Berzerker_NA

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  1. Quote:
    Originally Posted by Berzerker_NA View Post

    So Dark, gives you -3.75 from your targeted heal, -11.25 from Darkest Night, and -11.25 from Fearsome Stare. So the latter two are -22.5 together (more with enhancements), so that should get you to soft cap on most enemies. Also, fluffy continually debuffs them by -30 (more with enhancements) in a 10 foot radius, so he's basically immune to melee. (And he adds another Darkest Night with -15, so maybe that would super cap your boys.)
    What I mean is that, your Jounin's basic defense of 14 + 3.75 (enhanced to ~5%) from shadow fall + 5 from Edict of the Master +5% defense proc, should get you close to soft cap.

    Your debuffs are each 11.25 (enhanced to ~16%), so total of 22.5 (enhanced to ~32%)

    Ninja Defense ~19%

    BaseHitChance is 50% for most mobs. (A little higher if they're higher level than you.)


    The full attack calculation is HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ),, but when we talk about soft capping, that's only the last part:
    Clamp( BaseHitChance + ToHitMods – DefMods ) So it would be: Clamp( 50 - 32 -19) And the clamp would definitely have to kick in to prevent that from being a zero chance.
  2. Which do you think is better?

    Thugs gets to soft cap a lot easier, and if you team with another Thugs MM, it can get even crazier. However, most of that defense is based on your enforcers' auras, so you constantly have to be careful to make sure each pet is standing within close proximity to them (30 feet) in order to get the full effect.

    Ninjas defense bonuses are a lot more reliable, because they're just inherent to the pet itself, but the cap is harder to reach because there's no "recharge intensive pet", so you can't slot that extra +5% aura to yourself, and because the ninja defense bonus doesn't benefit from enhancements like the Enforcers' def bonus does.


    Also, I've noticed playing /FF MM's that a lot of enemies turn around and try to run away. The advantage of Ninjas is that the Oni has holds and such. It's nice to have them stuck in place. For Thugs, this is a big disadvantage because having an enemy run away can really wreak havoc on your pets' relative positioning.

    I'm thinking the best patron pool for both would be Mace Mastery, because of power up. Also the AOE immobilize has fly protection, which is nice for Ninjas, or your Bruiser, so they don't have to try to engage flying foes.
  3. Quote:
    Originally Posted by Retilian View Post
    With /Dark you gotta count in the -tohit your debuffs do and you get a bit closer to the softcap with them.
    So I've been reading the paragonwiki article on this: http://paragonwiki.com/wiki/Attack_Mechanics

    Apparently the calculation is: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )

    Clamp means, if the calculation is lower than 5% or higher than 95%, it gets set to 5% or 95% respectively. AccMod is what enhancements do for you. ToHitMod is from Aim or Build up powers, and it's what -ToHit powers inflict.

    Anyway.... from what I can see in this article, you're right that -Tohit does exactly the same thing, to exactly the same degree as +defense. The only exception would be AV's, because they've usually got debuff resistance, so your -Tohit will be cut down by some kind of fraction when you use it on them.

    So Dark, gives you -3.75 from your targeted heal, -11.25 from Darkest Night, and -11.25 from Fearsome Stare. So the latter two are -22.5 together (more with enhancements), so that should get you to soft cap on most enemies. Also, fluffy continually debuffs them by -30 (more with enhancements) in a 10 foot radius, so he's basically immune to melee. (And he adds another Darkest Night with -15, so maybe that would super cap your boys.)


    http://paragonwiki.com/wiki/Archvillain_Resistance

    From this article, it appears their resistance is 60-87% ToHit Debuff Resistance, more if they're higher in level than you. So, /FF would be way more powerful against them.



    Quote:
    Heals on Ninja's however are pretty useless cuse if something is able to hit them itll likely kill them in either 1-2 hits so ive learned with my Nin/FF MM its better to shoot for High recharge and just recall the lost ones and with the last buff to MM's upgrades it makes upgradeing the lost ones go much quicker in battles.
    When they're at soft cap, however, there's plenty of time to heal them between hits, and if they get defense debuffed, you can just use smoke flash on them so they get a break for about 10 seconds, long enough for most debuffs to clear.

    I think it all comes down to Endurance. If you've got plenty of endurance recovery, then by all means, just resummon them when they die. If not, well then healing them uses a lot less end than resummoning. (Plus there's the added bonus that you can take self heal in the power pool, which is nice.)
  4. Quote:
    Originally Posted by Retilian View Post
    Genin actually have an old school Comic look compared to the Jounin witch have a newer(90's style) Cartoon look while the Oni has the old school Demon human look goin on for it. However skipping the Genin imo is a huge disadvantage to you as thiers 3 of them even know thier low lvl compared to you at 50 thier single target dmg is a noticable loss.
    On /FF, part of the problem is that I just don't want to have to maintain that many shields. When I'm on a team of 8 people with a /FF MM, I try to perma buff everybody. (Makes your teammates very happy. :-) ) Cutting my # of henchmen down by half really makes my life a lot more convenient.

    Quote:
    With /Dark you gotta count in the -tohit your debuffs do and you get a bit closer to the softcap with them.
    I think I don't really understand how -tohit factors into the soft cap. I'm wondering with my Jounin's defense at about 25%, how much -tohit would it take before they were effectively at soft cap?

    Quote:
    Heals on Ninja's however are pretty useless cuse if something is able to hit them itll likely kill them in either 1-2 hits so ive learned with my Nin/FF MM its better to shoot for High recharge and just recall the lost ones and with the last buff to MM's upgrades it makes upgradeing the lost ones go much quicker in battles.

    The thing with taking medicine on /FF is you can heal a Jounin from the very brink of death up to about 2/3 his health or better. If you use your smoke bomb to save them when they're in trouble, then heal them immediately afterward, you can make it so your Jounin hardly ever die. It's almost an advantage not to bother with Genin because your medicine power is only useful for keeping a small handful of henchmen healthy.


    The other advantage I'm thinking with Ninjas and Dark is that most of your Jounin's attacks have def debuff, so if you're careful to target their target, then your heals will hardly ever miss. But....as you've been pointing out (and I very much agree), heals are only marginally useful on ninjas.

    .... Maybe that seals up the decision: Why take the one set with the most powerful heal in the game (small radius, but very high hit points), when your Jounin don't even have that many hit points?
  5. I'm trying to decide which one is better. I'm skipping Genin either way. (Just don't like how they look - not ninja enough for me.)

    With Dark I've got lots of attack debuffs to keep my Jounin alive, but the highest defense I'm likely to get them up to is around 25%. I think Tar Pit would be awesome with the kind of damage they deal. However, with only Jounin and Oni, I'm worried they might get killed between heals.

    If I go FF, however, I can cap their defense up to 45% or higher. With FF, I'd want to take the concealment pool, fitness, medicine, and probably flight - leaving no room for any martial arts attacks (which doesn't feel very fullfilling on a ninja.)
  6. Quote:
    Originally Posted by _Klaw_ View Post
    Oh cmon get real ppl. Thugs are best for damage, bruiser has ss, fire aoe attacks, both lt's have assault for hecks sake.
    Trouble with Thugs is that, except for the Arsonist, everything is smashing/lethal damage, which is highly resisted in later levels.

    Quote:
    Originally Posted by _Klaw_ View Post
    Oh dmg and survivability I see don't go thugs then. But if you want pure entertainment then make a thugs/storm that is too funny.
    If you position your enforcers right, so your thugs are always within the radius of the Enforcers' Maneuvers powers (the two Enforcers' auras stack on your Thugs), that set becomes quite possibly the most survivable set in the game. The Defense from stacked Maneuvers auras is greater than the defense from stacked shields from your protector bots.

    Trouble is... it's a huge hassle always trying to keep track of which thug is where, especially with your Bruiser wanting to run ahead and do melee. I ended up binding a Goto command for my enforcers, so as to make them follow him, because it was just too much trouble trying to keep him from running away from them.
  7. Quote:
    Originally Posted by Jade_Dragon View Post

    My main SoA, however, is a female Crab Spider named Arachnophelia. It's a codename, and really the concept that I developed the whole character around. She's obsessed with spiders, almost to the point of a fetish, which is why she joined Arachnos. She really wants to actually be a spider. I just decided the "Operative" label didn't fit with that name.

    Although I've never used them, I would guess "Webmaster" would be an effective title for a Crab Spider, while "Commando", or "Executioner" would be for Bane Spiders. I believe I've also seen "Seer" for Fortunatas.
    So, would you call someone "Executioner Jones"? or "Commando Jones"? I'm curious what titles are workable. It doesn't appear that Arachnos uses any of the common rank designations like "Private", "Sergeant", or "Lieutenant".... etc.
  8. Quote:
    Originally Posted by SlyGuyMcFly View Post
    I think another key point for Tech origin is the question "Are my gadgets unique?" The tech used by the SoA are generic, in as much as they get mass-produced for Arachnos forces.

    Similarly, the Iron Man suit is unique in that only Tony Stark has the know-how to make it. Batmans gadgets aren't unique in that way.
    I have a hard time drawing that line properly sometimes. I had a Ninjas/FF and I could never decide whether the FF was unique enough to deserve to be the origin. Do you think FF generators are pretty normal in Paragon City?
  9. Berzerker_NA

    Time bomb

    I don't know. Maybe I'm just very good at reading and avoiding aggro. I'll cozy right up next to the tank and use whatever interruptibles I want. Time Bomb is an excellent first strike if you're confident that battle will last long enough for it to go off.


    Quote:
    Originally Posted by Megumi_EU View Post
    i tried that buy putting down mine,then time bomb and tping a foe onto the mine,i think its only set off by enemy aoe's
    Maybe you should try putting the bomb in the middle of some caltrops. Then they probably can't get away in time.
  10. Berzerker_NA

    Softcapped Pets?

    Quote:
    Originally Posted by Donna_ View Post
    2) How can I slot the 2 Procs from recharge intensive pets, mids doesn't allow those sets on Bots.
    Not on Bots/Traps. The ones you can slot recharge intensive to are:

    Primary: Thugs, Necromancy, Demon Summoning.
    Secondary: Storm Summoning

    Quote:
    4) Is there any way to get more PbAoe +def such as Maneuvers, Forcefield Generator and Pet Procs. (yes I have considered Grant Invis)
    If you go with the Concealment Set and get Ethereal Shift, your pets go Ethereal when you do. You can even summon more pets, or heal them while you're still Ethereal. It's just a total time out.

    Enemies will still attack them, and they'll try to attack enemies, but nobody does any damage. Great if you're on a team that's about to wipe, because the enemies will often keep attacking your indestructible henchmen.
  11. Quote:
    Originally Posted by plainguy View Post

    Dark does work well at getting you to Defense cap. But Traps does it a bit better and Traps has everything else.. DPS, Debuff, Heal, Temp hold ( poison Trap ) and of course Protection.
    Dark isn't bad in these areas.

    DPS: Tar Patch debuffs damage resistance pretty well. (Not quite as good as Acid Mortar, since it does both damage resistance and defense.)

    Heal: Both you and fluffy have a very powerful near proximity heal, with the disadvantage being that it is prone to miss.

    Temp Hold: Petrifying Gaze isn't an AOE, but its recharge is 16 seconds instead of a minute and a half.

    Protection: Shadow Fall is not as good as Force Field Generator, but you've got quite a few powers that debuff the enemies' attacks, which is just about as good as having more defense yourself. (Your targeted heal, Darkest Night, and Fearsome Stare) Fluffy perpetually debuffs every mob that gets close to him down by -30 attack (more if you enhance it), which will help if you fall short of total defense cap.

    The main thing Traps does well and Dark can't compete with is Detonator, and the fact the Force Field Generator shields you from Hold, Stun, and Immobilize. It's nice not to get mezzed.


    Quote:
    Both Positional and Type over lap. So if someone is shooting you with a ranged energy blast and you have only 10% energy defense but are capped at 45% Ranged Defense. The Ranged Defense wins. So more then likely you will not get hit. There are of course other variables and such.
    This is why it is best to go with either Defense by Damage Type OR Positional Defense, but not both. Why waste your time if they overlap anyway?

    The advantage of Defense by Damage Type is that most attacks have more than one damage type, and the game always chooses the most favorable. So if an Arachnos Widow's Dart attack deals both lethal and toxic, and your lethal defense is better than your toxic defense, the game will use your lethal defense.

    The drawback to Defense by Damage Type is that, insofar as I have seen, there is no such thing as Defense vs. Toxic, so any purely toxic attacks will always bypass a Damage Type Based Defense. (Such as Zombies Projectile Vomit, for example.) That's not a serious problem for Demons, though, since most of the resist Toxic damage pretty well.


    Quote:
    Nutshell with all of this is 45% is the magic number you want to see when using Mids Hero builder.
    Yeah. The enemy's chance of missing is usually 50 + Your Defense Number. So, if you're at 45%, then most enemies miss chance is 95%, or 19 out of 20 tries. Bosses and such have a slightly improved chance to hit you, but it's not too much higher. (I think in most cases it is 6/5 the normal chance. So if a normal mob had a 5% chance to hit, a boss would have a 6% chance, but I'm not entirely sure how that is calculated, so I may be wrong.)
  12. Quote:
    Originally Posted by Derangedpolygot View Post
    In theory, it would do both. If you could slot range into pets.
    Don't any of them accept sets that allow for it?
  13. So, has anyone tried it?

    I think it would be quite a time investment to level one just for the purposes of finding out, so I'm hoping someone has done it already and they can say. I can't really make my toon until I know. It would just be too big a disappointment if they put the trap on the ground. There's just something so wicked awesome about suicidal pets.
  14. Quote:
    Originally Posted by maxtsorm View Post
    Which one to do....mmm...IM undecided. DS/Dark seem to blend well together...IDK....

    **Pulls hair out**

    Anyone?

    Ideas?

    Thoughts?
    Dark has the advantage that it covers holes in your Demons' resistances. Shadow Fall will give them psionic, energy, and negative resistances which they don't already have. (They're very good about the other 5: smashing, lethal, fire, cold, and toxic.)

    Traps has the advantage that it gives you very good defense and mezz resistance, so you can use your whip attacks and not worry as much about aggro.
  15. You guys realize that, with the current AI behavior toward debuffs, Merks is quite possibly the strongest MM set of them all right now?

    Every boss I fight turns around and tries to get away about 2/3 the way through the battle because of all the def debuffing (and often when they're just about to finish me off.) And, since almost all my merks' attacks are ranged anyway, it's barely any inconvenience to chase them.

    Who needs flashbang or web grenade when you've got an un-resistable fear effect overwhelming the AI every 20-30 seconds of combat?


    Quote:
    Originally Posted by FightMan View Post
    I've got an idea, get rid of Serum and replace it with

    Fortification:
    The mercenaries dig in and commit to a defensive position. They become nearly impossible to move and gain a bonus to resistance. They also gain range and damage bonuses from the superior firing position.

    I would definitely second that. (Or I guess third that, since Xiroth is already seconding it.)
  16. Quote:
    Originally Posted by Elohim_NA View Post
    I have always used, as a general rule, the question "would they still be viable/dangerous without the toys". Iron Man is just a dude if you take him out of the armor, but Batman would still be a threat. SoA's have some nice tech at their disposal, but they are still highly trained soldiers, akin to Green Beret. Hence, Natural.
    Good rule. And I think the flip side of the coin us useful too. For a tech origin, we could ask ourselves: would the tools be useful without the skills of the operator? One gets the impression that the Iron Man suit basically flies itself, almost to the point where just anyone could put one on and be a super.
  17. Quote:
    Originally Posted by GavinRuneblade View Post
    So you're saying Citadel and Luminary can't fire a gun without a human backing them up? In CoX Tech allows things that don't in reality. Therefore, the premise that "will practice (natural) or higher technology (tech) give you a bigger improvement" as a way to tell the two origins apart is a flawed premise. In CoX, the answer will ALWAYS be tech.

    CoX tech can give him a mind reading neutral implant that he doesn't need to use buttons on. Our apache pilots just look at something and it gets targetted. We already have companies like Emotive that make mind-reading video game controls. Buttons? Totally irrelevant.
    Here the problem is that we're getting outside of COX reality. In COX, natural heroes have abilities that no Olympic athlete in the real world could ever have, like super jump, or running faster than a car, or beating a tank to pulp with your fists.

    Think of a cheesy martial arts movie, like one of those classics, where you've got people karate chopping telephone poles in half. That's more like COX.

    Quote:

    And teh dodging bullets is more proof technology will always win over training. A stronger suit will eventually mean he doesn't have to dodge but still can. No amount of practice can make that claim.
    I think this doesn't even square well with the real world. I know Chobam armor tanks can stand up to almost anything, be rockets, artillery shells, or probably even meteors, but a suit of battle armor a human being can wear? I don't think they even make a suit of full body armor that can reliably block an AK-47.

    Certainly it exists in the COX world, but then.... you've got to let Chuck Norris and Bruce Lee into that picture as well.
  18. Berzerker_NA

    Time bomb

    I like to think of it as the hero's version of a stalker assassin strike, except it's an AOE. Just troublesome that you've got to take your own stealth powers for the Defs.

    I've been thinking of doing the whole stealth set, Concealment, Invis Other, then Ethereal for mine, and then using Invis Other on my Force Field Device. Do you think I will get any benefit out of that?
  19. Do the demons blow up instantly, or try to plant the bomb and run?

    I know the difference is purely aesthetic, but I'm really curious about this.
  20. Berzerker_NA

    Stamina or Not?

    If your survivability depends on continually healing and/or resummoning your henchmen, and you tend to die at the moment when you run out of stamina and can't keep replenishing them, then get Stamina.
  21. Quote:
    Originally Posted by GavinRuneblade View Post

    No amount of natural training will amount to the weight lifting high-end powered armor servo's can lift. And I'm talking in the real world right now, not just in Paragon City. We already have had people with no feet but using artificial limbs disqualified from sports events for unfair advantage.
    If you take this argument too far, I think you'll end up comparing a sniper rifle with a bow and arrow, or comparing a knife with a fist (since a knife technically represents "technology" when compared with a fist). Artificial limbs give an advantage, but so would custom made spring loaded shoes. Neither is really a technological marvel.

    With guns, the question is whether it matters more to have high quality trigger men, or high quality hardware. How easily could a bunch of hillbillies with top of the line, experimental assault rifles kill a group of Army Rangers armed with standard M16's?


    Quote:

    No amount of natural training will amount to the level of accuracy that the optic tracking device our pilots in Apache Helicopters use, much less the sort of tracking that super-advanced technology is capable of like what iron man uses in the movies. No amount of training will ever let bruce wayne or tony stark get more accurate with a gun than the technological tool that iron man uses in the movies to head shot 9 people at once. And no amount of training will make either one of them use such a weapon better. But a faster computer will make the targetting time shorter and make the tool work better in limited visibility conditions, etc etc etc.
    Even with the best automated targeting in the world, you still need a human being to tell the computer what targets you want shot, and which ones you want spared. It's not a very good quick draw device.

    Batman's style of fighting would never allow for something like that. He's got to bust a move in the moment. He can't be fidgeting with buttons and click down menus on some digital imaging computer while the bad guys speed away, and he has to dodge most of the bullets coming at him, or some will certainly tear through his armor.


    Quote:

    for every character in every universe technology will always give a higher vector of improvement than simple physical activity. Simply because technology is more powerful than the human body. machines can lift more than the strongest human. Computers can react faster. we can't fly but rockets can. We're not bullet proof, but some materials are etc.
    The question is: who's piloting that machine? In the Air Force, there's all kinds of discussion about the "lost art of dog fighting" and whether it's worth it to bother teaching pilots that kind of basic maneuvering when most of the important stuff like target acquisition, radar tracking, and counter measures, can all be done by clicking a few buttons.

    Would you consider the increased training an asset, or should the Air Force stop trying so hard to train its pilots to fly better, and and instead focus its whole budget on improving the electronics?
  22. I found this suggestion for origin criteria on another thread, and I kind of like it.

    http://boards.cityofheroes.com//show...25#post2903125

    Quote:
    Originally Posted by Blood_Wolffe View Post
    I always go by what enhancements would your character use. Would she use natural enhancements like training and super healthy food, or gadgets like high tech goggles and prosthetic organs?

    The question for Batman is: if he wanted to become a better hero, what would progress him more: spending more time at the gym, or investing more money in his gadgets? If spending time at the gym is the key to moving further, then he's natural.

    For a mutant like say Colossus: Should he spend his time more on practicing turning his body into steel, or leave the steel turned off so he can lift weights at a gym?

    For a science like the Hulk: should Bruce Banner spend his time trying to find medical treatments that allow him to stay intelligent when he changes, or just practice changing on demand by biting his tongue until it makes him angry? - (Cause if you're a natural mutant, there's little point in doing experimental research to increase your powers. )

    Now, when Iron Man wants to become tougher, I think he's in the opposite place of Batman. A few more gadgets will go a long way, but training at the Dojo will only help him improve his martial arts skills from novice to mediocre.
  23. Quote:
    Originally Posted by Jade_Dragon View Post
    Has the Arsonist started coming up with the wrong name? I never noticed this problem before.

    Anyway, I have a macro of my own which switches the name of my Enforcers. I find that the command basically works if I rename one to a neutral name, rename the other, and then rename the neutral name. That is, the commands seem to be executed in order. Thus, you may not need two macros, the clear command might work as the first command of the sequence.

    Don't quote me on that, though, as I haven't tried it.

    Also, shouldn't that be Chef, not Cook?
    I haven't tried this neutral naming thing. That might not be a bad idea, but you can't put the /clear_petnames in the same macro with the rest. It screws up for some reason.
  24. Quote:
    Originally Posted by Weatherby Goode View Post
    No you can't. The Achilles' Heel proc does actually apply a debuff effect. It grants a temp power to anything it hits and that temp power debuffs them. Because it works as a grantpower effect, you can't have an enemy with multiple copies of the same effect.
    Good to know. I was thinking of giving my Spec Ops one in order to add more of the effect. I think you just saved me 20 million Inf.
  25. Quote:
    Originally Posted by Shadowrush View Post

    1) Is it possible to softcap my pets defense? and myself as well?
    I skipped Genin on my build. (Squishy compared to the others, and too much hassle maintaining 6 shields instead of 3)

    Jounin have 14% base, you can slot bubbles to 17%, Dispersion Bubble to 11%, and then throw in the Edict of the Master +5% proc, and you've got 47%. If that's not enough, you can take mace mastery, and use Empower just before shielding them for probably another 5% or 6% or so, but it only lasts long enough to shield up 3 people. (6 total shields).

    Quote:
    2) How would Ninjas/FF be like, soloing EB's?
    Easy for a lot of them. With Force Bolt, you can keep them on the ground for most of the fight. You have to let them stand up and take a shot at you in between (otherwise the next bolt doesn't add to their knockdown duration), but they spend a lot of time on their back.


    Quote:
    3) Is it possible for a Ninjas/FF to be able to solo some AV's at end game?
    IDK. Haven't been that far yet.

    Quote:
    4) Considering that in BG mode, I have to wait to get hit in order for my pets to attack, should I bother with Tankerminding with such a defense oriented set? (Since it would take a long time for me to get hit, especially if I'm softcapped.) Is Tankerminding the way to go with this setup in the first place?
    I don't see the benefit of tanker minding when you've got such tough henchmen, but I have to warn you that the mobs aggro to you really easy. Every time your Jounin placates or you use smoke bomb to save his life (that's what I use it for), the mob that was attacking him starts looking for a new target.

    Just take personal FF, though. Then just about nothing can kill you.

    Quote:
    5) Considering that I don't see any heals on this particular combination, will the Medicine pool be a necessity? (I'm fine with Medicine, just making sure that I'm not missing some heal in some patron power or somesuch) Or should I bother with healing at all, if we're softcapped? And just let the ninja robot die if he gets two shotted, and resummon?
    I'd say the set is totally unplayable without medicine.

    Quote:
    6) I'd rather not have Teleportation, but will it be necessary for Ninjas? Since I hear they tend to go all over the place sometimes. Or will just minding to control them more suffice?

    Any help or tips would be greatly appreciated.
    I don't think you need it, but I only manage 3 ninjas. I'd rather take hover, because you have to stand near them if you want them to benefit from Dispersion Bubble, and hovering keeps you out of melee.