Desmodos

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  1. Desmodos

    Fear me!!!

    Very few mobs have resistance to fear. Lt.s and bosses require greater mag to be feared but CoF still affects them. I've generally dismissed Presence pool but Stamina inherent, such builds could be more viable. You'll just need to focus on recharge.
  2. Quote:
    Originally Posted by newchemicals View Post

    There were some people having issues with 260.99 nvidia drivers with 6150SE video and needed to roll back to 197.45 but until several people said what they had we had no ideas as to where to go.
    I know you're trying to help, but those the 197.45 drivers are terrible. They are not a good work around.
  3. Quote:
    Originally Posted by Nihilii View Post
    Doesn't really perform, if you ask me, and I'm assuming it works when I say that.

    In a toggle, it'll activate once every 10 seconds, which might or might not be when you're actually in melee range with enemies, and then it's only a X% chance (20%? 33%?) to apply a tohit debuff, which is, given that most of the foes around you are minions, a few are lieutenants and only one or two are bosses, most of the time going to end up on minions that are already stunned from OG, being essentially wasted.

    Then there's the purple patch and frankly, there's too many "if" in there for me already, I like my mitigation to be reliable. YMMV and I'll confess I haven't actually used it, because a casual glance at the numbers doesn't make me want to.
    I tried it, was very disappointed with it. Nihili pretty much explains why.
  4. Desmodos

    The Defence Myth

    Quote:
    Originally Posted by dave_p View Post
    Quote me:



    The scrapper took more work, to be sure, and there's no way I'm even thinking of E/N capping him. S/L is doable, even on a scrapper, esp with I19 freeing up an extra pool for Maneuvers.

    Actually, I should say hardly a sacrifice, not quite nary. Either way, well worth the effort.
    We're veering on a tangent here, but soft capping to one damage type isn't in the same realm of effort a soft capping to all three positions or all damage types.

    Now for Dark Armor specifically, I'd place greater effort into Energy Defense over Smash/Lethal, but that's how I chose to build Dark Armor.

    Werner's point (and he'll correct me if I'm off) was soft capping a Dark Armor scrapper (as in to all three positons or all types) would require unpleasant sacrifices. Which I agree with.

    My point to your post was that such sacrfices would not be necessary on a Dark Armor tanker.
  5. Desmodos

    The Defence Myth

    Quote:
    Originally Posted by dave_p View Post
    Eh, both my DA scrapper & tanker are softcapped to S/L def w/nary a sacrifice. Post I19, my DA tank will also be capped to E/N as well (still need to finish his respec, #3 tonight!), again w/o skimping on resists, attacks, recharge for Dark Regen, etc. Pre I19, I in fact didn't softcap him to E/N because I thought it would compromise too many areas (including some gimped slotting), but w/3 extra power choices, it's not that bad any more.

    Then again, I don't strive for pylon time records (well, certainly not w/my tank ) and don't care that I have the absolute top DPS chain, just that I have a pretty good one.
    Bare in mind, I was referring to Dark Armor for scrappers. I strongly suspect Werner was as well. Soft Capping on a Dark Armor tanker is considerably easier and would require little if any compromises.
  6. Quote:
    Originally Posted by EnergyHeart View Post
    though ill have to skip the +3% def Glad IO cant see myself spending that hah.
    !
    While I certainly understand how intimidating the cost of this IO can be, keep in mind you don't have to buy it at the market. It can be purchased via Alignment Merits. Sure if you have 2 Billion influence handy (I don't), you can save the trouble and just buy it at the market. Alignment merits take a bit longer (about two weeks if you're really hardcore about it), but hey, tweaked out builds shouldn't come easy, IMHO.

    I haven't been that hard core about it, so I'm still about 8 A Merits from mine...well that and the market ran out of LotG +Recharge and I was too inpatient to wait so there went 4 A Merits as well... Only a matter of time really, and I'm ok with that.
  7. Keep in mind, I don't believe it's really worth it to soft cap Dark Armor.

    I find it's more effective to collect defense bonuses to Smash/Lethal, and Energy damage. Energy Damage is a greater threat to Dark Armor but Smash/Lethal damage so common defense against has substantial boost to your survivability.

    The trade off here is in order to achieve soft cap to Smash,Lethal, and Energy you will have to sacrifice endurance management. This should be manageable with Accolades, but I would strong recommend you slot your Alpha with Cardiac.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    S/L caped: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Jacobs Ladder -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-%Dam(11), C'ngBlow-Acc/Dmg(11), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Dmg/Rchg(45)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(21)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
    Level 8: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(15), Erad-%Dam(15), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Dmg/Rchg(19)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 12: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Dmg(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Acc/Rchg(45)
    Level 14: Boxing -- Empty(A)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-+End%(23), Theft-Acc/EndRdx/Heal(29), Nictus-Acc/EndRdx/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Numna-Heal/EndRdx/Rchg(43)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
    Level 20: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(23)
    Level 22: Super Jump -- Zephyr-ResKB(A)
    Level 24: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(25)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(27), S'fstPrt-ResKB(27)
    Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(34), Abys-Acc/EndRdx(50)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
    Level 32: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-%Dam(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39)
    Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(46)
    Level 38: Soul Transfer -- RechRdx-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 47: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
    Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(13)



    Code:
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    |-------------------------------------------------------------------|
  8. I'm gonna post a suggested build, but is there a particular reason you skipped Death Shroud? It's generally considered an important power.
  9. Desmodos

    The Defence Myth

    Quote:
    Originally Posted by Arcanaville View Post
    For example, 35% defense and 40% resistance and 20hp/sec regen (which would be somewhere north of +300% regen on a mastermind) is numerically stronger than softcap plus slotted health.
    I hope I'm not quoting this out of context, but it's rather refreshing to see someone else state this.

    I'm not suggesting any validity to the so called "defense myth" but I do disagree with your's and Werner's perception of what the general player base believes about defense and soft capping. I see far too many builds that make what I perceive to be questionable sacrifices in the pursuit of defense soft cap.

    In game, I frequently get tells asking how I soft capped my DM/DA and then shock when I explain I'm not. I also see player confused as to why they're soft capped characters is face planting while I'm still alive.

    From my perspective, the majority of the player base (not forum posters), do believe defense soft cap is the end all be all of survivability.
  10. Quote:
    Originally Posted by Arcanaville View Post
    I should point out that it's true that the OP will not likely notice the difference between 44.9 and 45, but it's worth noting that while the literal soft cap is 45%, unless you have high DDR defense debuffs will be able to lower you below that soft cap fairly easy in high debuffing conditions. Even on SR with 95% DDR I try to build in a percent or two defense above 45 just as a buffer against debuffs. So while you aren't likely to notice the difference between 44.9 and 45, that's not today there's no difference between, say, 45 and 47.

    However, in any situation where softcap defense is meaningful, you will notice the difference between 43 and 45. At least, I can. That's a 40% increase in damage, and I can notice that. In fact, I'm currently testing a build that is not fully complete yet, and currently sits at about 43.5% defense. I notice the difference between popping a luck to push me to the cap and when it wears off, when pushing the limits of the build.
    There is also the matter of distinguishing one noticing a difference and having any significant impact on survivability. The OP hasn't posted an entire build, so it's difficult to evaluate. I don't build my DM/DA for soft cap, but she sits at 38% Energy defense, and just carry purples for emergencies. While I can certainly notice the difference when I pop a purple, it rarely has any real impact on my survivability.
  11. I regret to inform everyone I'm dropping out of PvP University.

    Since returning to CoH I've been plagued with game crashes. I've been working with CoH Support for a month now and the only solution presented was a driver rollback that is suboptimal for my system. I find this unacceptable. My situation is not unique as several have reported the problem in the CoH Tech Forums. I strongly believe this is a problem with Issue 19 coding.

    I'm not leaving CoH, but I will be spending less time playing it until this problem is resolved. I'll still be around for the occasional TF and soloing, but with limited play time, I do not want to commit to any weekly scheduled events. I apologize for bailing, but sticking around will be unfair to my team.

    Masque, I will be returning all the enhancements and influence you gave me for this event. Hopefully before I leave for vacation, if not when I return.

    With Apologies,

    Desmodos
  12. Desmodos

    The Defence Myth

    Quote:
    Originally Posted by BunnyAnomaly View Post
    It's time for another "you're wrong" statement, so here it is for Arcanaville.
    I was kind of rooting for you until I got to here.

    I kind of get what you're trying to communicate, but you've got a really strange way of going about it.

    This whole thing reminds me of the Resistance to Defense convergence thread I started a year or two ago. The problem, as Arcanaville already pointed out, is that you cannot equated all forms of mitigation. None of them work in a vacuum. She explained it in detailed then as well.

    You'd have better luck trying to explain why defense is not the be all/end all of mitigation so many believe, but few want to hear about it.
  13. Desmodos

    Game crashing

    Quote:
    Originally Posted by Annihilater View Post
    And the 197.45 drivers I have no idea what those are, should I use it and if so how?
    I'm not recommending this. I'm using them now. I haven't crashed but it creates a host of new problems. Game looks like crap, frame rates went down the toilet, and contact windows make you suspect someone slipped acid in your coffee...but hey, you can DL it here.

    http://www.nvidia.com/object/win7_wi...7.45_whql.html
  14. Desmodos

    Game crashing

    Quote:
    Originally Posted by newchemicals View Post
    Does it crash in safe mode?

    Are you running on 197.45 drivers? Those seem to be the more stable drivers.
    Stable is a rather relative term here.

    Oh look...another CoH Crashes thread...must be an isolated incident
  15. Been working with CoH Support on this for a month now. I've pointed them to the Tech forums, to show it's not an isolated issue. This is getting irritating.
  16. Well, the game hasn't crashed yet, but I haven't run an Apex TF. That TF seems to trigger multiple crashes during the sewer portion.

    I was able (with EVGA's assistance) to get SLI working with the 197 drivers, but game still looks bad, and the frame rates still down. As an added benefit, there is now an annoying flickering when ever I click on a contact or contact window...
  17. Ok, CoHSupport just sent me back to driver version 197...

    This has disabled SLI, cut my FPS from 60 to 30, and oh yeah the game looks like crap now.

    I'll be playing to with this driver over the weekend, to see if the crashes continue or not.

    Needless to say I'm extremely annoyed by this.
  18. Quote:
    Originally Posted by TwilightPhoenix View Post
    I'm not talking about the death patches. I'm fine with those and feel they add an interesting mechanic and a definite breath of fresh air. I'm talking more about Battle Maiden's 92%ish To Hit Chance, which renders her hit odds on me at around 47%. At that amount to hit, if we ignored the to-hit chances, it'd be like me attacking any other AV with my toggles off. And it's worse than the auto-hit Nictus because she hits for more damage over a much higher range. The Nictus fires its attacks in a predictable fashion as well whereas BM seems to be able to more or less machine gun that crossbow or just has multiple crossbow attacks that all hit for 800ish damage. And let's not even mention her 2k+ melee attacks, with Tough running.

    Yeah, I was killed far more often by BM herself than the death patches, which only ever killed me when I made a mistake beyond the first "what the heck was that!?" time.

    Maybe next time I try it on my Scrapper I'll bring a long a FF or Cold so I can actually avoid her attacks.
    OK, in that case I apologize. Thought we were discussing the patches.
  19. Quote:
    Originally Posted by Hyperstrike View Post
    With all due respect. Like hell.

    We wound up on an unfinishable Apex with mostly melee (2 tanks, a couple scrappers, a brute, and a Fire Kin and, IIRC a Blaster).

    During the first mission into the sewers, we had to basically bypass the Hydra tentacles because the undefendable pure toxic damage was just too much. We wound up having to stand at max range and plink the pylons. Luckily I'd actually taken ranged attacks (LBE) or I could have been standing there holding my richard, not able to contribute anything to the team. I couldn't even aggro manage because the damn L54 tentacles would kill me in about 3 shots without DP and 4 with!


    Then, during the first part of the BM mish, we were able to slap her down effectively, after the death patches, we weren't able to attack her effective. She was spawning 3-5 death patches at a time, seconds apart.

    She came back into the second half of the mish with half hit points and regen'ed all the way back up simply because we couldn't get more than one or two (depending on how much recharge there was) before we got death-patched and had to move. Then, even with both tanks taunting the crap out of her in unison, she'd just stand blithely in the middle of her own death patch.

    We eventually gave it an FTN and dropped.



    I do too, but making it impossible for melee-based characters TO STAY IN MELEE range and have to rely on one or two Epic pool powers.

    I wouldn't mind the patches so much, especially with their crazy, unresistable damage if they weren't auto-hit. I'd be fine with them if they were high, unresistable damage with a very high to-hit chance to offset (not merely negate) defense.
    Sorry Hyperstrike, I don't agree. I organized an All Melee Apex TF on test servers, and we were able to complete it in under an hour. Yeah, the Toxic damage is PITA, but it's hardly insurmountable.

    Yeah, I get that it's auto hit. I was simply referring to the fact the devs have been adding content to deal with the defense soft cap craze. To suggest that SR is somehow more punished by this seems like an over reaction to me. I don't care what kind of resistance you have, you're not gonna stand in those patches for very long. That punishes everyone fairly equally.
  20. Quote:
    Originally Posted by TwilightPhoenix View Post
    If the Devs are going to go with a big defense busting route on all future content, then they really ought to look at SR again. It's not the set's fault that it's a one-trick pony with a trick that turned out so good everyone else copied it, even if they have a plethora of other tricks themselves. Beyond defense, SR natively only has scaling resistance to fall back on and it's pretty safe to say those won't save anyone. Tough as well as HP and Regen from IO sets help, but those won't keep a SR standing when his main mitigation is nullified.

    How would I change it? I don't know, I'm not going to worry too much about it until I20 hits and we see what they pull out then. For all I know anti-defense may just be this time around and the next TF may have an AV with unresistable damage but normal hit rate.
    Ok you're over reacting. No scrapper secondary can stand up to the Battle Axe's artillery strikes. (what's the official name for these things?). Seriously, SR is of no greater disadvantage than any other secondary. Invulnerable and Will Power tankers can't stand in those things.

    Devs have been dishing out -def for several issues now. As far as -def goes, Apex TF is really light by comparison to say an ITF.
  21. It's called over specialization. Frankly I saw this coming, just took longer than I thought for the devs to do this sort of thing.

    Melee is far from useless in Apex TF. I for one welcome content that doesn't involve melee forming a circle around the AV for a button mashing smack down.
  22. Spent a few days playing X-Blades and Tomb Raider: Underworld. None of these game crashed and both are considerably more graphic intensive than CoH.
  23. Sorry I missed practice. I didn't notice the scheduling conflict in time to post.