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Posts
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Quote:I stopped reading after teh OOO, but I decided to comment anyway.I'm not hated and followed and -Rep'ed with three letter bits like OOO and --- and *** because my advice is bad... jeez. I don't give that much advice. Hell, and most the points I make are agreed with. I should just be ignored, right? No, the hate comes from something else Max... you know it... I know it... the 600+ people who read but not post in the threads I'm in probably know it.
Explaining how the game works sometimes invloves telling someone how to make something work.... only thing done here for new folks is telling them what will and won't work. New players aren't the same as dumb players...
Either the 5 people and their lil followers make the assumption that most new PvPers are tools or they lack the experince to tell someone how to make something work. Or I'm just wrong again... and it's best for PvP to claim things simply as good or bad... and tell people they can't roll this and can only roll that. Just doesn't seem smart to me is all. Robotic.
You are whimsical, like the tooth fairy. Your toons exist in the shadow, no one has seen them, or seen them do well, but yet in the back of our minds, we know. We know that there is some trapper out there, desperately trying to tp someone into their poison gas trap, all because they were inspired by the legend, the story, the myth. D-ahjee -
Quote:Really? I thought we got this instead:There's quite a few here actually. We've been told that the PPD and the Resistance stuff will almost certainly be available to players. Not to mention a couple tidbits you can see on the DP characters in those shots.
Quote:Oh God, how can I say this without turning up as an unrecognizable charred corpse along some dusty highway ditch wearing a diaper full of Texas sized fire ants with my eyes replaced with screwdrivers?
Remember way back in the day when this thread got started and everyone was like WOW those are great resistance costume pieces, I cant wait to wear them, splat, splat, splat, and Oh super keen, first I changed my desktop to a lolz cat and now my crippling depression doesnt seem so bad anymore, because I have a reason to live again, I get to wear glowing stuff. Well, get out a mop and find something sharp. That picture is of a NPC, not a new costume set.
Me so sorry about that there wasnt a clearer explanation of what was going on in the screenshot, I really am. But when you get down it and think about this rationally, this is really your fault, you jumped to a conclusion. You know I told you a thousand times not to do that, but I guess I need to teach you another lesson in the silence of the basement, next to the treadmill you dont use anymore. Looks like you and I wont be going over to your mothers for dinner like you planned. Canceled! The writing is on the wall baby, you are going to just have to tell the neighbors how clumsy you are, and just deal with it. Let the guilt of your wrong doings lead you on a path to righteousness. Youre welcome.
See how I turned that around, take a note kids. -
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Quote:Theres no data for it. Epsilon did some tests and got 1/350 I think. After which he sent a pm to Castleim fairly sure the drop rate is 1/100 chance per rep valid kill, and once you get a drop you are ineligible for another drop for 10 min
Where as castle sent him a pm and told him it was like 1/3
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Quote:Meh, if both builds are built for farming, they will probably have rather high recharge builds. In that sense, AB adding more recharge does little to impact.I was generally thinking about speed, so I wasn't too worried about what was being farmed. I assumed that the farming pair would have already figured out what they'd be best at fighting and would fight exactly that.
Since Bosses, LTs, and minions are supposedly scaled in risk vs. reward, I figured the best measure would be inf/min, since different maps sizes and mob types would effect any other measure.
...DaveMeb's choice seems pretty logical: my guess would have been something like a earth/emp controller coupled with a arch/fire blaster. AB + RoF = death
I haven't seen much faster than Two SS/ Broots and a kin corr. Maybe a pair of elec/shields -
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Quote:Your super cool wall of text hinges on the idea that your buff/buff AT = 2 defenders."Dead weight" is an exaggeration, because the FS and buffs are contributing. Now, you can certainly make a case that it's contributing less than half the buffs + defender damage would be, but that's not cut and dried. A kinetics/dark miasma Double-Buff on a team packed with non-buffers (say, seven scrappers and a Double-Buff) will most likely add more team damage with Fulcrum Shift + Tar Patch than he would by hitting Fulcrum Shift and then starting to plink away with his blasts. On a team with plenty of buffers, the blasts would be better - but that's just what I said before, that you'll face diminishing returns faster with double-buffs than defenders.
Basic math follows. Don't keep reading if you're scared of math.
People like calling buffers force multipliers. Let's take a moment to think about the term "force multiplier" and what it means. We have two basic elements to the team here for this purpose, which I will call "buff" (including debuffs, as they function as buffs taken via another direction for this purpose) and "substrate" (the thing being buffed, in this case offense). Let us say that, for example, scrappers provide two substrate while defenders provide one and Double-Buffs provide none (as a scrapper has more to buff with a higher cap than a defender, who in turn has more to buff than a Double-Buff). Likewise, scrappers provide no buff, defenders provide one buff, and Double-Buffs provide two buff.
In this case, we multiply the amount of buff by the amount of substrate to get a relative sense of how much improvement the group has over the sum of its parts. For example:
Eight scrappers: 16 substrate x 0 buff, total 0. There is no synergistic improvement, and the killing goes about as fast with eight scrappers working together as it would with eight scrappers working separately. (Of course, given that scrappers kill things fast solo, eight scrappers separately can be pretty nasty anyway.)
Eight Double-Buffs: 0 substrate x 16 buff, total 0. Everyone is multiplying each other, but there's nothing to multiply. They're hitting with the most amazing Brawls conceivable, but... it's still Brawl. There is no noticeable synergistic improvement.
Eight defenders: 8 substrate x 8 buff, total 64. If you've seen eight-defender teams in action, you will appreciate the massive synergistic improvement that goes on there. Their individually weak substrate becomes a wrecking ball.
So far so good and it matches up largely to real-play experience. (Worth noting is that it's not perfectly accurate: scrappers do provide a small fractional buff value from secondary effects, RttC/AAO debuff, and so on, while double-buffs would provide a small fractional substrate from Brawl and Air Superiority. This does not significantly affect the demonstration of principle.) However, when we are talking about a few defenders or buffers on a team of scrappers, we see something else:
Six scrappers, two defenders: 14 substrate x 2 buff, total 28.
Six scrappers, two double-buffs: 12 substrate x 4 buff, total 48.
This is why I predicted that double-buffs would be very powerful in groups with small numbers of buffers but reach diminishing returns much more quickly than defenders would. When we are talking about multiplication (and buff/debuffs are, in a fairly literal sense, force multipliers), the way to get the highest possible result from a given quantity of input is to equalize the inputs as much as possible. For a group already skewed towards substrate, this means that the highest effect comes from adding characters heavily skewed towards buffs. Because there is no set currently as heavily skewed towards buff as scrappers and blasters are skewed towards substrate, the Double-Buff would be an improvement in such situations but the advantage becomes less dramatic as the number of buff sources increases.
One other exception worth mentioning: due to buff/debuff caps, you will inevitably hit a point of diminishing returns. One force-fielder is a huge boon to team survivability compared to none; three is not much of a step up compared to two. The previous numbers presume full "stackability" which is not guaranteed in the case of groups with multiple buff/debuffers of the same type. Redundancy is likely to increase in the case of double-buffers, since there is a limited variety of buff/debuff sets available and this would increase the number of buff/debuff picks present on a given team.
Going off of what the current AT norms are, thats obviously not true.
If the defenders remain the current strongest buffers as this AT was introduced we would conclude their primary would have controller/corr numbers. And by that amazing deduction, their secondary would receive even lower buff/debuff numbers being as it is their secondary.
This would conclude that buff/buff would not equal two buff/attack ATs.
Neat, see how I did that. -
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So I put together a build for an Ice/Sonic cause I feel like it'll be funny. Yeah. Thats about it. Anyhow I could use some help with the build. I went on the cheaper side and mostly just went with a smörgåsbord of different bonuses with no real goal.
If you can think of a goal I should go for, let me know.
I also couldnt really decide on a APP, but I threw in power for now. Any other ideas would be helpful.
Thanks
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Yes pls: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Sonic Resonance
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Block of Ice -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Dam%(3), G'Wdw-Acc/Rchg(7), NrncSD-Dam%(11), G'Wdw-Acc/EndRdx(19), GladNet-Dam%(34)
Level 1: Sonic Siphon -- Acc-I(A), Acc-I(5), RechRdx-I(21), RechRdx-I(36)
Level 2: Frostbite -- TotHntr-Dam%(A), TotHntr-Acc/Immob/Rchg(3), TotHntr-Acc/Rchg(11), TotHntr-Immob/Acc(17), ImpSwft-Dam%(19), Posi-Dam%(36)
Level 4: Sonic Barrier -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(43)
Level 6: Sonic Haven -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(43)
Level 8: Shiver -- P'ngTtl--Rchg%(A), TmpRdns-Acc/Dmg/Slow(9), TmpRdns-Acc/EndRdx(9), TmpRdns-Acc/Slow(13), TmpRdns-Dmg/Slow(42), TmpRdns-Rng/Slow(42)
Level 10: Hurdle -- Jump-I(A)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15)
Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
Level 18: Combat Jumping -- Krma-ResKB(A)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(23)
Level 22: Sonic Dispersion -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/Rchg(29), TtmC'tng-EndRdx(31), S'fstPrt-ResDam/EndRdx(31), S'fstPrt-ResKB(37)
Level 24: Arctic Air -- CoPers-Conf/EndRdx(A), CoPers-Conf%(25), CoPers-Conf/Rchg(25), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), P'ngTtl--Rchg%(37)
Level 26: Glacier -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(27), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(40)
Level 28: Super Jump -- Winter-ResSlow(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 32: Jack Frost -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Dmg(34)
Level 35: Clarity -- RechRdx-I(A)
Level 38: Liquefy -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(39), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-DefDeb/EndRdx(39), LdyGrey-Rchg/EndRdx(40), UndDef-DefDeb/Rchg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResKB(46)
Level 47: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
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Quote:Well Claws is right. It would be dead weight, because a buff/buff toon can hit fulcrum shift and then go on buffing the team, the Kin Defender/Corr can hit FS and then hit the spawn with a myriad of attack powers helping to kill the spawn faster.Right, that jerk casting Fulcrum Shift ought to be using his Power Bolt instead and contributing some real damage.
One or two buff/buff characters in a group would be pretty powerful, but they would hit diminishing returns much faster than defenders do. Double-buffers don't themselves provide a substrate for being buffed (which is what I think people may be trying to get at with the misleading "dead weight" argument) so they enhance everyone else in a superior fashion but don't enhance each other, meaning that their value drops off dramatically with the number of other double-buffers on a team in a way that defenders don't. This makes it more complicated than "useless solo, overpowered on teams".
I would be amused by seeing a kinetics/dark miasma try to brawl to victory, though.
But you knew that. -
Quote:1. Just hover over the power or lock it, and look at the recharge in the info block. It will show the new recharge number in green and the base in parenthesis. This will include slotting/hasten/global rech.Hey,
So I'm just now getting into mids and as a result I'm also getting into the invention system. My question is, is there a way to see what the recharge of my powers will be with the recharge bonus from IO sets factored in? thanks
Also, this is unrelated but I don't feel like making another topic, how do you guys typically keep a good constant flow of cash coming in? Lately I've been doing ouroboros arcs for the merits and then cashing them in for rare salvage and selling it. This hasn't been too bad. What do you do?
-Ice_Storm
2. Market forum. -
Quote:Meh, its a very different way of playing than it was before. I wouldnt exactly call it that viable. You should be able to achieve some margin of success, but I would pick from any number of better options.no...ice/psi is still a very viable pvp toon...yea sure it got hurt, but the reason it's great is because it stacks great amounts of -recharge while being able to stop regen/recovery and do slightly above average damage that becomes pretty good if u can afford those xpensive procs...ice/psi is still a very viable pvp toon
In that regards, its not viable. -
Quote:You have to remember he has the temperament of a 12 year old and apparently only reads what he wants to read.You do realize that DPE and DPA of all the attacks listed is up there right?
Anyhow, lol at WA having more mitigation that Footstomp. You really need to stop being bad and play the set first. -
Quote:Im really sad I missed the return of a storm team. Sounds like a lot of fun.They only Hibernated twice I think and the second time Rice was smart about it and got out fast (and wasn't right in the middle of us when he hit it).
I chuckled a good bit on Vent the first time, because not having seen a Storm team in action in a loooooong time... -
Think it was mentioned that it was Ripper>Lunge>Impale>Lunge
But just so you know, I tried using mine for that, and it just wasnt happening. -
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I dont see them killing off /SR to a large amount of players by offering that power to /Nin
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Nullifier Gun Mk 1 was what you were looking for mac.
As for useful temp powers, I like to kite people with the Lost Curing Wand. -
Quote:Actually it can. And Id bet even better.Not as well as a Mace or Axe melee based SD/ Tanker.
Sure, it can do the job, just not as well.
You don't even have an SD/SS do you? You just get butthurt when people suggest builds that are at peak performance level and therefore popular.
The real truth is, you just like being a unique butterfly and somehow think that thats a better option for everyone.
Edit: And I FootStomp for 300 dmg. -
I cant believed you misspelled MK
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Quote:Why is acro a bad choice? Beside the fact that you're bad and don't even know what you're talking about.Ok, I say stupid stuff alot, but these 2 sugjestions take the cake.
I have a high level Dark/Dark Defender, and half the time I dont even bother using anything past tar patch while my Blast set floors the mobs -toHit.By telling you this, I can easly tell you that using just Dark Miasma and the Fluffy is MORE THEN ENOUGH to have extreem survivability on a Dark/DP build because Dark/ offers way more -toHit debuffs then the Dark Blasts I use.
Not to mention the Fluffy alone Tanks and auto heals, AND drops the mobs ToHit even more.Your safe without taking Pool powers.
Taking Air Superiority and Acrobatics is the stupidest thing iv ever heard of when it comes to Dark Miasma.
It irritates me that people like you give such horrible advice.
It is a viable choice to prevent knockback before you get your hands on -knockback IOs. Knockback bothers me to the extent that I try and get these as soon as possible, but if that can't be done, then acro is a viable choice.
He/she can even skip certain powers in their primary or secondary that will free up the room for the power itself. I personally would go for knockback IOs as they are easy to obtain and will not require power choices to obtain.
As for the hold protection, I agree with the Doc, that bfs are too easy to use.