Dersk

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  1. Quote:
    Originally Posted by Shrewd View Post
    They should nearly be invunerable to damage from the start if their damage is going to suck that bad.
    15% less damage than scrappers at level 10. 18% less by level 12. Scrappers always have 25% lower resistance and defense values than tankers.

    It sucks that bad.

    *runs off to slot fire shield instead of his attacks*
  2. Quote:
    Originally Posted by OneZeroEight View Post
    any feedback would be appreciated.
    Play them all. The level cap isn't going anywhere. You have only your own entertainment and knowledge of the game to explore. If you like variety, it's best that you be willing to entertain the notion of playing on multiple servers now, rather than deleting characters when you want to try something new just to stay on one server.

    I'm on 8 servers now. I'm a virus!
  3. The set with the most resistance, outside of stone using granite, is electric armor, followed by fire, invuln, and dark. All of the primaries use resistance in some fashion, though.

    Willpower and invulnerability are probably at the top for survivability when stone gets cut out; invulnerability depending more on resistance than willpower. Any primary can handle any situation if you throw billions at it when it hits 50, though elec and invuln are probably the closest to what you want.
  4. Quote:
    Originally Posted by Coldmed View Post
    if thats your ONLY arguement
    And here I was thinking I rambled on too long.
  5. Quote:
    Originally Posted by Harry_Canyon View Post
    he managed to contact me via another player (Forgot trials can't send tells or invite to team)
    I wouldn't be surprised if that part right there has caused more damage than RMT spammers ever could.
  6. Dersk

    Soft Caps

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Your total resistance would then be 9000 - 900 = 8100%
    Bzzt.

    Here's an example

    My tanker was just hit by 239% resistance debuff. He has 107.71% resistance (used some insps to go over 100%). See the total resistance? 90%. He's resisting 100% of the res debuff. At least to smashing and lethal damage. I'll not talk about what the energy damage did to him after I took the screenshot.

    If what you said had been accurate, I would have been at 83.81 resistance.

    Here's a better picture

    Quote:
    Originally Posted by Fleeting Whisper View Post
    1000% defense hit by a 300% debuff is wrong in two ways. First, 1000 - 300 = 700, still far above the 45% softcap (also above the 175-225.05% hard cap depending on AT).
    My mistake on the 175~225, though I had the distinct impression that defense was bounded before tohits were subtracted. Now I've put myself in a peach of a situation. I suppose I'll have to see if quartz pets stack. I can't think of any other way to test if the defense cap is forced before or after tohit is included.

    edit: Seems as though the defense hard cap does not include "base defense" such as personal forcefield, which has its own cap, which is why I had been seeing 250%+ defense on some occasions.
  7. Dersk

    price limits

    Quote:
    Originally Posted by Nethergoat View Post
    ultra super duper rare
    And here we have a concept character born.
  8. Dersk

    Soft Caps

    Quote:
    Originally Posted by Sailboat View Post
    It's worth noting that both defense and resistance have "hard" caps, points at which adding more % is superfluous because the game caps it. But while the resistance hard caps are within achievable range for most characters, as described above...90% to 75% generally...the defense hard cap is some astronomical number like 300% or something, and it's rendered moot anyway by the defense soft cap.
    While the terminology here can get slippery, it is possible to get effects out of resistances greater than what the resistance cap declares when facing resistance debuffs, similar to how having more than 45% defense is valuable when facing defense debuffs (or tohit buffs). Having over 100% resistance, even if the game caps the effective resistance ot 75 or 90, will still provide protection against resistance debuffs, which, unlike defense, doesn't use a second value to limit debuffs.

    Or, in a slightly less convoluted way:
    • Defense is protected from debuffing by defense debuff resistance, which is an entirely separate value.
    • Resistance is protected from debuffing by itself, so that 50% resistance would cut resistance debuffs by 50% before subtracting from that 50%

    Resistance's effects don't just get thrown away after 90% (or 75 or 80), as they would if it were a hardcap.

    Put another way:
    A tanker with over 9000! resistance, capped at 90, is hit by a 9000 resistance debuff. That character still has over 9000! resistance, capped at 90.
    Someone with 1000 defense faces an opponent with 300 tohit buff. That character effectively has 0 defense, because that 1000 defense was hardcapped at 300.

    A long semantics argument, but it's better than politics.
  9. Quote:
    Originally Posted by Coldmed View Post
    Going through a build where i take out phsyical perfection and cp and put in powersink and l.r i see nothing to warrant picking it up i would only gain 1 % defense and 28% recharge but would LOSE .68 recov and 102 regen
    You repeatedly mention losing the recovery in exchange for picking up powersink. While technically correct, I'm sure you can see why that prompts others to question your motives.

    Besides, lightning reflexes doesn't have an irrelevant effect on energize or the tanker's secondary, escpecially on a build that otherwise hasn't acquired significant sources of global recharge. So when you say something like...
    Quote:
    so id go from 3.86 to 3.16 and 489 to 387...thats alot more to lose then just getting a + end power.
    ... you'll get questioned not only because you're wrong, but because it suggests you don't comprehend what's taking place. I'm sure that you do, but it's a mountain to climb to reach that conclusion .

    Quote:
    thats why im asking "WHY" is it so much the needed power some say it us..i really havent seen an answer yet besides "you really wanted regen?"
    • It frees up power choices by ignoring stamina and now physical perfection due to endurance issues, which may lend itself to more survivability in other areas depending on powerchoices (tough/weave), more damage (fireball), or indirect boosts to multiple areas (hasten, lightning reflexes).
    • On builds, not always at level 50 mind you, that place a premium on performance in area-effect-attack situations, effectively limitless endurance can be achieved while largely sacrificing typical endurance reduction slotting in favor of other options such as recharge, accuracy, procs, or secondary effects.
    • Direct survivability increase when sufficient endurance is drained from enemies such that it inhibits their ability to attack or use any other abilities that depend on endurance, such as debuffing toggles like hurricane or chill of the night.

    So yeah. "You really wanted regen?" is what I asked.*shrug*.

    I'll note, though, that at 50 with the amount of set bonuses you typically mention when discussing a character, all that is rather irrelevant compared to preference.
  10. Dersk

    price limits

    Quote:
    Originally Posted by Lakanna View Post
    And for those who think the devs should not pay attention to the market, that's as funny as saying the government should stay out of Medicare.
    So here we have it. You wan't to stick your fingers into other people's pockets because it's the right thing to do (tm).

    My characthers level a lot easier than pure empaths. Perhaps you should siphon off some of my experience to give towards the slower movers, eh?
  11. Dersk

    Soft Caps

    Quote:
    Originally Posted by Lord_Asguard View Post
    Ok, I won't claim to understand all that was said, but I got enough of it to play around and figure it out. One last question, is damage resistance part of the defense or it is a seperate cap?
    The damage resistance cap depends upon archetype. Tankers and brutes cap at 90% res. Khelds at 80, and as far as I can recall everyone else caps at 75.
  12. Dersk

    Soft Caps

    Quote:
    Originally Posted by SkyRocker View Post
    See I never understood this either, glad the question was asked. But if you look at the combat attributes it will tell you how much defense you have, then you can figure out how to enhance? If you have 35% already, and an enhancement says it will give you 10% more, then that will take you to the soft cap?

    Is this correct, or am I dead wrong?
    You're dead wrong.

    You're not adding 10% defense. You're multiplying.

    If you enhance a 35 damage attack for 10% damage, it become 38.5 damage, not 45 damage.

    If you enhance a 35% defense power for 10% defense, it becomes 38.5% defense, not 45% defense.

    Edit: If you look in the enhancement screen when you try to add an enhancement, you'll see several values. The last one is the enhanced defense. The other numbers let you know the value of your enhancements and what the power is at before adding the enhancement, but the very last value is what you actually use.
  13. Quote:
    Originally Posted by Coldmed View Post
    cp is the power i HAD to get to grab physical perfection..it wasnt cause i wanted to pick it. plus i didnt have slots to slot up f.a. so i grabbed cp and kept it one slotted

    The regen in physical perfection is *that* important to you?
  14. If the abundance of debilitating status effects has a negative impact on the game, the solution is to reduce the abundance of debilitating status effects, not throw around status protection.

    Really...
  15. Quote:
    Originally Posted by Donna_ View Post
    I am still sure that Hotfeet is autohit in PvE...(i'm sure about this) I have never seen "MISS" come up
    I have seen several ticks go by without any damage, and groups of enemies being affected where some receive no damage. It doesn't say miss, ever. The damage doesn't automatically happen though.

    Quote:
    Originally Posted by Donna_ View Post
    Also Hotfeet doesn't cause fear.
    I don't see how you could possibly come to that conclusion. You've never noticed enemies trying to run away because of hotfeet?
  16. Quote:
    Originally Posted by Donna_ View Post
    HOT FEET - No need for Accuracy, Hot feet in PvE is Autohit, should proc this for chance of extra dmg.e.
    The standard damage portion is not autohit, and is enhanced by accuracy. The containment portion, I believe, is given a 75% chance and not affected by accuracy. The slow and fear are autohit, yes. Accuracy in hotfeet does increase the likelyhood of damage.
  17. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    really though... no Shields--- no stone???
    what gives
    From the Dev Digest

    Quote:
    Quote:
    Is there a plan to fix whatever is wrong with Claws/SA at some future date?
    Yes.
  18. Dersk

    Ebil Samaritan

    Off topic, but I find it amusing how the word "Samaritan" no longer has anything to do with people in Samaria.
  19. Quote:
    Originally Posted by JohnX View Post
    I would have bet a paycheck that it specifically said -10% acc
    What is it? If you were looking at a build planner (hero builder, mid's, whatever), that information was never worth real money, and if not filled with in-game information or values from City of Data, then it was a guess at best.

    Planners used to say aim provided 100% acc. Heh.
  20. Ignore defense slotting until you have 3 6-slotted attacks with a mix of accuracy, end redux, and damage. Any damage aura should be included in that for endurance management purposes. It's better to have few slotted attacks than many unslotted attacks; it's also better to have several unslotted defensive powers in the teens than few slotted defensive powers.

    Expecting much more out of a tanker at 12 than to start the engagement is unproductive. Gauntlet is extremely inefficient as a means of managing agro, with respect to your time and endurance. If you take taunt, go for it, but some tanks never achieve the level of survivability and agro management where they can monopolize the damage and survive without help doing so.

    edit: Although, if you did actually play willpower (/BS?), your endurance lifestyle goes through quite at change at 12, so I'm not sure what happened there.
  21. Quote:
    Originally Posted by MurderousMalk View Post
    So what your saying is we don't need tankers with taunt and should just play scrappers and run around like chickens with our heads cut off?
    No, I'm saying you shouldn't blame a team's poor performance on the lack of taunt.

    Quote:
    Originally Posted by MurderousMalk View Post
    No one was blaming taunt in general
    Quote:
    Originally Posted by MurderousMalk View Post
    Over the past 2 weeks, I've team with various tankers without taunt and each time...they have face-planted the whole team because they could not hold the aggro so the squishie ATs could support/heal/buff that particular tanker.
    Emphasis mine. If you don't mean to blame taunt, or the lack thereof, then you're failing.

    Your implication that all that separates tankers from headless scrappers is the power taunt, you have volumes to learn on the subject.
  22. I liken it to wondering if it's immoral to kill off a character in a story you've written. It's just a little inconsequential.
  23. Quote:
    Originally Posted by MurderousMalk View Post
    Over the past 2 weeks, I've team with various tankers without taunt and each time...they have face-planted the whole team because they could not hold the aggro so the squishie ATs could support/heal/buff that particular tanker
    If your team can't survive without a taunting tanker, your team sucks. If you had multiple defenders or controllers, you shouldn't even need the tank to try to manage agro at all. Blaming this on taunt is a cop-out.