Draggynn

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  1. Quote:
    Originally Posted by Doomguide View Post
    Hmmm, makes me vaguely recall something I saw in a guide (I think by The Mighty Storm) that the "range" was actually some weird triangulation of the total between you, the cloud and your (its) target, but it's been soooo long that I could be dreaming and or its changed multiple times since.

    Edit: Skimmed back thru TMS' guide didn't see what I'm thinking I recall ... *sigh* no idea if I'm delusional or not
    Quote:
    Originally Posted by Garent View Post
    I remember that too. I don't remember where it was written though.
    I also remember reading this, and it is on my list of things to test intensively when I get to the LS section of my guide. Sadly, it's looking like I probably won't have time to do that until this summer
  2. Draggynn

    Plant/Storm

    Quote:
    Originally Posted by The_Coming_Storm View Post
    You need Leviathan Mastery as your Epic for Water Spout. The new Interface powers have a chance to fire off each time a pseudo-pet attacks (aka Tornado / FRain / Water Spout). Combine that with the damaging Interface and that just might be OP.
    Wow...hadn't heard that. If that's the case I don't expect that to last and I suspect by the time interface makes it to live, or shortly thereafter, interface will be operating like other procs in those pseudopets: a chance to fire once every 10 seconds.
  3. Even for the particular task you are set up to do, this build still has many obvious flaws in it. Just from a quick glance without spending any time examining the build or trying to tweak:

    1) There is no reason to slot regenerative tissue in aid other instead of health. It won't effect team mates so you might as well put it in a power where you will always get the bonus.

    2) Freezing Rain is not a damage power, so slotting it for damage is pretty much a waste. All your slotting in there is achieving at the moment is the 6.25% recharge bonus. If you're set on keeping Positron's Blast which I feel is a horrible set in FR, you should at least swap out the damage IO for the damage proc so that you might have a chance of dealing some damage with it.

    If you really do get inf that quickly I would invest in the gladiator proc so that you could drop one of your power pool attacks. If you really don't want another ranged attack, take freeze ray and slot 4 Basilisks in it for another recharge bonus. However as I said before, I would probably scrap the whole build and start over rather than tweaking it.
  4. Quote:
    Originally Posted by Opal_Moon View Post
    Here's my storm ice power build! Have fun with it. Not only can team on most any mish well as a team player, but also can farm +3/8 smash lethal ambush farms. Import to your mids and have fun with it.
    Alright, blunt honest truth. I look at this build and think, "Has the guy ever left AE?" You have gone after bonuses so aggressively that your build is gimped in almost every respect. Your one non power pool single target attack isn't slotted for damage and thus for a single target you must rely on your power pool attacks which are less than lackluster. Sure you have the occasional massive AoE in Blizzard and Ice Storm, which may be all you need in a farm...but in just about any other situation that's horrendous.

    I am not familiar with the lethal ambush farm, but I would bet good money that you could make non flying mobs, hover, and get a soft capped ranged build and be just as survivable while not having to gimp every other power. On a Storm Defender ranged defense is generally better anyway since hurricane will protect you from melee damage.

    I will applaud you on getting soft capped smash/lethal, with high resistance, but the build is so broken in other respects I wouldn't go near it.
  5. Quote:
    Originally Posted by Local_Man View Post
    He has "Perma-PA." The concern he has is related to the short gap that happens when you re-cast.
    It was unclear to me if that's what was happening, which is why I included the other recharge calculation below:

    Quote:
    Originally Posted by Draggynn View Post
    If that's 113% recharge slotting (which would have to include the alpha slot) in addition to 113% global recharge, then PA should recharge in 240(1+2.1375+1.13) = 56.2 seconds
  6. Quote:
    Originally Posted by Donna_ View Post
    p.s - Hope im not hi-jacking this thread but I thought of another Storm fender question... Does the Immob from electric mastery negate the Kb from Tornado ?
    Yes it does. Strangely the Electric Control AoE immobilize does not, although their single target immobilize is electric fence and does. Electric Fence will also suppress Hurricane's knock back although not its repel.
  7. Quote:
    Originally Posted by PurpleHippo View Post
    Can anyone do the math for me, Im not too sure on how recharge diminishes as it increases.

    But my phantom army recharge is 1min and 53sec without any recharge bonus. (Got first spirtual slot last night)

    My global recharge is at 113.75
    With Perma AM and hasten it is at 213.75

    Can anyone calculate without any buffs/debuffs what PA's recharge should be? That would solve all my problems I think.
    Recharge goes as Base_Recharge/(1+x) where x is the recharge bonus. It would be far easier to calculate if you could also give us how much recharge you have slotted in PA...but backing that out from the base recharge you gave us:

    240/(1+x) = 60+53 -> x = 113% (...wait are you saying that you have no recharge at all slotted in PA and that is just from your global recharge? I think we have found the problem!)

    In which case, you should get the entire benefit from the alpha slot, which is 33%. So your total recharge should be:

    240/(1+2.1375+.33) = 69 seconds.

    If you want perma PA, you really need to slot PA for recharge as well. You can't just rely on your global to do that. It is my understanding that for perma PA you need PA to recharge in 57 seconds which means that you need a total recharge of 321% (you only need 300 if you want 60 second recharge. That means that you need another 75% recharge in PA which you should be able to get easily by slotting...which means with the alpha slot you need to hit 108% recharge in PA...but you get 11% free over the cap with the first alpha, so with ED you only need to hit 97%. Which means without ED you need to hit 113%, but you get 22% from the spiritual so you need 91% pre-ED slotting in PA to hit the 57 second recharge mark.

    edited for completion:
    If that's 113% recharge slotting (which would have to include the alpha slot) in addition to 113% global recharge, then PA should recharge in 240(1+2.1375+1.13) = 56.2 seconds
  8. sorry for the double post
    Quote:
    Originally Posted by Exxcaliber View Post
    When I had that proc in LS it would fire and damage me.
    Yes, but it should also have fired on enemies, and that extra damage is worth the occasional personal hit in my book.

    Quote:
    Originally Posted by Donna_ View Post
    Is there a difference in the damage from LS if you are a Fender / Corr / Controller / MM ?
    Quote:
    Originally Posted by Garent View Post
    There is. The defender version does more damage than the rest.
    44.49 base damage per bolt for defenders vs. 40.04 base damage for everyone else: so it's 90% effective (as is the 30% -recovery. -1 on defender -.9 on everyone else). Of course Masterminds also get the added benefit of paying 39 endurance instead of 31.
  9. Quote:
    Originally Posted by Donna_ View Post
    Just to screw things up,,, what happens with a Force Feedback Proc in LS ?
    Quote:
    Originally Posted by Carnifax_NA View Post
    Nothing. It's a pseudopet and thus ignores any sort of recharge buff from any source.
    Well, the force feedback proc will have a chance to fire on you when you summon LS....so although not actually nothing, it can be well approximated by nothing.

    I really need to get that LS section of my guide done...**shakes fist at real life**
  10. Quote:
    Originally Posted by Silas View Post
    Draggynn, your avatar looks so sad :C
    Thank you. He was intended to look a little melancholy and I think Wassy did an excellent job of capturing that.


    Quote:
    Originally Posted by Carnifax_NA View Post
    Volcanic Gases, Spectral Terror and Carrion Creepers can also get a fair number of proc chances going, but not game-breakingly so. As can pets with attacks with secondary effects, like Fly Trap, Enforcers or Mercs, where a Touch of Lady Grey can go along with an Achilles Heel.
    True, but I am unaware of any indication that these are not working as intended and could really be called, "exploitable". But then I suppose that depends on whether we are using the term exploit to mean break the game or simply, "take advantage of game mechanics". And just because we haven't heard anything, isn't always a clear indication of whether things are working as the devs intended.
  11. Quote:
    Originally Posted by Syntax42 View Post
    Wow, a lack of uniformity in the pseudopet coding means a lot of procs could be exploitable. I'm going to have to look into a build that takes advantage of the aforementioned powers that have a chance to proc more often than they should.
    I don't think any of the pseudopets are proccing more often than they should. Even though a Lightning Storm proc'd out with the Force Feedback proc was insanely powerful, the bigger issue was the inherrited recharge from sets (leading to all pets no longer inheriting recharge) rather than the frequency of the FF proc firing. That's the only thing I can think of that could even come close to being called exploitable...and even that wasn't an exploit, it just wasn't WAI.

    It has long been common practice to slot LS with damage procs and chance to hold procs precisely because the frequency of a proc is higher when hitting 5 targets, but it's the same logic that makes slotting procs in AoE powers a good idea regardless.
  12. Quote:
    Originally Posted by Garent View Post
    Yes
    Since there's been a lot of noise in this thread, let me be clear that this is the correct answer. The proc will have a chance to fire on every enemy hit by Lightning Storm meaning that it could theoretically proc on all five enemies hit by a single strike. As with all powers, the proc checks separately for each enemy so if a strike hits multiple targets it could proc on just one of them.

    Also, the proc is currently bugged so there is also a chance that the proc will fire on you when you summon Lightning Storm. A minor hassle, but no reason to keep you from slotting the proc.
  13. Quote:
    Originally Posted by Necrotech_Master View Post
    slotting it in a pet is almost not worth it unless you need a set bonus
    Agreed, I would not recommend slotting it there at all. Off the top of my head I can't think of a single pet or pseudopet that recharges fast enough to make this remotely close to worthwhile.
  14. Draggynn

    AVs in RV

    Quote:
    Originally Posted by Silver_Streak_NA View Post
    If we get PvP'ers in there opposing us, we'll deal with it. If they outnumber us, and therefore we can't accomplish our goal, we postpone and arrange another time. No problem.
    If you end up having issues with PvPers my advice is to create a channel and invite folks to it so that next time you can organize without drawing attention to yourselves...I suspect you shouldn't have much trouble though. Also hiding from searches while in a PvP zone is a good way to avoid drawing attention to yourselves. Best of luck to you!
  15. Quote:
    Originally Posted by Necrotech_Master View Post
    the force feedback proc only has a chance to proc when a kb is applied
    Are you sure about that? I know that pets can get a little wonky with sets, but the proc has a chance to fire on you when you summon Lightning Storm, but then that's only a pseudopet.

    Otherwise Necrotech is right. Although the proc will "fire" it will have no actual impact since it will apply the +recharge to the pet, and pets are immune to recharge effects. I'm still a little bitter about that.
  16. Yet another thread carving out a little corner to share my small commission collection with you folks. I think most of my collection has been posted in threads by the various artists, but seeing as I'm starting to get some new pieces, I figured I'd compile the collection in one place. I'm afraid I don't have a clever name for my thread (although I was tempted by Depictions of Draggynn) but I think you folks will survive. I know how much I enjoy looking at other folks galleries, so I hope you all get some enjoyment out of this. For those of you that are curious, in game references can be found here but I won't clog up this thread with them.

    First the piece that hasn't been on these forums before by nekozombie66


    And then whole bunch of pieces by familiar CoH faces, although sadly many of them are no longer with us:
    A model sheet that I won in a contest run by Caemgen from former FArt Mistress Wassy. For some reason I had issues with colors getting distorted when I tried to upload it, so the colors are a little off:


    My Very first Commisison from a couple years ago by City of Heroes local juggertha


    A bust done by our very own Lady Judgement


    Headshot doodle by Pirate-Cashoo, which used to be my forum avatar, and another full body one by her:



    And finally a freebie by Deebs for the folks on Virtue


    Once I have more time and money maybe I'll start commissioning pieces that actually depict a particular scene, but at this point I'm happy with the portraits
  17. Quote:
    Originally Posted by Mortimer_NA View Post
    I was talking to a friend and he says he read something about the Touch of lady grey proc having a higher than normal chance for firing. Is that true or just a perceived thing?
    In fact all 5 damage procs that can go in Freezing Rain have the same 20% chance to fire.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    P.S. I know the Arctic Air slotting is unorthodox. But I've recently converted my opinion. The extra defense is worth the cost of the endurance, because anything that lets you mix it up with enemies more readily increases your inspiration drops. YMMV.
    I think when building so strongly for set bonuses you sort of need to throw orthodoxy out the window. My Ice/Kin is soft capped to smash/lethal/ranged, and her slotting certainly looks bizarre in places.

    I know you said you did this quickly, so you may already have tweaked it quite a bit from this, but there are a couple small optimizations I would make. Because at that level of defense, an increase from 44.5 to 45% defense means that you get hit 10% less, I would subslot glacier with 4 Basilisks gaze and an acc/mez hamio to hit the soft cap. That way you only lose 2.5% in global recharge and 2% in recovery.

    Actually it looks like with the basilisk change you don't need to sacrifice global recharge. It looks like with a little tweaking, you could slot steamy Mist with two HamiO's and LoTG and shift the other slots around to a Zephyrs in fly and combat jumping, or Reactive armor in tough while tossing the uniques into MoB (although then you have no end reduction in there) and maintain the same global recharge and be at the soft cap. However this would come at the cost of some end reduction in Steamy Mist, so whether that's actually an improvement or not depends on your view point. I suspect there's may be a better way to hit the soft cap with those 3 freed slots, but don't have the patience to look right now.

    The slotting in Freezing Rain makes me sad and I would probably sacrifice a global recharge bonus to force a little more recharge out of it, or at least swap the Lady Grey end/defdebuff for the the recharge/endurance and rely on tornado if you find you need that extra little kick through.

    Also you can optimize a little bit without loosing anything you have by using Hamio's for your single slots. Swap out the second maneuvers slot for a cytoskeleton and that will give you a couple extra tenths of a percentage point (which is quite significant if aren't interested in the sacrifice in glacier). Also swap out the mind over body for a ribosome. Small tweaks, but when you're already throwing that much money into a build, what's another hamio or two
  19. Awesome entries everyone! Hard to pick just three.

    1. Lousy Day
    2. Techbot Alpha
    3. Frozen Death/BattleWraith.
  20. Hey Jharber,

    some more information as to what you are looking for would be helpful in providing feedback. Which of the powers that you took are you thinking are just filler powers? Are you looking for a critique of this build which you acknowledge is a mess, or do you just what thoughts about possible powers that you can take for that last slot?

    I would agree with Mezzo about taking Steamy Mist over stealth since it effects the entire team and also provides you resistance.

    If you are just looking to fill the empty power pick, what about Thunderclap. It can be used out of the box with a single accuracy slot for yet another control tool to cycle.

    Alternatively, depending on how your end management and playstyle, you could consider delving into the leadership pool if you team, or the medicine pool for a self heal, or use your additional powers to build for soft capped defense. Otherwise you can just pick powers to use as Luck of the Gambler mules (hover, maneuvers, stealth, etc.)

    I won't go into the build in detail since it seems to be in flux, but some quick thoughts:
    Air Superiority: Do you use this as a regular attack in your attack chain? If so, you should slot it more fully. If not, then take hover and stick a LoTG or KB protection IO in it.

    Snow Storm is over slotted, and %-recharge is a complete waste in Snow Storm. Read my guide to understand why. The numbers in the guide are for defenders, but the same holds true for controllers.

    I would always get Freezing Rain up to the ED cap for recharge before anything else.
  21. Quote:
    Originally Posted by D4nnYb0Y View Post
    I wouldn't mind a little extra damage (maybe actually using Blackstar?) but it's not a deal breaker. If Defenders have significantly higher numbers on their /Storm controls and debuffs I'll probably go with them. Mid's states theres a variance on a few powers but I'd like to know if it makes a practical difference in game.
    Whether or not it makes a practical difference or not, depends on how much your crunching numbers and what the make up is of the rest of the team. Both corruptors and controllers have enough -recharge with Freezing Rain and Snow Storm to floor +2 enemies (defenders can do it to +3) and floor movement on even con enemies (defenders can do it to +3).

    Running Maneuvers and Steamy Mist Defenders can hit 8.75% defense to team unenhanced, corruptors can hit 6.4% unenhanced (when enhanced 14% vs. 10%). Whether or not that makes a practical difference is highly subjective. If you have a widow on your team soft capping everyone already, then no, it doesn't really make a difference. If you have no other defense on your team then it also doesn't make that much difference. However, if combined with other buffs on the team, and especially since so many folks build for defense these days, that couple percent has the potential to make a difference. Also if you're planning on soft capping a build, it can be easier to do with defenders (not to mention that you can get some pretty impressive resistance for yourself as well with an epic shield, tough, and the cardiac boost).

    20% resistance to fire/cold/energy for defenders versus 15% for corruptors.

    Freezing Rain: 35% versus 30% -resistance. A high recharge Storm defender can triple stack Freezing rain, so that can become 105% vs. 90%. Of course this is only in ideal cases due to the Freezing Rain bug, but a 10% difference in -res can be common.

    Hurricane: 30% vs. 37.5%, not a huge difference and massive enough to be powerful regardless.

    Tornado: same pet summoned for both so there's no difference.

    Lightning Storm: I'm pretty sure that like Freezing Rain, Corruptors get the Controller Version, so Corruptor LS deals less damage.

    And then there is of course that corruptor blasts will provide 20% less -to hit than defender blasts.

    Whether or not this makes a difference in game, depends entirely on team makeup and what assumptions you make when crunching numbers.

    As to the effectiveness of vigilance, it can certainly help some with endurance management on teams, but a good team really shouldn't be taking that much damage, so vigilance is of limited assitance.

    If you're planning on mostly teaming I would probably go with the defender for the increased modifiers, but it doesn't make all that much difference.
  22. Against enemies without many mez's I run +2x8 with bosses (Not the best for farming, but I do it for the challenge, not the influence. and they go down quickly enough once there are two Lightning Storms up and it keeps things interesting.) Against Malta, I usually lower to x4 because I don't feel like constantly filling my tray with break frees.

    Although I haven't had much time to run standard missions since the level shift due to the new WST badges...I suppose now I can run +3x8...but I don't know if that's really fair to count that way.
  23. Quote:
    Originally Posted by Fleeting Whisper View Post
    Freezing Rain is not autohit. It gets enough chances to hit that it will most likely hit at least once, and then the defense debuff means it will probably hit a lot more, but it can benefit from Accuracy.
    Just echoing what's already been said several times, Freezing Rain has standard accuracy on each hit, and inorder for your proc to have a chance to hit, that very first tic needs to connect. Although in normal play, there are enough tics from Freezing Rain fast enough, that eventually streak breaker will force a hit. BUT if you are trying to get the most out of procs then you will probably want to supplement accuracy. You get no proc chance if the first tic misses and the second hits.
  24. Quote:
    Originally Posted by MaestroMavius View Post
    Yeah, that looks even more clunky to me. Though in all honesty it would really only affect my Empathy toons. Having the Alignment and AT types covering the health is the only realy problem I see though.
    The problems with it I see are really three fold (although it appears to have grown to 4), and are outlined in this post. In the interest of keeping feedback in one place, I'll just summarize here:
    1) Icons over names make health hard to see.
    2) Names over health makes healthbars hard to see, especially when they're moving. It's not so bad in a static shot, but otherwise it can be like trying to spot a deer running through the trees.
    3) as players take damage the health bar goes dark red. Not so bad as this screenshot was taken during the day, but in dark rooms or at night, the dark red is hard to see.
    4) Because of the team icon the health bars are actually longer than they appear. Note in the screenshot it looks like I have a fair amount of health left in the team window but I'm actually almost dead.


    Quote:
    Originally Posted by Terror1 View Post
    is the new healthbars league only?
    No the new health bars appear to be for all teams. The screenshot I posted was while on a standard team, not in a league.

    Quote:
    Originally Posted by YoumuKonpaku View Post
    So, the health monitor window is labeled pets?

    Further proof that the team is just the defender's minions!
    I know this is a joke, but just to clarify, that is the same pets button that is currently at the top of the team window, although the pets window is now formatted like the new team window as well. Also in the screenshot the team window has been set to 2 times it's default size because the default is very tiny.
  25. Sorry for the double post, easier just to respond to this separately since I didn't see it until after:

    Quote:
    Originally Posted by Auroxis View Post
    The team UI was fine before and there weren't any complaints, so I don't get why they made this change. Anyone know? Did they try to make the UI look more similar to that of the "other game"?
    I think the issue is that under the new league system, when you have 48 players, our old team window can get bulky. As a result I think that they tried to streamline it but at the cost of utility, in my opinion.