Dornn

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  1. Ok basically I have a fire/sd (33 atm) and I'm trying to minimize how many attacks he has. Problem is I'm not going to have any global recharge on him for a while (although I could maybe swing 10~20% if that actually made a diff).

    I'd love to run only 3 attacks but only if it's close to the DPS I'd get with 4. I'm not going to get the recharge for Inc/Scorch/Crm/Scorch anytime soon though. I will have Boxing in my build if that matters at all.

    Any help would be appreciated.
  2. Quote:
    Originally Posted by ransim View Post
    Well at least now its trying to apply a new patch it seems.

    *crosses fingers*
    More likely an old patch.
  3. Ahh I see that makes a lot more sense now. I figured the universal travel was a balance thing but the no run/jump thing on all the auto speed powers was baffling me.
  4. I'm confused on this issue. I was planning to try slotted Swift and Hurdle for once just to do something different but looking at their listed acceptable enhancements they can't take any of the IO sets.

    Is this just a listing bug? I would figure at least they could take running or leaping (preferably universal travel). Those aren't listed though.
  5. Quote:
    Originally Posted by Ahmon View Post
    These two powers aren't really competing, though. For an AoE attack chain, you want both.
    Yea to me that was part of the problem. You had to deal with the redraw anyways to use both of them so I didn't see a reason to use the crab attacks just to get suppression.

    The attack chain thing is a good point though. I will have to look at different builds. If I really can't fit in a decent single target attack chain then I'd agree the activation times just don't matter.
  6. Quote:
    Originally Posted by Ahmon View Post
    Wolf Spider grenades animate 0.2s slower, if I'm not mistaken. 1.67 vs. 1.87. The reason you wouldn't get the grenades from Wolf Spider anyways is because they don't use the arms, regardless of stats. The submachine gun is a toy in the hands of a Crab.
    Nope they are both 1.67. Maybe it got changed? I know the Huntsman's were happy about some changes like that. Also I understand the redraw issue. I guess my point was all the ranged attacks on the SMG statistically look better with the exception being Suppression.

    Even Suppression is only a question of tradeoffs vs Heavy Burst. Better cone + energy vs faster recharge/animation time. I'd say Suppression wins though.

    Quote:
    The only difference is the activation time, which is not going to matter in your unfleshed attack chain.
    Unfleshed? Do you mean like not having a valid full attack chain for single target? I guess I haven't looked at it so that may very well be a valid point. Bayonet is very nice but there would probably be no room for it after everything else I want.

    I wish the Grenades were like you said though. If that was still the case I could just happily play Crab and not feel like I'm doing some sort of theme build just for the heck of it.
  7. Quote:
    Originally Posted by Ahmon View Post
    Crab ain't a great single-target attacker. If that's what you want, look someplace else.

    I don't think there's many Crabs who take the melee abilities. Heavy Burst is definitely a part of their attack chain, though.

    *Also, what he meant by Crabs having better grenades is that they animate a little faster.
    How so? They are listed as having exactly the same animation time. I don't want single target damage I want good ranged AoE. I just don't see why I wouldn't get my ranged AoE from the Wolf Spider Grenades + Heavy Burst with Suppression thrown in now and then?

    Doing so gives me superior single target damage when I actually need it. I don't want to use the gun though so this bothers me. I'm not looking for FOTM or something overpowered but it irritates me to take the thing I'm playing and pick the poorer setup.
  8. Quote:
    Originally Posted by 5th_Player View Post
    Yes burst is better on soldier, but nades are better on crab.
    How are the nades better? Looking at the stats they are 1 for 1 copies in every way down to the animation times even.

    It's true channel gun is energy but single shot does 47% more damage now that it's animation time is shorter. That seems like a lot even if lethal is more heavily resisted.

    Now that I've used it I think Suppression is great of course but Heavy Burst is great as well. Basically though it feels like you lose far superior single target damage (both melee and ranged) to get Suppression and some melee aoe's with extremely limited radius/arc.

    Suppression and the melee aoe's feel at odds with each other basically. One is an amazing spread effect and the others require extreme bunching of enemies.

    I guess why this bugs me is I have this feeling I should be using the wolf spider skills and simply eating the redraw when I want to use Suppression. I made a VEAT though because I wanted to shoot things in the face with backpack arms.

    I think the wolf spider set should be superior in some circumstances but I want to be a Crab so I'd love it if a number cruncher could show me how to make the Crab excel at something fun compared to some sort of Wolf/Crab hybrid (like the huntsman).
  9. Quote:
    Originally Posted by Werner View Post
    Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut
    Just out of curiosity do you have any kind of DPS comparison for this attack chain vs a best DPS chain for Katana?
  10. Quote:
    Originally Posted by Umbral_NA View Post
    Think of your survivability as the total area of a rectangle.
    That's an interesting way of looking at it. I think it's probably simpler to say though that using % for defense and resistance was a flawed design decision. Using %'s leads to heavily increasing returns. Gaining 1 point from 98% to 99% is like doubling your effectiveness.

    Gaining more HP/S is always the same though. It's useful and has no diminishing returns but when you have a lot of DPS coming at you nothing can beat exploiting the increasing returns of approaching the caps.
  11. Ok I want to make a Crab but I'm confused on a couple things. Looking at the abilities in game in detailed view it seems like the Wolf Spider single target damage abilities are just way higher DPA? Burst looks to be twice as good as Longfang? Why? I can understand them not wanting a class to have two abilities as good as Burst but that seems like overkill.

    I'm confused as to whether or not I've misunderstood something about the class basically. Any info people could give would be helpful.
  12. [ QUOTE ]

    Super crutch?

    Would you call DM's Siphon a super crutch?

    [/ QUOTE ]

    You misunderstood the "crutch" part I think. Siphon is great. Parry makes you want to cry every time you press it. Regen makes you press it even more often.

    Plus it seems like my real question got ignored. For general purpose are there any */regen builds which stack up really well against */wp without using parry/DA? I'm asking because I would have some interest in playing one but I don't know.
  13. Well that cleared up a lot. A lot of sets suddenly seem far less appealing now.
  14. [ QUOTE ]
    Normally it tells you in the description if it can be used on other allies, excluding yourself or if it can be used on self.

    [/ QUOTE ]

    Well how do you cast it on yourself if it's usable on yourself? I can't figure out how to target myself in the first place.
  15. I'm just playing my first buffer and I'm a bit confused about who you can target with what. Is it just that all single target buffs are unable to be used on the caster?
  16. [ QUOTE ]

    You might wanna check out the RWZ challenge I did on my regen down below...

    [/ QUOTE ]

    You have amazing patience but it's kind of hard to tell if it's awesome or not when you're only using Swipe :P.
  17. Umbral brings up something I forgot. When is /regen ever good without mitigation from the primary?

    How do you even make it good if you don't have a super crutch like parry or divine avalanche?
  18. [ QUOTE ]

    Recon: .924 seconds every 31.7 secs ((60/1.95)+.924); 1.75 secs every minute
    Dull Pain: .924 seconds every 185.5 secs ((360/1.95)+.924); .3 secs every minute
    Instant Healing: 1.32 seconds every 334.65 secs ((650/1.95)+1.32); .24 secs every minute
    MoG: 2.772 seconds every 125.8 seconds ((240/1.95)+2.772); 1.32 seconds every minute

    Total: 3.61 seconds every minute = 6.01% of animation time used up by */Regen click powers.

    [/ QUOTE ]

    Shouldn't it actually be far worse than that normally? Consider that you are not always fighting but that those abilities are often recharging when not fighting.

    An actual fight might last long enough that you use several powers twice only to have the fight end right after that. Plus I think including parry as an animation cost is not unfair either considering regen needs it more.

    If you wanted to get even more picky you could count in lag and weird stuff like when you have to de-queue an attack at the wrong time and queue up a heal only to miss a server tick.

    So in practice I feel like regen eats significant animation time that should be spent on optimal attack chains.
  19. Which server are you guys going to do it on? Test?
  20. Dornn

    Dual Pistols....

    [ QUOTE ]

    I'm saying veats and khelds, more so veats and human form PBs, have a mix of melee/range with def.

    [/ QUOTE ]

    Oh I agree with you on that. I haven't followed VEATs yet much though I admit. I can't really get into the whole villain thing unfortunately.

    Really though I can't see PB's as ranged scrappers. I mean stuff like Cosmic Balance is so anti-scrapper I don't even know what to think of it.
  21. [ QUOTE ]

    Maintaining 6.5 targets is an astoundingly high figure. By your own assessment, Regen delivers superior regeneration.

    [/ QUOTE ]

    Read his post a little more closely. That number is required to be better than /Regen when /Regen uses IH constantly. In reality you're not going to use IH anywhere near constantly.

    That's not even getting into the point that if you love the regen stat you don't want it doing massive extreme fluctuation like IH causes.
  22. Dornn

    Dual Pistols....

    [ QUOTE ]


    *coughs* Veats *coughs* khelds *coughs*

    [/ QUOTE ]

    Are you saying Veats and Khelds are somehow like what ranged "scrappers" should be? I really can't agree with that.

    You can say you don't like the idea but certainly Veats and Khelds do not fit the bill.
  23. Dornn

    Dual Pistols....

    [ QUOTE ]

    No.

    Never.

    Not gonna happen.

    I'll lose respect for all Scrappers if they do.

    [/ QUOTE ]

    The fact is though before they screwed the game up by adding Archetypes in the first place that ranged "scrapper" was the most popular type (even in bad combinations). The only reason they took it out was balance. Certain blaster pools were just ludicrous with the armory secondaries.

    For them to still be deathly afraid of a ranged scrapper is irrational. They can do it and have it balanced. I'd rather them not do it with the scrapper archetype but expecting them to have the funds to make a new archetype at this point is a pipe dream.
  24. I've tried searching for this but couldn't find the right keywords. Is this even possible? I know it didn't used to be but I'm curious if you can now.
  25. Perhaps there is some activity flagging going on. People sitting around doing less get less tickets perhaps?