Carnifax_NA

Legend
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  1. Carnifax_NA

    SM/FA Concepts?

    Following on from Cryptics mangling of Gaelic mythology (but I'm allowed because (a) I'm Irish and (b) I researched it in college for a project) I made mine a Tuatha De Danann spirit/god (with a little g, a small god) called Crom Cruaich.


    [insert story about sacred magical stone being brought to the Isles from Croatoa and vengeful ancient Spirit being released etc here]


    Legacy is a good choice too, given that they're active in the Isles and have elemental powers, you could either be a Legacy member or something they summoned which escaped.
  2. Were your Buffs and Blasts broken for some reason?


    Edit : Also, how come it's always the Empaths giving out about Incarnate powers rendering them obsolete? I never see Blasters posting about how the Empaths are running around with incarnate nukes on a 90 second timer or Scrapper moaning about all the Empath summoned Vickies running about making them obsolete in terms of single target damage...
  3. Quote:
    Originally Posted by MayorOfAngrytown View Post

    As noted above, KM's -dmg component pairs well with resistance sets (imo also with regen, but regen isn't everyone's cup of tea).
    -DMG doesn't pair with Resist in the same way as -ToHit does with Defense. -DMG and Resist are actually two separate layers of mitigation in the same way Resist and -ToHit are (or even how Defense and Resist layer together).

    -DMG works in parallel to Resist rather than the two working in tandem together. For example if you do -25% Dam and have 50% resistance and something can do 100 damage on average you'd take 18.75 damage (50% chance of being hit for 75 damage, half of which you'll resist).

    If you have 25% -dam and 25 defense you'd also take an average of 18.75 (25% chance of being hit for 75 damage a go).


    If you have -12.5% ToHit and 25 defense you take an average of 12.5 (12.5% chance of being hit for the full 100)
  4. Quote:
    Originally Posted by Microcosm View Post
    I've had great luck with db/elec scrapper. If you want more damage, go scrapper; if you want more survival, go brute.
    I'm currently playing this too, as a Brute rather than a scrapper and it's great fun. Lots of power customization options too which is always nice. I went Brute because the 90% on NRG Resistance is just too nice (I've had a Claws/Elec Brute as well). Blinding Feint isn't as useful as it is for scrappers (but then this is the case for any +dam power in the primaries) but the +ToHit is still very nice for Dual Blade combos.

    Inv's aura gives you a wee bit of ToHit as well as defense when you're surrounded and is click-lite (just the two, on pretty long timers), so that should work well with DB too.
  5. Brilliant! That's excellent news altogether.

    You guys rock!

    *Edit : Posted a wee bug report on the CoHTitan forums with Elec Control & its pseudopets
  6. Quote:
    Originally Posted by docbuzzard View Post
    I certainly suffered the "this is not my doctor" syndrome when it changed from Tom Baker back in the day. I didn't care enough for the later Tennant episodes to really miss him anyway, and have really enjoyed the job my Matt Smith.

    My daughter has kinda missed the Tennant era totally (she's 4) so I'm going to have a hell of a job explaining to her what's going on when Matt goes (it'll be the Little Amy / Big Amy fiasco all over again).
  7. Quote:
    Originally Posted by Zortel View Post
    In a move that will surprise no one, the BBC have re-commissioned Doctor Who for another, 14 episode series. Matt Smith returns as the Doctor and Steven Moffat continues as showrunner.

    (Cue whining from people on the series' official facebook page of course. Also, I find it hard that anyone can call Moffat/Smith a childish Doctor Who team when RTD/Tennant gave us the Scooby Doo style corridor chase scene in series 2, but what do I know compared to some screeching fanshee on Facebook?)

    Source.
    Some people just loved David Tennant. It's a standard "This is not my Doctor" reaction which happens when things move along.

    I used to have it in the 80s but I got over it (mind you the move from kindly, empathic, cricket-loving Doctor to arrogant, semi-psychopathic, mid-life-crisis Doctor was pretty traumatic).
  8. Quote:
    Originally Posted by Roderick View Post
    Just patches - Burn, Rain of Fire, Tar Patch, Ice Slick - just about anything like that.

    According to Castle, one of the factors in Morale breaking is debuff - and all versions of Reactive have at least some chance for -res, right? I suspect that's where you're seeing the morale debuffs from.



    City of Data is current to Build 1800.201003300904.10T4r - Note the date in there: 2010/03/30.

    Issue 18 was released on 2010/08/16, and that's when the Burn change was made.
    With regards to anything changed in Issue 18 or later, City of Data is wrong.
    Hence the use of my word "used". IE past tense, before Burn was changed (which is kinda my point).

    As I've already said I strongly suspect the Scrapper version still has that Afraid in it's version for some reason, scatter-wise it's still working exactly as Burn used to work in my old i5 Tank and pre-change Brute (without the Taunt to force them to "change their minds" a few seconds later).

    I'm used to the concept of morale breaks and things legging it but it seems to be more than that with the scrapper version.

    Could the scrapper version be still dropping the old pseudopet (it'd be doing more damage than it's supposed to if it is).

    Edit : Taunt always seems to override morale breaks, on my Brute if I smack something which is trying to run away it generally stops, so it could very well be working as intended, that Burn almost always makes morale fail but for Brutes & Tanks the fact you've got everything around you taunted via the aura means they automatically pass the morale break caused by Burn and don't budge but on Scrappers they'll always become demoralized and leg it straight away. That seems very binary though.
  9. This is some excellent testing and analysis right here. Kudos and I hope it results in the Oni getting a look.


    There are so many powers and sets which really need another look from the powers team, hopefully they'll start doing some of them.
  10. Quote:
    Originally Posted by Microcosm View Post
    The endurance and -damage part of the crash still happen, but the -def part does not.
    The defense (de)buff is set not to self-stack, so you can keep recasting it and thus putting the debuff off for another 2 minutes each time.

    I've no idea why it's set up this way really. I assume so it doesn't completely screw defensive builds or something?
  11. I'm in love with the vanguard dual blades at the mo. Love them on my dual blade / elec brute.
  12. Carnifax_NA

    Dps

    Quote:
    Originally Posted by UberGuy View Post
    If you're seeing lots of SS/FA Brutes running around it's because there was a time when it was a popular farming build for Villains. That was about its area of affect (AoE) damage capabilities, though, not really its (single-target) DPS.

    "There was a time". You mean a couple of months ago when Burn and Fiery Embrace were made awesome for brutes again?
  13. Quote:
    Originally Posted by Bill Z Bubba View Post
    The problem with getting it updated, as far as I can tell, is that the original data came from spreadsheets that weren't supposed to be for public consumption in the first place.

    I rather doubt that the current devs would be up to releasing the information needed to properly update CoD.
    But we had an update, the i15 to 18 (or so) update that happened a while back.

    So Spreadsheets aren't a necessity, especially with Real Numbers and the power of the group mind (ie if one makes a mistake someone will hopefully pick up on it).

    I think the issue is more to do with time. I know the CoH Titan guys were recruiting a while back but that seemed to fizzle out.
  14. Quote:
    Originally Posted by Lemur Lad View Post
    Anything you find in City of Data should be considered Use at your own risk.
    If the page is correct it was last updated for version 1800.201003300904.10T4r
    We're currently on 2010.201105250125.1.0
    It was a great tool for its time, but I'm afraid that time has moved on.

    I have no advice on how to find NPCs in there. I used to know, but it's been years and have forgotten.

    The problem with that is that there's nothing to move on to. Mids doesn't come close in providing individual power details and Real Numbers can be confusing too.



    Wish the folks at CoH Titan could find the time to do an update to it.
  15. Quote:
    Originally Posted by Roderick View Post
    Afraid makes mobs RUN. They don't just leave the area of effect, they head for the hills and keep going. This effect can only be overridden by an Immobilize or Hold (and reduced by Fear and Slow effects), and has been removed from all versions of Burn.


    Avoid makes mobs get out of whatever's damaging or debuffing them, then allows them to act normally once they leave the area. It exists in all damage and/or debuff patches and rains, including ALL versions of Burn. It can be overridden by all the same methods as Afraid, and taunt as well. Scrappers and Blasters don't have taunt in their damage auras, so enemies dart in and out of the patch. Blasters see this less than Scrappers since Hot Feet has a slow in it.

    So yes, Scrappers will see less damage from Burn, since enemies will run in and out of it. But the reduction isn't that much, because Burn does most of its damage up front - the DoT is pretty minor.

    The chasing after the buggers to finish them off is the issue.


    If you have a look at City of Data you'll see Burn used Afraid for it's effect, as does Caltrops, Rains use Avoid.


    The "Afraid" effect was supposed to have been stripped out of Burn across the board, but from what I've experienced from comparing Brute and Scrapper versions the Scrapper version still has it.


    For a Brute things will stand in the fire quite happily (at least they did 2 weeks ago when I revisited my old EU account and took my Stone/Fire out for a run), for my BS/Fire scrapper they immediately turn and run.
  16. Quote:
    Originally Posted by Nightchill_EU View Post
    Stone Melee - It has poo all over, therefore looks very cool. Seismic Smash looks pretty nice but I dont like the idea of knockbacks, AoE knockbacks even worste.
    Stone Melee is purely Knockdown nowadays. Fault & Tremor have always been knockdown and now the hammers are all knockdown only too. Fault (Fissure? I always get them mixed up) is a great place for a Forced Feedback.

    Stone/Fire is a great combo nowadays with the Stamina changes, Fire changes and Fury changes all benefiting it. It feels really hard hitting.

    Downside is that Stone doesn't bring much to AV fights in terms of survivability (only Dark does really).
  17. Quote:
    Originally Posted by MayorOfAngrytown View Post
    I had heard once that things with slows tend to trigger the flight response, so I attributed at least some of it to that. Which could have been just plain wrong anyway.
    Well it's not that as my Broadsword/Fire doesn't have any slows, or a damage aura other than Blazing Aura.

    It really, really looks like the Afraid or Avoid component is still in the scrapper version of Burn to me.

    Given how long the devs took to even realise how out of whack Shield Charge was I'm not surprised it's gone unacknowledged if that is the case.
  18. Quote:
    Originally Posted by Diellan_ View Post
    We've not asked to increase the recharges and make the unstackable parts stackable specifically because we know that it would change the feel that a lot of people like (as I said in the rules).

    Well, we didn't ask for them to add in the knockdown effect and damage component that Freezing Rain has, Freezing Rain has an activation period of 0.25 seconds versus 5 seconds on Disruption Arrow, and debuffs that last 30 seconds versus 5 seconds (the combination of which means that mobs in Freezing Rain are basically guaranteed to be debuffed for at least 30 seconds and as much as 45, even if they wander out of the patch, while those in Disruption Arrow are from 5 to 35 seconds). Even if we add -Defense and more -Resist to Disruption Arrow, it's still a significantly worse power than Freezing Rain.

    That being said, I'm not against the idea of putting -Damage here and upping the strength of Acid Arrow's debuff (which can't stack, note).

    My main impetus for being strong on Trick Arrow is Garent's analysis here: http://boards.cityofheroes.com/showthread.php?t=262373

    For a set that does nothing but debuff, it makes a poor showing, getting regularly eclipsed by other sets, many of which have heals, rezzes, buffs and other things in addition to powerful debuffs. For analogy, Fire Blast does nothing but damage, and it's the king of single target and aoe damage, burst and dps; Trick Arrow does nothing but debuff, and it isn't the king of a single category.
    Actually TA also does plenty of Control and a fair chunk of damage. Claiming it is a Debuff set and nothing else is wrong.

    I do think it needs a buff and has done for a while but some of the proposed changes are OTT in my opinion (but are certainly the right idea).

    I'd be more inclined to allow Acid Arrow to stack rather than simply buffing it. I'd also allow Poison Gas Arrow to stack (as well as giving it some -regen).

    To my mind that'd make TA mucn more useful and involved in AV fights. It'd also differenciate TA in terms of it's "debuff type", focusing more on stacking -Damage than the other debuff sets.
  19. Quote:
    Originally Posted by Garent View Post
    The part that I want feedback on the most is trick arrow. It has a lot of powers that need extra effects in order to be competitive, but the set already has so many debuffs covered that it becomes a challenge of "Okay, what stat does this set not already debuff with at least two different powers?"
    .
    I like most of your changes, but think they go too far in some areas. Disruption Arrow being brought in line with Freezing Rain is too much IMO, I'd give it some -Dam instead probably and up the limit to 16.


    Not sure on your Glue Arrow change either, adding a small amount of -ToHit would be alright I guess but not too much.
  20. Quote:
    Originally Posted by _Tux__EU View Post
    Ah sorry I meant that aswell well when I said +Range. Good point though.. I guess SoC is perma so I don't really need it to last longer and Vines usually has everything held till it's dead. And you can spam ST holds etc..

    Would it give more +Heal on Spirit Tree out of interest? Thanks for your feedback by the way.

    Nope, +Regen isn't affected by Power Boosts unfortunately (my Plant/Emp would be very happy if it was).


    Your mezzes (primary and secondary, including stuns from Tornado), O2 boost, the -def from Freezing Rain and the -ToHit from Hurricane will be affected. For FR, Tornado and Hurricane the boost lasts for as long as the Boost is active (actually it's slightly fiddlier than that but it should boil down to "As long as the boost is active")
  21. Carnifax_NA

    Dps

    Quote:
    Originally Posted by Dlloyd View Post
    I think your missing my point , it was meant to be a simple question , let me try it this way then .

    If i say make a scrapper and i take broad sword - will i do more damage over all by taking fiery rather than say dark ? or any other for that matter.

    All theoretical ofc, im not looking for some smart long answer about how something has defense , the question is very simple do you have to take fire to maximise dps or can you take another and still keep up?

    I was toying with making a cyborg themed scrapper and thought hey elec def set would fit that , but i then started thinking that if i took fire i would then do more dmg.

    My point is that you have all these different powers that fit one roll , but when it gets to maximising dmg you only really have one choice?

    If you make a Broadsword/Fire scrapper you'll laugh hysterically for the first 20 levels or so because you'll be pretty much unkillable. Then you'll notice that things don't let you abuse Parry so much, they'll shoot you from afar with exotic damage. Finally you'll get Burn and the still-present scatter will make you cry as everything runs away from you as soon as you light up.


    Fire is kinda annoying on a scrapper, sadly.


    Go with your concept and play a character you like, don't worry too much about being the bestest.
  22. Carnifax_NA

    looking to solo

    I'm really enjoying my Dual Blades/Elec Brute at the mo. Looks very pretty as well (as Claws/Elec does too) which is always good.
  23. Quote:
    Originally Posted by Syntax42 View Post
    Neither of these are correct. Mob AI is designed to run out of patch or rain powers, unless taunted. It isn't exactly a fear effect, but they behave as if they were feared. When the change happened, I noticed a considerable delay in how long it took for the critters to leave the Burn patch on my Spines/Fire.

    Edit: Also, don't forget about the morale coding that makes them flee when their allies are defeated. Nobody has really posted solid information on the mechanics of it, but it is one possible cause of fleeing enemies on a Scrapper without a taunt aura.
    The difference between the Scrapper and Brute versions makes me think the Scrapper version still has the Afraid in there somewhere. Enemies act exactly as they used to with my Fire/Stone Tank and Stone/Fire brute, running out as soon as it's dropped (with the Tank and Brute they run out, back in again, back out...)

    On a brute now they happily stand there and die, on a scrapper its "Head for the hills" straight away.

    If it was more sporadic I'd be inclined to believe it was morale breaking (especially if there was any hint of the same on the Brute version), but its so immediate and absolute it really looks like an Afraid mechanism to me
  24. I'd personally like a Praetorian DE Epic AT. Something like Assault/Summoning with the summoning powers being pets and placeable debuffs.
  25. Plant and Illusion control coupled with Storm, Emp or TA would all be workable options I think.


    Dual Blades/SR would also work.


    Really it could be a case of deciding what you fancy playing, chances are you'd be able to work some variant of it into a pixie.