Desmodos

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  1. Quote:
    Originally Posted by Benchpresser View Post
    Actually it fits.... You start a new Character in Praetoria, make your choice at lvl 20, and BANG, can start new arcs right away with the new villain group.
    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.
  2. Quote:
    Originally Posted by voodoocompany View Post
    i17 > gr

    animated tails but not ears???? I'm quitting.
    roflmao
  3. Desmodos

    STF Bugged?

    Quote:
    Originally Posted by Sarrate View Post
    FinalMobResistance = MobResistance - ( (1-MobResistance) * PurplePatch * ResDebuff)
    I was referring just to the debuff, before factoring resistances. Mainly because that's how Ryxx depicted it. But point taken.
  4. Quote:
    Originally Posted by Morbid Star View Post
    try the razzle-dazzle immob proc in OG, it will help alot more than the CoF drain on your end
    I tried this and I was less then pleased with the results.
  5. Quote:
    Originally Posted by Nibb_Nibb View Post

    If neither of those are knock up powers, could I get an example of one?
    Disembowel and Soaring Dragon.

    Not sure there are any others for scrappers.
  6. Desmodos

    STF Bugged?

    Quote:
    Originally Posted by Elegost View Post
    Sarrate, what causes their regen debuff resistances?
    Archvillain Resistance.

    Quote:
    60-87% Regeneration Debuff Resistance
    The range is based on level. For a lvl 54 AV (Lord Recluse in a STF) would have 87%.
  7. Desmodos

    STF Bugged?

    Quote:
    Originally Posted by The_Masque View Post
    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.
    It get's worst. Here are Ghost Widows base resistances:
    Quote:
    +Res( S25 L25 N30 P30 T20 )
    That's before she puts up Shadow Fall.

    EDIT: If I'm understanding all here data right, she is weakest to Fire and Energy damage. In that order.
  8. Desmodos

    STF Bugged?

    Quote:
    Originally Posted by Sarrate View Post
    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.
    So we just stop at the first calculation? Making it 48% resistance debuff?

    FYI 48% is not enough to floor her while Shadow Fall is running.
  9. Desmodos

    STF Bugged?

    Quote:
    Originally Posted by Satanic_Hamster View Post
    We had a huge problem with Siccocococ as well; was WAY too hard to take him down.
    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.

    Quote:
    Dust Devil (auto PBAoE, smash, -tohit, -defence, chance for -perception)
  10. Desmodos

    STF Bugged?

    Quote:
    Originally Posted by Sarrate View Post

    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.
  11. Desmodos

    STF Bugged?

    Quote:
    Originally Posted by _Ryxx_ View Post

    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).
    I'm not on Sarrate's level of number crunching, but here's the quick and dirty version.

    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%]
    EDITED to reflect correction by Sarrate.
  12. Quote:
    Originally Posted by kinaki View Post
    does CoF prevent the stunned mobs from wandering?
    Sort of. Some times. It's not really anywhere near reliable enough to justify taking both powers.
  13. Is it no wonder that DP and Whips are being introduced to CoX at the same time?
  14. Quote:
    Originally Posted by Vivace View Post
    I can wait. Not like I haven't played DP already.
    Someone must of said it before this...I'm sure I missed the boat somewhere, but...

    There is all kinds of wrong with this statement.
  15. Quote:
    Originally Posted by Shred_Monkey View Post
    I find it quite amusing that a day later, we still don't know the answer to this question.
    I thought Cat pretty much answered the question. What part remains unanswered?
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    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.
    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.'

    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).
  17. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Please tell me it does knock down on scraps
    Best I can tell, this power was either designed as a throw away to encourage players to explore pool powers or a great source of amusement for the devs.
  18. Quote:
    Originally Posted by Humility View Post
    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.
    ...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.


    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.
    Perhaps Ishalia could elaborate on what he/she is trying to say. As it stands, this statement is incorrect.
  19. Quote:
    Originally Posted by The_Masque View Post
    GP, where you at HP cap?
    I haven't looked a Fire Tanker builds in a really long time, but is that even possible?
  20. Quote:
    Originally Posted by TerraScorcher View Post
    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!
    Around here, we call this tough love.
  21. Quote:
    Originally Posted by Werner View Post
    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.
    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.
  22. Quote:
    Originally Posted by Humility View Post

    Now... the rule of 5s, would that apply individually to crushing and doctored? Both give 5% recharge, so would that mean that I can have a total of 5 recharge bonuses between both sets, or would each set be it's own "rule of 5"?
    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.
  23. Quote:
    Originally Posted by Fallen Prodigy View Post

    I noticed most DM builds don't take Touch of Fear. Is it not very useful or do they just find something more practical toward the build to replace it?
    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.
  24. Quote:
    Originally Posted by Postagulous View Post
    At 35, take. Unless you have better stuff on your plate. You only have five more powers left, so think about it.

    I wouldn't take it when it first comes around as you won't use it early unless you have a backpack full of end insp.
    Damage auras are endurance management tools. You save endurance by running them. The more opponents your fighting, the more effective your endurance management becomes.
  25. ...glomps Iggy while running Cloak of Fear and starts spamming Touch of Fear noogies...