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Posts
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Yup, and slam into the same abyss of level 30-45 content as every other character ever created. There was already plenty of 20-30 content in place for this. It wasn't needed.
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Archvillain Resistance.
Quote:60-87% Regeneration Debuff Resistance -
Quote:It get's worst. Here are Ghost Widows base resistances:We may have 1 piece of the puzzle right here. I believe if my information is right: lastnights STF with Hamster had a nrg/nrg blaster and a sonic/x blaster, the emp was emp/dark, I am not sure what Hamster was or the tank or what scooters blast powers were, but from what I am seeing, GW would resist the nrg, and dark alot which would leave only the scrapper type damage and he may not have been in melee due to her heal.
Quote:+Res( S25 L25 N30 P30 T20 )
EDIT: If I'm understanding all here data right, she is weakest to Fire and Energy damage. In that order. -
Quote:So we just stop at the first calculation? Making it 48% resistance debuff?AV resistance does not cover resistance or damage debuffs - it's why they're so damned good against them. The only things that resist it are resistance and the purple patch.
FYI 48% is not enough to floor her while Shadow Fall is running. -
Quote:I've been advocating for awhile, that Scirocco may be a greater threat than Ghost Widow. It all depends on how many Dust Devils (tornadoes) he drops. He can drop up to 5 at a time.We had a huge problem with Siccocococ as well; was WAY too hard to take him down.
Quote:Dust Devil (auto PBAoE, smash, -tohit, -defence, chance for -perception) -
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Also, you're absolutely right, AVs with resistance resist res debuffs. Off hand I think that GW has high NE / Psi res, not sure about other types. I doubt your teams were heavy on either of those damage types, though.
Ghost Widow also has a version of Shadow Fall. I don't know the exact numbers on her version, but it will grant her and the other AVs resistance to Energy, N. Energy and Psi damage. -
Quote:I'm not on Sarrate's level of number crunching, but here's the quick and dirty version.
On Shamsters team last night:
(This is all according to Mids)
-Res/+Dmg: Strongest debuff on the team, with -92.5% if no resists (Sarrate can clarify how much this actually gets through).
STF AVs are +4 so Purple Patch rules apply first. So basically a +4 mob has as 48% resistance to the debuff.
Quote:[92.5 * (1-0.48) = 48.1%] -
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Is it no wonder that DP and Whips are being introduced to CoX at the same time?
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Quote:This is still poor wording. In general, there is no 6th bonus. The first set bonus is applied after 2 enhancements from the set are slotted in the same power. The final "5th" bonus is applied by slotting the 6th enhancement from the set. Is not generally what's referred to as the 'rule of 5.'She was correct, just worded it badly. By "abilities", she meant set bonuses. So she was basically saying that you can only slot 5 of a particular set bonus, and the 6th set bonus does nothing. Which is true.
The sixth enhancement from a set is not necessarily ill advised. For many sets, the 5th bonus (achieved by slotting the 6th enhancement) is a highly sought after defense bonus (i.e Touch of Death, Mako's Bite, Red Fortune). -
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Quote:...because it's incorrect. I get what Ishalia is saying, but it's not relevant to the rule of 5. If a bonus comes from 2 IOs in a set and the identical bonus comes from 4 IOs in another set, the two would still be added together towards the rule of 5.Interesting... but not true to my (possibly limited) experience. I've heard the "rule of 5" commonly used in regards to IO set bonuses both on forums and in game as a relatively standard useage of terminology. Your post however, is the first time I've ever seen it used to refer to 5 slotting a power.
Ishalia:
Quote:Rule of 5 refers to only 5 slotting certain abilities, because the 6 slot doesn't really do anything truly useful, OR I.E: DR on it. -
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Quote:Around here, we call this tough love.Checks for Broken Bones vicious papercuts or bruised egos,
Hmmm Ive been on the forums for a long time and Umbral has never welcomed me!
But since his "welcomes" are generally responses to stupidit....umm ill informed posts,
I've probably just been lucky so far! -
Quote:Sarrate and I went on about this for hours, but I think we concluded Luck of the Gamblers were not treated as set bonuses even though they functioned as such, thus did not add to the rule of five. Until another IO is introduced that give +7.5% recharge by it's self (forgive me if the is one already, I've been away), then we could see if would contribute to it's own rule of 5.And technically, its the name and value of the bonus, not just the value. So you can have five Luck of the Gambler +7.5% recharge, and also five sets of Kinetic Crash, which also give you +7.5% recharge, because for some reason the game gave the bonuses different names even though they have the same value.
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It's on the value, regardless of source. In other words, yes the Crushing Impact and Doctor Wounds 5% recharge bonus both count towards the same limit of 5.
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Pre-IOs, ToF will have a very significant impact on your survivability. Once you start stacking defense bonuses, ToF becomes less and less significant. You eventually get to the point where ToF contributes so little, it's not worth a power pick.
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Damage auras are endurance management tools. You save endurance by running them. The more opponents your fighting, the more effective your endurance management becomes.
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...glomps Iggy while running Cloak of Fear and starts spamming Touch of Fear noogies...