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Corrupters have a 0.75 Ranged Damage scalar.
Scourge adds about 25% of total damage after damage buffs are figured in.
So with 3 SO's slotted:
Defender: 0.65 * 230% (100% base +100% enhancements, +30% vigiliance) = 1.495 damage scale
Corrupter: 0.75 * 200% (100% base +100% enhancements) * 1.25 (Scourge) = 1.875 damage scale
Without scourge they're level, with it Corrupters do 25% damage more than Defenders -
Blasters have a ranged damage scalar of 1.125
Defenders have a ranged damage scalar of 0.65, so thats 57% of Blaster damage.
If both have 3 damage SO's or equivalent in their attacks, the Blaster does 200% base damage (roughly) and the defender does 230% damage due to enhancements and Vigilance.
The Defender is now doing around 65% Blaster damage, or 2/3 Blaster damage as a good approximation.
(This would require a 50% resistance debuff to equalise, which is beyond the scope of most solo Defenders. A solo Blaster will still do more damage, as they should.)
That's just comparing Blast sets. Blaster melee damage is often higher. Blasters mostly have two self-damage buffs of +65% (Aim) and +100% (Build Up) to a typical Defender +50% self buff. (Aim) -
This would be a huge headache for little pay-off.
What about existing characters? You could make a rule that all PeaceBringers become Alien (and thus have their enhancements swapped for absolutely no effect.)
What about Warshades? Do they remain Science?
And then you'd want an option for existing characters to switch origins, and some sort of UI to do it with, and their enhancements flip over. Is this allowed once per character?
Or people will just complain that they have to re-roll their level 50 Natural with all the accolades.
What about characters using Yin-O's? I guess you add an Alien Damage Yin-O to match the existing natural one and then the enhancement nflip can happen smoothly.
Right now, today, you can make a character who looks alien and write that they're an alien in your bio. Anyone who teams with you (and cares about who your character is) will figure out you're an alien in two minutes.
Why waste months of dev work to make this one minute? -
Sonic Resonance is unfortunately just about the worse primary set to solo with, arguably worse than Empathy. I'd give it 4 out of 5 at least on teams though - there are no teams that you don't noticeably improve with your presence. Its low maintenance and leaves you lots of blasting time.
Radiation Emission rocks solo or on teams.
Sonic Blast is the best secondary set hands down, and great to solo with. If you can make Sonic Resonance work at all as a solo-er, its with a Sonic/Sonic. Its also good on teams.
Sonic Resonance/Rad Blast would be one of the worse solo-ers I can think of due to lack of personal damage mitigation.
With power colors, pay particular attention to Sonic Dispersion - it can be a real eyesore in the wrong colours, especially if tis very dark or bright. A medium blue like your vest might work. -
The only time I've used Devastation was on my FF Defender where I used two sets to cap my Psi Defence. I take it that you wont be doing that on your Blaster.
Its one of the very few occasions when I haven't use Thunderstrike for blast sets on any character. Thunderstrike is just that good. -
I would hate to see all knockback turned into knockdown. The knockdown animation looks rubbish next to proper knockback.
Nothing needs to be changed.
If you want to play an energy blaster without knocking things back, play Radiation Emission. Its been proliferated to all ATs, can be recoloured, and more customisation is coming. What more do you want?
If you don't like knockback on teams, either play a Controller with a -KB AoE immobilise (Fire, Earth, Ice or Plant) or team with one, or don't play with Energy Blast users. Put it in your search comment that KB is not welcome.
Complaining that Energy Blasts knocks the targets around is like complaining that fire Blast doesn't have any mez powers. Its part of the set's design. -
I love Energy Blast just as it is.
I'm on my 5th time round with it, and the knockback is a key part of the set. You get the ability to temporarily neutralise almost any target for zero extra animation time in exchange for not having a single hard mez like most sets. You can't shut down that Tsoo Sorceror completely, but you can do your best to make sure he stays away and on his back before he goes down.
I always Hover and I've had one complaint ever when teaming about the knockback.
If you want energy blasts with stuns instead of Knockback take Radiation Emission. Its got a big old stun in Cosmic Burst and an extra AoE compared to most sets. And it looks cool, and comes in whatever colour you like these days. -
Sort of, yeah.
Force Fields by itself will put your team at the Defence soft-cap just using Manouvers, Disersion Bubble, and Deflection and Insulation Shields and slotting them.
So if you take all these powers and everyone stays inside your Dispersion Bubble, and the enemy has no +to Hit or defence debuffs, then the -To Hit in Dark Blast is wasted.
But, break any of these conditions, and it helps put your team back to the soft cap. And the To hit debuffs also help keep you safe. With Manouvers and Dispersion, you'll only have 22% defence or so, maybe a bit more for Hover, Combat Jumping or the odd set bonus.
Three unslotted Dark Blast powers will put you at the soft cap against even con enemies. Personally, I'd slot for damage rather than -To Hit, because the damage will always be used whereas the extra To hit will often be wasted.
So Dark Blast is like extra insurance for your team (which they often wont need), but synergises really well with Force Fields for keeping yourself safe.
I wouldn't play this combo myself because its too defensive. I enjoyed FF with Sonic because it provided me with some offensive debuffs on top of my mighty defensive abilities of FF. But, it is an excellent pairing for team and personal safety. And if you're diggin it to the exclusion of all alts, then its the best combo ever. Well, this week or month.. -
Quote:Since you brought it up, I did just this on a SR Stalker. It worked, but only because I was the bottom of the threat list on teams and hardly ever got hit due to being soft-capped.try not taking your mez protection power on a toon, then come back and say that. you might still play it, but you wont be happy.
I wouldn't try it on a resistance based Tank though.
On topic more, my Elec/Elec dom, now 27, hasn't taken Stamina. I've found the end return from Static Field and +recovery from Conductive Aura (3-slotted for end mod) have done me fine until now.
Domination's end bar refill helps too of course, but its not felt critical, like I'm not gasping by the time I hit Domination, and often save it if I dont need to mez boost. -
My most active Defender is Sonic/Energy/Electric.
I could pick up Sonic Cage for experimentation and the odd tricky boss, Vengeance just because its always useful, and... maybe Combat Jumping? They all work with no extra slotting.
Clarity runs fourth, but its quite redundnant with Sonic Dispersion.
I've got quite a bit of defence already, so CJ's an extra 3% all round with a Defence IO slotted. I could drop LotG's in CJ and Vengeance, but the only recharge intensive power I have is Liquefy. -
Its brilliant.
It's up every fight. It sleeps enemies before they can retaliate, so breaks up the alpha strike. It often re-sleeps them in the time they take to get up from Jolting Chain. It means that the enemy spend most of their time asleep instead of fighting back. The pulsing sleep sets it way above Spre Burst, mass Hypnosis and Salt Crystals.
I really notice the difference per-spawn when I dont open with it. -
Gravity's great for taking an alpha if you have a corner to Wormhole around.
But if you don't have a corner, its a long animation with surefire retaliation coming your way before everyone's stunned.
Force Field can help, due to the Defence from Dispersion Bubble, and you can build up on this pretty heavily with set bonuses, mainly for Ranged Defence though. I used to play my Fire/FF pretty aggressivley, but would generally let others take the alpha because they're all wearing force fields and I'm not.
I wouldn't have pegged Grav/FF as a good pairing for entering melee range and tanking, but I havent tried them together. -
Yep. Random rolls are random, and can return craptacular results.
They're statistically a better bet than buying a safe seller for reward merits, and probably so for A-merits too, but don't do them if you can't handle the loss when the RNG works against you. With A-merits, the next fix is always just 2 days away, so they're kind of easy come, easy go.
I had a couple of old characters sitting around at 35 with 240 and 480 reward merits who I remembered recently. I random-rolled all these merits (36 recipes in all) in the 30-40 range, and got one decent item, a Kinetic Combat triple that sold for 70 million. Everything else went for < 5 million.
I think this was my worse random roll run ever, but eh, I was doing fine anyway without them. I'll still keep random rolling every type of merit I get though. -
Well said, Quasadu.
I played before the market and IOs were introduced. It's hard to imagine going back to that now. I don't think I'd still be playing without them, to be honest, as they've helped me realise a whole bunch of fun character ideas outside the base AT system.
I'd made my first billion and kitted out one group of villains before the market merge, and I'm on my second group now. The difference is night and day. Last night, I bought 6 level 30 Thunderstrikes to complete 3 sets on my new level 27-er, at BUY IT NAO prices, no worries. I couldn't have done that before the merge, I'd have been forced to wait because of the short supply.
Here's to complicated systems involving lots of shiny little icons and numbers. Long may they entertain us! -
Radiation Infection and Enervating Field in Radiation Emission can be coloured to look like bug swarms.
The rest of the set can probably be explained away in terms of disgusting egg-laying pyx pheremone insect stuff too
I don't know what I'd pair it with in either Blast or Control sets. Electrical Control/Blast has a certain poetic justice as a Bug Zapper.
I love insect-themed superheroes. So much so that I once made an entire insect-themed Legion of Superheroes analogue. -
The -To Hit from your Dark Blasts should more than cover any shortfall.
Slot Nightfall and Tenebrous Tentacles for damage, even so they both pack 9.3% To Hit debuffs. Even against tough higher level enemies who resist this, opening with these two attacks earns you another 10% Defence equivalent or more.
So in this case I'd say Manouvers is not needed. I'd take Assault instead - if you both do this you've got +37.5% damage buff, nicely amplified by your various -Resistance powers. -
I've figured out what I was seeing.
79% is your base Chance to Hit at Level 14, the level at which I picked up the enhancement, and also the level you get exemplare4d to for the Spy Hunt arc, which I did more than a few times.
So with Hide turned off, I saw that number and assumed wrongly that it was my chance to hit modified by the Kismet unique. I rationalised this as the 6% of 75%.
Turning Hide on increases this value by a bit over 6% (due to the sub-20 beginner's luck modifiers.)
At level 50, well away from beginner's luck, my Base Chnace to hit is 75%, or 81% with Hide turned on (and the next 120 seconds) as you would expect.
One interesting side effect I found is the for the first 120 seconds after zoning I get double the kismet accuracy bonus, similar to the way you can double stack Force Field bonuses when zoning.
Sorry for any confusion caused. -
I've tried Kin/Ice and Kin/Elec. Both have the tools to protect yourself if you draw too much aggro (and you will) via the fast recharging holds.
Ice will provide more damage, Elec provides more team safety via endurance drain. Out of the two, I'd recommend Kinetics/Ice.
You'll definitely feel like you're supporting your team. Keeping them safe is difficult, because a lot can go wrong with Transfusion - you main mitigation. You can miss, the enemy can move, they can die, the player you're trying to heal can run away out of range.
But everyone loves the extra Recharge and damage. -
Nope. I was in Cap Au Diable when I noticed it.
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I was looking for this last night too.
http://paragonwiki.com/wiki/Search_Window
Under "Search Results" -
I'll verify this when I get home then, and provide a screenie.
It was a level 10 enhancement I think, slotted in Hide on my MA/SR Stalker. -
Quote:That's the one I strongly disagree with. I'd rather have those 10 hours a week bumming around at home than a really high quality vacation in an expensive hotel with a jetski once per year. Or a bigger TV or faster computer or whatever.I disagree.
Get a job making 2x what you were, but requires you to work 50 hours a week instead of 40. You "lost" 10 hours of time a week, but you can now afford vacations and things that will allow your time to be more suited to how you want to spend it. Therefore increasing your happiness quotient.
Winning the lottery, maybe, although I've heard a lot of anecdotal evidence of that not working out too well for people.
Money's overrated. -
Thanks heaps, Ransim, for taking the time to migrate this awesome resource.
With regards to the question of copyright, how many have cretaed the same character in CoX and Champions? Who owns them then, Cryptic or NCSoft? Is it like the time Constantine sold his soul to three different lords of Hell?
I wouldn't worry about any games company making claims on your character as IP. It would be a great way for them to lose customers. -
I'm taking Stamina for now on most characters, at least Swift on those who dont need it (eg my Elec Dom). When you're dual boxing, its very annoying to have one character who runs more slowly than the other.
I hardly ever respec characters, so I'll just use the freespecs when I19 hits. Some of my characters I have a plan for what powers they'll take in the freed up slots, some I don't. -
I think the Kismet gives you 6% of your base To Hit value, by the way, so it amounts to +4% To Hit (6% of 75%) rather than +6%.
That's what it appeared to do when I slotted it. My "Base Chance to Hit" (?) in Combat Attributes went from 75% to 79% rather than to 81% like I expected.
But, whatever, that doesn't change the way you use it.