global recharge you're only able to stack the power on LTs and bosses after about 17 seconds into a fight. My advice is to either add recharge slots to HT or take OG, or both, so you can at least stack your mezzes. Personally, I think you'd be more effective mezzer in general by making Fearsome Stare better, even though it's a "soft" mez.

    I hate how you've slotted Dark Servant. First, if you're going to slot him like that, use a Cloud Senses proc. The way you have him slotted he'll only ever have the chance to do negative damage with Twilight Grasp. Cloud Senses will have a chance to go off in TG, his aura and Tenebrous Tentacles. Mine has no sets in him, just Hami-Os. Slotting more of the Cloud Senses set is probably the best choice if you must get +rech out of slotting him.

    Your slotting on Twilight Grasp seems not strong to me. The recharge slotting is pretty low, but I guess that's OK with your levels of global recharge. Mainly it's not slotted very well for heal. What was the goal of going with the Theft of Essence here? +HP?

    Is the Scirocco's chance for lethal proc in Soul Drain really worth it? You're going to activate that power every 30's seconds or so. That's a slot you might get more mileage out of elsewhere.

    Beyond that, I agree with all the advice that Deacon offered above. I really don't feel like you've optimized either how fast you can get Fearsome Starte back or how long it lasts here - the problem is that the Glimpse set lacks good total enhancement values even at 6 slots. (My Fearsome Stare has four Dark Watcher's and two Lysos in it.) You could get much better recharge in Tar Patch, which lets you stack it longer. Use a common IO for that one slot in Stamina, or add 2 more slots. I don't understand why the Gift of the Ancients set is used in Shadow Fall. If you want to conserve your global recharge bonus, use Red Fortunes in Shadow Fall, then steal slots from Combat Jumping for other powers and/or slot Blessing of the Zephyr in it.

    This build feels to me like it's too focused on casting Blackstar all the time, and not on doing what a DDD is really good at. I feel like you've made sacrifices in your access to a lot of the things people want a DDD for - strong DR debuffing, fairly frequent -Regen from HT (and TG) and strong -toHit and fear. If I was on a team that wanted more damage, I wouldn't ask a DDD along for that - I'd get a Blaster or at least a Kinetics Defender instead. Instead, I'd want the DDD to have strong recharge focused on getting things like Howling Twilight, Fearsome Stare and Twilight Grasp back as fast as possible.
  14. And /unsigned on the people who are making all these claims about how godawful slow Fly is. I just don't have these problems. I used to slot two fly speeds in it, now I slot two BotZ in it, and I just don't arrive that much later. The only time where people with other travel powers significantly outpace me are where we have a nice flat straight shot at the destination. If there's any meaningful terrain jigging, I usually get there seconds after most of them, and sometimes I still beat them in really broken or urban terrain. I think it's worth pointing out that the above is based on play with a regular crew of people who speed run TFs, practically every of whom has SS+CJ, SJ+CJ or SS+SJ, because they want SS's stealth. (I have other ways to get it on my fliers.)

    I take Fly because I want Hover and I don't want to consume another power pool for a travel power from a different pool. I take Fly because I hate Super Speed and don't always want SJ or even CJ. I take Fly because it's just not as bad as people in this thread are suggesting unless I try to drag race a SSer or SJer.
  15. Quote:
    Originally Posted by Schismatrix View Post
    It would. The old endurance cost for Fly was greater than your base recovery.
    A point so strong I think it's actually worth the double posting.
  16. Are you somehow exemplared down to where you don't have them, or on an Ouroboros arc with the option to disable non-AT powers set or something? Because otherwise, no, there's nothing that should do that. I also can't explain why your patron pool wouldn't be available if you already had one.
  17. ToHit debuff translates directly into defense. One point of effective toHit debuff is identical to one point of defense.

    However...foes can resist toHit debuffs. First, foes resist debuffs based on level due to the so called "purple patch". A +2 mob reduces your debuffs to 80% of their listed value. Also, to reduce the degree to which stacked toHit debuffs could trivialize encounters, LTs and bosses have progressively higher additional resistances to toHit debuffs. Finally, AVs and GMs have very extreme resistance to a whole category of debuffs which include toHit.

    So every point of -toHit that you can actually achieve on your foes is the same as one point of defense. But because foes resist debuffs, this is you almost never can convert the listed debuffs on your powers as the debuff you can actually achieve, and the actual value you get is highly conditional.
  18. Quote:
    Originally Posted by Wraiven View Post
    Claws/SR

    Used to be with all stalker sets, you would hit placate, then with any follow up attack, you would hear the activation of Hide when you attacked, sounded real spooky and gave it a flavor. Now when you attack, you hear nothing but the sound that attack alone makes.
    Ah, I miunderstood. I thought your AS itself wasn't making sound.

    Did you set your Hide to have "No FX" in the costume creator?
  19. My opinion on this pool is, sadly, take Pyre Mastery instead unless you really want a specific effect or Pyre mastery is too far outside your character concept.

    Torrent: Skip this power even if you take this pool. It's a pretty massive KB cone, which most melees aren't fond of. Even if you want the mitigaion, it's on a 15s base recharge, costs an epic 17.9 endurance, and deals only token damage. I don't even take this on Dark Blast characters.

    Petrifying Gaze: In its native Dark Miasma powersets, this power is the least effective hold in the game in terms of duration/recharge ratio. All the epic holds for melee ATs are given a consistent 32s base recharge, but Pet Gaze still has its poor base duration, just a tad over 1/2 that of similar holds, including Char. This can perhaps be defended in Dark Miasma, which is a powerset rich in other effects that make the a strong hold less necessary. Transplanted out of that powerset and left to compete directly with holds in other epic pool sets, its performance is abysmal.

    Dark Blast: There's nothing really wrong with this power. Fire Blast does outperform it on DPA, but not outrageously. The time of flight is a lot lower on Fire Blast, which is generally more satisfying to me, but not a big performance issue. No real complaints.

    Night Fall: I believe this power is actively bugged. It appears to use the Scrapper ranged damage scale, which means it deals like 1/2 the damage it should. No other melee AT's ranged AoE uses that scale - the rest all use the melee scale. Even if its damage was correct, Fireball is probably a better fit with most melee characters, since you can freely fire it at point blank range, unlike Night Fall's cone which you have to fall back to hit multiple targets with. For its place in the order you can pick the powers, Night Fall might be better than Melt Armor, just because that power has a pretty epic base recharge time, and Scrappers lack impressive debuff scale modifiers.

    Tenebrous Tentacles: this power is only really interesting if you need to AoE immobilize stuff. I suppose that might be interesting if you're a /FA with burn, but IMO it's not that worthwhile. The damage is passable, but like Night Fall it's a ranged cone. (A clear indicator that something is wrong with Night Fall is that this power deals more damage than it, which isn't true in their native powersets.) If Night Fall had what I think is the correct damage, it would be a much better cone than TT for damage dealing. As matters stand, I'd rather have Fireball than either of these.

    In short, the only reason to choose Darkness Mastery is concept. Personally, I really wanted that concept for my own Dark/Regen Scrapper, but the seemingly bugged Night Fall and the abysmal relative performance of Petrifying Gaze meant I went Pyre instead.
  20. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    Technaught: Level 50 Technology Defender
    Primary Power Set: Force Field
    Granted that you said your slotting isn't quite like this... you need that third damage in your attacks, IMO.

    Here's why. Increasing damage slotting increases DPS and DPE at the same time. While the third slot loses something due to ED, adding a third slot is still a 17% increase over two slots in damage per attack. Personally, when using SOs or roughly equivalent common IOs, my slotting preference is 1-2 accuracy (two for fighting +1-+3 foes) 3 damage, and either 1 end reduction and/or one recharge. If I have slotted two accuracy, I choose end reduction or recharge on a power-by-power basis. (Low base recharge powers always get the end reducer, for example.)

    My opinion is that you should trade in Boxing, Tough and Weave for Assault, Aim and possibly Hasten. I think that taking Air Superiority is mostly poor on a Defender, but slotting it and Boxing are really not the right investment. Put those slots in your ranged blasts instead, to get them to six slots. Your melee damage modifier is even lower than your ranged one. Spend the slots where they'll do the most good.

    As others have suggested, I think you have traded too much offensive output for mitigation. Adding a third damag SO and Assault is going to be a 28% increase in your DPA over two SOs. Increasing your DPS with a power like Hasten won't help your DPA any, but it will improve your ability to hammer down your opponent's HP regen better in short bursts.

    Yes, you'll be more vulnerable. However, you'll defeat foes what I think will be noticeably faster, which means they'll have less time to beat on you. At least with Dispersion Bubble, you don't have to worry so much that what they'll land on you will be mezzes (except for sleeps).

    I realize that it's possible that none of those suggestions mesh with your character concept. You need to accept that the game's balance framework doesn't allow arbitrary character concepts to function effectively.

    If you want to build a character for high defense, I really suggest you investigate that with IOs rather than the fighting pool. I know you feel they're not part of the baseline game. However, they are a part of the game now. Don't ignore them if they can help you do what you really want.
  21. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    Uber:
    Well, that the endurance problem is the same for all the sets within the AT is is why I'm suggesting a change for the whole class instead of just one set.
    Except it's not the same for all sets, because some sets have ways to increase their damage.

    Ultimately, I really think we have to accept that importance of this matter is subjective.

    First, there's the matter that some sets, primary and secondary, offer ways to increase their DPA and thereby DPE. Even just Assault works out to around 9% increase in DPA even including ED-"capped" damage slotting (more benefit than it gives any other AT). So one subjective argument revolves around whether one should get the same DPA/DPE buff potential no matter one's build choices. Others might argue that its reasonable for powersets to "trade" the Defender's DPS ability for benefit to teammates, especially when the AT's primary role arguably isn't direct damage dealing. (Certainly there have been many debates over the years about Force Fields's total benefit package viewed in the context of its peer powersets' team offerings.)

    Second, how "painful" it is to solo at Defender damage levels is going to vary from person to person. I have some pretty crazy fast killing characters - heavily IO'd level 50 Scrappers and Brutes, for example. Despite this, I still have the patience to solo Defenders, and have leveled them up solo even under prior leveling rate regimes. (I prefer to level solo and then team at 50.) I certainly recognize that I'm progressing more slowly than I would on direct damage dealer (particularly ones with armors and mez protection), but I'm still generally OK with the resulting pace. So a lot depends on the person at the keyboard - whether this "problem" needs fixing comes down to how many people actually consider it a problem.

    I think that's where this circles back to this needing to be clearly about your opinions and less about qualitative evidence based on examples (like this particular EB). We know Defenders have the lowest base DPA (and DPE) of all the ATs but Controllers, but without any inherent trick like Containment to improve it. They do have the best damage buff / DR debuff modifiers of all the ATs, but that only comes into play with the right powersets.

    So if your thesis is that when playing a Defender that can't buff their own damage or debuff their foe's DR, a Defender is too slow for you, then I think no one can debate that. They can point out it's not too slow for them, but that's not the same thing as saying "you're wrong".
  22. UberGuy

    Damage output?

    Yeah, I mentioned that. Brutes would be nuts.

    Under a strictly linear normalized DPE scheme, any powerset with significant, constant damage boosts would really stand out for DPE efficiency not just in their AT, but across the board. Super Strength (Rage), Claws (Follow Up), and of course, the entire Brute AT.

    Of course, one could choose some sort of non-linear scheme. What to choose, of course, is the $64k question.
  23. What powerset? That's not going on with my Stalkers (MA and DM).
  24. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    I've always thought DPE should be equalized across all ATs and power sets, but one hurdle at a time .
    DPE is largely equalized across powersets within an AT. There is a (generally) fixed ratio of endurance cost to damage scale for powers.

    There are exceptions to this. Claws powersets, for example, have such high DPA (damage per activation time) that they had to have a more comprehensive balance formula to keep characters from being insanely efficient buzzsaws. Some powers combine other effects with their damage, such as debuffs, mezzes, or even heals. These added effects often (but not always) increase the cost of the power above the standard DSPE ratio. Some powers just have a manual fudge factor applied to keep them from being too good (or too bad). Some powers probably have errors in them.

    In general, it's when you cross ATs that you see the DPE costs become different, because the AT damage modifiers are usually different even if the damage scales (and endurance costs) of the powers are the same.
  25. UberGuy

    Damage output?

    As far as I know, and bearing in mind that there are powers which deviate from "standard" equations, there are common ways the devs calculate damage scale per point of endurance. The aforementioned AT modifiers then convert these damage scales into damage points, and from there we calculate DPE. Defenders deal, with otherwise analgous powers (and after level 20 or so) 58% as much damage with their ranged attacks as a Blaster would for the same attack, because they have a 0.65 AT ranged damage scale compared to a 1.125 scale for Blasters. That means their DPE is also 58% of a Blaster's.

    I know Arcanaville has posted about this in the past, and has referred to those posts in this thread. I only somewhat remember the thesis, but I seem to recall (and think the posts here support) that Arcana didn't think this state of affairs was so hot.

    I'm not sure why its considered good balance for characters in lower damage ATs to be both less efficient in damage per time and in terms of damage per point of endurance. Especially in this game, given the relatively high HP regen rates of player characters and NPCs alike, this is a definite double whammy. It's not a Defender-specific situation, but one that's true for all ATs with "low" damage scales. It just hits Defenders hardest, because they have the lowest AT damage mods that aren't accompanied by an inherent means to boost damage (such as Containment or Scourge). I'm not saying I think it needs to be changed, but I'm not sure of good arguments for it, beyond the obvious one that we've already got it, and it doesn't seem to be at a level that makes Defenders unplayable. (Which see: evidence in this thread.)

    Of course, we have to be careful what we ask for here - if endurance costs were to go down as AT damage modifier does, making endurance costs reflect actual damage and not damage scales, then endurance costs could be increased for higher modifier ATs like Scrappers or Blasters. I don't think that would be very popular. It all depends on what scale is taken as the Damage Scale per Endurance baseline. (Such a change would probably give Brutes insanely attractive DPE unless they were given a modified version of the formula.)