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Posts
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I'm not sure what you mean when you say you have very little inf but then you put a build with a full set of Gaussian. That stuff is mega expensive. So are Oblits.
Many of your powers are overslotted. Conserve Power you have given 3 recharge but Active Defence 2?? Hasten 3? Physical Perfection is terribly overslotted. AaO doesn't need 2 endurance reduction. Stamina's slotting is again wildly over the top... each time I swap back to look at it I see more than can be cut down. Add health to the list... I'm stopping with that now, you should get the picture.
Why are you putting in sets of LOTG if you are poor?
Honestly you could probably build this with just plain SOs/IOs and get similar performance but at a miniscule fraction of your 500 million -> 1 billion inf build so far. -
If the content gets harder (appreciably harder) then there are simply some combinations of powersets within some archetypes that are going to be less desirable. A lot of people seem to be shouting "har har look at how good we are, we can do it with 5 stalkers", but many people can't because they may be casual and don't have 5,000,000,000 inf in their character, or just aren't so great. Plus... what you can do now may not be what you can do in the future when it does actually get more difficult.
Every MMO that I've played I have seen it in. People want set combinations because certain encounters are trivialised by having the right powers. Hopefully COX doesn't go that way but history has shown otherwise - when the difficulty goes up, people learn quickly what works and what doesn't. -
Willpower and Invulnerability to me are a tie for second place.
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Quote:Ah thank you! I didn't realise thatYou have the BU proc in Buildup, which is giving your mids another 100% damage. You also have 17.5% extra damage from set bonus. What i was using was an SO slotted build, with basically 3 damage SOs slotted in each attack, and no recharge at all, to show base values.
Still your damage is tremendously low, because it'll still make it an 1161 damage Lightning Rod, for instance, while you are saying 856. Likewise Shield Charge is actually 607 to your 304. There's some very serious errors in your calculations. -
Quote:mmmmelec/shield
LR = 290.28(base) + (290.28 * 1.95)(BU + enhancements) = 856.32 damage
And everything is dead, or close enough.
Repeatable every 90 seconds
elec/shield with build up and saturated AaO = 1451 damage on my mids. Perhaps mids is wrong?
Recharge isn't 90 seconds, it's 27.5 seconds.
I'm sorry if I am not familiar with your approach but using real numbers that will actually be experienced.
PS Shield Charge = 757.9 damage.
Build posted here:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build! -
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Isn't /Fire pretty much all damage? Wouldn't that now be two sets that have 'broken the mold'? I don't see any real harm in suggesting /martial arts or something similar.
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With my /shield scrapper who is soft capped to Melee/Ranged and about 43% to AOE, yes, it's normal for her not to take damage on anything and she can pretty much 'stealth' a mission by just ninja run/sprint and running through full mobs of whatever they might be. No appreciable damage gets through to her.
For my Willpower Tank, the idea of being invulnerable is basically attained. She has capped defences, 100 hp/s regen with just 1 enemy nearby (I think approximately 150 with a normal size spawn around her), 70% smashing lethal resist.... the list goes on. AFK in any mob? okay.
I have looked at /regen scrappers before but when I compare their 'regen' to my Willpower they can't even hold a candle to it, especially not when the Willpower tank has layers and layers of other protection in there.
...still I kind of want to play a /regen. Do all the clicks cause redraw? -
This happens frequently on my scrapper when I am pulling 2 or 3 closeby spawns as close as possible. There are some (or a lot) of stragglers who won't start coming until a good block of the first are defeated.
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I think you need to go back to some first principles about what you are after before you look further into IOs, because you have the very basics wrong.
Start over by addressing your defences first.
All your defences that you have for yourself need to be ED capped for defence (ie: 3 SOs, or 2 40/50 IO's), and then preferably with 1 SO or IO of endurance reduction.
Then look at what else you can do for your defence. Probably pick up combat jumping or consider weave from the fighting pool. Just with the basics you can soft cap your defence.
Then move to your attacks. You need more. Things like your Tier 9 attack (Pendulum) tend to be really good, don't skip it. You need enough attacks to never be stopping. They need to be slotted with 5 to 6 slots, of the appropriate type (no knockback slotting!), so you end up with approximately 40% accuracy, 80% damage, 40% recharge, 40% endurance reduction.
After this, and only after this, look at set IOs. IMO I would search for what is best in the following order:
Melee Defence
Ranged Defence
Recharge
Melee & Ranged Defence are the primary types of damage you'll be receiving, and they are the only ones that will debuff your defence and make you a weaker target. As a tank you should be able to get 55% or higher without too much slotting. I wouldn't really worry about going further than that. Good Melee sets are Obliteration and Touch of Death. A good Ranged defence set is Mako's Bite.
Once again, I'd start by trying to build WITHOUT sets to begin with, get the powers appropriately slotted, and then look at improving your build. -
Quote:Your character concept is "grossly overweight and unfit superhero" on every single character?3 bonus powers I avoided mainly because they didn't fit my character concept.
Your character concept involves not being able to sustain an attack for more than a minute?
Seriously? -
Quote:People just want to whinge and be dumb, so let them. Take advantage of the change while they sulk and enjoy.Worse case, you take powers, and never turn them on. Never put the icons in your tray, and pretend you never took them.
For the life of me, I cant see how people feel this is a bad change, or a nerf. Try as I may, it just never seems like there is a loss occuring here. Looking over my toons, my main (fire/fire tank) will regain SJ, I can take acrobatics again for KB protection (which frees up like 3 slots for me) and will gain either Fire sword or Incinerate (havent decided which yet). My Shield/Fire tank gains fire sword, grant cover (for yet another Gamblers!!!) and will prob grab SJ for better travel. My 2 ill/rads will grab single slotted EMP for kicks vrs bots, and single slot Stealth and grant invis for 2 more gambler slotting. I mean the list goes on, nearly every toon of mine is improving attack chains, and or improving there recharge. Then factor in the incarnate stuff, it gets better and better! -
Plus Rage improves your PPP/APP powers too, giving it another lead in this area...
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Elec/Shield Scrapper: Build Up, jump into pack of enemies to saturate Against All Odds, Lightning Rod.
1450 damage to everyone.
No worrying about fury or other business. -
Quote:You quantified the change for rage, so expect people to quantify the effects. DUHHHH uhhhh oh wow what a surprise. Why the heck would you give % effects on something and then just say "oh i'd totally fix everything else too!Because when I make an abstract comment about how I would fix a power that is, as it stands, completely broken and only balanced within the context of a horribly imbalanced set, and say that one of the first order fixes for the set would be to fix the rest of the set so that it no longer needs a completely borked buff power to make it viable I should specifically tell you how I would prep the rest of the set in order to make the largescale change allowable? Wow... that makes so very much sense (that's sarcasm if you missed it).
Firstly, that's failing not flailing. Secondly, your QQ is excellent when you realise a 31 endurance attack is so stupid it makes stupid a stupid stupid. -
You still get the endurance crash and damage debuff, but if you keep at least 1 rage up at a time, you do not get the defence debuff.
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Quote:I read them but some of them make your argument worse.I'm guessing you completely glossed over the fact that part of the changes that would go along with the Rage revision would be a complete revisiting of the dam/rech/end of the existing SS attacks. I mentioned it rather explicitly so, please, read my posts before you start trying to comment on them.
For instance, making Footstomp a 30 second cooldown attack which costs 27 endurance (with 50% endurance reduction, and then New Rage, would cost 31 endurance) would be so unbelievably bad that you might as well never play SS.
31 endurance for this attack. Are you really quite serious?
Sorry, I didn't address your other suggestions because they were profoundly ludicrous. Oh footstomp hey? Well, better eat a blue and a half! haha!
No.
PS you didn't address how this would make damage toggles LOL either.
Last edit: If you actually want a constructive post you need to put more numbers to this suggestion so the effects can be analysed, instead of right now saying "oh i'd make it balance" which is as good as saying "i am going to fix rage" and then buying a bus ticket to get into town. -
One last thing to add:
Consider the old Rage to the new Rage in this example. Old rage stacked just once. It costs 5 endurance to activate, and drains 25 endurance after 120 seconds. Therefore is costs 30 endurance/120 seconds = 0.25 endurance/second.
Now look at new rage, stacked with Blazing Aura. It adds a cost of .5 endurance every 2 seconds, which is 0.25 endurance/second.
So, by doing nothing but run New Rage and Blazing Aura, you have already equalled the endurance cost out of actually using Old Rage. Except, you aren't attacking or really doing anything. If you do attack, your endurance cost goes through the roof and your damage output is worse anyway (50% enhancement instead of 80% enhancement).
I hope that these numbers put some perspective on the suggestion and how the suggested numbers need to be significantly altered. -
Quote:Interesting idea but the trade off on those numbers is MUCH too high.I've got an entire write-up for some SS changes I'd like to see in the future, but my change to Rage really has to be the biggest one:
As I'd like to see it, Rage would be a toggle with a long recharge time (~90 secs) that provides a small +tohit buff(~7.5-10%) and activates RageModeOn for the character for a pittance of endurance (.065 end/sec cost for the toggle; the same as Combat Jumping). While RageModeOn, all Super Strength attacks the character uses would deal an additional 50% base damage and cost the character an additional 50% of the base endurance cost of the power as unresistable end drain. The end effect would be for the SS user to deal substantially more damage that is fully affected by all +dam buffs while having to pay a disproportionate cost for doing so (because the additional end cost wouldn't be reduced by end redux), which also means that Brutes would get the full effect of Rage rather than the diluted gains they currently achieve (because the comparative advantage of another 80% +dam when you're already packing ~250% isn't much compared to what you'd get if your baseline +dam were only ~100%).
For some numerical examples of how it would work, consider an arbitrary SS attack string that deals 50 DPS and costs 3 end/sec, unenhanced (16.67 DPE). With my variant of Rage toggled on, the attack string would deal 75 DPS and cost 4.5 end/sec (16.67 DPE). The dam/end ratio is perfectly preserved, though the end cost is quite a bit too high to be sustainable (even though the damage is high enough that you might kill your target before you notice you're about to run out of end). Now we assume that the player enhances it for 100% +dam and 50% end redux. With Rage toggled off, it deals 100 DPS and costs 2 end/sec (50 DPE). With Rage toggled on, it deals 150 DPS and costs 3.5 end/sec (42.86 DPE). The ratio skews downwards, meaning that, though you're dealing more damage, you're having to pay more endurance for that higher level of damage: you're getting 50% more damage, but you're paying 16.67% more endurance per point of damage spent for the privilege of doing so.
Now, the advantage is that you get to deal more damage virtually any time you want and it stacks with virtually everything. The disadvantage is that the additional damage you're getting is only as endurance efficient as it would be without any end redux in the power. The long recharge time on the toggle forces you to avoid toggle-dancing it and the higher cost causes the cost to go up as the performance you're getting goes up (meaning that it's incredibly difficult to simply build around the endurance cost as was possible with toggle-IH back in the day). It also has no crash so the only "crash" that occurs would be the endurance crash that happens normally when you run out of endurance.
When considering this, it's important to remember that, along with this change, I would also tweak the dam/rech/end on the SS attacks so that they actually have decent performance without needing to rely on Rage (just try looking at the numbers for Punch and Jab without laughing), so the set wouldn't really have the current justification for having a power that so thoroughly outclasses other powers within its same classification because the baseline powers of the set are so abysmal.
(as to the numbers, I'm not entirely set on them; the dam/rech/end ratio is relatively standard and I chose to provide an even trade off between endurance and damage in order to attempt to preserve that ratio; there might be some issue with not increasing recharge, but I see that as a viable trade off when you consider that endurance costs higher than endurance recovery capabilities are exponentially worse the higher they get above that point of equilibrium; with slotted Stamina, the amount of time that an individual would be able to fight with Rage on and off using the above arbitrary attack string would be ~50 seconds and ~193 seconds, respectively, assuming a 1.0 end/sec passive drain; the difference between those two numbers gives me some confidence that tweaking the ratio between damage and endurance costs wouldn't really be needed to account for a lack of increase to recharge costs)
Firstly anything slotted with frankenslot IOs is probably going to be around 60% endurance reduction (at least, sets alone give that without hassle).
Secondly the base damage on SS is pitiful, so a 50% increase for such an endurance cost is plain bad.
Let's compare the first two attacks from SS vs Battle Axe. Jab & Punch vs Beheader & Chop.
Assume 100% damage enhancement on the attack and 50% endurance reduction.
Jab: 60.5 damage @ 2.33 endurance (26 DPE)
Punch: 89 damage @ 3.5 endurance (25.43 DPE)
Beheader: 89 damage @ 3.5 endurance (25.43 DPE)
Chop: 145 damage @ 5.6 endrance (25.89 DPE)
Now with New Rage:
Jab: 90.75 damage @ 4.09 endurance (22 DPE)
Punch: 133.5 damage @ 6 endurance (22 DPE)
So.. uh... you have inferior damage, at more endurance cost, and you also have worse damage per endurance. Congratulations, you've just created a set that is total and utter rubbish.
If you want some other problems?
Foot stomp is one of the signature powers for Super Strength. It costs 18.5 endurance and deals 63.17 damage as base. With New Rage, you add ~31.5 damage at a cost of 9 endurance. Using the figures above, with 100% enhancement, 50% endurance reduction, you now have an attack liek this:
Footstomp: 157.93 damage @ 21.58 endurance (7.32 DPE lol)
Sure it's AOE but 21.58 endurance means you just can't really use this attack. At all. Oh, your new Knockout Blow would also cost you 21.58 endurance too. So, don't bother with that either.
You're going to get other huge problems with things like damage toggles which are good for herding and attracting attention but carry a heavy endurance cost. For instance, Blazing Aura from Fiery Aura will cost you ~36 endurance per minute @ 50% endurance reduction. So... no running damage auras on your tanks either.
Sorry, the numbers say to me that you would utterly destroy SS by doing this. -
I like FF specifically for two reasons:
-The bubbles are less intrusive to the character design. Ice bubbles look bleh.
-FF's signature powers are the bubbles, and every FF will have them and will keep them active. Cold frequently doesn't.
Cold to me is better in raw numbers by a good amount though... -
Why Pyre, why not Mu?
Mu has better damage on its attacks and you get the ST attack and AOE attack earlier so less 'waste' ? -
Quote:No.If i recall correctly, if the power misses at any point, then it stops jumping. Each jump has it's own accuracy; the first one has the greatest, and each sucsessive jump has a bit less.
If the first one hits, and the target doesn't die, it goes to the next and is 100% accurate.
It will stop when the target dies from the damage or when it has done what I think is 5 jumps. -
Sleight of hand using Hurl Boulder with a 100% recharge proc in it when you would never in your right mind do that.
It kind of takes away the shine from the build sorry.
You're better off taking Mu Mastery instead of Fire IMO.
The fireball/Ranged AOE attack should use the knockdown proc if you are going for purples.
Generally I'd prefer to see Crushing Impact in the attacks for the recharge bonus instead of Makos for what I assume is the damage bonus.
Amazingly you aren't even soft capped. Get weave. Or more IOs.
Here's what I'd do for granite (I didn't fuss with the order of selection, I'll also make it post i19 so no stamina/swift, I've left a great deal of slots open so you could easily reshape it to your particular wants):
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), GftotA-Run+(3)
Level 1: Stone Fist -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 2: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3)
Level 4: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 6: Stone Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(17)
Level 8: Rooted -- HO:Golgi(A), HO:Golgi(17), HO:Golgi(19)
Level 10: Boxing -- Empty(A)
Level 12: Brimstone Armor -- Empty(A)
Level 14: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(15)
Level 16: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27)
Level 18: Crystal Armor -- LkGmblr-Rchg+(A), GftotA-Run+(19)
Level 20: Weave -- HO:Enzym(A), HO:Enzym(21), LkGmblr-Rchg+(21), GftotA-Run+(23)
Level 22: Build Up -- Empty(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Minerals -- LkGmblr-Rchg+(A), GftotA-Run+(29)
Level 28: Recall Friend -- Empty(A)
Level 30: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(31), Winter-ResSlow(31)
Level 32: Granite Armor -- HO:Enzym(A), HO:Enzym(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(34), Empty(34)
Level 35: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40)
Level 41: Mu Lightning -- Empty(A)
Level 44: Ball Lightning -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Stealth -- LkGmblr-Rchg+(A), GftotA-Run+(48)
Level 49: Taunt -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run