Amygdala

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  1. Amygdala

    A thank you

    I'd like to also throw in a 'thank you' to Fury Flechette. I thought your experiment was extremely eye opening and just goes to show what you're able to accomplish, even as a casual player looking to make a bit of extra cash. I agree it is a great source of inspiration.

    (A little context for my perspective: prior to reading through the experiment, I wasn't someone who focused much on the market, but more so a 'sell whatever comes my way' type of person. Even with that mentality, I've never felt it was particularly difficult to make enough influence to fund whatever my current project was at the time. What was striking to me about the experiment was how little effort it would be to take things to the next level. I've since then put a little extra time into the market and seen similar results in just a week's time. I wanted to share this to highlight the fact that these concepts can be useful to many types of players in different circumstances and with varying mentalities about the market.)
  2. Great evac-less raid, redside!
  3. Champion server.
    My SG mates for being fun people and great friends.
    My global friends.
    People that return to the game after years of being away and you thought they were gone for sure.
    Guinness.
    Finding that one character that, despite being burned out on countless other toons, is still fun to play years later.
    People who take initiative, be it to start a team, TF, kickball, badge hunt, raid, server event.
    Moar Guinness.
    Getting recipes you actually need when you roll merits.
    New players getting excited about things you take for granted.
    People willing to work together to overcome challenges.
    Finding challenge in the game in general.
    Pulling things off others thought to be impossible.
  4. Thanks everyone who came out last night. There were some great song choices in there!

    Thank you Dazz for letting me merge Pee Wee PvP with your show for an evening.
  5. Quote:
    Originally Posted by Cobalt_Azurean View Post
    I don't know whether to laugh or cry.
  6. Quote:
    Originally Posted by Fanged_Knight View Post
    christian motherf'n bale


    come on he is batman and john connor
    I liked him as Patrick Bateman.
  7. This is tonight during Dazz's show!
  8. Quote:
    Originally Posted by Silas View Post
    That's a really clever idea and could still work with non DA Tanks as long as they're /EM, you'd just need more.

    How much stun protection do the Greens have?

    It's certainly interesting to think about. People use holds to take out the Greens but it's not like Controllers/Doms have ST stuns they can spam, just holds.
    Apparently they have mag 30 stun protection vs 50 for hold protection, and 50% stun resistance.

    Since Horus mentioned the idea to me, I've tried to revisit some old guides to see if there was any mention of using other mez powers. They all pretty much say "must be held to deactivate resistance and regen".

    But like you say, this might be a product of what is most available to spam rather than what actually could work. Stuns should also deactivate running toggle powers, so you'd think they would be viable.
  9. Some quick numbers on the feasibility of holds for the green mitos:

    Green Mito has 50 mags of hold protection and 50% resistance to holds.

    (Without considering any holds from melee attack sets, using Char only from Pyre Mastery available to any Tanker.)

    Char: Base Values
    Recharge: 32s
    Duration: 14.3s
    Mag 3

    Char: Slotted with Lockdown (not including hold proc IO)
    Recharge: 16.8s
    Duration: 27.9s

    Duration of Hold Considering Hold Resistance

    SufferedDuration = AppliedDuration / (100% + TotalResistance)
    = 27.9s / (100% + 50%)
    = 27.9s / 1.5
    = 18.6s

    With this slotting, Char recharges in 16.8s and will last for 18.6s on a green mito. Therefore, a single Tank with Char slotted with 5 Lockdown (not including proc), with no global recharge factored in, should be able to keep 3 mags of hold constantly applied to a green mito. (Note: This power can also be slotted for ranged damage, and therefore can take a Devastation hold proc.)

    Greens have 50 mags hold protection, so will be held with 51 mags of hold.

    (51 mags) / (3 mags/Tank) = 17 Tankers needed.

    17 Tankers sounds highly reasonable, and I used a cheap IO set in the example. This isn't even considering holds from SS, Stone Melee, or Ice Melee.
  10. Quote:
    Originally Posted by Myrmydon View Post
    Ok, now that the new girl has been "welcomed", let's direct this thread away from this and get back to the task at hand. Some baby somewhere will thank you for it when they grow up...
    I know we're leaning away from nukes, but just to be clear, are we also excluding all temp powers as well? I've never looked into using the craftable temp powers, but found this one Resuscitator that could be used as an ally rez power so that people wouldn't have to look into respecing into the Medicine Pool. But if we're doing it with Tank powers and nothing else, we might want to decide on that so we can tailor our suggestions according to the stated parameters.

    So far, I think we have a good number of ideas in here, and an idea of the likely obstacles. What we go with will likely depend on what kind of Tanks we know are available. There's not much point in building a strat around, say Dark Tanks (arbitrary example), if there won't be any in attendance. It's much easier to respec or make a second build for an existing Tank than it is to level one from scratch. So perhaps starting a Tank sign up would be helpful so we can get a feel for what everyone actually has and whether or not they'd be willing to make a second build or respec their Tank for the sake of the raid. Maybe some more inspiration will come from seeing what's out there.

    ALL TANKER HAMIDON: PRIMARY/SECONDARY - COMMENTS - WILLING TO CHANGE BUILD (YES/NO) - GLOBAL NAME

    1. WP/Stone - Capped HP, has previously solo taunted Hami - Yes - @Amygdala
    2. Invuln/Ice - None - Yes - @Amygdala
  11. Quote:
    Originally Posted by Silas View Post
    btw if you want pro godly PLz talk to Cobalt or Amy, they run the best farms
    Hold your breath... make a wish... count to three...
  12. Really great raid, congrats Liberty!

    I'm glad I was able to make it and meet some of you folks.
  13. Amygdala

    PVP Defender

    Quote:
    Originally Posted by InnerGlow View Post
    What about a rad/? defender?
    I know a couple guys that do very well on Rad/Psi Defenders.

    I'd also do research in the PvP forums, since most of the information you'll be looking for is there.

    Good luck.
  14. Quote:
    Originally Posted by Green_Eyed_Lady View Post
    I love you folks...

    I need to move where people smile and make jokes, is there an old Heroes home here on Champion that would take in a tired old 'troller?
    Also, welcome to the Champion forums, GEL.

    (Please see Cobalt's sig for a description of our server. )

    If you wander into our neck of the woods and need anything, send me a tell @Amygdala.

    Quote:
    Originally Posted by Cherry 2000
    orrrrrrrr

    we can do what I/We tried yesterday and thats to get a jet pack, fly over your target and fall into place!


    (that was hilarious)

    falling hibernoob ftw

    (there, this is my crazy idea contribution to this thread..well that and we all go dressed in lil black dresses and stilettos..)
    That's really what we should do. Get 50 Ice Tanks, and drop Hiberbombs into Hami. Not to defeat him, of course, but purely for the 'awesome' factor.
  15. Quote:
    Originally Posted by Bionic_Flea View Post
    3212 / 522 = 6.15 attacks (not accounting for regen). Again, going off recollection, I believe there's about 9 seconds between the Hammy attacks. If so, that's 54 seconds of max HP tank survival without accounting for regen, heals, or EoE.

    EoE gives tankers 90% resistance for 60 seconds. So a tank with one EoE and max HP should be able to take 11 attacks before being overwhelmed. At that point, heals are useless and only regen, hiber, phase, or another tank taking over aggro will save you.

    A tanker with 3212 could take a hit of 52 damage 61 times (again not accounting for regen). Sixty one hits times nine seconds is 549 seconds, or a little over 9 minutes. With 20 EoEs (a full tray) that's a full 20 minutes worth of coverage but only 9 or 10 minutes without a death.

    With two HP capped tanks taking turns, I would recommend that they each have 18 EoE, one awaken and one break free. That way they can self-rez and get out of the goo to rest up for the next round. The replacement tanker would obviously have to move away from the last one to avoid a splash damage death.

    I think two tankers could do it, if everything went perfectly. Since it never does, I think three experienced tankers should be more than enough to keep Hammy taunted for a raid, if they have capped HP, at least 18 EoEs, and either a self-rez or an awaken and BF combo.

    I don't think that greens will be a problem, as long as you stay at range. I rarely, if ever, get hit by a green. I alternate taunt, laser beam eyes, blackwand and Nemesis Staff to keep a strong Hammy aggro on me.
    These numbers look promising, though the recharge on Electrolytic Beam/Blast is listed at 3.5 seconds. I'm assuming Hami has nothing better to do than fire his attacks once they're recharged. However, if it is longer than 3.5 seconds, that's very good news for us.

    I'm pretty confident that a small number of Tanks could take care of this, but like you say, things don't always go perfectly, especially in raid situations. Sticking in an extra Tank as a buffer is a good call.

    The other thing that we might want to give more thought towards is actually entering the jello. If we could all magically appear at once, everyone to their exact position so that the system we designed was instantaneous, things would go very well indeed. However, we're going to have to move in there somehow, and during that time I think will be the most deaths and the Hami taunt team will have to rotate the fastest. For example, in a normal raid situation, RAs and ABs on the Hami taunter allow them to run in and not get sapped completely by the blues. Without any buffs and all that end drain on one target, it would be easy for important toggles to get shut down (i.e. KB protection). Once we're in and stable, it should be less of a problem. On that note, raiders should probably look into accolades like Geas of the Kind Ones, and remember to turn off all Resistance/Defense based toggles that aren't effective against Hami. Doing this will be a lot more critical due to lack of Emps.

    I'm thinking our best bet would be to send in several Tankers at a time so that the blasts/debuffs are diffused. At a normal raid, we only gather on Safe Rock for buffs. That's literally the only benefit to doing that, because the downside is that some Tankers have to run across the bowl to get to their target. Referring back to my bird's eye screen shot of Hami, what we might want to do is set up teams stationed around the jello so we can converge on Hami and hopefully disperse some of the damage as we're getting into position.

    Anyways, whatever strat we decide on, food for thought.
  16. I'd like to submit this photo under our test results. This is what it looks like to solo tank Hami and his mitos. I wore a black dress and stilettos for extra taunt.



    I also took a few shots of all of the regen debuffs stacking up. It gives a nice breakdown of the blasts and the debuffs. Thought folks might be interested to see it in action.



    This one was the last one of 5 I took as I was dying (yes, despite my provocative attire, Hami showed me no mercy). You can see the values adding up when you look from the first to last.
  17. Quote:
    Originally Posted by Marut View Post
    There might be a couple other options. Anyone got anything crazy on their minds?
    We'll lead them into the hot gates. Their numbers will count for nothing.

    Note: This will only work with Shield Tankers.
  18. Quote:
    Originally Posted by Peterbilt View Post
    *original comment tastefully deleted*



    Regarding the Hami blast, how large a splash, if any, does it have?
    Electrolytic Blast has a 25 foot radius.
  19. Quote:
    Originally Posted by Celestial_Lord View Post
    Not that I've tested this myself, but word on the street is that Green Mitos are both untauntable and unplacatable.
    Yeah, the Resistance shields have -500 taunt listed, but I figured the green Tanks could grab a jet pack and hover near the greens while spamming attacks. They'll hardly do any damage, but I'd think the greens would preferentially blast them over the Hami taunter.
  20. ...So I came into some in game numbers.

    With an EoE:

    Hamidon blasts you with it's Electrolytic Beam for 52.15 points of damage!
    Hamidon blasts you with it's Electrolytic Blast for 52.15 points of damage!

    Without an EoE:

    Hamidon blasts you with it's Electrolytic Beam for 521.61 points of damage!
    Hamidon blasts you with it's Electrolytic Blast for 521.61 points of damage!
  21. Quote:
    Originally Posted by Bionic_Flea View Post
    What are the damage numbers on Hamidon's attacks? I saw 522 + DoT of 80, but I also have a vague recollection of about 932. If we have the damage numbers and Hammy's rate of attack and assume a tanker has the max hitpoints of 3212, then it will be easy to determine how long a tank will last.

    And then you have to factor in the 90% resistance for 60 seconds from EoE.
    Unfortunately, I can't recall damage numbers in enough detail to make a reliable formula to calculate this. Unless anyone else has them, might just be easier to do a raid, get some numbers, test some things out in the process, etc.

    Empirical evidence FTW?
  22. Quote:
    Originally Posted by Peterbilt View Post
    Amy, a level 46 Stoner without full slotting can survive exactly 2 direct blasts from Hami before dying. With the recharge, that was right around 8 seconds.

    (Of course if I had been better slotted or remembered to put up rooted so I wasn't knocked down, I might have gotten off a heal and actually lasted a 3rd attack. Ah, the ignominy. )
    Is this your way of volunteering to be our solo Hami taunter?

    All kidding aside, was this with an EoE? With the greens still up and debuffing? What was your HP/Regen at? +/- insults directed at Hamidon's mom?

    This is why I'd like to try it with Tanks with finished builds to get a better idea.
  23. Quote:
    Originally Posted by Hazygreys View Post
    Thank you for that catch I will edit it into the original post.
    Just a heads up, if you add the yellow taunters to the yellow assault team as they move around, make sure to remind the Tanks to turn off their taunt auras. We've had issues at several of our raids with Tankers stealing aggro and wiping the Scrappers because of this.
  24. Quote:
    Originally Posted by Bionic_Flea View Post
    How's this for a simple strategy for tankers:

    You have 6 teams of 8 and one team of 2. The team of 2 are the two Hammy taunters. They are responsible for having enough regen, hitpoints, inspirations, and any other tricks to survive Hammy for the three waves.

    The other six teams are each responsible for a yellow, a green, and a blue mito, in that order. With all six yellows taking damage at once, the greens' heals should be divided and fairly easily overcome.

    The greens will be tougher. Stone, Ice, and Super Strength have holds in their secondaries, but none of the others do. The epics can give you char, block of ice, and fossilize. Tech tankers get the little taser dart hold. You can get a temp power tear gas from day jobs or a safeguard missions; Golden rings from the winter events; and genetic restabilizer from a story arc. HVAS and Recluse Victory mini Heavies also have hold attacks.

    If memory serves, green mitos have 50 mag protection. If all eight tankers have two holds and Vanguard accolade you might have enough mag to overcome the mito's resistance. But I doubt that all six teams will have that many holds.

    Hmmm . . . so much for the three mitos to a team plan. I guess you could have the teams take out their yellow and blue and then all join together to take down the greens one by one.

    Alternatively, you could keep the basic strategy: have a team of yellow taunters, a team of Hammy taunters, a team of yellow damage, and aggregate all the tankers with holds into the green team.

    If the two taunt groups were all on one team, they could also jump in and taunt Hammy if necessary, once their yellow was down. So one taunt team of eight and one yellow damage team of eight leaves 34 tanks to take down the greens. That should definately be enough unless as long as those tanks have at least one hold.
    I think of all the things to be worried about, Hami taunt is the biggest one for me. There are only 2 real threats at any raid: Hamidon damage and yellow mito damage. The blues are more annoying than dangerous and can slow down DPS with their end drains. The greens do little damage and although put out significant -regen debuff, this should be easily mitigated with Tanks taunting those greens. So the bottom line is, if raiders aren't taking aggro, they're not dying, and if they're not dying, defeating the other mitos is just a matter of time.

    I know that 6 yellow Tanks can survive with EoEs and no regen buffs, because it's happened at previous raids. Worst case scenario is that if a yellow Tanker does die, the Tank next to them can take over taunting while they rez, or one of the yellow taunters whose yellow has been defeated can take over. So I'm not worried about this team in general.

    While holding the green mitos is an interesting issue, the bottom line is that unless Hami aggro can be properly controlled, we won't get a chance to hold the greens. Thus, Hami aggro is personally what I'd stabilize first.

    With that said, I had a thought about how to do the Hami taunt team (using only Tanker powers and no temps). We get WP Tanks with capped HP, high regen and Resurgence (self rez). With 3 recharge IOs in this power and Hasten, the recharge time on it is approximately 2 minutes (120 seconds). It will likely be shorter considering global recharge bonuses that some will have in their builds. If we can determine how long a Tank can last with an EoE and no regen buffs (i.e. no bio nukes) vs Hami, we can calculate how many Tanks would need to be added to the rotation to make this taunt stream perma. For example, if each Tank can last 30 seconds, we would need a minimum of 4 Tanks. For the sake of argument, let's lower the bar even more and assume we need 8 Tanks. 120 seconds/8 Tanks = 15 seconds/Tank. 15 seconds sounds doable, though would be rough on EoEs, but doable. Let's say we're really in trouble and 15 seconds is too long. If we have a team of green taunters, they'll be close by and could taunt to buy some time if need be. (I don't think it'll actually come to that, but I like to think worst case scenario so that I can establish back ups and contingencies.)

    In order to get a sense of how many we'd actually need, what I might do is hold a regular raid, and once we've cleared all mitos and are at Hami, have a Tank with just an EoE take aggro and time how long they last. This should simulate what it would be like if the -regen from the greens was mitigated at an actual raid.

    Once we know how to manage Hami aggro, we can roughly calculate how many holds it would take to hold the greens. They have mag 50 hold protection and 50% hold resistance, meaning the duration of holds would be reduced and would have to be considered. As Flea stated, some Tanks have holds right in their attack set while others might have to switch their Epic set. While you might not get many /Ice Melee Tanks, I believe you'd get a very decent amount of SS Tanks, and a fair number of Stone. So I think all in all it would be doable without the use of temp powers. We just might have to inform folks that those attack sets are favorable for this type of raid if they're choosing between Tanks.