Another_Fan

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  1. Quote:
    Originally Posted by Draggynn View Post
    Both wrong (well the second is mostly right, except for the suppression) and, Wow. I've been ranting about the innaccurate wiki article on this for a while now...but it looks like someone actually corrected it finally (something I probably should have done, and was just too afraid to do for fear of screwing up the formatting). So, now as opposed to telling you to ignore the Wiki article, I can just tell you to read the article here.

    The proc does not stack with itself (and will be suppressed if it does fire rather than replacing the currrent buff), but otherwise there is no self suppression. What you are describing used to be true, but has not been true since i16 or so.

    It looks like they didn't change the article so much as move it. It is still showing it self suppressing.
  2. Quote:
    Originally Posted by Hyperstrike View Post
    Please clarify.
    First the damage analysis misses defiance aim and build up

    Second the recharge analysis misses the blaster will be running a seemless attack chain, so the recharge bonus is only significant in its capability for replacing low damage attack with higher damage attacks.

    Third recharge does determine how often aim and build up come up but they are usually slotted to the ED cap for recharge.


    Edit: This was covered in the first page of the thred
  3. Quote:
    Originally Posted by Hyperstrike View Post
    Missing the point. In the downtime between this "one attack", you fill in with other attacks that are also recharge boosted. Essentially your entire attack chain cycles faster. Period.

    Having your entire attack chain to cycle through faster will output more damage over time than the simple damage enhancement would.

    60+ posts on this topic and the colorful analysis manages to be wrong in two completely opposite ways at the same time.
  4. Quote:
    Originally Posted by Auroxis View Post
    Those numbers really don't show the whole story. Unlike damage bonuses you can get a lot of recharge from Hasten and set bonuses, often enough to get your optimal attack chain without needing spiritual.
    But they are colorful and well formatted.
  5. Quote:
    Originally Posted by Wicked_Wendy View Post
    I totally agree with Nightshade and Hyperstrike. I have several Blasters and they all do well but for sheer fire power my Fire/Fire/Fire has the most damage output. I did a quick tally on all her averages for a single attack and running through the attack chain once had me at over 3000 Hitpoints of damage.

    Aim+Build Up+ Rain of Arrows+16 targets =10000 + points of damage

    Build up + Full Auto + 10 targets = 4000+ points of damage

    Build up + Hail of bullets + 16 targets = 9000+ points of damage.
  6. Quote:
    Originally Posted by Firebeam View Post
    I want a blaster that is a killing machine. Which powersets would you recommend for this?

    Its very very situational and it depends on how much you are willing to spend.

    You need to ask your self some questions first.

    The 0th question why Blaster ? Blasters can do damage but they aren't the death dealers in this game. This hasn't gotten better lately either. If you want to off like a completely out of control psychopath laying waste to the countryside you have other choices that do a much better job of it.

    If you are still hankering for a blaster , your first question should be what do you want to fight. Your next question is what is it weak to and what kind of damage does it do.

    Then you pick. As was pointed out above enemies that do S/L are popular, its possible with some sacrifice to make a reasonable build that performs acceptably without spending more than it will ever earn back. If you go that route, you are going to be mowing down freaks, battle maiden warriors, and demons. These groups all do S/L damage and their mez effects are either carried on a S/L vector or they just do knockback. They aren't particularly resistant to anything so you can pick your blast type for whatever you feel you like. Your build is going to crumble like a poltician's promises when you face any size spawns of other enemy groups.


    Your next question is up close or ranged ? Up close you have secondaries like fire manipulation or electric manipulation, ranged you favor ice, If you want a mix you can go mental or energy. If you want to go in close most primaries favor range but you can go rad or pick a primary with lots of targeted aoes like fire to combine it with. If you are going ranged and really want to kill hordes quickly, Archery, Assault Rifle, and Fire are all top of the heap.
  7. Quote:
    Originally Posted by Yomo_Kimyata View Post
    Of course, my stance is against anything else being buyable from stores. This game is in its mature stages, and not getting a lot of new players. The new players we get probably don't understand the system. sounds like a great opportunity for old players to squeeze out some influence by running lowbies.

    Mature is understating it. Just from playing the I19 changes it feels like the game was a cancer patient and the devs decided to adrenaline and morphine to the drip.
  8. Quote:
    Originally Posted by Vidszhite View Post
    Blasters are more focused on AoE damage, though, while Stalkers are almost pure ST. I don't feel a match at all when I play Stalkers, and I *love* Blasters.

    Stalkers ARE more like Blappers, however, but the OP mentioned his favorite is Ice/Ice, which isn't a very Blappy combo.

    It depends on the stalker. Electric has good area damage easily comparable to Ice.
  9. Stalkers.

    Both ATs are focused around high burst damage and have sub par survival capabilities.
  10. Lets see

    Plus side

    1. really great inf sink
    2. Makes the crafting process friendlier and more accessible to everyone


    Down side ?
    Some people lose their ability to play with luck charms and alchemical silver ?

    Oh, yeah its another venue closed for the people that view the market as their personal domains. A plus as far as I am concerned

    Edit most people wouldn't like the pricing I would set
    50K commons
    150K uncs
    4mil rare

    But I suspect guaranteed instant fills would be worth it for many.
  11. Quote:
    Originally Posted by GavinRuneblade View Post
    You also have to look at cost over time, which is Eva's point.

    Purchasing SOs from level 22 through level 50 costs an average of 426k/slot (calculated by CatWhoorg here). Putting a single memorized level 35 IO into that same slot costs less than 35k and gives a constant 36% bonus compared to the SO's max of 38% and average of 33%.
    I was buying salvage for my character working on field crafter last night. Salvage alone was running me more than 300k/IO. This doesn't include the overhead of memorizing the recipe.
  12. Quote:
    Originally Posted by brophog02 View Post
    With inspiration combining it is very likely that they can continue the entire map defense capped on inspirations alone. In many cases, a toon (whether it be need for reds or purples) is better off with 8 man spawns solo than a lower number, simply due to how crazy fast inspirations drop in solo spawns.

    Difficult for /devices. Too many things slow it down.
  13. Quote:
    Originally Posted by Slashman View Post
    One thing that people may need to keep in mind is that the developers will probably never design future sets in the same way that sets from the original Issue 1 game were created.

    Castle had posted in the past that those single target attacks that people love to abuse so much(Blaze, Bitter Ice Blast etc.) really should not exist in their current form and that if the backlash wouldn't have been so great, then they would have been changed.
    LOL Castle.

    Hopefully the new people will come up with better combat models, that don't mandate the ridiculous penalties he felt should accrue to ranged ATs. A sensible person would have looked at the performance of fire, ice etc and done something about improving the other sets.
  14. Quote:
    Originally Posted by Jophiel View Post
    All that text aside, people have posted alternate animation ideas before to fit into the animation times. Even if it involves more pointing and aiming, a good number of people would be happy to have the options. What you call "boring", others call "Thank God I can make a gunslinger, soldier, cop, detective, 18th Century aristocrat, pirate, whatever without making them go through that ridiculous gun ballet each time they fire their pistols."

    This. The sets performance levels are one thing. Having the toon get hit with a seizure to fire off the tier 9 is another
  15. Quote:
    Originally Posted by ArchLight View Post
    My 2 INF on this is teaming has been getting harder. Finding people who want to team or finding enough to do a specific TF can be hard sometimes especially later at night. It took an hour to get together a LRTF on Tueday night and we had one helpful guy who was only on the team long enough to get the TF started.

    In general yes, but this week I haven't been able to log on without someone dragging me into a TF.
  16. Quote:
    Originally Posted by Dragonkat View Post
    Many paragraphs of vitriol.


    At this point I suppose trying to explain the irony of your post would be wasted effort.
  17. Too much melee without enough defense is one of the common ways the STF fails. I am surprised playing for 81 months you haven't experienced this bit of pain before. Its something that really shouldn't be in the game. The problem is ranged damage dealers in this game are at a disadvantage usually and this is one of the few places they aren't.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    You should be happy that she's not worse. Castle tried for a few weeks to make it so that Clear Mind wouldn't stack so GW would be even HARDER.
    I'm still enjoying his parting gift ,the Cathedral of Pain.
  19. Quote:
    Originally Posted by eryq2 View Post

    @ A.F. i get very good use out of tickets. That's where 90% of my billions came from. And i don't even craft those. I sell them for 222 mostly. Guess i just get lucky drops, but at 12k tix atta time im bound to get something good. Cept for the purples i've sold but now days i just hoard them to avoid paying whatever the inflation will be on my next 50. From 200mil to 500 since my last 50, i won't pay those prices. So i'll just bin 'em til i need 'em.
    Tickets are very good. I personally prefer purple farming, or merit/new merit farming. Just a matter of taste.
  20. Quote:
    Originally Posted by Fulmens View Post
    You've got three quick AOEs, you can drop ten +2 minions in six seconds with no buffs, you should be fine with that.

    EDIT: I meant "That build should work for you if used correctly", not "If you don't like this the problem is you."
    If you did what you had to, to get drain psyche maxed on targets, you won't last 6 seconds without further mitigation.
  21. Taking your questions one at a time

    Quote:
    Does Drain Psyche add its +Regen bonus in full for each target hit, or is it reduced after the first target?
    Yes you get full bonus and you can easily get max regeneration for a blaster which is around 110 hp/sec depending on the details of your build.
    .


    Quote:
    Is there any way to build up Drain Psyche to be near perma?
    On paper yes. As a practical matter you need a mob next to you to use it.

    Quote:
    Does this concept work and increase survivability a decent amount?
    It works but you have to marry it with high defense or some sort of aggro control or other mitigation. Remember to use it you have to surround yourself with mobs. If you are alone you will aggro the spawn you are standing in with your drain psyche. You are going to eat their alpha before your regen kicks in to help you.

    Things you should know ?

    Its great for its -regen. If you are fighting avs and have it near permanent you can floor the avs regen and do nearly as much damage with it as you do with your attacks.
  22. Quote:
    Originally Posted by Sailboat View Post
    I thought the idea was that the new players were supposed to be motivated to stay long enough to get those rewards. If they're planning on leaving before then, the idea of the rewards as incentive isn't working on them anyway...and why should the Devs please people who are planning to leave? People who lose interest quickly will lose interest quickly no matter what, in my experience.

    Kind of like progress quest with a monthly subscription fee ?
  23. Quote:
    Originally Posted by DumpleBerry View Post
    Can you stack inspirations now?
    You can buy in stacks of 10.
  24. Quote:
    Originally Posted by Yomo_Kimyata View Post
    I think that this is a fantastic and overly good reward for those who like to really use the market, and useless to those who do not. The former are probably going to make a lot more inf, and the latter are going to be throwing up a lot more temporal analyzers mid-mission to glut the market.

    I could see this as a base addition too.

    Most of the vet rewards are meh, but c'mon, give the developers a break! How many new ideas can they come up with? I've found that over the years about once a year something comes up that is very useful (Sands of Mu, Nemesis Staff, etc.) and I'll never level a new character without spending my first few minutes selecting my vet reward attacks!
    At its simplest you now have 220 insp slots at the ready while you tf do missions etc.

    That is silly stupid powerful
  25. Quote:
    Originally Posted by UberGuy View Post
    Just to be clear, I was responding to A_F. (I actually have him on ignore, but I responded to something someone else quoted him as saying, so I've been revealing his posts to reply to them. It's completely fair to say you're doing something because you don't like the alternative. Efficiency, though, is usually a statement about objective, numerically calculable quantities. I was debating the statement that doing anything other than paying "buy it nao" on pre-crafted items was inefficient.
    Self control, and I have no doubt you will gladly squirm around on a definition.