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Quote:+1's and beyond get accuracy modifiers, not tohit modifiers. Tohit modifiers come in to play against +6 enemies. Accuracy modifiers are multipliers that increase the 5% chance. Tohit modifiers effectively add to the 5% chance to hit. When you have 4% defense, a 5% tohit modifier would be the same as a 2x multiplier, which is only seen on a +4AV.One thing I've always wondered is why 45% is always seen as the magic number, even though in CoH you rarely fight even cons in the higher levels.
What are the effective softcaps for -1s, +1s, +2s, +3s and +4s, or is it that they get a ToHit modifier and so your defense soft-cap is still 45% (they just multiply the 5% chance with a ToHit modifier adjusted for their level).
As SinisterDirge pointed out, my guide has a good explanation of why 45% is the magic number, whether it's an even con minion or a +4 AV. -
Quote:This. I will get behind this with the very essence of my soul. I feel Tankers should have something to set their survivability above and beyond that of a buffed brute, and I think this is it.and the unique ability to not have toggles suppress when mezzed.
Go on, GW, hit me with that mag 100 death hold. I'll shrug off that DoT with my heavy resistance! -
Just wanted to say that I pretty much agree with everything that Emberly said.
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Defense is largely ignored in PvP, so you should shy away from the defensive sets. Other than that, all tanking sets can tank.
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Quote:Hmmm... I ran a team last night with four masterminds, so that maneuvers would have its endurance cost increased for 31 extra targets.Leadership toggles only affect teammates, not all allies in radius. That said, you can still get a much larger than 8-man team, once you include things like pets, so your point still stands, but it's actually both more generally applicable than just raids, and not quite as bad.
Imagine running maneuvers on an all mastermind team. Or think about the poor thugs mastermind tier two henchmen that run leadership. What if a team of 8 thugs masterminds all called in gang war at the same time?
At the very minimum, you'd have to pay the cost for 136 entities. -
Quote:Oh yeah? Well, it only takes 2 hits from a blue minion to kill the scrapper, where large groups of +4 bosses can hit my tanker all day long!See, a tank has to have all that mitigation because it takes 100 hits to kill a blue minion, where scrappers and brutes don't need as much mitigation because they take out spawns in a single hit.
Quote:Warning: This post contains hyperbole and pokes fun in a light hearted way.
But really, I hear what you're saying, and there's a reason I won't play a tank unless it's fire or dark melee, or uses shield defense. My problem is I got used to diving into huge spawns early in a character's career, and now a scrapper just seems too weak to do that.
If only I had the patience... -
Quote:*raises hand*I see nothing changing. I'll still refuse to play tanks because I find them useless and boring. Other people will still play tanks because they find them useful and fun.
I'll continue to play tanks because I think they serve a better purpose on a team than a scrapper or brute.
Also because I can't seem to build a scrapper or brute with enough survivability that I don't delete before level 30. -
Quote:Then do some math proving it's excessive. I don't care what you call it, back your statements up with analysis.I didn't say it was unmanageable, I said the effect it has is excessive. These statements aren't at odds.
"I think this bill will generate more revenue for the government because I feel like it will," never gets anything passed.
Quote:Dechs, see my response to Rush, above. I don't need to do math to have an opinion.
If you want your opinion to be appreciated, considered, and regarded with any semblance of respect, you will do an analysis in an attempt to prove your point.
Until then, I will continue to assume that you are too lazy to put in the effort, too ignorant to know how to approach it, or smart enough to realize that there is no problem and you're still hiding it by an emotional argument.
Let me explain how this happens in the real world. A scientist forms an opinion and calls it a hypothesis. That's the first step, and you've done that.
After that, the scientist gathers data, performs experiments and analysis to learn more about his hypothesis, in an attempt to prove it. You have not done any of this, except to gather insufficient data. -
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Please give that whole thread a read. There's a lot of builds in there and a lot more advice. It's a great place to learn about TriFormShades.
Any other AT can usually copy builds and play just fine, but Kheldians are far different in that regard. There may be three best katana/willpower builds, one optimized for damage, one for survivability, and one that's balanced. There are no best warshade builds, because they vary too much based on how you want to play them. There can be a hundred different tri-form builds that specialize in different things, or accent certain forms. There are a thousand more that are bi-form and human form, and they all perform differently but equally awesome. -
Quote:This is just a simple function of a team based AT. Defenders are supposed to be good at keeping the team defended. Tankers are good at taking care of themselves. It makes sense to me.The only thing about these two powers that I don't see as "balanced" (very subjective opinion by the way) is the fact that Tankers can get as much mileage out of CJ as opposed to taking Maneuvers. On my Defender, combining the 2 powers is a decent amount of "self-defense" AND the team benefit. On a Tanker, you would think the benefit would be about the same, but its not. This makes Maneuvers not very attractive for a Tanker (or scrapper for that matter).
Saying "unbalanced" is probably a mis-nomer, but its something that I find ODD.
Tankers and Scrappers are better off pursuing Weave if they want another defense toggle.
This leads to taking an unwanted Attack to get there, which is something I personally find annoying about the fighting pool powers. -
All powers function based on AT modifiers. A blaster and a defender use the same powers, but because a defender is better at buff/debuff, the -res in a defender's sonic blast powers is strong, but the damage is far less.
It's the same power functioning differently because of the AT modifiers.
EDIT: Modifiers exist in all different forms. Here are some examples:
Code:Scrapper Modifiers at level 50 Melee Ranged Damage Scale 1.125 0.500 Defense Buff 0.075 0.065 Damage Buff 0.125 0.070 Max HP Buff 0.100 0.100 ToHit Buff 0.100 0.070 Defense Debuff 0.075 0.070 Damage Debuff 0.075 0.070 ToHit Debuff 0.075 0.070 EndMod 1.000 1.000 Fear 1.490 1.490 Heal Other 96.381 96.381 Heal Self 133.862 Immobilize 1.192 1.192 Knockback 2.077 2.077 Damage Resist 0.075 0.065 Sleep 1.192 1.192 Slow 0.800 0.800 Stun 1.192 1.192 Taunt 1.540 1.540 Threat Level 3.0 3.0
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No.
But only because I posted it already, in this thread.
It may have changed since then, but not by much. -
Those values depend on your AT modifiers. A defender will have a better benefit from maneuvers than from CJ, where a scrapper may see the opposite.
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That's a real shame, Finduilas, but it looks to me like a case of nobody's fault. Just an unfortunate calamity of errors, I guess.
Hope the next one is more fun for you. -
Last time I fought him I checked his HP, and if I remember correctly it's 220k and some change.
If he uses dull pain it jumps to over 315k.
Next time I run this (probably some time later this afternoon), I'll see what I can do to get you the info. -
My first MoKahn was my tank plus four illusion controllers, an energy/energy blaster, a storm defender, and some poor scrapper along for the ride.
I have never seen so much chaos. Nor have I ever felt so safe on a master's run.
This sounds like an amazingly fun endeavor, and I will try to bring my PB to these gatherings. -
An auto self destruct power, scaling resists and damage buff as health declines, and a godmode that kills you as its crash.
I'm pretty sure none of that needs new tech and, at least in my (slightly biased) opinion, would be pretty freaking awesome. -
My TriFormShade has not be slotted specifically to maximize nova/dwarf forms, but I pretty much play the with a style that you're talking about. One of my favorite things to say is "If I'm in human form long enough to toggle a shield on, I've been human for too long."
If I'm killing enemies, I'm most likely shifted into nova or dwarf, but it sometimes surprises me how often I drop to human form. Eclipse. Hasten. Summon fluffy. Mire. Eclipse. Unchain Essence. Eclipse. Stygian Circle.
Kheldians may see a slot crunch, but it's not so bad that you can't slot up some human powers to augment the forms.
And the only "cool slotting" I did anywhere was to get enough recharge to make eclipse permanent. -
Quote:We do not have healers. We have defenders. Some defenders have heals, but heals do very little in this game. Buffs and debuffs are the most powerful factors in our play.How are the instances handled, WoW has the Tank,Healer,DPS play..I would guess that is not the case here?
Pretty much any kind of character can be built for any kind of role.
The Tank/Heal/DPS trinity does not exist here.
I've seen amazing teams with no tank, no DPS, and no heals. It was all defenders. All buffs and debuffs, and the piddly damage that a defender does solo was buffed beyond stupid levels of power. -
Quote:Correct. And weakened hamidon only has about 5k hit points, very easy to outpace the greens.The massive damage that Dechs refers to is likely the Hamidon damage itself. Pop EOE and let the tank/brutes take the aggro while everyone pounds hami down. Hami goes down and takes the goo with it leaving only the greens.
The greens are hard to kill because until they are held they have high regen and resist. Without Hami to watch their backs, it's a lot easier to make sure squishy characters don't die.
Huh. Then my MoLGTF was done wrong. -
Quote:I'm starting to worry less about someone making a softcapped build. For one, it would add so much survivability that you no longer benefit from the damage bonuses of the set. You would have to be very clever about turning off defensive toggles until you get beat up and then turn them on to maintain your health... except that natural regen will take over and eventually push you out of the damage bonus.This would be my big worry. Add a few buffers/debuffers to the team and you can still be sitting pretty at the softcap, especially if you can get yourself bloodied up a little to keep the damage flowing. Not to mention the previously-mentioned bit about how healing could hurt your damage output--I can see dense empaths being problematic there, plus heal auras (a Dark Miasma defender would be your worst enemy.) Plus, I'd be a bit leery of taking any scrapper secondaries more offensively-biased than Shield Defense already is... with some recharge buffs, /Shield characters can already step on the toes of blasters kind of heavily.
With regards to the heals being counterproductive to the set: That's why I had the defense debuff in that damage boosting toggle. If you're ever high in the green it should be easy to hit you. I can definitely see how overflow healing could hurt the set regardless.
As far as stepping on blaster toes? I think the problem with Shield Defense is solely due to shield charge and its ability to do a "blaster mini-nuke" every 30 seconds or more. Simply being a damage boosting secondary shouldn't be enough to replace blasters. Ok, so my set has a nuke too, but you have to die to get it to work, and if I had my way, could not be used nearly as often as shield charge.
Thanks for the support. -
First, welcome to the games and the forums.
Check out the Mentor Project at the top of this forum.
And my one bit of advice: Try everything. This game is all about alternate characters, and is famous for its balance. You have to try really hard to gimp yourself. Just try what looks fun.