Aett_Thorn

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  1. Quote:
    Originally Posted by PleaseRecycle View Post
    It's interesting that this thread started its magical journey with the assertion that blasters were bad because incarnate powers render them useless. When it was demonstrated that blasters benefit at least as much as anyone from incarnate powers, the argument shifted to blasters being bad because their defensive abilities are inferior to those of other damage dealers. With this debunked, the topic has come to be about how blasters are bad because buffers and debuffers are better. Any guesses as to what the next reason that blasters are bad will be?
    They don't come with enough pie.
  2. Still waiting for a response to my math. I wonder if we'll get it.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Also, Aett hasn't even brought Defiance into the equation either. Pretty sure that's a significant damage buff, considering the blaster's high base damage.
    Yeah, left out Defiance and Scourge, because honestly, I don't have the time to do that kind of math right now. Defiance should help out going from spawn to spawn more, while Scourge would help out more against bigger targets, I would think, but I honestly am not good enough with math to do all of that.

    The attack chain should increase the lead for the Blaster. Aim and Build Up only take 1.17 seconds to cast, while Sleet and Heat Loss are both over two seconds. In the time a Blaster can cast Build up and Aim (about 2.3 seconds), the Corruptor will have just gotten Heat Loss cast. The Blaster can start blasting, but the Corruptor still has to lay Sleet down and cast Aim.

    Blaster wins by more.
  4. Quote:
    Originally Posted by Another_Fan View Post
    You are talking about 60% damage amplification/player from 2 powers in the secondary, that is before -regen is taken into account, or the added damage output from the rest of the team. If you can't work out that .6x2 > 1 without me explaining it to you, and you can't realize that is just the start of what is there, all the breakdown and explanation in the world isn't going to help.

    You might as well just ignore every power that adds, hitpoints, to an at, the fact that they can be buffed to higher levels, or just can plain be built to have more hitpoints
    And yet you're not taking into consideration all of the variables in that claim. Things like recharge, ease of use, endurance, total availability. Things like that. You're just taking a single value of a power, and making a claim against that. And that's not even going into the whole "but what about other powersets" issue.

    So let's take a look, shall we?

    The two powers you're talking about are Sleet and Heat Loss. Sleet can be made permanent with three recharge enhancements or so. So yeah, it can be up permanently, but it needs to be placed. And it costs 18.2 endurance every 30 seconds that way. Heat Loss, however, lasts for 90 seconds, but recharges in 360. You'd need an additional 300% recharge to make that permanent. So, a decent amount of slotting, Hasten, and set bonuses to get there. For this test, let's not go into set bonuses or Hasten, because Blasters can get those too. So we'll say that it, like Sleet, has +100% recharge from slotting. That's 50% uptime.

    So, averaging out the -resistance on the enemy, we get about a 45% increase in damage. To add to that, most Corruptor primary sets get aim. Hurray! That's an additional 42.5% damage every 45 seconds (similar slotting) for 10 seconds. So, total damage increase is roughly 54.444% damage increase averaged out.

    Now, let's see what the Blaster can do. The Blaster doesn't have many -resistance debuffs available to him in his primary or secondary. Yes, he can use Melt Armor, but that ain't so great, so we'll skip them. So what does he have? Well, he's got both Aim and Build Up, most likely. 45 second recharge for both, with Aim being a 62.5% damage buff, and Build up at 100%. Alternating them, or using them at the same time, gives us an averaged-out damage increase of about 36%.

    To summarize:

    Corruptor: 54.444% damage increase from -Resistance and +Damage
    Blaster: 36% damage increase from +Damage


    So, let's take a look at a shared powerset. Let's say Ice Blast, since it doesn't have those annoying DoT add ons that make for complex math like Fire Blast does.

    Blaster Ice Blast base damage: 102.6
    Corruptor base damage: 68.4

    Blaster slotted Ice Blast (1.96% value): 201
    Corruptor slotted Ice Blast: 134

    Blaster with total averaged buffage: (1 + 0.96 + .36) = 238
    Corruptor with total averaged buffage: 171

    Blaster/Corruptor value: 1.39

    The Blaster is still doing about 40% more damage than the Corruptor with a similarly slotted blast.

    To top that off, a lot of the time, the Corruptor debuffs are going to be wasted. How many times is a single spawn going to get the full 90 seconds of debuff from Heat Loss? Most spawns will be dead long before that, which tilts the balance even more in favor of the Blaster, who's buffs can be used more strategically. Yes, the Corruptor's debuffs can help everyone on the team, but the Blaster does more damage, hands down.
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    You support raising resistance caps on Scrappers, already one of the highest performing ATs, without a commensurate decrease in damage. But Tankers aren't allowed to have their damage caps raised without gutting their survivability?

    Hypocrite.


    .
    Stalkers =/= Scrappers.
  6. Quote:
    Originally Posted by Another_Fan View Post
    L

    Then you toss in AT that overwhelmingly derives its power from its buff/debuff and call it a primary damage dealer ?
    I don't think it's out of line to call an AT that has a primary that is damage, and an inherent that deals even more damage a "primary damage dealer." Yes, it can buff/debuff, but it is primarily a damage dealer. Most of it's time should not be spent buffing/debuffing, but killing the enemy. Sure, you can play it the other way around, but that was not its design.
  7. At least most of it will be in I21, from what we've heard.
  8. Quote:
    Originally Posted by Shubbie View Post
    I do play on freedom

    I dont exclude blasters, that comes off badly when announcing.

    Its much easier to ask for something.

    XXXXXX tf forming, looking for support, looking for control, looking for melee.... etc, it also does tend to keep stalkers out too, though honestly I havent seen a stalker in weeks.

    Players Never question posts like that, they almost always send tells let me change and send invite.
    So you do exclude, just not overtly.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    This is either a very clever pun, or a lucky typo. Either way, I enjoyed it.
    Ha! Definitely a typo, but glad that it works as a pun as well. Just consider it another 2-for-1.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    I was going to type up responses. But then Aett read my mind and posted for me.
    Glad I could help same you some time, Dechs!
  11. Quote:
    Originally Posted by shaggy5 View Post
    Great, thanks guys.
    Not a problem! Also, have you looked up Mid's Hero Builder? It allows you to see the individual power benefits, as well as being able to plan out whole characters. That's actually where I got your answer from. It's a very helpful tool.
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    The exact same amount as Weave.

    I believe the base amount is 5%.

    Edit: The defense doesn't suppress in combat either, unlike many stealth powers.

    EditEdit: DAMN YOU AETT!!!!
    You know you love me.


    Thanks for the clarification on the suppression matter. I didn't see it in Mid's, but wasn't sure.
  13. 5% to all

    edit -> I think half of that suppresses in combat, but I could be wrong about that.
  14. Quote:
    Originally Posted by Golden Girl View Post
    "If"? That's the whole point of the market
    WHAT?!?!?!! I was planning to pay with all the love in my heart! Isn't that worth something? I mean, come on, Posi, look how cute I am!
  15. Quote:
    Originally Posted by Amerikatt View Post
    Sam and Gob: How are your pessimistic posts germane to the discussion of our characters having the opportunity to have multiple Alpha-class powers?

    Your posts belong in a different sort of thread. Please restrict your discussions to the topic at hand.

    Thanks!
    They were responding to your post, therefore it is germane. Being an Incarnate in this game has a specific definition: you have gained the powers of a demi-god through the Well of the Furies. Batman would in no way, shape, or form be an Incarnate in this universe. He's very fit, but not an Incarnate.

    The Devs have set up the Incarnate powers to at least be semi-balanced with each other. Allowing for people to gain four alpha slots basically, instead of the other options, would be a headache for them.

    Like the others, I see no reason for this. If you don't want your character to have demi-god like abilities, don't chase them. But there's no reason to give you all four alpha abilities just because you don't like the others for your character with a very narrow concept. You don't need to get them at all, and doing so would break your concept, so just don't get them.
  16. 1) No, we know next to nothing about the new powerset. Also, why would this delay the execution of something else? It's not like you can respec into the new set or anything.

    2) Not sure.

    3) I will be making a few new characters there, to snag some names I've wanted for a while, but won't be moving any of my characters there.

    4) I'll be staying VIP. The $15 a month has been more than worth it to me, and I expect it to stay that way.
  17. Every AT in the game is superfluous. That's what makes this game great. You can play what you want.
  18. Aett_Thorn

    -dmg effects

    Quote:
    Originally Posted by ClawsandEffect View Post
    No.

    It counts each debuff separately.

    If you apply a 50% damage debuff to an enemy who deals 100 damage per attack, he will then deal 50 damage per attack. If you then stack another 50% damage debuff on him, it will apply that to the 50 damage he is doing now and make it 25 damage. Then 12.5 damage, then 6.25 damage, and so on.

    2 50% damage debuffs will NOT put an enemy at 0% damage.
    Are you sure about that, Claws? That's not how other debuffs work.

    It should be additive, with a -DMG cap, meaning that (barring level differences), two -50% damage effects on a 100 damage attack will lower it to 10 damage, thanks to the -90% cap. It shouldn't lower it to 25 damage (100/2 = 50, 50/2 = 25).

    +DMG and -DMG should work in exactly the same way.
  19. Also, keep in mind that this game is heavily instanced. At any given time, most players online are in missions, so you won't see them. There's also a lot of zones for people to be spread through. Also, with the Incarnate content out, a lot of people are playing their level 50s in the higher level zones.

    That being said, there are some easy ways to find teams in this game, if that's what you're looking for. The first is to join a good supergroup. The second, and probably more important way, is to join a global channel. I recommend stopping by your server's forum, and asking what some good global channels are to join for teaming.

    Hope this helps!
  20. There are two other problems with this:

    1) The balance issues. A Dominator gets a damage secondary. Giving them containment on top of this would mean that they would be doing absurd amounts of damage. At the same time, a Brute with Gauntlet instead of Fury (not like it doesn't have gauntlet light anyways) would be a low damage scrapper. And what would a villain Blaster get?

    2) Most inherent effects aren't actually an inherent, they're tied into the powers based on your AT. A Tanker's attacks have to be modified when porting to Scrappers, to remove Gauntlet and add Criticals. How would this work if you changed sides? They'd have to give you new powers.
  21. This can't be done. And for good reason. The Devs give characters level bumps from time to time on the Training room server, so you could just start a character out at level 1 there, and wait for a level bump: instant 50!

    Also, you can copy over multiples of the same character to the Training room server. If you could transfer them back, you could loot characters, strip them of enhancements, sell them, but still have the original.

    Basically, this will never happen. Sorry. We could have told you that before if you had asked.


    Edit -> Yes! I beat Zombie Man!
  22. Quote:
    Originally Posted by LSK View Post
    Ok so what changes are for the SR for tanks it did not mention it at all.
    None are needed, if they just gave us the Brute version.
  23. SR on Tankers: able to get to over 40% Defense with just the basic armors and SOs. 43%% with CJ. Easy to soft-cap? I think so.
  24. Quote:
    Originally Posted by Finduilas View Post
    I thought it was an interesting choice as well for that reason.

    Did you get a look at the proposed changes to EA?
    Threw the cottage rule out there a few times, didn't they?

    SR/ will definitely be good on Tankers (maybe too good), but it's a welcome addition.
  25. Aett_Thorn

    X-Futurama-Men!

    Quote:
    Originally Posted by Olantern View Post
    That's Fry's ex-girlfriend (get it, another x-pun?) Michelle as the Black Queen.

    But who's Kwanzaa-bot (at least, I think that's him) on the robot horse?
    I think he's supposed to be one of Apocalypse's Horsemen. But I'm not sure which.