Arbegla

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  1. Quote:
    Originally Posted by Another_Fan View Post
    Prices are proportional to the ratio of the amount of inf in the game to the amount of available items in the game. The more available inf/available goods the higher prices can go.

    The higher prices go, the more inf is removed from the system

    At some overall price point the rate of inf generation is equaled or exceeded by the rate of inf generation.

    At that point prices stabilize or start to decline.

    And here is the kicker
    I think its already proven that the market fees actually add more then they remove, due in part to the money changing hands. In order to remove say, 1 billion inf from the markets, when starting at 2 billion, you have to have it trade hands a large amount of times. To remove the first 200 million is pretty easy, but then you have .8 billion to remove, and the most you can cut off is 180 million, and you've already traded it twice.

    3rd trade 1.62billion
    4th trade 1.458billion
    5th trade 1.3122billion
    6th trade 1.18098billion
    7th trade 1.062882billion
    8th trade .9565938billion

    So, in order to turn 2 billion into 1 billion from just market fees itself, it'll take you 8 trades. which is a VERY long time, and all that money is just flowing around in the market in the mean time, trading hands all that time.

    Market fees is a very slow way to burn off inf, and its being produced A LOT faster then the markets burn it. Heck, I'm willing to bet inf is being produced faster then even the Crazy 88s are burning it, and that's without a massive AE exploit going on to fuel the fire.
  2. Quote:
    Originally Posted by Siolfir View Post
    The -res is almost always better than the -regen, unless you're trying to solo them. It's actually why I didn't list Kinetics higher, since you're more likely to get a higher damage contribution from the multiplicative effect of -resistance as opposed to the additive effect of +dam.

    Traps and Cold both do -resistance very well.

    Defensively, I can see due to the stacked -damage. That's why I mentioned the set - and while I knew that the slow in Siphon Speed is flagged unresistable, I never bothered to try to quantify it so usually discount it entirely.

    Offensively, see my comments above.
    Gotta keep in mind that resistance resist resistable resistance debuffs. So when facing an AV (or EB) with high resistance, you want -regen to floor them, else you have a stalemate situation like what happens in the RSF and LGTF when Statesmen and Honoree pop unstoppable and get over 100% resistances to certain damage types. In those cases, even at 100% -resistance, your just turning 1 damage into 2 damage.

    Most -regen values, even after AV resistance still do 75% or more -regen, which can cut AVs regen from .33%hp/second to .0825%hp/second, effectively boosting your DPS by that .2475%hp/second, as you don't have to deal that damage anymore.
  3. Arbegla

    The Defence Myth

    Personally i like my mitigation layers. First, a layer of some nice defense, in the range of 35% or higher. Then sprinkle on some decent resistance values, say 40% or higher, and throw some regen on top for good measure, say 20hp/sec. Now Mesh together with Body guard mode, toss some -dmg, -tohit debuffs around, and simmer for awhile.

    You'll never die. Unless things cascade.. then you die, horribly. AoEs are a beast. As is -rech..
  4. Lead with flashfires. Followup with AoE immbolize. Then combustion/hot feet/etc. dead mob.
  5. Quote:
    Originally Posted by EnigmaBlack View Post
    Not sure if the devs realize not all players can go toe to toe with EBs, and for various reasons not all players can team. Not being able to drag TD out of LoS just threw a monkey wrench in the tactics of an entire slew of squishes. I don't even want to begin to think what type of tactics to use now on my traps defender. Oh well, at least I was able to get some of my squishes through the arc.

    Traps defender has poison trap right? Poison trap has -1000% regen.. so..umm.. toe bomb poison trap, and hover blast him?

    Or, kite him into the laval and web nade him there?

    Or using a combination of seeker drones, FFG and acid mortar just debuff him down to spit, and brawl him to death?

    I mean really a */traps defender should be able to just breath heavily on trapdoor and kill him.
  6. Quote:
    Originally Posted by MindmasterZero View Post
    Its always up, its why to hit debuffs are nearly useless against AV's. Lingering radiation is only a 75% debuff, which doesnt even halve the regen. If you want to kill an AV fast on a team, bring -resist. Debuffing regen is definately required for solo, but hihghly overrated on any decent team.

    AV's can resist it, but no more than an attack. And many -resistance effects are untyped.
    AVs regeneration about 5% of their hitpoints every 15 seconds, so about .33%hp/second

    Lingering radiation is a -500% debuff, which after AV resistance, is doing -75% -regen, which is about -.2475%hp/second, turning an AVs regen to .0825%hp/second.

    Resistance resists resistable resistance debuffs. Which basically means that your damage will always be increased by the value of the resistance debuff, but due to the resistance left over, you could just be turning a 1 into a 2. While your doing 100% more damage then before the debuffs, your still only doing 2 points of damage.

    Which is exactly what happens with statesmen and honoree in the RSF and LGTF. Once they pop unstoppable, their resistance becomes greater then 100%, and any resistance debuffs will only increase your damage by the value of the debuff, which a 20% increase of 1 damage, is really only 1.2 damage.

    In other words, -regen > -resistance, as long as the value of the debuff is 500% or higher. (poison trap is -1000% regen, which after factoring in AV resistance is a 150% -regen, thus halting AV regeneration completely)
  7. Quote:
    Originally Posted by Katie V View Post
    Cold strikes me as a fairly poor choice for this: eight defenders should get about 45% defense and 100% to-hit just from Leadership buffs, meaning they can hit anything and only need another 15% defense to be softcapped. Infrigidate's damage debuff stacks to about the same level (8% per defender after factoring in purple patch) as Siphon Power, but without the side benefits. Benumb has the second-worst recharge-to-duration ratio of any of the -regen powers, without Howling Twilight's redeeming factor of being auto-hit.

    softcap on defense is 45%, and while benumb's recharge really sucks, when you have 8 people rotating it, and it only take 1 benumb to floor the regen, it'll be possible with colds. Not having a way to negate incoming damage that breaks your hit cap would be the issue though.
  8. For my only apex attempt we had 3 scrappers, 3 tankers, 1 blaster, and me a bot/traps.

    After spending about an hour bashing our heads in trying to do a 'move around' tactic, i decided it would just be best to play rotate the blue fields of death. What i did was immobilize BM, and we rotated the fields, when they were on her, we swapped to range attacks, when they werent i toe bombed poison trap, and acid mortar, and did we got her down pretty quickly.

    It just took FOREVER to figure that out oh and my pets died. horrible horrible deaths. Even with my high recharge i just couldnt keep them up often enough to do anything.
  9. Eh, while AVs do have 85% resistance to most debuffs (but only while the purple triangles are up i think) 85% of 500, or 1000, is still a pretty hefty debuff.

    -resistance is actually only affected by the resistance of the AV, which may not be very high for some damage types.
  10. I spent the first couple of days respecing my characters into proposed Mids builds.

    I'm very slowly going back into said characters and filling in empty spots, redoing enhancements, and actually testing out said builds. I've spent far too much money on these characters, but i'm really liking the end results i've found.
  11. mind/fire, perma dom, thus perma confuse.

    Basically, stack confuse on numina, have her kill the others, then with perma confuse, kill numina. End of story.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    Er... no. I'll take something I can actually *control* with directly. Plant, Mind, Ice, Earth, Fire, Ice blasters... only way I've found I can personally deal with Illusion is to pair it with /ta so I can get more actual, direct control going. And yes, having *two* invisibilities still irks me as a waste of powers.

    I'd personally have tucked it away in its own "AT." I'd almost throw it in as a Defender set, and take TA as a Controller primary - TA has more direct, reliable control. Adeon, IMHO, is right in saying it's more a damage set than a control set. I don't care that people like playing it - that's fine - but holding it up as the be-all, end-all of *control* sets, IMHO, is just wrong.
    You want control? Play a earth/ controller or dominator. Every single one of your powers is either single target control, or AoE control. Be it just slowing, or -def, or mass holds, or KB..

    Illusion is about damage, and distraction. While spectral terror does do AoE fear, fear is easily broken by damage. Each time you attack a person under fear, they have the option to either 1) attack back or 2) run. If your spamming attacks on a feared mob, they basically are unaffected by said fear, due to the way it works. I think thats why spectral terror got its nice -tohit debuff as well, cuz fear is so easily broken.
  13. Eh, only trip mine and time bomb are interruptable, but I'm spoiled on /traps on a MM, so /traps on a corruptor/defender might be a lot harder to get the setting up vs blasting down.

    I figured seeker drones were set up that way, but i think they have about 1200 hitpoints, and zoom into enemys pretty quickly. I don't think i've ever seen one actually get killed before it blew up and did its debuffs.
  14. I could see a group of IOed to the gills min-max characters with just right combinations of buff/debuffs being able to pull if off without the alpha slot. I can also see buff heavy characters not needing the alpha slot either, as an empathy defender (especially on in an apex, or tin mage) isn't going to do much blasting, and is going to be doing a TON of buffing/healing, and those aren't affected by the -8 penalty.
  15. Quote:
    Originally Posted by Necrotech_Master View Post
    i ran the intro on all my 50s mainly due the fact that:
    1. incarnate shards do not drop at ALL if you havent opened the slot and
    2. shards and components are both untradeable anyway so if i do use my alt toons i want them to at least make progress on the boost
    if shards could be gotten by anyone and were tradeable, then no i would not make all my toons incarnates or only make them at my leisure
    I'm basically in the same boat as this guy. While I do have only 8 level 50s right now, i have A LOT of other characters approaching that mark pretty quickly, and I will be opening up the incarnate slot on all of them. I even have planned out bonuses set aside of each character. Its a long term goal, but hey, you gotta have dreams right?
  16. Quote:
    Originally Posted by Silverado View Post
    Not to mention the traps are targetable and destroyable, and they will be destroyed by a well placed [Hammer of Justice] from Statesman or [Hammer of Tyranny] from Reichsman
    Only acid mortar is targetable and destroyable. Both poison trap and seeker drones have to explode for their debuffs to work, and if you destroy either of them before they blow up you still get debuffed (atlest in the case of poison trap)

    Acid mortar also has a pretty decent amount of hitpoints, and each 'mortar' lasts 60 seconds, so the debuff will linger for quite some time after it goes boom. (as do the seeker drones, not that you would notice, as they kamikaze into everything so quickly)
  17. While i do agree that /rad can do it faster, they aren't toggle based, and a stun won't stop the debuffs from happening.

    The only Debuff on a rad that is 'click and forget' is the -regen one, which i supposed is the most valuable of the three. All of /traps powers are basically click and forget, and yeah, position has a lot to do with it, Acid mortar has some pretty nice range, and once you trigger poison trap, its radius is about the same as a fireball (which is to say, the same radius of /rad's traps)

    They both have their pros and cons though, so I'm not starting a fight either
  18. Quote:
    Originally Posted by Angelofvalor View Post
    I said it before and I will say it again to many insults on these forums even though most will deny it, some of you are being way to rude, the op could be simply confused but no, everyone is to busy looking for a weakness and attack it, its easy to do behind a keyboard, and espically when everyone is attacking at the same time.

    Just being so hard on the op, we all make mistakes we all get confused the only ones trolling here are you.

    It is funny how some of you appear quite intelligent but at the same time have no patience and jump to conclusions and go just as low as everyone else, true intelligence never jumps to conclusions and understands that patience and wisdom also needs to be used.

    When someone is saying that an inherent, automatic recovery boost of atlest 25% is making their character perform WORSE then not having an inherent, automatic recovery boost of atlest 25%, then it is really hard not to jump to conclusions, and assume the OP is just blowing smoke out of their nether regions.
  19. I went heal/rech on my Bot/traps.

    I noticed a massive difference, but that could also be cuz i added hasten to my build. Hasten, with just the base slot, the spiritual boost, and my already high global recharge, is about 5 or so seconds off of perma. If I have to do a lot of resummoning, my end bar takes a hit, but being able to perma 2 acid mortars, and if i time it right, have 3 mortars up for awhile is more then worth it. Plus the rare/very rare will benefit tactics, seeker drones (both me and my bots) as well as other things.

    Definitly liking the improvements.
  20. Just to add a note here for a sec, Masterminds seem to be able to break the max of 17 targets agro limit, due to the fact that each pet can also have an agro cap of 17. So, with 6 pets, and a mastermind you can actually actively have an agro cap of 119 mobs. Now, good luck keeping yourself and your pets alive with 119 mobs beating on you (and your pets) but it is possible. If your a /traps, you can even extend that number further, by acid mortar, seeker drones, and your FFG all pulling agro (granted, its not much agro, but face pulling is still viable, and the FFG can still face pull things)

    The 17 cap is for a single entity, but masterminds have so many different entities that if you can control the agro, you can out tank the best tank in the world, by sheer value of available agro magnets.
  21. /Traps is about the same though. Throw seekers to soak the alpha, while mobs are distracted, drop Poison trap, and acid mortar, and goto town. Rinse and Repeat every mob.
  22. Its not just DPS, its also DPA. Gambler's cut is about the fastest animating scrapper attack ever* so slotting procs in it is really the best option. If I was going to slot GC up I would go 5 mako's (damage proc and four others) and an achille's heel proc. The damage proc alone in mako's makes it far better then crushing impacts +rech, plus if your not looking at purples, you'll be hitting the 5 set bonus max pretty easier using a ton of doctored wounds in your /regen powers, 1 for recon, 1 for IH, and 1 for dull pain.


    *I think there's a claws attack that animated slightly faster, but i don't think it hits as hard as GC does.
  23. But the nice thing with traps is it comes with web grenade, which allows you to keep things stationary, so it definitely has its perks.
  24. Reposting this here too, cuz well, it just makes sense.

    Quote:
    Originally Posted by Arbegla
    Both the plasmatic taser, and the hand grenade have KB, and both are temp powers, and they havent fixed the lava nuking his regen yet.. so.. knock him in the lava, via temp powers, and keep him there either hover blasting over his head, or immobilizing him.

    really, its that simple.

    1) Get trapdoor in lava
    2) Keep him there
    3) ???
    4) PROFIT!