DrRock

Legend
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  1. [ QUOTE ]
    I did some random testing with the help of different empaths, and the base value of healing aura is 13%.

    [/ QUOTE ]

    The figures I was provided with came out at 11%, but did involve accolades, which may or may not be included in the calculation.
  2. Hi guys, got any of those demo files for me yet?

    Or anyone on Defiant willing to SK Unthing up while he records some?
  3. [ QUOTE ]
    I've seen it explained conceptually as "rolling with the blows" - i.e. if you can't quite evade a strike, at least you can roll with it so it does you less damage. That concept works very well for melee (and smashing/lethal damage types), but I find it hard to see how it could work with, say, energy or fire.

    [/ QUOTE ]

    I would have thought that would have fitted better if resistance was inherent, not increasing as you are beaten to a pulp. Increasing defence I could have seen as you pushing yourself harder to avoid the blows in desperation.
  4. [ QUOTE ]
    I think the resistance is against your defence being debuffed and as SR is pretty much only about defence, the passive powers are essential.

    [/ QUOTE ]

    It's real resistance, the you take less damage kind. Why should a defence set get this? nobody has been able to explain this conceptually. But things making an in game sense seems to no longer be a requirement if it gets in the way of a quick and dirty fix.
  5. [ QUOTE ]
    I have a 50 DA scrapper with Cloak of fear. Would be happy to help

    carl

    [/ QUOTE ]

    Whoops totally missed this post, yes please all files appreciated, send me a PM and I will pass on the email address to send the demos.
  6. DrRock

    Stone Warmace

    You do really need TP, but that doesn't mean you can't squeeze in a second travel power, I have fly as well as I hate TP.
  7. [ QUOTE ]
    Havent had a chance to do this yet. Will try and get it done tonight hopefully. Sorry for the delay

    [/ QUOTE ]

    Not a problem, much appreciated.
  8. [ QUOTE ]
    P.S. By the way, you say baddies pick on the squishies. Had a particular squishy decided to fire off a Nova by any chance and then find themselves surprised they are number one target?

    [/ QUOTE ]

    Certain enemies have always targetted Blasters (maybe other squishies) over all other enemies unless under the effect of a Taunt like power or in direct combat.

    Gunslingers and Totems are ones that come to mind.
  9. [ QUOTE ]
    [ QUOTE ]
    AFAIK the 50% rule for PvP applies to all Taunt powers.

    [/ QUOTE ]

    Have I missed something here? I have both taunt and provoke. Whats this 50% rule? Is this a 50% chance to miss? If so, maybe on provoke but def not on taunt. Taunt is auto hit, will not miss.

    [/ QUOTE ]

    They changed it in I5, Taunt is still auto hit, but players now get a 50% resistance to it.

    [ QUOTE ]
    All Taunts (pool, Tanker and Scrapper) will now only be effective 50% of the time when used in PvP (not an accuracy decrease, so it cannot be modified with enhancements).

    [/ QUOTE ]
  10. Yeah 20% per passive, so that is 60% total for all three passives. Because defence is so poor since I5 it is more a case of might as well have what you can get and a dollop of resistance on top as well.
  11. And passives now give resistance to all damage types other than Psi as your health drops. Probably worth it for that alone.
  12. [ QUOTE ]
    Would exemping a lvl 50 down to 40 work? Not that I have a lvl 50. Or a lvl 40. Just trying to help is all!

    [/ QUOTE ]

    It would certainly be worth a try. As I believe the level increase is linear, the level 40 data would only be a control check anyway.
  13. Totally forgot, needs to have no fear enhancements slotted as I am trying to get to the base value.

    Drop me a PM when you have the file and I will pass on my email. I won't post it here because it is one of the best ways of getting a inbox full of spam.

    Cheers for the help.

    That makes two 50s, which should be enough, any DAs around level 40 able to help?
  14. Unthing and myself have been working on trying to pin down the fear duration of Cloak of Fear, which scales with both player and villain levels.

    We seem to have cracked the villain level adjustment but have run out of data Unthing can provide from his DA scrapper at level 29 for determining player level scaling.

    Ideally we need some level 50 and level ~40 demo files using Cloak of Fear. About 5 mins long fighting an even level minion, allowing the villain to be feared, recover without using any attack powers.

    If you can help please drop me a PM.
  15. [ QUOTE ]
    Seems to be a lot of SR questions out there - regen so much easier . My Katana SR Scrapper hit 18 last night and I was thinknig into the future and wondered about Leadership and Maneuvers. Im just wondering whether it boosts your defense in total by 2.5% or whether it boosts every defence power by 2.5% Im doubtful but would be a nice boost given wot ED's done

    [/ QUOTE ]

    I could be wrong, but I am pretty certain it only boosts your total. But even small defence increases as you approach the 5% cap are very important.

    But possibly not as good as a nice dollop of regen from Health.

    There is no clear take this from the pool powers, all depends on what you already have and how it is slotted.

    As for primaries, Divine Avalanche used in an attack chain can stack with your passives for Melee (and Slash M/R/A) defence. Not as useful for a SR as it is in other sets but nothing to be sniffed at.
  16. You can also use the program in my signature, if you want help working out defensive slotting.
  17. Join the club, I have been all but convinced sometimes that accuracy scales with health. My corruptor only seems to consistently miss when I have less than 20% health left and it is crucial that I put something down.

    There is a tradition with accuracy that after every release you have to claim that it has been reduced. The devs deny it passionately, we don't believe them and the tradition lives on.
  18. Base:

    Agile - 5%
    Focused Senses - 12.5%

    Resistance 20% per passive at 0% health. Resistance starts to increase from 60% health.

    For just Agile:

    resistance = 20% * (60% - health %) / 60%
  19. At level 20 I have Fire Shield, both heals, rez and Thaw.

    I tend to think of the team as my shield, so anything that slows their health dropping makes my job easier. That includes getting them back up again and unheld.

    Can't afford Plasma Shield and there isnt enough energy damage yet to warrant it. But I will be picking it up.

    Guess it comes down to whether you are building to defend or offend. Or a bit of both.
  20. DrRock

    fire/energy tank

    I believe it is because it offers fire resistance which you get plenty off from the other powers and limited cold which there isn't enough off in the game to worry too much about.

    Fire Shield - 30% base fire
    Plasma Shield - 30% base fire
    Temp Protect - 20% fire, 10% cold

    Unless they up the cold it does look a bit like a dodo. The only upside is it is on all the time.
  21. [ QUOTE ]
    Wandered about the stalls, got handed bits of paper, headed up to the Upstairs PlayNC stand and watched people play. Saw the backs of the heads of Silver Weasle and Stasis, listened in on some conversations (-What- was Bridger apologising about so much for!)

    [/ QUOTE ]

    I was there at the same time, recognised you by the blue hair, would have said Hi but I had two teenagers in toe.

    So belated Hi!
  22. The only thing I can think, short of Cryptic reversing some of the reductions in Fire stats is to change Healing Flames in to a Dull Pain/Earth's Embrace/Hoarfrost like power.

    Although the additional recharge time would in theory lower the amount of healing. The additional 60% HPs (with the lastest changes) for taking alpha strikes, and the increased regen while it was active, should actually improve a Fire tanks quality of life. Give the Defender a bit of a breather as well.
  23. [ QUOTE ]
    This is assuming starting off at the aggro limit ( 17 ) with the cycle down enemies feature and slotting 3 in each power. It also assumes no power pools.

    [/ QUOTE ]

    Good idea about using 17 as the group size, I will change my defaults.
  24. [ QUOTE ]
    Actually that has nothing to do with the reason why Invincibility now gives a lower buff. Energy Absorption, which had the same change of numbers (14->10) still gives the same overall buff.

    Invincibility was bugged from the start, this "fix" has been in the pipeline for quite a while now.

    [/ QUOTE ]

    For the first time I have Invulnerability scoring less than Ice in everything but S/L.