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That should work pretty well.
Since Dawn Strike is on such a long recharge cycle, what would you think about using just the two flares, but using a second build which enhances those two powers for knockback? That would give me four points to work with. -
Quote:Someone needs to learn to take their own advice.Perhaps you should actually do research before telling someone they are wrong.
Here, let me do the research part for you. Ice/Ice was given to brutes for beta, then taken away for a combination of reasons, none of them are valid any longer.
1. Back then, fury required you to be hit to generate fury, not just be attacked. This caused Ice Armor to generate less fury.
2. Ice Armor also slowed enemies, so fewer attacks were being made. This wasn't bad on its own, but it compounded with point number one.
3. Back then, Ice Melee sucked. It did not have footstomp damage in Frozen Aura, and if I recall correctly, Frozen Touch didn't do much damage either.
The largest problem was that the powersets were analyzed as a thematic combination. Not only did ice/ice brutes not generate much fury, they couldn't do anything with the fury they did generate. Ice Armor had two strikes against itself in fury generation. Ice Melee only had one strike in the lack of damage. When you only look at them together, that's enough to wipe them off the drawing board.
Energy Aura was added in its place, which suffered from the first problem, but not the second, so it worked well enough. It became much better when all attacks generated fury regardless of hit. -
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They work exactly the same.*
The only difference is how -tohit can be resisted by higher level mobs.
Here, look at the formula for final chance to hit:
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )
Tohit is in the same place as defense, so every % of -tohit acts exactly like a % of defense.
More information here. -
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Quote:Pretty sure this came in the same issue as Kheldians, which was i3.1) I hear the game only went to level 40 when it started. I think my first 50 was i4 or i5, so can someone tell me when lvl 50 was added?
EDIT: Nope, the level cap was increaded with Issue 1.
Quote:2) Sorry if this sounds ridiculous, but I remember coming back from my break and it seemed like there was a new type of inspiration. I don't remember the "resist damage" inspirations when I was first playing. I only remember the "defense" ones. Am I crazy? I know I could be totally wrong about this, so I thought I would just ask. -
Quote:That part is easy. Once you have a KB magnitude to time controlled equation, you can calculate how much time a foe spends on his back in relation to the recharge time of the power. For example: if a power has 50% chance of KB that will take 3 seconds to recover from and a 6 second recharge time, then the enemy affected will not be doing damage for 25% of the time on average. If he's one foe in a mob of seventeen (the aggro cap), you can now quantify how much survivability that KB gives you. The missing piece right now is that time to recover bit.Yeah, and THEN you'd have to quantify the effect the knockback would have on your dps.
The math part isn't so bad. If you have a means to record those times I described reliably, get me the results and I'll give you the rest. -
Quote:This was written so damn well that it's worth quoting just to repeat it.Basically solo, a Scrapper and a Brute are about equal. They have the same defenses, so the Brute will last a little longer on his hit points -- but will use them up building Fury. So it comes out to a wash.
On a team, the Scrapper will pull ahead on damage, while the Brute will pull ahead on survivability. With his lower base damage, the Brute can't be offensively buffed as well, but his higher hit points give him the advantage with defensive buffs. So the further you buff a Brute, the further he gets from a Scrapper and closer he gets to a Tanker.
As mentioned, from a purely min/max standpoint this is the ideal, not only is the Brute "good enough" at doing what both the Scrapper and the Tanker are capable of doing, but it adapts to what is needed on the team. If there aren't a lot of good buffers on the team, the Brute is a damage dealer, while if there are, he can keep the buffers alive to buff him. So he's really a Scrapper when he needs to be a Scrapper and a Tanker when he needs to be a Tanker.
Create a scale of capability. At one end is offense and the other is defense. Scrapper sits on the offensive end, while tanker sits at the other. The middle of the road is a brute. -
Quote:I saw your recent topic on this subject and it got me curious. However, I think what you're asking for is a daunting task if ever there was. It's not impossible, but I certainly don't feel like doing the work on it.... but have you managed to quantify the value of knockup/knockdown in those figures?
You'd need to establish a formula to tell you how controlled a foe affected by KB is in terms of time. This would require an enemy with enough ranged attacks that he would fire immediately upon recovery, some way to time from the moment of KB until that retaliation, and a variety of KB magnitudes (at least three) to create as points on a graph. Sample size is key, as it needs to be large enough to be fairly certain of the times.
All these recorded data points would correlate KB magnitude to "time controlled." At that point, you could begin comparing knockback value to other forms of control.
Again, I don't feel like doing the work myself, but that's what would need done. Also, I have no idea how to reliably obtain those time measurements, short of sitting there with a stopwatch. If you go with the stopwatch, then the sample size needs to be significantly larger to diminish the presence of human error in the results. -
Quote:From that standpoint, you should be more inclined to like brutes over both scrappers and tanks.Thinking about it more, this is coming from a min/max style player.
Brutes clearly do more damage than tanks. Likewise, they have a clear survival advantage over scrappers. Generally, brutes can survive well enough to tank anything in the game, but they do more damage than tanks. The added survivability of a tank generally doesn't matter. Most scrappers can be built to survive almost as well as brutes and do marginally more damage, but they lack the taunt aura needed to be able to function as a tank for the team.
This is coming from a min/max style player who enjoys tanks more than brutes, by the way. -
Easy now, it's not a perfect tool by any means. The values it generates are largely useless, as we don't know how much DPS is incoming. It is a very useful tool for comparison's sake, however. The best thing I have found to use it for was answering a question:
"More HP and regen, or a few more % of defense?"
I can plug in the values for two builds and clearly see which one survives more damage. -
Quote:Indeed I do. Here's a link.BTW, anyone got a good formula for measuring mitigation value, or is that something akin to the holy grail?
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Most of the time, scrappers do more damage than brutes, if only by a hair.
Most of the time, brutes survive longer than scrappers, if only by a hair.
Some sets aren't available to both ATs. If you want to swing a sword, you've got to be a scrapper. If you want to be a giant piece of rock that occasionally moves towards some targets, you've got to be a brute.
If I have a character concept that's more like a brute (tougher, slow to start, becomes stronger as he fights), I'll pick brute. If I have a character concept that's more like a scrapper (consistent strength, harder hitting, precise strikes), I'll pick scrapper. -
What Joe said.
And my two cents: Make sure you're monitoring your resistance. Romans have high defense, and it's possible your eclipse wasn't hitting enough enemies to max your resistance.
On top of that, the biggest problem comes when the cimerorans start debuffing your defense. Base chance to hit players is only 50%, but those nasty roman wannabes drop your base defense to the point where they have a 95% chance to hit you, essentially making you take double damage from everything. Salt on the wound is the fact that the bosses (and maybe the others, I'm not sure) can land critical hits. If they're hitting every swing and critting like crazy, I don't care how much resist you have, you're going to drop. -
You said you were going to do it.
You did it.
And I couldn't be happier with it. -
Freedom and Virtue are the busiest, but you still won't see many people outside "in the world."
City of Heroes is and always will be an instance heavy game. Go down to the Liberty forums and find out what the major team finding global channels are. People use those to find teams since they are accessible cross zone/instance. -
It also boosts the leadership toggles, but only for the duration of Power Boost, which if I recall correctly is only 10 or 15 seconds.
Vengeance is a click power, so if you activate Vengeance while Power Boosted, the entire duration of Vengeance is boosted. -
Quote:Because a tanker's job is to survive anything, and they get the best numbers out of these powers anyway.For me this is almost as silly as when all tankers had to dip into the Presence pool. Defense/resistance is supposed to be what tankers do best so why do they need a pool power to do what they do best?
Defenders usually take leadership powers, but why would they if buffing the team is what they do best? It's because defenders get the most out of these type of powers. That's also why tankers should take tough/weave. They get the more benefit from these powers than anyone else does.
Keep in mind, every % of resist/defense you add does more for you than the % before it.
I don't agree that every tank needs tough/weave, but you'd have to be daft to suggest that just because "they're the best at it" they shouldn't get even more. -
Quote:Yeah, -20% defense would cap your tohit against even con enemies. The issue is that a vast majority of the population is already slotted to cap tohit against even con enemies. It only takes one SO.So def debuff can give negative defense? -20% debuff on a mob with no def would cap your to-hit?
Now I really don't understand why my Rad ever has trouble finding a team.
If you're talking about radiation blast, you can't really skimp on accuracy because you need to be able to hit the first time. Again, this is the reason -def is largely useless.
If you're talking about Radiation Emission, then your radiation infection is auto hit, and pretty much floors enemy defense. Here you could skip accuracy slotting all together if you could ensure that all your enemies stay within the debuff. Even fighting +1s and +2s, this won't be that noticeable because of how easy it is to hit things in this game. When you get to +4s, however, it's a different story. When you get to AVs, it's another different story, because they resist 85% of your defense debuffs. -
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Even if they have no defense, your base chance to hit them is 75%. Without any accuracy enhancement, the defense debuff is still doing something.
The problem with Defense Debuff is mostly that it requires a to-hit check to actually do anything. If you can hit your target, you don't need the debuff. If you can't hit your target, you can't land the debuff to help you.
EDIT: I am more than aware of the autohit defense debuffs. I assumed since he was talking about Acc IOs, he was referring to defense debuffs that required tohit checks. -
Yeah, it's "We don't know yet." Go read the announcements and interpret what you like. Black Scorpion made a second post to clarify some things.
None of us can give you any more than that. -
Quote:Yeah, because you might as well walk away. Grab a drink, make a sandwich, use the bathroom, take the dog for a walk, and then come back to the game. Maybe you'll be at your destination by then.And click, and click, and click, and click. I can set Fly to autoflight and walk away.
Quote:It's twice as unwieldy inside a mission where you may as well not even bother using it, because you rarely have 300 feet of straight corridors.
What I do find useful is being able to get through doors clogged by teammates, henchmen and enemies. Also, the ability to completely ignore immobilize and -speed and caltrop patches is nice. Teleporting past groups of enemies is better than stealthing past as well.
And you were complaining about the endurance cost of teleport? Running those toggles in combat is extremely inefficient.