-
Posts
482 -
Joined
-
Quote:Really, I guess it could be rounding error, I thought health was giving me .17%HPS on my MM, counting it's 5% healing bonus. Otherwise I would have expected it to show the .16ish%. Actually I'm suprised it only shows two decimal places.No, actually, as has been pointed out multiple times in this thread, +heal set bonuses do NOT boost health. +heal set bonuses only work on healing powers, as in, the kind that make green numbers appear over someone's head. They do absolutely nothing for regeneration powers like Health.
And I'm very curious as to how the bonus is categorized as regen powers often accept healing enhancement.
Anyway, my point was that the defender set is still a good deal better than the MM set and, even if the heal doesn't affect every powerset combination, quite competitive with the other AT sets. It's not something to get up in arms about.
However if the bonus not effecting every powerset combination is so offensive, then by all means change it to a 7.5% movement bonus, so we can move on and find out why they made recharge a primary enhancement value for a Pet damage set, why the premium set has lesser defense bonuses than comprable uncomon sets, why it has toxic resist on an AT that can only stack from one of four powers (one a crashing Godmode, another a dull pain) and why there's more of the same in the "Unique" proc instead of something new. -
Quote:If people need to be brain damaged to think what you're saying makes sense you may want to re-think things.I swear I want to hit all you people in the head with a brick till what I am saying makes sense.
Quote:I don't know any other way to say it.
With a +heal bonus and no healing powers what do you have? A big fat nothing.
I'll say it again. And I will keep on saying it till you people stop being obtuse and understand:
THIS IS NOT ABOUT HOW GOOD, BAD OR OPTIMAL THE SET BONUS IS.
THIS IS ABOUT HAVING A SET BONUS IN AN AT SPECIFIC SET THAT IS NONFUNCTIONAL FOR PRIMARY/SECONDARY POWER COMBINATIONS IN THAT AT BECAUSE THEY DO NOT POSSESS ANY POWERS THAT THE SET BONUS AFFECTS.
Quote:A +heal bonus does not. A +heal bonus only does something if you have a power that can heal.
Now I guess if the problem is, that it's not as usefull as you believe it should be, then whatever.
Either way, I'd take a set that had one bonus out of six I couldn't use (not saying the defender one has such a bonus, just making pretending time), an interesting proc, and enhancement values that made sense for the type of power it's intended for over one with two good bonuses out of six, a more of the same proc, and enhancement values that are counter to the type of power it's intended for. -
Quote:I have no idea if Ninja's actually have the highest ST DPS, I don't know if there's ever been an in depth comparison.As the topic suggests, I'm curious to figure out which MM primary as the highest /single target/ or thusly AV, damage prowess. Before immediately considering Ninjutsu, I wonder if that's fact.
Quote:Martial Arts, Katana, and Fiery Melee/Blast are three of the better single target damage sets, no doubt. In fact, Martial Arts being the /best/ in that regard. If we don't focus on survivability (AKA no Resistance) for the moment, how do Ninjas stand up, in STDPS, to Demons or Thugs? I'm going to assume they beat out Robots due to Robot attacks having some horrible animation times (4.23+ seconds).
Quote:Once that is considered, let's then observe their Survivability as a secondary. With no resistances, Ninjas, when hit by an AV AoE, are going to die horribly. This may not be a huge deal on paper due to their extremely quick animation times to get back into the fray. Is their STDPS going to beat out Thugs/Demons by enough of a margin to off-set the survivability differences?
Just roll one. See how powerful you can make it, and what outrageous challenges you can put it through. -
And I just checked. The Mastermind AT set goes into the summons. So 2% damage for the AT with the lowest damage modifiers, that often skips personal attacks anyway and isn't transfered to the pets, weak Toxic resistance on the 5 slot, and a primary defense bonus in the 6th slot that's just barely more than the 5th or 6th slot secondary defense bonuses in Blood Mandates. The 10% AoE defense might be valuable for a combination that doesn't have the best defenses, like Ninja/Thermal or something, but I really don't see it as valuable.
Add to that terrible enhancement values for a Summon Power and you have the biggest loser (not in the heartwarming way) of AT enhancement sets.
Masterminds and their summon powers are too obtuse to follow the same template as other ATs for their set. It needs a big overhaul. -
-
Actually I haven't tried it with bot's so I cant confirm for Set's that have multiple pets without melee attacks, but with Demons and Necromancy the Ember Demon and Lich both respond differently but end up the same. The Lich will stay at range for a much longer time, and in a normal mission setting might not have enough time to decide to move into melee. However If the Lich is given enough time without attacking (I.E His power recharges cycle to create a few second timeframe of inaction), he will move to a point 20' from the target. While he's there, he doesn't move. I've had the Zombies attacking for some 20 minutes. He never moved.
The Ember Demon seems to want to move in much sooner. I'm not sure if it's the PbAoE buff, but he takes position 20' from the target a great deal sooner. However he also doesn't move from that position.
Interestingly enough, it seems as if one of the Thug Leutenants tries to stay away, but ends up deciding to Brawl the target. Obviously forcing him into melee range. However, I have yet to see more than one pet stay away. The dark servant doesn't have any melee attacks, yet it charges in beautifully while the Lich remains content in the back. -
Quote:I never even considered that it would be slottable in a personal attack. That would be a great deal better enhancement-wise, as the enhancement values that were given so far would be terrible for slotting a pet power, but I was really hoping for something unique out of the proc.I like the MM one. It's got a good 4-slot recharge bonus (where most sets get similar recharge bonuses for 5-slots) and adding 10% AoE defense to my pets is a pretty nice perk.
It'll be a bit annoying if it only goes in pet powers (due to the limitations on how IOs work there) but if I can slot it in my personal attacks it's a nice option.
10% AoE defense really doesn't seem that useful. I'd much rather see something like 15% resist BG mode damage. Really anything that's not available somewhere else. -
You know for all the complaining about the defender's heal bonus...
Just thank God your set isn't as terrible as the Mastermind one. -
Quote:the -tohit alone would be enough to get by. I like that suggestion.Quote:I don't think we need a -damage in there, on top of the other two. Might be too much.
The tohit alone wouldn't do that much. Especially compared to what's available to other sets. The basic Idea is that Necromancy would have a base survivability as strong as demons, bots, or Thugs with the ability to burst increase their survivability with the Lich's AoE's and the ST tohit debuffs. And considering the potency of the defensive power that are always there for Bots/Thugs/Demons added to the offensive buffs, Damage potential, and Soft/hard control; we have a bit of wiggle room before we over do it.
Quote:We have plenty of abilities that apply -tohit already, but until you get a few applications on, the spare enemies in a crowd kill off your zombies. Applying a -tohit via AOE would equalize that problem nicely.
The fear would be a nice plus, but since tankermind pets smack everything anyway, it would be unreliable at best.
The fear was just a nice thematic thing that might force a cower animation for 5seconds on a minion every once in a while. -
I was finally able to articulate what it is with Necromancy that I have an issue with. I was on a TF and someone said they don't like the playstyle, goofing around I made joke about how I was currently playing one, but in a serious moment I said:
"But I wish they weren't so Binary" actually I think I spelled binary wrong, but whatever.
My issue with Necro, is that it's method of survivibility either works or it doesn't, and the situations where it works are far fewer than the big 3 (Bots/thugs/demons) without having so much of an offensive advantage to compensate.
Add to that the issue that has been presented before about how Zombies (the henchmen) don't recieve an adequate T2 upgrade, I think I've come up with a nice buff for Necromancy to bring it more in line with upper tier summon sets.
Add a power to the T2 upgrade that would be given to the Zombies (the henchmen) This power would be an auto power called "Death Rattle". Death Rattle would be a 15' autohit AoE that debuffs tohit by 5% (enhanceable), damage by 10%, and has a 3% chance to apply mag2 fear for 10s (unenhanceable) that pulses every 1s.
Against an even con enemy with no resist and standard Zombie slotting, the three Zombies should debuf tohit by 12% damage by 24% and have a minor chance to fear the enemy for 8s.
Add to that the Lich. Necromancy would have the potential to Floor the Tohit of a group on their own, with the weakness of power recharge and Critter power aiming, as well as providing a damage debuff to complement it's resistances. A debuff that would be weaker against enemies that have resistance themselves.
This would be a resource-lite change, Needing only the PbAoE Fear power Icon (used by Cloak of Fear) and numbers. An aura would not be needed as it isn't any more neccessary to show the boundry of this power as it is for the Dark servant's PbAoe or any other aoe debuff.
Should it become an issue with players trying to stealth, the power might need to be tagged as not alerting enemies.
A comical rendition of an incredibly frustrating example of what I mean by the method of survivibility working or not working is would be when I was running tip missions. I got the one where you have to fight a bunch of Miss Thystles. After curb-stomping the first ambush, I was fighting the PPD guys and there were two more ambushes. Miss Thystle was all "Rawr" and I was all "Fearsome stare!" and she was "Rawr!" and I was all "Hey Lich y u no Fearsome stare?" and he was all "I already used it! It's recharging" and I was all "Hey Lich y u no Tentaprobe?" And he was all "I already used it! It's recharging!" And I was all "Hey Lich y u n...*dead*" And of course, the powers were fresh once I returned and summoned, allowing me to beat the Thystles senseless.
I know Masterminds are not considered underperformers, but with the resource lite nature of this suggestion it might be possible for it to get snuck in. Either way I'd like to know what people think of it. -
Quote:I've wanted to modify self rez powers to something like this for a while. The best Idea I've come up with is an auto power that makes the character invincible (by not letting health drop below 1) and executes the rez effects when the player hits 1 health. After restoring the character, the power would suppress for a period of time, simulating recharge. With the power suppressed they would no longer be invincible nor would they heal until the power re-activates.A long while ago, someone suggested "reactive heal" for Regen: if you hit zero, a heal would fire instantly to bring you back above zero without dying, and this could happen once per some interval. The problem then and now is that the tech doesn't exist to do it. In fact, back then the best we could say was "the tech doesn't exist to do it" and now I can say "I'm not sure how you would do it even if the devs wanted to add the tech." "Dying" is a difficult thing to override.
Having it trigger before death is problematic in terms of picking just the right spot to do it that isn't too early and isn't too late, especially because its likely that this mechanism would have at least a quarter second delay in firing. The game engine doesn't really do "instantly" very well.
-
-
Quote:Meh, I was refering to JayboH, and you snuck in front of my QR.Five, currently.
Two tanks, both at 50. One brute at 50.
One scrapper and one stalker stalled in the 20s.
I had another stalker that I deleted at 43 because I disliked Ninja Blade.
Actually I think I've teamed with each of your Dark armor characters but the second tank at some point. -
Out of curiosity, how many Dark Armor characters do you have?
-
Quote:Out of curiosity was that on an ITF? Were you the tanker who said "Ignore these squishies, I'm your opponent!" Or something to that effect?You know, I'm a quiet occasional even rare player these days, but after over 7 years (almost 7 at 50 now) I just had my first bad pug experience. Normally I take what Narlok says with a grain of salt, but after being called "****** Roleplayer" because I dared to use a taunt bind with a local component. I don't know anymore.
Also
Dis is 'merica! -
Quote:Not playing gotcha games, thanks for the catch. I must have forgot the 1 and did .5 * .65 (I thought AV resistance was 87% making the debuff .65) instead of .5 * (1 + -.65).
Your more recent number, 5% health per 40 seconds, or 0.125% health per second, matches what I'd expect out of a 75% regeneration debuff. The number in the previous post, 5% health per 15 seconds doesn't.
It's not a big deal and it really isn't my intention to play gotcha games; I'm just trying to explain where my confusion came from. The difference between post-debuff regeneration of 88ish HP/sec and 235.6 HP/sec is absolutely ginormous.
I must lrn2calculator -
Quote:Regen is kinda funky. Basically you regenerate a constant amount at a variable rate. So a .5% regen rate is .5% per second. For that to work, that means you'd need to get 5% every 10s. When want to find how often you tic 5%, you divide your 5% constant by the rate (in this case .5%). Your percentage is just your base multiplied by 1 (100% of your rate) plus any buffs/debuffs. Let's say a GM got hit with -50% regen after it's resistance. That'd be (.5 * (1 + -.5)) for .25% regen and 5/(.5 * (1 + -.5)) That would mean a 5% tic every 20s.Because half of a percentage point doesn't make any sense to me. So I asked him to clarify whether that percentage sign was a typo. It is not unusual for the game to refer to 100% as simply 1.
Thus, 0.5 would equal 50%. Now you seem to be saying that he regenerates 0.5% of his health per second, which does make sense, but that idea wasn't clear in the post in question.
So a 100% regen rate, for the GM, would be .5% Or (.5% HP/Sec base rate x 100% of the critters regen rate)
Quote:Yes, that's why I said that a level 50 Archvillain's debuff resistance reduces a 500% regen debuff to 75%. Level 50 Archvillains have 85% debuff resistance. (1-0.85) * 500 = 75.
Quote:0.5 * (1 - 0.65) = 0.175, not 0.353
I'm not saying the guy's wrong; I'm saying he's speaking a different language than the one I'm accustomed to reading on this subject. So I asked for clarification. Apparently you're fluent in that language, which is great, but don't act like that strange math you're using is obvious, because it ain't.
AV resistance = .85 -> applied by 1-.85 = .15
Debuff = -500% -> reduced by .15 -> .15 * -5 = -.75
Regen rate = 5 / (.5 * 1) -> applying debuff -> 5 / (.5 * ( 1 - .75)) -> (.5 * .25) = .125% HP/sec
Tic frequency = 5 / .125 = 40s
Make sense? -
Quote:One of the reasons Bots is such a good GM soloer, is because the Assault Bot has a -500% regen debuff in it's plasma blasts. So should it land both plasma attacks, it should have -1000% regen debuff itself. Ninjas also have a regen debuff, but it's 100% and used by the Jounin.I know /traps is probably the few secondary with a >500% degen, are there others? cos It looks like those GMs are still pretty impossible to solo even with -500% on them.
So really, any secondary that has a regen Debuff can realistically expect to have >500% if it's partnered with Bots or Ninjas. Bots/Traps being the current reigning champ of -regen.
But to the actual question, I believe Dark Miasma and Radiation Emission are the only other sets to have >500% regen debuff, and that's only sporadic. Dark needing Howling Twilight, and Rad needing EM pulse. -
Halloween Eochai in Grandville Has .5% Regeneration regen For 353.4 HPS, this is according to a power analyzer and the combat attributes.
With a 500% debuff (GMs have AV resistance, Yes?) they would end up with .325% regen or 5% evey 15s instead of 10 which looks to be 235.6 HPS. -
My Necro/Dark took out Halloween Eochai the other day, and would be able to drop Scrapyard if he'd stop running like a little...yeah.
I'm sure I could drop the regular mosters with him. That is if they don't run like they're being butchered.
Stupid Scrapyard -
So lately, I've been exploring some of my characters stories and one method I've been using is coming up with iTrials for them. This made me curious about what other people could come up with. So with that said, if you were given the ability to make one of your characters into the focus of an iTrial:
Which one would it be?
What would the story purpose be?
How would you explain both, your character holding up to a league of incarnates and it's need to lose?
What mechanics would it have?
Where would it be located?
And how would it effect the story in the future?
An example:
1. Necromicus
2. To introduce into canon Incarnate level power without the need for the Well, and a Segway into a more Powerful Praetorian Hamidon.
3. The character is defending his home and source of power meaning he not only lets loose, but fights alongside his various dimentional counterparts.
4. Depending on player actions, he would switch between his various counterparts each with varying strengths of Buffs and Henchmen, as well as their own special ability triggered by certain player actions. Then, in the next phase fight a powerful GM.
5. It would be located on an Island graveyard known as The Mausoleum, found on a Cimeroran Island
6. Necromicus would be tricked into believing the Hamidon stole his book. He would fight the Hamidon, trying to retrieve it, giving the players time for other fights. However, the Well would be hateful of Necromicus' power and would make the Hamidon stronger. Necromicus would be overwhelmed and captured, and would make for a useful Hospital in the eventual Hami trial if rescued.
So, what would your's be? -
It's too late for it to happen, but I think stalkers should have originally been Melee/Support.
With the stalker's Original values, give it Mastermind Buff/Debuff mods. Then, while hidden, give it the ability to:
1. Not notify mobs with Their support abilities
2. Do "Critical Support" while hidden
3. Not lose hidden status while using support abilities
This way, the stalker would have been the Premier Support character while hidden, with the potential for Burst damage while coming out of hide.
Sadly it's too late for that, but that's how I would have done it. -
I've got every /Sonic power including Sonic Repulsion. I've got three uses for it.
1. To help squishies in a bind because the aggro magnets picked up too much. It doesn't always work, as the radius is too small and often (Mostly ITFs) the squishy can still be one shot.
2. To help less sturdy melee characters (seriously). If a scrapper, or Blapper keeps dying I'll start collecting blues and give them the ball. I'll say "I've got plenty of blues, use the corners, and you practically have Elude tell me if I should drop it."
3. I'll give it to characters in Pocket D with Disruption Field, and they get to be a Disco ball. -
Quote:You can still get A-merits without running tips by using merits and inf. This changes was justified by the fact they decided that unless you're alignment is confirmed, you need to spend inf and merits to get A-merits. If you run a morality mission while unconfirmed, you don't get A-merits. You do get your alignment confirmed, but you don't get the blue/red shiney. People were getting the merits with less effort and time, without needing to use inf and merits, that needed to be changed.Your character wasn't classified as a hero before running a Morality mission? News to me. All my characters were quite clearly either Heroes or Villains the day i18 hit. And many of them have racked up quite a few Alignment Merits without doing a single tip, by converting regular Merits. That isn't any sort of justification for the change.
Like I said, it sucks, but dems da breaks. -
No kidding, this games been on it's deathbed since the GDN, and ED, and the reduction of Hami enhancement values, and the EM nerfs, and the Botz nerf, and the Meow farm nerf, and the Monkey farm nerf, and the regen nerf, and hami damage that made Phantom army and phase shift pointless, and the purple triangles, and the purple patch, and the Items of power/Original Cathedral of Pain. Man, they've changed so much stuff that players have completed and earned this game should shut down any day now.