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Posts
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My money would be on a KM/nin stalker.
/nin offers caltrops, for added AoE (or mitigation) plus a heal, and other tricks,
and KM on stalkers will allow CS (when it naturally crits) to refresh BU, which can be really nice on those team situations, or when you just get really lucky. Now, a hidden crit with CS won't trigger the instant BU, nor will a placate CS, it has to be natural, but i think it'll still scale up with the more people on your team. -
Thank you Kosmos, and Siolfir for explaining it all out using math, really lets me see exactly how it'll benefit me. Looks like hasten + assault + repair is the better choice then
(i was looking at stealth + grant invis + repair before, but i recently found out the added defense of stealth and grant invis would be overkill in my current build, so i went out looking for better options) -
Demons do more damage then bots, due to the -resistance they have, and hell on earth.
They are also more resistance then bots, due to all the +resistance the have (native, plus the resistance shield the ember demon gets)
But, as already stated, outside of that they are a healthy blend of melee and range, which if your not paying attention, some melee AoE can really trash the demons pretty quickly.
Also bots have two healers, and repair, as well as defense to stack on their resistance. Demons only have healer (granted, he has 2 heals, one single target, and one PBAoE) and resistance + resitance < defense + resistance.
If your going for casual to semi-hardcore demon/traps and bot/traps will do about the same.
If your going for hardcore to just plain crazy talk, bot/traps will pull ahead. -
Quote:http://paragonwiki.com/wiki/Winter%2...istance_(20%25)Winter's Gift is ONLY Slow Resist, not Recharge Resist. In other words, it only protects against movement slows.
It protects from recharge debuffs as well, so that -100% rech debuff, is now only -80%.. -
ya know, i'll have to agree with you there. Willpower came outta the box pretty nice, with all its layered protections.
Granted, there are some things other secondarys can do, that willpower cant, and willpower really has trouble with burst damage that can overpower its regeneration. -
a demon/sonic or a bot/sonic makes be giggle.
a thugs/sonic would really make me happy. (bruiser has the -res ally debuff, you liquify, and everything just melts.) -
I'll stand behind step 1. as its a pain to remember where everything is in the different zones sometimes (especially when you spend all your time on 1 side, then have to swap to another for some reason or another)
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While it is true, that point for point tohit is better then acc, due to the higher base chance tohit, and the fact everyone slots acc, it can makes things seem misleading. as Arcanaville goes onto explain:
Quote:Originally Posted by ArcanavilleSo, in your example you're comparing 6% tohit to 33% accuracy. Assume with slotting and invention bonuses you have 40% accuracy (at least for the powers you're concerned about). Then step one says the net effect of the tohit buff is 6% * 1.4 = 8.4%. Now assume you're concerned about fighting +2s that could have as much as 20% defense. Your tohit vs +2s is 56%, minus defense is 36%. So you multiply 33% accuracy buff times 0.36, and get 11.88%.
The accuracy buff is better in this hypothetical. Now lets say you're worried about +3s with up to 30% defense. In that case your base tohit will be 48%, minus defense is 18%. 33% * 0.18 = 5.94%. Now the tohit buff would be better.
Working backward, 33% * N = 8.4%. N = 8.4%/33% = 0.254 or 25.4%. In other words, if your base tohit minus target defense is 25% or higher, the accuracy buff will be better. If your base tohit minus target defense is lower than 25%, the tohit buff will be better. Which one is better depends on what you fight. -
I've seem stalker builds getting as high as 50% global damage bonus, as well as high recharge, and defense. Granted, they were PvP builds, but it is possible.
Most anyone can easily hit 30% from normal slotting. And its unaffected by ED, so you can ED cap damage on an attack, then get 30%+ slotting on top of that. Really makes a difference in some builds. -
Arcanaville did a pretty good job of explaining tohit vs acc in this PM i sent her about a month ago. She gave me this general rule of thumb, as i was comparing set bonus +acc to the kismet +tohit, while trying to factor in base acc (from normal enhancements) as well as other +tohit (from focused acc, or tactics) So this shoud answer your question abit about which is better, and at which point one can overcome the other.
Quote:Originally Posted by ArcanavilleOk, I'll try to make up a basic rule of thumb. You have T tohit and you are comparing to A accuracy. You want to know which will be better to add given some current starting point. Ok: do this:
1. Multiply T by the amount of accuracy you have plus one. So if you currently have +40% accuracy with slotting, or invention set bonuses, or whatever, multiply T by 1.4.
2. Figure out what your base tohit would be in the situation you're thinking about (based on the purple patch) and how much defense and/or tohit debuff you want to factor in. Subtract that from your base tohit.
3. Multiply the value from step 2 by A (the accuracy buff you're looking at).
If step 1 is bigger than step 3, the tohit buff is probably better. If step 3 is bigger than step 1, the accuracy is probably better. -
In all my tankers, i've reworked their attack chains to include the t1, so that bruising is always up. I figure the -20% resistance is boosting my DPS, and allows me to have less recharge on a full chain (as adding another attack to it, even if i only have to use it often enough to keep bruising up, requires less recharge to keep cycling attacks)
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Doesn't it still do more damage then full auto, when you average out the 60% chance for damage, and its higher target caps? on a slightly higher recharge? (plus fire ammo + HoB = higher damage for free)
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While i do agree with the above statements, regarding blasters and IOs, in general, it depends on what exactly your aiming for.
While high defense, and high recharge are both main goals of most builds, there are other things to consider, that IOs can provide. -
Well, grats. I'm glad the build is working as well as we thought it would
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To be fair, they already have one, in the form of the patron power pools. Mace, and mu both give them an AoE immobilize, its just not until post level 41.
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I'd say giving them a chance for the tier 1 immbolize to be an AoE would probably make soloing much easier (say, 50% chance) but wouldn't make it extremely overpowered, even with defiance kicking in.
With just a few IOs, and 3 rec IOs in aim/Bu you can already cycle them pretty much back to back, so i wouldn't go for any changes to those powers. -
That guide will probably help me more once i wake up I'll won't be able to spare any slots, so thats where i'm having the problems, trying to figure out if hasten, with only 1 rech IO, is better then 2 LoTG +rech..
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I know during hastens duration, its giving 70% recharge, but when its not up, its giving 0%.
My question is, how can one figure out the average % of recharge hasten is giving, when factoring in other recharge benefits.
Example. I'm lookin to swap into some new powers come i19 on my mastermind, whose currently at 87.5% global recharge. My options are
Stealth/grant slotted with a LoTG +rech (giving me 15% more global recharge)
Or hasten, which gives 70% while up, and 0% while down.
Given my already high global recharge, would having hasten be a higher benefit for increasing my recharge then the LoTGs, as the defense really isn't worth it to me either way? -
Yeah, there are 5 costume slots total.
1 your start with.
3 you unlock via missions
1 you unlock via halloween salvage
Doesnt matter what order you do them in. -
Eh, its overkill, as already demostrated. LR has such a high base damage, that a SO slotted LR + BU will wipe out a spawn, without AAO fueling it.
SC benefits the most from AAO due to lower base damage (so you have less overkill)
IMO it'll be better to BU -> LR and use the remaining mobs(above the target cap, outta range, etc) to fuel a AAO->SC into a second group, then finish off everything else with a TS/JL/CI -
Quote:Ah thank you! I didn't realise that
Still your damage is tremendously low, because it'll still make it an 1161 damage Lightning Rod, for instance, while you are saying 856. Likewise Shield Charge is actually 607 to your 304. There's some very serious errors in your calculations.Quote:Originally Posted by Arbeglaelec/shield
LR = 290.28(base) + (290.28 * 1.95)(BU + enhancements)
= 290.28 + 566.046
= 856.32 total damage
SC = 113.44(base) + (113.44 * 1.95)(BU + Enhancements)
= 113.44 + 221.208
= 334.64 total damage
Take a clean elec/shield build from mids, and grab BU, LR and SC. then enable BU, and slot 3 SOs worth of damage into LR and SC. The numbers match up pretty closely (3 SOs worth of damage is actually 94.93%, i did a straight 95% in my math..)
Neither power is being affected by AAO, or any outside damage bonuses. -
He mentioned ranged blaster, with hover. the epic shield doesnt cover range, so chances are, he gets most of his defenses from set bonuses. Which don't suppress.
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Even then, the blaster is hovering. Mez'es don't drop your toggles it just supresses them, which i think we've already been though.
and that same carnie boss, will rip up an SR just as easy. -
I'll agree 100% that a controller will control better then a blaster, in any situation.
You just can't disregard the blaster's ability to control, even if the controller does it better, as the blaster has the damage to back up the little controls they have.
A dom most certainly could kill things that are soft/hold controlled, but a blaster would do it faster, due to access to AoEs, and such. Maybe not safer though.. -
Eh, controller have very hard controls, and while some are soft, they dont have the damage to take full advantage of them.
KB on a controller means the mobs aren't hitting them, which is true, but they cant deal enough damage to kill all the mobs before the soft controls wear off.