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Quote:They gain no less from sets than Tanks. At this point, tanks have more than enough survivability for anything, and yet the easiest thing to gain from IOs is survivability. There is very little that can be done to increase damage output.They can use sets to benefit their secondary and tank, but I think it's fair to say no AT gains less from sets. That's OK because they probably are the best with just an SO build. At the peak or even a relatively expensive but not peak build, Scrappers and Brutes get crazy, while most of the rest of the ATs catch up to each other.
Likewise with an MM, you can add +HP, +regen, and +defense until you won't ever realistically die. You can add +recovery so that you can run more team toggle powers more often. MMs still benefit from more recharge, as they will be able to use their debilitating debuffs more often.
There is a fundamental problem with IO bonuses. Sure. But it's not unique to MMs. -
This would be true if it were a proc, e.g. Numina's +Regen/+Recovery.
The Steadfast +3% Defense is a global IO, which provides a set like bonus at all times, until you exemplar more than three levels below that of the IO.
Whether it is in True Grit or Tough that you've taken at level 49, if the IO is level 30, you keep the bonus exemplared to 27 and no lower. -
Quote:Except that 8 man team of lower level characters will be generating far less influence than one level 50 solo farming.Solo Farming = Lowest amount of inf/kill + Constant Drops/kill
Farming for drops is deflationary. If you are going to blame anyone for inflation, blame the people that play on large teams. They produce the most inf/kill and the least drops/person.
Level 50s earn double influence because they no longer earn experience. Level 50 common recipes also vendor for disproportionately high influence values. -
Quote:For what it's worth, his stance is that seeing as it is a optional, minimal interest QoL thing that would require substantial coding work, it is hardly worth the development time required.Of course people like Samuel_Tow love to jump on that, even as a purely OPTIONAL QoL improvment. Go figure.
It's a stance I cannot argue with. -
Quote:Nope. If I do that, I come right back to SS/WP. I appreciate the advice, but it's already been decided.I recommend choosing one of the primaries with good mitigation to start: SS, SM, WM.
And pairing it with one of the stronger secondaries; Invuln, WP, SD and possibly Ela.
Claws/Dark.
And I will make it work.
Because Dark Armor Still Sucks. -
Quote:Bah, let it help BU, AS, and Placate. You're still going to spend the time activating them.I'd love to see that effect but with Recharge Speed. Granted, the speed would exclude, AS, BU and Placate. Imagine it; you nail an EB and then just start wailing on him. Faster and faster and quicker and boom boom boom boom BOOM. Done.
I don't know if it really helps unless you can actually decrease the casting time, though. I say this because you might quickly get to a soft recharge cap where you're rotating the two most damaging attacks you have, and further recharge would be wasted. I could be way off, of course.
I dunno, though, the idea has some serious merit. Maybe a combination of the two? More common crits on the target and +recharge. Swing heavy attacks faster, crit more often. Rolling snowball. -
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I would just like to state that I would be willing to give up every last ounce of AoE on my stalkers (even take a single target version of Lightning Rod) if it meant that I could be pushing out the highest single target effective DPS sustainable.
I say "effective DPS" because raw single target damage can equate to AoE damage by switching targets. Stalkers are the single target specialists; they are assassins. They should be able to whittle down the hardest targets quickly. With that in mind, what I want is some kind of snowballing bonus that becomes immense, but fades the instant you switch targets.
The longer my stalker fights a single target, the more damage he should do. Be it through a constantly increasing crit rate or some other mechanic. If my stalker locks on to it, it should die quickly. That would make them immensely desirable to teams, as AVs are what slow even great teams down.
Oh, and please preface just about ever sentence in this post with "In my opinion." -
Hey, while I'm here, I just want to mention that going for +regen bonuses is not the best way to go on a WP tank. Considering that you can get upwards of 100 HP/sec out of RttC alone, what's another one or two from a 10% bonus?
You get more mileage out of +max HP, as it makes all of your regen calculate off of a higher number.
But you get even more mileage out of +defense. By giving your health a chance to regenerate by creating breathing room between swings, you multiply your survivability. -
Which leaves FF, right? Any I'm missing?
Yeah. So while the majority of masterminds have the potential to solo GMs, zero scrappers or brutes can. -
Implementing this system outside of the armor sets we already have leads to the system being gamed for min/max potential, and there's already enough of that out there. We don't need any more of that.
You want a tank with weaknesses? Ignoring the fact that Invulnerability has a kryptonite in the form of psi, Ice Armor in the form of fire, and Fiery Aura in the form of cold (et cetra), I have an idea for you.
Don't take the power that grants protection from your weakness. Solved!
Oh, but you wanted a benefit to having a kryptonite? Sorry. Doesn't make sense, seeing above named powersets with kryptonite already have the opposed element strength. You do get a benefit, though. Since you skipped taking a power, that's one more other power you could have! See? Benefits.
Oh, and for that one poster who said everyone gets screwed by sappers, watch the vid in my sig.
Finally, this.
Quote:Just for emphasis.To nip it in the bud, a system of JUST disadvantages with no associated advantages to them, becomes a gimmick. It's not something I can make a case against because, really - who does it bother? But as a gimmick, its development priority is pretty much rock bottom, and my stance on it is "eh." -
Don't forget it can also go in Deflection.
It's pretty much half a SO of resistance, and isn't a bad thing to put anywhere, but you're probably better off in Tough if you want to max the attributes of True Grit and Deflection.
EDIT: Doesn't matter where you put it, it will always be on. It's not a proc, it's a unique IO that functions like a set bonus. You'll have the bonus as long as you don't exemplar below level 27.
I slotted it in Tough on a DA stalker. I never run that toggle, but I always have the +3% defense. -
SWWWWWWEEEEEEEEEEEEEEEEEEEET!
Thanks for pointing this out to me! They look so pretty... -
Quote:I've got a Dark/Fire tank that I occasionally farm purple drops on by doing a -1/x8 freakshow map. At that point, I don't need much damage anyway.So do you think that a tanker with electric armor/fire melee will do well enough that I can choose tanker instead of brute and not be so far behind in damage?
I don't farm with his original build. I have a second one that I specced for hasten, build up, and enough resistance to last through a mob. It's on the real damn cheap and doesn't have more than a few set IOs. I skipped tough/weave. It takes build up and three AoEs before everything's pretty close to dead.
If I were to start sinking money into that build, though, to get the kill speed even faster, I know I'd be better off sinking that same amount of cash to make a brute tough enough and still add more damage/recharge. -
Quote:I'm just going to walk through this.[H]ow do you manually type the level in for the newly chosen IO?
Right click an enhancement slot. This brings up the enhancement pop up window.
Click on the sets icon, or the common IO icon. At this point, just type two digits. Now finish selecting the IO you want.
If you've typed an invalid level, e.g. a level 13 common IO or a level 40 Eradication, Mids will automatically adjust to the nearest valid level. -
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Forge increases damage. ATs with a higher damage modifier will see more use out of forge.
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Quote:You can go into configuration and set a default level.As to why there´s the extra slots in several powers, it´s actually planned that way... pretty much all of my sets are around lvl 30, not at lvl 50 that Mids assumes.
Also, when selecting an ehnancement, you may manually type in the level you desire the enhancement to be.
I use this frequently, as I don't put sets in any higher than level 40, unless they are bonuses I don't care about and I'm trying to get the best enhancement values. -
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I agree, and that's how I would calculate that integral. I guess I was using the word to represent the function of "finding the area under a curve," not actually writing out the equation of that curve, then integrating that curve.
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Well, when Scrappers start being able to solo Giant Monsters like MMs can, I'll start to care that they can do more "damage."
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Quote:It's all in this post.Could someone trace through the steps of getting that average so I can piece it together?
Quote:Scourge grants a 2.5% chance to trigger for every 1% of an enemy's HP below 50%. That means at 40% HP there will be a 2.5% * 10 = 25% chance to Scourge, and at 10% HP or lower it's a 100% chance.
If you were to split the graph of enemy HP vs double damage using this formula, you'd have it a flat 100% double damage for the first 10% HP, sloping down linearly to 0% double damage between 10% HP and 50% HP and remaining a flat 0% double damage for the remaining 50% HP.
It'd look something like this:
Calculating the area of the 2x Damage region, it accounts for exactly 30% of all possible damage dealt, meaning Scourge adds an average of 30% to damage.
EDIT: I don't know where you are in the scale of calculus knowledge, so I'll try to break it down a little more. The white area in that graph represents the occasions a corruptor's attacks will do single damage, and the blue represents the occasions a corruptor's attacks will do double damage.
Imagine every pixel on that graph is an attack. Look at 30% health now, just as an example. There are just as many blue pixels on that line as white pixels. If there were one hundred pixels going up that line, it would represent fifty attacks that hit for double damage, and fifty that hit for regular damage. Adding those together, you get one hundred occasions which will do 150 occasions' worth of damage. If every enemy were always at 30% health, scourge would account for a 50% damage increase.
By taking the integral (or, said another way, calculating the area) of the entire graph, we can compare how many occasions will give you double damage and how many will give you regular damage. This is subject to the standard probability clause: These averages are notoriously foiled in the short run, but over the lifetime of a character, they will be extremely reliable.
EDIT AGAIN: Another thing that I don't think is being stressed well enough is that the scourge bonus is strictly greater than the defender damage bonus. Scourge will amplify the damage done by enhancments, -res debuffs, and +damage buffs. Defender Vigilance is only adding to the base damage of the attack and any -res debuffs applied to the enemy. Vigilance does not amplify damage done by enhancements, and in fact can be nullified by enough damage buffs. -