-
Posts
586 -
Joined
-
-
-
-
Odd. Here I was thinking it was because you repeatedly insisted the developers hated tankers, tankers were damage-less punching bags and agro monkeys, rage sucked, invulnerability couldn't tank for teams without the assistance of buffs, invulnerability was weaker to cimerorans than willpower despite being "the" S/L set, and a few other remarks more extreme than the kind that suggested passive resists getting bumped from 7.5% to 10% resistance.
The way you say it, it almost sounds like you suggested the changes that happened. -
-
Some fire attacks will also check against smashing or lethal defense, which you'll have plenty after getting weave and energy absorption.
-
Quote:Without explicit descriptions of what is too much DPS or what is overpowered, you fellows probably aren't even arguing about the same thing.You've asserted that any Tanker powerset that's not considered overpowered for Tankers is fine if ported directly to Scrappers. This is almost certainly false if that powerset would exceed all existing Scrapper powersets performance for some broad measure of DPS, such as AoE DPS.
Some of the argument concerns the size of KoB's damage. Rage's damage buff obfuscates the issue. A better starting point would be to note if energy transfer, total focus, and seismic smash are too strong for scrappers. At that I think what is okay for brutes is clearly okay for scrappers, whether or not they will become top performers for DPS for scrappers (and yet still being situationally weaker than brutes).
I don't think there's anything a superstrength scrapper could break that a stone/shield scrapper couldn't too, but if scrappers can't even get EM or SM then this is all [censored]. -
Quote:Statesman drank from the Fountain of Zeus in 1930s and returned to America.
World War II happened in the 1940s.Quote:it also requires him to have not heard the propaganda of Hitler and still agree with him.
Edit: how it would have been possible to have a rise of Nazis in a victorious Germany is beyond me. -
-
-
Quote:Are we looking at the same "study"?If you look at bills study, you'll see that SS's end usage is mediocre to poor. And again, it's doing mediocre to poor damage vs competing sets.
What scrapper numbers would be, from take 2
Name | DPS | EPS |
Scrap Energy 151 3.3
Scrap Claws 149.6 2.9
Scrap Fiery 149.3 3.1
Scrap Strength 142.1 2.9
Scrap Dark 141.6 3.1
Scrap Martial Arts 141.5 3.6
Scrap Warmace 141 3.7
Scrap Dual Blades 136.3 3.5
Scrap Stone 131.8 3.5
Scrap Katana 128.6 3.2
Scrap Battleaxe 123.3 3.2
Scrap Broadsword 121.7 3.1
Scrap Electric 103.6 2.9
Scrap Spines 80.1 1.6
When limited to basic IOs, the only set that uses less endurance that what superstrength does is spines, which is only low because of the absolutely horrible activation times. The only currently existing sets that are better for dps are fiery melee and claws. Several, like martial arts and dual blades, use more endurance for less dps.
As had been mentioned in Bill's threads, the brutes' ranking of superstrength is not as high as it would be for scrappers for various reasons. And, if you look at the differences between take 1 and take 2, brutes superstrength is much more competitive with more aggressive IO slotting, which would put superstrength even farther ahead for scrappers.
Quote:Again, if you look at bills study, even in the study where sets could take outside powers to create a 'best' attack chain, SS came in mediocre to poor in damage dealing ability.
Edit: to be more clear, there is one (existing) brute set with less single-target DPS than superstrength in the basic IO slotting calculation. When gloom and heavy recharge are included, there are six sets with less single-target DPS than superstrength... for brutes, who gain less from rage than scrappers would.
Mediocre to poor... -
My primary objection to this has to do with the effects of minimalizing the more tedious drops in favor of the rarer items. During the AE hayday, things like common and uncommon salvage just weren't worth the trouble for most people, so they become significantly more expensive and rare.
This isn't intrinsically a problem, but realize that we would see those market trends reappear, with relatively rare items like knockback protection IOs plummeting to trash and uncommon salvage becoming the bottleneck. Only now, it would be much more of a frustration as I would not have the AE's option of directly buying uncommon or rare salvage that I needed when I needed it.
If this were to be widely used, I can only see a larger disruption of certain items than has ever been seen before.
You mention an influence sink, and I think the best solution to that is to simply reduce the influence rewards at various stages of the game if that is truely the problem. I don't see the need for level 50 common recipies to be selling to stores for 100k, for example. I think tinkering with influence input in this manner would only mask it as a problem rather than truely solve it. -
-
Quote:The radiation toggles aren't large enough to reliably cover most spawns. When you engage, the spawn may spread out more as some of the enemies approach you while others stand still. For these reasons, I suggest you either run towards the anchor for radiation infection, or hide around a corner (breaking line of sight) and let them come to you.what is the best way to handle the alpha as a rad def? Drop the toggles and pray?
The first doesn't do much for spawns that are spread out, but the second is quite often disrupted by teammates. Realize that whatever you do, you have a very brief period of time when the animation of radiation infection isn't completely finished and you can't activate another power, but you can move around. Use that time to position yourself however you see fit.
I'll specify that radiation infection should be the first toggle used when survivability is a priority. Enervating field doesn't have quite the same defensive properties. -
Quote:Are you speaking from experience or extrapolation? I freely admit I have no defense-softcapped dark armor character, but just using purples doesn't cut it from my experience, as characters without defense debuff protection need around 70%+ defense to avoid "cascading defense failure", and that won't always keep the character alive.Plus four Cimerorans mean I have to use purple inspirations
Quote:Ghost Widow is no problem with softcapped negative energy defense.
Those were just two instances that quickly came to mind, so not intended to be marathon trials. But, your brief refutation doesn't really satisfy.
Quote:Since you may not be so good at math, I'll explain it.
Base to hit is 50%. Subtract 23% for my defense. Multiply the resulting number (27%) by 46% for my resists.
But, perhaps I might not be so good at math, so please, feel free to explain why I should view a naked blaster as only allowing 50% of damage through.
Edit: For the people who keep reading this and, according to comments can't figure it out, 0% defense is 0% mitigation from defense, 45% defense is 90% mitigation from defense. Really, people... -
+4 cimerorans or Ghost widow AV?
I'm quite sure it's closer to 25% getting through without being debuffed. -
If rage is reactivated before or duing the crash, the defense portion is cancelled.
Technically, this is due to stacking issues. Therefore, this does not work if the previous application of rage was used in a different zone. -
-
I've been having plenty of fun grouping up enemies while in PFF, then dropping it and applying seeds of confusion. It really makes good use out of enemies with AE attacks.
-
Quote:You're imagining something different than powers like crowd control and pendulum. I wasn't attempting to describe the character moving forward.Quote:
Forward arcing cone that would probably use a similar animation to the current shield charge, only without the teleporting effect -
There are several powersets that allow a character to hide around a corner and drop controlls or debuffs that suffice when no one is really survivable enough to take a spawn head-on. Earth control, ice control, and storm summoning are some of the most effective at that. An earth/storm controller can do practically everything it ever needs to do without line of sight.
Anyone with personal forcefield can just walk into a spawn and stand still for a few seconds while the rest of the team engages. It also makes the perfect setup for utilizing a PBAE hold on a controller.
AE controls like flashfires and stalagmites are of course effective when the opposing spawn isn't too spread out... then there's seeds of confusion that just trumps them all. I'm not a fan of wormhole, but there's that too. These powers will allow controllers to solo 8-man-team size spawns, not just survive them.
Mind control only has an AE sleep until it gets terrify, which is almost as good as fearsome stare from dark miasma.
Really, any controller can soften up a troublesome enemy. Not all defenders do that well, but I would have expected seekers to be more than sufficient for opening a fight with your defender. If it's a fast moving team, I'm not sure you need anything else. -
I had a very old blaster at 16 when I noticed he had the "entrusted with the secret" badge, but I have no idea how he got it. Perhaps I should comb through the contacts he's worked.
-
Quote:Chilling embrace has a much larger debuff component than against all odds (edit: of course it's of debatable value against an AV). The ice tank will sustain larger average hitpoints than the shield tank, with the heal portion of hoarfrost being an added bonus. Not all psi damage checks against positional defenses, so that's a minor plus for the shield tank.Well look at the numbers, for example my lv 48 Shield Tank (a work in progress) without even Tier 9 has 43% pos. def where as the ice tank while soft cap on L/S/E/NE def still has huge def holes to psi/fire and ice. On top of that shield as 20% resistance to all
Listing ice defense as a hole for the ice tank undermines your credibility on the subject, honestly. -
Quote:You want to come up with nine different ways to hit somebody with a shield? So far we have three, shield hit, shield throw, and shield charge. Okay, give me six more.
- standard shield bash
- two-handed shield uppercut
- Taunt
- Build up
- Forward arcing cone that would probably use a similar animation to the current shield charge, only without the teleporting effect
- PBAE where the shield is thrown and does two quick rotations around, then returns to, the user like a boomerang.
- Unique power that works similarly to hibernate, seen with the council mobs with shields that have their own version of hibernate
I didn't even have to try to come up with 7. I'm sure two more attacks could be wrangled.
edit: coming up with 9 powers is the easy part. Making the set good is an entirely different subject.