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Posts
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Quote:In the same breath? I didn't say anything about powers in that post. I've been pointing out Cloaking Device, Smoke Grenade, and Targeting Drone, all useful tools, none of which are in Traps.I find it silly to say on one hand Traps is better and then say but it can't do what Device can. But in the same breath you talk about the same 2 or really 1 power that both share.Quote:
BTW I don't think you can't smoke a mob and then walk up to them normally without using either a stealth IO or super speed. Just using sprint you will be spotted. I know at least if I smoke a mob and then forget to have SS on I get noticed. Similarly if I just have the stealth IO still active as it last 2 minutes I cannot use Ninja run as I will be spotted as well. So those using smoke to stealth run or toe bomb still need another component.
One, stealth's effectiveness is purely a numbers comparison to the enemy's perception. An LT's typical perception is 50 ft and a typical stealth power is 35 ft, which means a stealthed player can get up to 15 ft to an LT before they're spotted. Smoke Grenade hits for 90%, which means an LT's perception drops to 5 ft. This is equivalent to a power that grants 45 ft of stealth. Even snipers, if you could theoretically get within close enough range to smoke them, would drop to 14.9 ft of perception, a difference of about 135 ft. That's pretty powerful.
Two, -perception does differ from +stealth in a very significant way in that it affects the enemy and does not suppress. You can smoke a spawn, drop their collective perception to ~5 ft, and wipe out another spawn standing right next to them without them ever noticing. If all you're using is stealth, you can't do that. Maybe you don't personally care because you like taking on two +2/x8 spawns at once, but it is still a useful tool for those who prefer to divide and conquer.
Quote:I am not a fan of the slow pace that devices takes to solo'ing or teaming.
Beyond that, the only two powers I genuinely care about while teaming are Cloaking Device and Targeting Drone, and Cloaking Device isn't strictly necessary. So no, it's not a great teaming secondary, but in a team the sheer damage from the primary should be sufficient.
I also don't consider a good stealther to be a detriment to a team that wants to move quickly. When the team wants to slog through crowds, I'm right there laying down a ton of damage. When the team just wants to complete the mission, I'm skating through spawns to the objective. Devices offers a good deal of versatility. -
Quote:There is no crunching involved. The numbers are right there for you to look at. Five of the ten Scrapper primaries have slower animation times in their Tier 1 and Tier 2 attacks, and a bunch have slower recharge. (Tier 1 and Tier 2 were the only ones I looked at just now because I didn't want to bother with a full comparison.)I have to disagree. I feel that KM melee is absolutely slow. I have played 5 yrs now and most of that time has been scrappers. And while there are lots of slower attacks throughout the various sets, I feel that KM as a whole is the slowest scrapper set around. Just my opinion I guess cause all the number cruncers say otherwise. But to me its damn slow.
Yes, it can feel slow because of the animations, and to a large extent how you feel about a set determines how good it's going to be for you. But that doesn't mean it actually is. You might as well be saying "I feel the sky is magenta." -
Quote:Give Power Sink some love. Properly slotted for End Mod, it'll even drain EBs, and Electric Field will keep them drained. AVs aren't affected as much, though.To Brandx, no I do not use Power Sink offensively. I've seen that you use it so in other posts.....which is why I asked the question about end draining. I just thought I shouldn't have to rely on it......but I'm starting to think I should. Drain the minions and focus on the bosses type of thing.....let the aura and the occasion Burst take out the little ones.
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Quote:Well, I have to admit I have no idea what that number's supposed to represent, given that the Regeneration Rate in Combat Attributes caps out at 8.33%/s in-game.No you don't.
http://paragonwiki.com/wiki/Maximums#Maximum_6
Mids says 1900% regen. So close, but no ciggy.
EDIT: Mids says 1900 regen on rest. -
I'd like Gun Drone a lot more if it didn't take 7 whole freaking seconds to cast. AV fights are going to last longer than the 90 seconds the drone will be out, and 7 seconds is an awful long time to not be throwing attacks. When it is out, though, it's a great addition to damage.
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Well, that's going to vary by individual enemy. I'm open to being corrected on this, but I'm pretty sure you can consider all enemies to have 0% defense unless they're listed as having a power that provides +Defense, like the Paragon Protectors as an example. The 39% base hit chance should be a sufficient starting point for most enemies you'll encounter, and you can of course build above your target accuracy if you want that extra buffer.
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It's not quite the answer you're looking for, but it's the answer you need:
From the ParagonWiki article on Combat Mechanics, you can see that base to-hit against an enemy +4 levels above you is 39%. This is true for minions through AVs, provided they don't have any extra defense.
If you don't have any extra to-hit, the accuracy needed to reach 95% against a +4 is 143.6%. (Most attacks have a base 100% accuracy, so adding that to the 143.6% means 39 * 2.436 = 95.) This accuracy enhancement can be either global or per attack; they add together.
If you have extra to-hit, then you can find out how much accuracy you need by adding the to-hit to 39, then dividing 95 by that number. For example: my /Dev Blaster has Targeting Drone slotted so that it provides 22% to-hit. 39 + 22 = 61. 95/61 = 1.557. The set bonuses I've collected give me a whopping 1.41 global accuracy (you start at 1.0, as mentioned above in a different format), so I only need 14.7% buff in each power to reach that number. Anything above that is wasted in most cases, but it can be helpful against -to-hit debuffs and enemies with higher than normal defense.
(Accuracy is expressed as both a decimal and as a percentage in game, so I've been using them interchangeably here. 14.7% = 0.147)
That's a little convoluted, but does that help? -
No, the proof that the status quo works is that the company is solvent. That is evident from the moment negotiations begin.
If you want to change the status quo, you need to show how the change benefits. -
...Yes, that's rather what we've been saying. If you could go out and get the info to prove that a name purge is more beneficial to NCSoft than keeping the names, that's fantastic.
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Then you're just going to chase yourself around in circles, especially when the evidence for either side is as nebulous as it is in this case. You need to pick a starting point. Choosing the status quo as the starting point is the sanest way to do it.
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Quote:Did you rest the second part of my post? Heck, you quoted it.Actually, 'we should do it this way because we've always done it this way,' Is the type of attitude that caused the downfall of a lot of major companies. Ford lost the stranglehold it had on the auto-industry because of it. IBM lost its lion's share of the computer market because of it. We've all just seen the downfall of more than a few large banks because of this. In any scenario, it is of equal importance to consider why you want to keep things the same just as much as you should consider why you want to change them. 'We should do it this way because we've always done it this way,' is never a valid reason for anything.
The default is not to change, unless there is a good reason with supporting evidence for it. Changing because of hypotheticals leads very quickly to ruin. -
Quote:Exactly. That reason has way more weight than you're assigning it, especially in a business context.You're essentially saying 'we should do it this way because we've always done it this way.'
Even then, it's not so much a matter of "we should do it this way because we've always done it this way," but rather "why should we change what we've been doing? How will it benefit us to change?" -
Put more simply: you need a good reason with supporting evidence to change the status quo. You can never (well, rarely) wind up worse off by doing nothing.
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Quote:If anything's making me want to fight, it's the double periods. My eyes cannae take much more.So don't get bent out of shape.. Your making a point and I bring up a counter point.. IF you want to fight, that's you.. Not me..
No, I don't want to fight. But Devices is not obsolete. Maybe it doesn't do what you'd like it to do and Traps works better. Great. Traps doesn't do what I want to do; Devices does. And frankly, no other Blaster secondary is appealing. Maybe that means Blasters as a whole need another redesign, but they're far from ineffective. -
Quote:Great, you don't play the way I do, so Devices doesn't serve your needs. Frankly I find Super Speed to be a huge pain indoors; the stealth on the power is a convenience while traveling. Mental Manipulation.Sadly Super Speed and a Stealth IO pretty much counter Cloaking Device and smoke. I will say if there is a sniper or a Rikti Drone then even I will be noticed. But if I am doing a stealth run even without FFG out my defenses are so high that the minor aggro I get from being spotted by these types of mobs is not an issue. Further I think its a benefit to having an IO save me 2 power slots. But if those things are not present I can Toe bomb effectively as would a Device player.
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Where's this 2% thing coming from?
Maneuvers is 2.625% Def. That matches what you're saying, yes, but the highest is 3.5%. Nobody's getting a lot from it, but every point counts, especially if you want softcap.
Assault is 11.75% Damage. That ain't 2%.
Tactics is 7.5% To-hit. That may not seem like a lot, but depending on the enemy you're fighting it can account for anywhere from 11 to 40% Accuracy buffs.
Yes, Masterminds get the second-lowest values for all three powers, but keep in mind that as an MM your Leadership powers are always buffing a party even when solo. They're still pretty handy to have. -
It's an outdated set, but it's not yet obsolete, and it certainly isn't ineffective. It's an old '92 pickup that lacks modern features like power steering and automatic transmission, but it still gets the job done. You're not crazy if you prefer the new hotness, but neither are you crazy if you decide Devices does what you need/want to do.
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I started off underwhelmed by it too, but my Kin/WP Scrapper hit the early 20s not long ago and things are really starting to coalesce. It does solid damage, and Burst is like a less powerful Foot Stomp (slightly weaker, only 50% chance for KD instead of 80%), but still quite effective especially after warming it up with Power Siphon.
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Quote:It should. But experience (usually) leads to better design.Beyond the several advantages of fire over Assault Rifle. Just reread your first sentence over and over.. The simple fact is one secondary or even primary should not be BETTER then another.. It should have different advantages when compared to other sets and vice versa.
Anyway, Traps and Devices do do different things, if you want to stretch a point. Traps is team buffs/debuffs. Devices has some debuffs, but mostly it's about personal buffs and mobility. Between Cloaking Device and Smoke Grenade, you can move through an entire map without aggroing anything, except maybe Snipers. You can have a constant to-hit buff that allows you to casually hit almost anything without effort.
The utility of those abilities compared to Traps is certainly arguable, although recent mission design has allowed for more stealth options, but those are definitely things Traps can't do. (All this of course ignores the fact that no AT allows for a choice of Traps versus Devices, unless you're choosing between a /Dev Blaster or a /Traps Corruptor.) -
Of course Traps is better. It's newer. That's not always a guarantee, but a lot of learning happened between one and the other.
I'm satisfied with my Fire/Devices Blaster. /Devices hasn't hampered Fire/ from putting out ridiculous amounts of damage from long range, and /Devices lets me do things the other Blaster sets can't. -
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Just as a small, small anecdotal point, I only recently came back to the game after two years. I resubbed for a month a couple of times in that period, but I could just as easily not have. I've got a few neat names on some lowbies I hadn't had the motivation to level two years ago but couldn't bear to delete, and finding them purged would have been seriously disappointing. Maybe not disappointing enough to leave again, but everyone's situation is different.
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I just realized we need a Baby Mastery epic pool.
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My /Devices Blaster can hit +4s for 95% to-hit. In fact, due to the set bonuses I wanted, I couldn't avoid overslotting for accuracy, so if level 55s existed I could probably hit them for 95% too. Unfortunately that means a lot of wasted accuracy, but that's purely the way I set my build up.
I only recently had the magic of Caltrops shown to me. It does need procs to be really awesome, but there's nothing like dropping Caltrops, dropping Rain of Fire, and watching a chunk of the group fall down trying to escape.
The big problem with Devices is that it's a completely different playstyle from other Blaster sets. Most secondaries give you more damage; melee powers, Build Up, etc. Devices is spec ops. Personally, I love it, because I can stealth around and still unleash hell when I want to. Granted, I took Fire/ as a primary, which means my damage output isn't greatly hampered.
I'm not gonna say it's perfect, and it's a byproduct of old game design, but it suits my playstyle and I don't feel like I'm gimped for having it. -