Dechs Kaison

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  1. I'm going to be there, and bring the Dark Armor tank that Sucks!

    Abandoned Sewer Trial if we get enough interest!
  2. 10! 10! 10!

    Oh, wait... we do that in Kings Row.

    Can I lead one of the sewer trial teams?
  3. Quote:
    Originally Posted by Peacemoon View Post
    Seriously, if you aren't going to take any of the attack powers you should go play WoW. We don't need your trinity crap here.
    Fix'd.
  4. Well, you certainly shouldn't die to anything normal in the game. I don't think you'll be able to kill anything either, but hey, you do what you have to, right? Good luck holding aggro.

    Oh, and you can toggle off Tough without any noticeable effect except that you'll spend less endurance.
  5. Quote:
    Originally Posted by Sarrate View Post
    If you're aware that you can outstrip your recovery (and don't want to use insps, etc), then you don't need to open up all the way. If you want/need that some extra oomf, it's nice to have in reserve.
    I was trying to get this across. I have more potential now than I did before, but I have to be more attentive.

    Once recovery buffs are added into it, I'm far and away better off now.

    The pros outweigh the cons in this case, at any rate.
  6. Quote:
    Originally Posted by Seldom View Post
    Wouldn't mez, then, be somewhat similar to how heals work? Disregarding immobilizes, all other mez stops an enemy from attacking you for a certain time. As such, the calculation would be what % of the time is an enemy incapacitated? If the power recharges in 30 seconds, and lasts 15, that's 50% damage survivability, assuming it hits.
    That's an interesting way to approach the issue. Non-obvious, but it could certainly be made to work.

    I just thought about it though, and perhaps a good way to use the tool for a mezzing character is "This is how much damage I can survive from the stuff I miss with my mezzes."

    Quote:
    Originally Posted by Seldom View Post
    Yikes, that gets complicated in a hurry.
    Yes. Yes it does.
  7. Quote:
    Originally Posted by William_Valence View Post
    Dechs, The numbers on the sheet look off. If a Tanker Has 1874.1 health at 50, how can it take 4459 smashing damage per second when 4459 * .45 * (1-.692)= 618 damage per second recieved on average. 1874.1/618= dead in 3.03 seconds. Am I reading it wrong?
    First thing I notice is that my tank has 2508 hit points, not 1874.

    Second thing I notice is that you're multiplying by .45 for defense, not .05. That'll make a huge difference.

    I get 4459*(0.50-0.45)*(1-.692) = 68.7 damage per second received. Then 2508/68.7 = 36 seconds, which is enough time to fire off two dark regens.
  8. Quote:
    Originally Posted by Seldom View Post
    Hm. The trick is that with a 95% chance to hit, you will probably hit 100% of a mob. (Assuming you're not at the target limit-16.) Add in control layers, and you'll be at 100%.
    Alright, I'll agree to that. 100% mitigation. At that point, though, you don't need a tool. 100% mitigation means you won't die.

    Quote:
    Originally Posted by Seldom View Post
    Sorry, I don't wish to derail here. It's just that whilst a lot of people like looking at survival directly, (res/def/regen/heal) the game has some that approach through other means. (Mez, -rech, -dam, -tohit) These go off of the enemy, so while not directly making a character 'tough,' functionally it's the same.
    The derailment is fine! I would like to develop this into an all purpose tool that can take those things into account.

    Mez we've discussed. -tohit could be done by adding to defense, since the two work the same way. You may have to use several sheets to account for the resistances of higher level enemies. -damage can likewise be added to resistance.

    -recharge is tough to handle, but it doesn't exactly increase the DPS you can sustain. What it does is decrease the incoming DPS, so you'll have to bear in mind that a -recharging character will be more comfortable at higher levels of DPS.
  9. Quote:
    Originally Posted by Biospark View Post
    Heya Dechs,

    Thats a great analysis tool. Good work !

    I would like to copy some of the concepts over to my own Defender analysis that I have been working on, if you are OK with that.
    Thanks!

    I don't mind if you copy some of it. I'd request to have a bit of a shout out, at least, but nothing more.
  10. While the suggestion is a bit of a misnomer, I wholeheartedly support this idea.

    Ouroboros challenge settings already allow us to have "enemies buffed" so perhaps it would be easy to have "enemy perception buffed."

    Also, the random chance for enemies to spawn as patrols is awesome, and would lead to a bit more excitement. Maybe add random chance for ambushes too.
  11. Quote:
    Originally Posted by Player99 View Post
    how is that resistance when the foes are not attacking?

    I'd say thats even better than soft cap, as there is (as long as the dom has them secure) 0-chance of being hit back (as opposed to a 5%)
    It's resistance in the sense that 50% or 75% or 100% of the mob is locked down and not attacking. I would say to never go above 95% because the chance to miss is always there.
  12. Quote:
    Originally Posted by DSorrow View Post
    Why not? Cold has a lot of powers that accept sets with various +Rech bonuses.
    It was simply ignorance. I was assuming the popularity of ill/rads was largely due to the accelerate metabolism's recharge boost allowing perma-PA.

    I just wasn't thinking about how minor the recharge boost really is. It only takes a few set bonuses to compensate after that.
  13. Now that's impressive. Congrats.

    I had given thought to making an ill/cold myself, just to set apart from the norm, but I didn't think Perma PA would be possible. Now I have something to strive for.
  14. Hey guys, I want to drop in here and suggest that you throw some numbers into this new tool I came up with.

    You can enter two different sheets, one with a softcapped build, and one that has the heal. I'm actually interested to see the results myself.
  15. Quote:
    Originally Posted by Seldom View Post
    Hm. I've wondered about how these things compare when using differing kinds of mitigation. How, for instance, would you compare a dominator with permanent domination and mass control overlaps to a softcapped character?
    That's a good question, but I wouldn't consider him softcapped. In fact, I would put that in resistance. If you feel your Dominator can lock down 95% of the spawn all the time, then I would fill out 95% resistance across the board.

    Or let's say he can definitely hold 50% of the group, but 100% will be immobilized. Then you can have resistance at 50% and average the ranged/AoE defense together.

    Any resistances the character has from tough/patron powers should be multiplied by the "locked down" resistance.
  16. @Fulmens,

    Well then I guess that is the use of my "Fatal Burst" column. If that kind of damage ever hits you, you're dead.

    But you have given me a great idea for another section to add to my tool. I'm going to figure out how to best do some kind of "Time to Fatality" analysis here.

    Perhaps come at it as a function of the Sustainable DPS and max HP. At 25% over your DPS, you have 200 seconds to live. At 50% over, it's 60 seconds. Or whatever the math works out to be.
  17. Quote:
    Originally Posted by Sarrate View Post
    Hey Dechs, one thing I'd suggest for your build is to swap the CI triples (Acc/Dmg/End) for Makos quads (Acc/Dmg/End/Rech). You'd lose ~2.5% enhancement in those three categories, but gain 17.3% recharge as compensation. More than worth it, imo.

    Oh, and congrats on the MSTF!
    Quote:
    Originally Posted by Dechs Kaison View Post
    The difference is less than that because I can bump the level of the Mako quad to 50. The reason I stuck with a level 43 triple was for exemplaring (enhancement values under 20% don't start being deminished until level 21).

    Thanks though, that was a good catch. Not sure how I missed it.
    Little update on this change: Yes, it's better enhancement values overall, but I increased recharge without increasing endurance reduction. Now, if I go full bore, I consume more endurance than I recover.

    Point is, without extra buffs or inspirations, I need to be careful of my endurance bar a little more now. With outside recovery buffs or inspiration usage, I am now a better performing tank with respect to damage output.

    Lesson learned that more enhancement isn't always unilaterally better.
  18. Quote:
    Originally Posted by Fleeting Whisper View Post
    The min/maxers got bored. They started soloing 54s.

    ...

    The next logical step would be to do it with build that previously couldn't.
    Like with a Dark Armor Tank.




    On topic - I agree with Claws. Things that aren't balanced fall down. Balance is necessary, and when scrappers have a ranged nuke, something's out of whack and needs fixed.
  19. Hey fellow Tanks,

    I came up with a tool to help me analyze my tanks in terms of toughness. It's a spreadsheet in Google Documents, so anyone with a web browser can use it. Since you may or may not look at the AT & Powers General Discussion, I'm linking it here.

    Here's the thread with how to use it.
  20. Hey everyone, I've gone and moved this to my blog, where I will be keeping all my guides in one place, free to format as I please.
  21. I'd just suggest reading my analysis of the softcap. It'll help you make a more informed decision. You'll find the link in my sig.
  22. SD has a notoriously strong taunt effect, even on scrappers. Couple that with the damage they do and SD scrappers almost always end up with the aggro.

    Also, a lot of it depends on who got aggro first. From what I understand, to "steal" aggro from someone else, you need to double the magical threat value that the enemy calculates.
  23. Quote:
    Originally Posted by Call Me Awesome View Post
    Bad players come in all AT's; it's just that bad tankers and defenders tend to be the easiest to spot.
    I'll give you bad tankers, but bad defenders? I don't buy it. I guess it defends on the type of defender, really. Empathy's on the team an no one has fortitude? Yeah, that's a bad one. Most of the time, however, the team's just rolling along and you can't really tell whether the defender's doing his job or not. It's easy to spot a really good defender, that's for sure. When they're on their game, the team is really rolling along.

    Bad scrappers and bad blasters are pretty easy to spot by that little skull icon that shows up every other spawn.
  24. Quote:
    Originally Posted by Bronze Knight View Post
    So please explain to me how you guys play Tanks? Because clearly I don't understand what the point of your AT is. Or why you wait for some one else to attack the spawn and get the alpha.
    I run TFs with my tank all the time. No one beats me to an alpha unless they're trying really damn hard.*

    In my mind, the tank sets the pace of the team. Most of the teams I'm on, I take the alpha and stay for three seconds before the spawn is locked down or on its last leg. At that point, I'm moving on to group up the next bunch of mobs.

    *They could, however, be following rule three, which is "If you feel like you can handle it, you're free to go for it." I don't chase errant team members who want to do their own thing.
  25. Quote:
    Originally Posted by Genie of Flame View Post
    ...but suggesting that legitimate trial users be permitted to atleast respond to a tell isn't unreasonable.
    What you don't seem to understand is that a tell and a reply are the same thing. The game cannot tell the difference, it's not coded that way. There is no way to allow replies but not tells.