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Posts
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great stuff as always.
Whats the Scrapper resistance cap?
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Scrappers 75%
Tankers 90%
Kheldians 85%
Others ? (possibly 75%) -
Thanks for the update.
One thing to note, Invincibility provides a base of 5% for Tankers (3.75% for Scrappers) with no foe in melee range. This is new information recently revealed by _Castle_. So, Invincibility does provide defense to a ranged attacker even with no foe in melee range. For a Tanker, it negates Unyielding's 5% defense debuff. For a Scrapper, it negates all but 1.25% of Unyielding's defense debuff.
Stalker's Hide is not the highest -perception in the game. It is -500 feet where normal perception is +500 feet. There are powers in the game that give or grant over 500 feet (e.g. Grant Invisibility, Invisibility, Group Invisibility, Superior Invisibility)
I also loved this:
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Also, I added pritty colors
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Invincibility (Inv) provides 3.75% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.125% for each foe in melee range (max 10). It also adds a 2% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect
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Invincibility (Inv) provides 5% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.5% for each foe in melee range (max 10). It also adds a 2% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect
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There wasn't any explanation of the changes to defense in I7 here. If this is going to be an I7 guide, you should probably include that.
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Actually, if you look at the section on 'Defense' you will see that it is a link to Aracana's Defense Guide. -
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New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.
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My guess is that the 20% is more than likely the Scrapper number with 10 in melee range. -
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New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.
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My guess is that the 20% is more than likely the Scrapper number with 10 in melee range. -
New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.
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New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.
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Posts like this always make me feel so horrible! In my 11 thousand + posts I haven't done anything productive.
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Being productive has its disadvantages. While I was off testing things, Pilcrow used 7,241 CoH eval keys to steal the "most helpful poster" title from me, I just know he did.
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I got nominated for it by a few posters and I am just a dumb blond -
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More examples are the Master Mind bug that is devestating an entire AT set. Yet they put this hunk of crap they called I7 in anyways.
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Well, my level 40 Mastermind is not having any difficulties solo. It is annoying at times, but I know they will get around to fixing it. Devestating? I don't think so
I think it falls along with what Samus was trying to say. What 'FEELS' like it is not right to someone, no matter how experienced they are, doesn't mean it actually 'IS' not right. A fact that is proven factual from a new player could be much more valuable than a 'It feels wrong to me' from a well respected forum poster.
But, I am just a dumb blond -
It does all depend on what perspective you are looking from. My Robotics/Force Field Mastermind is 'Natural' because she believes herself to be the norm and everyone else as alien, even though she is cybernetic
And a Kheldian would believe he/she is 'Natural' and everyone else alien. -
I was a little misleading with the Telekinesis power. Especially since this is for Tankers who have almost complete mez protection. I made it sound like Telekinesis would render them helpless and unable to act, when infact, you can act. You are just pushed
Telekinesis, along with the repel effect, does also have a mag +3 hold
Also, I completely forgot to mention intangibility and phase-type powers -
Yes. I was a little misleading with the Telekinesis power. Especially since this is for Scrappers who have almost complete mez protection. I made it sound like Telekinesis would render them helpless and unable to act, when infact, you can act. You are just pushed
Also, I completely forgot to mention intangibility and phase-type powers -
Way back in Issue 1, I could easily hit a +10 critter (held of course) with my level 16 Martial Arts Scrapper. The 'Purple Patch' changed a lot of things. Maybe the inspirations values were changed in the 'Purple Patch' but the number we all used remained the same?
[*]Scrapper Secondary Info in Issue 7 [*]Tanker Primary Info in Issue 7 [*]The Harsh Reality of PVP -
Well, I still hate hitting Aim on my Corrupter which has 2 Single Origin Accuracy Enhancers on all attacks and know that I get a 90% miss rate on the first attack I use - stupid random number generator
[*]Scrapper Secondary Info in Issue 7 (draft) [*]Tanker Primary Info in Issue 7 (draft) [*]The Harsh Reality of PVP -
Appendix 1: Enhancement Details
Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:
Accuracy, Confuse, Damage, Defense DeBuff, Disorient, Endurance Modification, Fear, Fly, Heal, Hold,
Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt
These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:
1 SO: +33.3%
2 SO: +66.6%
3 SO: +95%
4 SO: +100%
5 SO: +105%
6 SO: +110%
Schedule B Enhancements (20%, 10%, 5%) are:
Range, Defense Buff, Resist Damage, To Hit Buff, To Hit Debuff
These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:
1 SO: +20%
2 SO: +40%
3 SO: +56%
4 SO: +59%
5 SO: +62%
6 SO: +65%
Schedule C Enhancements (40%, 20%, 10%) are:
Interrupt
This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:
1 SO: +40%
2 SO: +80%
3 SO: +112%
4 SO: +118%
5 SO: +124%
6 SO: +130%
Schedule D Enhancements (60%, 30%, 15%) are:
Knockback -
Stone Armor Information:
Rock Armor (RA) is 16% defense to smashing and lethal (cannot be active with GA)
Stone Skin (SS) is 12.5% passive resistance to smashing and lethal
Earth's Embrace (EE) adds 40% (20% enhancable) of your base hit points to your hit points, and then
heals you the same number of hit points. It also provides 20% resistance to toxic damage
Mud Pots is a damage/taunt aura that will immobilize and slow the ones ensnared in melee range
Rooted provides 100% health regeneration. Rooted provides status-effect protection (hold, sleep,
disorient, knock, immobolize) that increases with level up to level 35 (mag -6 through -12). It also has -slow , -fly and -jump
Brimstone Armor (BA) is 25% resistance to fire and cold (cannot be active with GA)
Crystal is 16% defense to energy and negative energy (Cannot be active with GA)
Mineral is 16% defense to psionic (cannot be active with GA)
Granite Armor (GA) is 50% resistance to all but psionic. It also provides 20% defense to
smashing, lethal, fire, cold, energy, and negative energy. It also has -slow, -fly, -jump, -recharge and
-damage when active
Example slotting is shown below using even level (white) DamRes and DefBuf SO enhancements:
Smashing and Lethal (most common in the game):
RA (3 SO DefBuf) - Total 25% defense
RA (3 SO DefBuf), Weave (3 SO DefBuf) - Total 32.8% defense
SS (1 SO DamRes) - Total 18.0% resistance
SS (3 SO DamRes) - Total 23.4% resistance
SS (1 SO DamRes), Tough (3 SO DamRes) - Total 41.4% resistance
SS (3 SO DamRes), Tough (3 SO DamRes) - Total 48.4% resistance
Energies (energy and negative energy):
CA (3 SO DefBuf) - Total 25% defense
CA (3 SO DefBuf), Weave (3 SO DefBuf) - Total 32.8% defense
Elemental Fire and Cold:
BA (3 SO DamRes) - Total 39% resistance
Weave (3 SO DefBuf) - Total 7.8% defense
Elemental Toxic:
EE (0 SO DamRes) - Total 20% resistance (many do not slot with DamRes)
EE (3 SO DamRes) - Total 31.2% resistance
Psionic:
Mineral (3 SO DefBuf) - Total 25% defense
Mineral (3 SO DefBuf), Weave (3 SO DefBuf) - Total 32.8% defense
All Resistances except Psionic (defense to Smashing, Lethal, Fire, Cold, Energy, and Negative Energy):
GA (0 SO DamRes, 3 SO DefBuf) - Total 50% resistance, 31.2% defense
GA (1 SO DamREs, 3 SO DefBuf) - Total 60% resistance, 31.2% defense
GA (2 SO DamREs, 3 SO DefBuf) - Total 70% resistance, 31.2% defense
GA (3 SO DamRes, 3 SO DefBuf) - Total 78% resistance, 31.2% defense
GA (3 SO DamREs, 2 SO DefBuf) - Total 78% resistance, 28% defense
GA (3 SO DamREs, 1 SO DefBuf) - Total 78% resistance, 24% defense
GA (3 SO DamREs, 0 SO DefBuf) - Total 78% resistance, 20% defense -
Invulnerability Information:
Resist Physical Damage (RPD) is 7.5% passive resistance to smashing and lethal
Dull Pain (DP) increases your available HP and max HP by 40% (20% enhanceable) and then heals you
for 40% (fully enhanceable) of your original max HP.
Temporary Invulnerability (TI) provides 30% resistance to smashing and lethal
Resist Elements (REl) is 7.5% passive resistance to fire, cold and toxic
Unyielding (Uny) is 10% resistance to all types except psionic (only 5% to smashing and lethal).
It also provides status-effect protection (hold, sleep, disorient, knock, immobolize) that increases
with level up to level 35 (mag -6 through -12). It also has a 5% defense debuff
Resist Energies (REn) is 7.5% passive resistance to energy and negative energy
Invincibility (Inv) provides 5% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.5% for each foe in melee range (max 10). It also adds a 3% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect
Tough Hide (TH) is 5% passive defense to smashing, lethal, fire, cold, energy, and negative energy
Unstoppable (Uns) is 70% resistance to all types except psionic. It also provides status-effect
protection (hold, sleep, disorient, knock, immobolize (mag -12)) and a boost to endurance regeneration.
When it ends, it leaves you with no endurance and leaves you with 10% of your hit points
Example slotting is shown below using even level (white) DamRes SO enhancements:
Resistance to Smashing and Lethal (most common in the game):
Uny (0 SO DamRes), TI (3 SO DamRes) - Total 51.8%
Uny (3 SO DamRes), TI (3 SO DamRes) - Total 54.6%
Uny (0 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes) - Total 60.8%
Uny (3 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes) - Total 63.6%
Uny (3 SO DamRes), RPD (3 SO DamRes), TI (3 SO DamRes) - Total 66.3%
Uny (3 SO DamRes), TI (3 SO DamRes), Tough (0 SO DamRes) - Total 69.6%
Uny (3 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 78.0%
Uny (0 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 84.2%
Uny (3 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 87.0%
Uny (3 SO DamRes), RPD (3 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 89.7%
Resistance to Elemental (Fire, Cold and Toxic), and Energies (Energy and Negative Energy):
Uny (3 SO DamRes), REl (3 SO DamRes) and REn (3 SO DamRes) - Total 27.6%
Defense to Smashing, Lethal, Fire, Cold, Energy, and Negative Energy:
Uny, Inv (0 SO DefBuf) - Total 1.5% (1 foe), 15% (10 foes)
Uny, Inv (1 SO DefBuf) - Total 2.8% (1 foe), 19% (10 foes)
Uny, Inv (2 SO DefBuf) - Total 4.1% (1 foe), 23% (10 foes)
Uny, Inv (3 SO DefBuf) - Total 5.1% (1 foe), 26.2% (10 foes)
Uny, Inv (3 SO DefBuf), TH (1 SO DefBuf) - Total 11.1% (1 foe), 32.2% (10 foes)
Uny, Inv (3 SO DefBuf), TH (3 SO DefBuf) - Total 13.1% (1 foe), 34.2% (10 foes)
Uny, Inv (3 SO DefBuf), TH (1 SO DefBuf), Weave (3 SO DefBuf) - Total 18.9% (1 foe), 40% (10 foes)
Uny, Inv (3 SO DefBuf), TH (3 SO DefBuf), Weave (3 SO DefBuf) - Total 20.9% (1 foe), 42% (10 foes) -
Ice Armor Information:
Frozen Armor (FA) is 17% defense to smashing and lethal, 30% resistance to cold and 12.5% resistance
to fire and also provides resistance to defense debuff powers. Note: resistance is unenhancable
Hoarfrost (HF) adds 40% (20% enhancable) of your base hit points to your hit points, and then heals
you the same number of hit points. It also provides 20% resistance to toxic damage
Chilling Embrace provides -recharge (32%), -speed and -damage (14%) of the foes around you in melee
range. The effectiveness of the debuffs decrease with foes over higher level and foes with resistance of
their own to a damage type. Note: only -speed is enhancable
Wet Ice (WI) provides status-effect protection (hold, sleep, disorient, knock, immobolize) that increases
with level up to level 35 (mag -6 through -12). WI also provides 30% resistance to cold, 1% defense
(smashing, lethal, fire, cold, energy, and negative energy) and resistance to defense debuff powers.
Note: defense and resistance are unenhancable
Permafrost (PF) is 20% resistance to cold, 12.5% resistance to fire and resistance to slows.
Icicles puncture foes around you in melee range causing minor damage and a taunt effect
Glacial Armor (GA) is 17% defense to energy and negative energy and 30% resistance to cold. It also
provides resistance to slows and +perception. Note: resistance is unenhancable
Energy Absorption (EA) is 2% defense (smashing, lethal, fire, cold, energy, and negative energy) for
every foe in melee range (max 1). And provides 0.5% per foe in melee range (max 10). It provides endurance
recovery per foe affected and endurance drain on those foes affected. It also provides resistance to slows
Hibernate when activated will encase you in a block of ice making you immune to being attacked.
It also immobilizes you, heals you and returns endurance to you at an increased rate. You cannot
attack while hibernating
Example slotting is shown below using even level (white) DamRes and DefBuf enhancements:
Defense to Smashing and Lethal (most common in the game):
FA (1 SO DefBuf) - Total 20.4% defense
FA (2 SO DefBuf) - Total 23.8% defense
FA (3 SO DefBuf) - Total 26.5% defense
FA (3 SO DefBuf), WI - Total 27.5% defense
FA (3 SO DefBuf), WI, Weave (3 SO DefBuf) - Total 35.3% defense
Defense to Energies:
GA (1 SO DefBuf) - Total 20.4% defense
GA (2 SO DefBuf) - Total 23.8% defense
GA (3 SO DefBuf) - Total 26.5% defense
GA (3 SO DefBuf), WI - Total 27.5% defense
GA (3 SO DefBuf), WI, Weave (3 SO DefBuf) - Total 35.3% defense
Resistance to Elemental Cold:
FA, GA, WI - Total 90% resistance
FA, GA, WI, PF (1 SO DamRes) - Total 114% resistance (90% effective)
Resistance to Elemental Fire:
FA (0 SO DamRes) - Total 12.5% fire resistance
FA, PF (1 DamRes) - Total 36.5% fire resistance
FA, PF (3 DamRes) - Total 43.7% fire resistance
Resistance to Elemental Toxic:
HF (0 SO DamRes) - Total 20% (many do not slot HF for damage resistance)
HF (3 SO DamRes) - Total 31.2%
Other Defense (Smashing, Lethal, Fire, Cold, Energy, and Negative Energy):
WI, EA (0 SO DefBuf) - Total 3.0% (1 foe) to 8.5% (10 foes)
WI, EA (1 SO DefBuf) - Total 3.4% (1 foe) to 9.7% (10 foes)
WI, EA (2 SO DefBuf) - Total 3.8% (1 foe) to 10.8% (10 foes)
WI, EA (3 SO DefBuf) - Total 4.1% (1 foe) to 11.9% (10 foes)
WI, EA (0 SO DefBuf), Weave (3 SO DefBuf) - Total 10.8% (1 foe) to 16.3% (10 foes)
WI, EA (1 SO DefBuf), Weave (3 SO DefBuf) - Total 11.2% (1 foe) to 17.5% (10 foes)
WI, EA (2 SO DefBuf), Weave (3 SO DefBuf) - Total 11.6% (1 foe) to 18.6% (10 foes)
WI, EA (3 SO DefBuf), Weave (3 SO DefBuf) - Total 11.9% (1 foe) to 19.7% (10 foes)