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Posts
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Quote:That's an easily refuted example because the first person is taking incoming 200 DPS and the second person is taking incoming 1818 DPS. Of course the second person gets more from the mitigation. 5% of 1818 is larger than 5% of 200.And as a similar line of reasoning that may be more clear and concise than any I have used so far: If you are taking 100 DPS at 0% defense, adding 0.5% defense lowers that to 99 DPS. If you are taking 100 DPS at 44.5% defense, adding 0.5% defense lowers that to 91 DPS. Preventing 9 DPS is more valuable than preventing 1 DPS.
If the first person was taking incoming 1818 DPS then adding 0.5% defence would also lower it by the same amount. -
I wish you would quote my entire post where I state the order of preferences I have on a particular powerset, because a single line taken out of context of what is an 'order of importance' isn't fair.
Adding 1 point of hp regen is practically useless on any character. I could have likewise said "why build for regen when you are only at 10 hp/s" but that was a meaningless statement to contribute to the other thread which had nothing to do with adding regen to low regen characters.
That above paragraph has the same reasoning as what I use here. 1 hp/s is to me quite meaningless. Just like a very tiny fraction of defence that will protect you from 1 hp/s of damage, which I consider likewise meaningless. I believe saying that increasing from 10 hps to 11 hp/s as a "10% increase and so is worth it" doesn't do any justice to what is really happening. Hence the term: lies, damn lies and statistics. Statistics aren't lies, but they are very easily written in such a way as to make something seem credible or meaningful.
The core of my quote is actually that you should build for defence and recharge on a Willpower character. Both give significantly better returns for investment.
Lastly, I do soft cap all my characters and lean towards a buffer zone for DDR. -
Quote:If you go below 1 in magnitude then it is simply knockdown instead of knockback.I dont think it makes much sense if u get pushed less u dont fall down u just move less.
I love this idea! Hopefully it would be a -knockback of very very high magnitude so it isn't taking up more than a single slot. It would satisfy a LOT of people (some energy blasters, SS Handclap are the first things that spring to mind) -
Quote:There is Kick in the build, active, with the 100% recharge proc on it. It gives the illusion of high recharge but doesn't really have it.Try to put at least two, but preferrably three recharges in Hasten. You got a lot of recharge in your build, but you just need a couple more recharges in Hasten to ED-cap it. You have a lot more global recharge than you need to make Hasten permanent. You could potentially get more defense instead of global recharge.
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Some further observations:
What is your attack chain? You have only AOEs. This really isn't wise... oh wait, I found Greater Fire Sword. That's it.
Putting a +recharge proc into kick is a bit of sleight of hand when really you are never going to use that attack. Well, at least, you shouldn't with only that one proc in there. But you really have no other attacks to cycle.
Willpower is typed defence, not positional defence, but you have gone for a number of positional defence sets (obliteration x2, touch of death).
For some reason you have a knockback resist IO in there?
I think you need to go back to some of the basics and get a real attack chain happening and then look at what else you want to do. Attacks need 1-2 SOs of accuracy, 3 SOs of damage, and a mix of recharge/endurance as necessary. Toggles should have 3 SOs of defence/resist and some endurance reduction too. I'd honestly not even look at set IOs until you build the basics of it adequately and then start to go further. -
The modifier for 'ease of use' shouldn't be straight division, because the area of a circle uses the radius squared. Radius of 1 vs Radius of 2 = 4 fold increase in size. Footstomp is looked on very favourable for things like this.
Accuracy bonuses are a bit trickier because 95% additional accuracy does nothing further. It's going to depend on what level the spawn is vs the player to find the optimal return to investment.
Usually these sorts of things end up a mess...
PS lightning rod has two zones of damage, there's an inner zone that does additional energy damage over the normal large AOE.. to make things more challenging. -
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Quote:Few minor corrections though the general feel of what you say I agree with 100%:Well, I've done ice / mace and ice / elec.
The advantages to ice armor are that it is the only set that can soft-cap to Smash / Lethal / Energy / Negative Energy Defense on SO's without activating a tier 9 panic power. Ice is the only tanker set with a damage debuff component. Ice is the only armor set that can slow an enemies recharge rate. Ice is the only armor with two taunt auras. While Ice is not the only armor set with a Tier 9 that does not involve crashing out, it's Tier 9 is a complete invulnerability crossed with an insane heal and end recovery. Ice Armor can also drain enemies endurances, with a single swipe of Energy Absorption knocking out significant chunks of an enemies endurance bar. Ice also shares the Dull-pain advantage of Stone and Invuln sets as it's Hoarfrost power could put players at the old Tanker HP cap.
The disadvantages to ice is that it is a defense only set, which means that all attacks that do land, will be landing for full damage (minus the damage debuff). Ice armor is also one of the most endurance intensive armor sets, surpassed only by Dark Armor and Stone Armor with all toggles turned on. Granted, Ice makes up for this with Energy Absorption, but even at endurance recovery ED cap, Ice Armor still "requires" at least three enemies close by to top off. This means that single target performance in sustained fights, such as against AV's or Monsters, suffers greatly.
The disadvantages are what set most players off. Other problems have included many an Ice Tanker's reliance on the Hibernate Power. Many a team-wipe has occurred after an Ice Tank went into Hibernate and lost aggro on target since somebody else on team could out-taunt / out-damage a mob enough to draw aggro.
Then there's the late-blooming factor. Getting to defensive soft-cap on SO's involves picking up Weave from the Fighting pool and grabbing Energy Absorption. This puts most Ice Tanks blooming in the late 20's to early 30's, and will leave only Stone Armors waiting on granite feeling less protected.
* * *
So, to sum up.
No, Ice is not a bad set.
Ice is a good set.
Ice armor, as a set, involves more interaction than simply wading into a mob and hitting the attack button over and over and over and over again. It just takes a relatively long time to bloom as a set, and has some pretty hefty off-sets.
Quote:Ice is the only tanker set with a damage debuff component
Quote:only set that can soft-cap to Smash / Lethal / Energy / Negative Energy Defense on SO's without activating a tier 9 panic power
Quote:Ice is the only armor with two taunt auras
Quote:which means that all attacks that do land, will be landing for full damage -
The fact you are pointing out there's no 'r' is showing that you don't get it. r was given earlier as the difference, the residual. It is simply not meant to be on the other side.
9 > 6
6 + 3 > 6
Now you have A + r > A
Note there is no r term on the right.
Sorry, I just can't help you if you don't get it. This was beaten to death a week ago. -
Quote:I think you are 100% correct, thank you!Is it recovery resistance it grants? Based on the in-game power info, it looks to me like it grants end drain resistance, which is slightly different.
It's a shame it doesn't affect recovery. I had later tested it and malta could not drain me when I hit but a few with Consume, but things like the Mu I fought (when I was scratching my head wondering what was going on) would zero out my recovery and that would bring me down very very fast.
...please can we get recovery resistance added Devs? -
Basically a total rewrite of the way you level up so that won't happen. For me the issue is not content, the issue is gameplay. Unfortunately, content becomes stale and takes an awful lot of work to make more. Players will burn through it faster than devs can make it, so I don't see it as a valid 'fix' to low level play.
What is wrong with lowbie content?
You have a bare minimum of powers to attack, or do anything, with.
Of these powers, there is almost no customisation - enhancement values are minimal and set bonuses basically non-existant and very quickly redundant.
That pretty much sums up why I don't like the lowbie levels whatsoever. There's barely any choice. No matter who or what you are, you're pretty much taking a bare few powers and repeating the same attack chain ad nauseum until you level. There's nothing tactical when you have no choice.
The upcoming stamina change is long, long overdue, because it gives us a much needed boost to recovery (which was just a crippling frustration for lowbies) and opens up 3 more powers for those who don't wish to burn respecs at 20 (and especially for new players who don't have respecs at all).
That's why the system needs to be rewritten to make the low levels fun to me. That won't happen, so that's why I don't really care much for it and I level as fast as possible until I can start a bit of actual customisation. -
Quote:Well it wouldn't have to be a 'duplicate' set of anything. If it is possible for the devs to make one of the existing blast sets with gun animations then that would also satisfy my suggestionI'm still going to go and echo "Why not just push for customization?" Part of what's supposedly coming is changing origin points for some powers - if you could switch between "Classic" and "Rifle" variants for (say) Energy, Radiation, Sonic (with new sounds, say the Goldbricker set,) etc. you'd have the "rifle blast" without having just a duplicate set.
I don't mind much how it's done, but it is something missing from this game that I would love to see.
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Defence and Recharge.
Defence is pretty clear cut.
Recharge gives you active mitigation from your primary and better damage from a better attack chain.
Typically when you build for these, you also satisfy what I would also say is very important: Max HP.
Regen bonuses amount to very, very little. On my WP/ tank she gets barely 1hp/s off a set bonus for regen, and when she has 100hp/s base with just a single enemy, why would you build for more? Much much better returns by just upping defence, recharge and HP. -
It seems like you are pretty rich so I would go ahead and use Enzymes in all your defence powers instead of sets. It'll save you slots and will give you fractionally higher defence (even with fewer slots). They just need 2 enzymes and defence is done.
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I should have been more specific sorry: an Energy Weapons (Rifle) blast set. For example carrying an energy weapon rifle, not a frankengun assault rifle with bullets/etc.
There's already quite a number of temporary weapons that have a very energy-weapon-esque look. -
The vanguard you fight in the Gaussian arc are *tough*. Probably some of the toughest enemies I can remember fighting. This was done on a resistance brute and a defence scrapper - both had some issues at times.
I'd put master illusionists up pretty high on the list, mostly because of how frustrating they are when they fill the screen with pets, especialy the fluffy that debuffs your tohit down to the floor.
Malta bother me on most of my characters. Even defensives characters at soft cap can get hurt fast by gunslinger bosses, and the robots quickly fill your screen with smoke that is just annoying as hell :x Resistance characters against Malta can be a nightmare in sufficiently large spawns, because even if they can get past the endurance drain they have to have break frees ready for the stacked (stupidly lengthy) stuns.
For lower level content, things like Banished Pantheon and the COT Mages who use earth magic are frustrating. COT also get some big -tohit debuffs that can ruin your day fast, plus they are pretty tough and resist your lethal/smashing damage.
That's about it that springs to mind straight away -
yes please!
It wouldn't need to be a horrific frankengun like assault rifle either.
Perhaps I am currently playing fallout: new vegas and like the look of them -
Assault Rifle just isn't the same!
...yes or no? -
Quote:The same amount of minuteness.
No, when your effective defense is significantly lower than the softcap, minute amounts of defense are minute. 44.6% vs. 45% defense means about 10% more incoming damage, while 0% vs. 0.4% defense means about 1% more incoming damage. That last little bit of defense is about 10x as effective as that first little bit.
I've already shown they provide the same amount of mitigation wherever added, so I'll bow out now. I said you were misleading and that your statistics lacked intellectual honesty and your knickers got into a massive knot. -
Quote:I used 44.9% to 45% as the example as that's what you got from just using LOTG as a set. As I showed earlier there is 0.0% difference with Enzymes.I must be bad at math, because I'm showing a much higher damage mitigated % than .1%, but I'm easily confused.
Are comparing 44.6 to 45? Or are we comparing 44.9 to 45?
As I said, I'm not very bright, so clarification is important I guess
Let's say there's a 1000 damage hit coming at you.
1000 * (50-defence score%)/100
Your expected damage with 44.9% vs 45% defence:
1000 * 0.05 = 50
1000 * 0.051 = 51
Your expected damage with 0% vs 0.1% defence:
1000 * 0.5 = 500
1000 * 0.501 = 501
As you can see, adding 0.1% defence to "near soft cap" and "to absolutely no defence" both provides the same amount of mitigation. In this example, it is a mere 1 point of damage. Now you can say that 51/50 is 2% more damage, and that 501/500 is 0.02%, and so it is more important for the first example... but... would you feel that this is misleading when they mitigate the same damage?
May I enquire what defence your /SR brute has? Is he/she over the 45% soft cap? Because if so, it's quite probable that in the absence of debuffs there is quite literally no difference to performance in mitigation between a 50 and a 25 LOTG Global/Def IO. -
Quote:Regardless of numbers you use, it provides 0.1% mitigation. It was for illustrative purposes only, feel free to submit your own numbers and see that the difference in mitigated damage is not 10%. If you survived with ~0.1% of your life at the end ( so uh... for a 2000 hp brute, that's 2hp), then you can thank using the 50 IO. Otherwise, it didn't matter. Assuming the damage is distributed continually.My only comment would be re: your 500 DPS example.
That's mighty low compared to the missions I run my SS/SR Brute through
lemme see ... +3/x8 Battle Maiden farm in AE, mob size averages 16, incoming attacks every 2-3 seconds, 3 bosses per spawn, avg damage from one of those <censored> axe hits has to be 1000+ (this is all off the top of my head, mind you), so I'm way, way above 500 DPS.
I dunno, man, your example is no doubt accurate, but I guess it depends on what type of missions you run. The 500 DPS incoming example appears to be highly misleading to me but probably would not appear to be so to the average player. (Although since I am an awful player, this breaks down quickly)
I'd call you intellectually dishonest, but I'm trying to stop being a dick, so I'll refrain. -
Quote:This here is exactly what I was talking about intellectual honesty. What you have written may technically be true but it is expressed in such a way as to bamboozle anyone who doesn't have a respectable grasp of statistics and to me that is not honest at all.No, when your effective defense is significantly lower than the softcap, minute amounts of defense are minute. 44.6% vs. 45% defense means about 10% more incoming damage, while 0% vs. 0.4% defense means about 1% more incoming damage. That last little bit of defense is about 10x as effective as that first little bit.
Let's see why. The problem has been shown before by Rodion but I will highlight it once more.
Quote:44.6% vs. 45% defense means about 10% more incoming damage Quote:while 0% vs. 0.4% defense means about 1% more incoming damage
Quote:Oh, certainly. You by all means don't NEED to slot level 50 Luck of the Gamblers to hit the soft cap on a Shield Defense, or a Super Reflexes, or whatever. It just makes it slightly easier, and the saved effort can be spent elsewhere in the build for other things. If you exemplar, of course, you're best off keeping your set bonuses. But if you don't, the extra defense can make a difference.
It is a dominant strategy to build to at least the ED cap, as it provides more returns/slot than any other way. If you want defence, build to the ED cap. Being under the cap is a dominated strategy because you will be expending more slots elsewhere to receive the defence you could have just by slotting it 'normally'.
Now to provide some examples. I'll use a Shield Defence scrapper here, with Deflection (their main melee defence toggle) the power of choice.
2 Enzymes + LOTG 50: 17.9%
2 Enzymes + LOTG 25: 17.9%
LOTG set (Def, Def/End, Def/Rech, Global/Def) 50: 17.8%
LOTG set (Def, Def/End, Def/Rech, Global/Def) 50: 17.7%
In the first example, there's no difference to 1 decimal place. On my /SD scrapper, that's the way I slot mine.
In the second example, there's a 0.1% difference. Now, we need to make some bold assumptions here before we explore what differences are even felt. The reason they are bold assumptions is that your own argument attempts to highlight the significance of the difference and then goes ahead by making no attempt to close this difference. To me, that's not a logical argument at all. If you were truly concerned about the impact, you would presumably make this up elsewhere - the difficulty of which is going to be highly build dependent and also will rely upon your own personal views of the trade off. Because we can't view each others personal wants from a build, let's pretend that it was impossibly to find another 0.1% in a build. What really happens?
Let's assume there's a continual stream of attacks that so happen to attack that particular defence you have sacrificed the 0.1% on. For sake of argument, it's 500 damage per second (DPS). Now we are looking at some serious damage if there's no mitigation at all in play. A squishy will die in very short order from this (250 DPS with no defence, so.. 4 seconds = 1000 damage, 8 seconds = likely death).
What happens if you can reduce this incoming damage to a 5% hit chance, versus the 5.1% hit chance?
At 45% defence, you are taking 25 DPS.
At 44.9% defence, you are taking 25.5 DPS.
Over the course of a full 10 minutes of attack, this sums to a paltry 300 damage. To put that another way, of the original 500 damage you would take, the difference is 0.5, so you mitigate a grand total of 0.1% with 0.1% more defence - as I have elaborated above.
This is where I believe the "10%" is not an intellectually honest answer. It does not display the reality (that it is significantly less than 0.4%, as I have written since the very beginning), nor does it reflect the real terms of difference. It is, to restate, also inconsistent throughout your argument when you say that 0.4% mitigates less than 0.4%.
Quote:No one? Have you SEEN the Scrapper forum? Even famous build masters like Shred Monkey have compromised slightly on the soft cap to achieve other goals. Putting those characters in nasty situations where being a little below the soft cap makes a meaningful difference seems almost the rule instead of the exception. A lot of us play that way.
I'm not interested in you putting words into the mouth of others here. Perhaps they feel this way, perhaps they don't, but it really is irrelevant as it doesn't validate an argument. As a side tangent, this game is so spectacularly easy and so utterly skill deprived that it generally is just the (loudest/most prolific posters/most prone to present their achievements to others) that achieve such 'titles'. For all you know, you could be talking to anyone who has done exactly the same but hasn't felt the urge to tell the forums about it. Even if you were or are speaking to someone like that, it doesn't necessarily make them right!
Quote:But I didn't say EVERYONE played that way either. Most people don't. I was explaining why "some of us folks plan builds down to the last 0.1% in Mids'", which was brought up by Suspicious Package. I then went on to explain that "lots of people slot 30s or 35s to allow for exemplaring" and "In most situations, the level (past 25 or 30) won't make much difference."
Quote:And seriously, you're saying that I'm being intellectually DISHONEST? That I'm frickin' LYING? Did you notice ANY of the qualifications I put on what I said? Anything about how what I was saying only applied in certain situations, and didn't apply "in most situations"? Or is accusing someone of lying your default when you don't agree with what they say? -
The worst brute to me would be x/Stone Armour. Just a personal feeling that if I want to be tough I'd play a tank, and not have to suffer all the consequences that goes with /Stone.
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No it's like they are building a bigger engine for free but you are complaining that you don't also get free leather upholstery. Your example doesn't fit because there's nothing that costs you anything at all to be compensated for.
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Quote:except...You are forgetting the mystical streak-breaking code. That is what makes the difference between 44.6% and 45% so profound.
and that it is generally considered good practice to build over the soft cap to account for defence debuffs.