Dunkelzahn_NA

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  1. I apologize for not reading all the posts here but from the ones I did read I thought this might be a different way to look at things. Let's look at all the powers in DA:

    1. Dark Embrace (Toggle) - Similar in effect to other resistance toggles (i.e. Charged Armor) at similar cost
    2. Death Shroud (Toggle) - Similar in effect to other damage auras (i.e. Lightning Field) at similar cost
    3. Murky Cloud (Toggle) - Similar in effect to other resistance toggles (i.e. Conductive Shield) at similar cost
    4. Obsidian Shield (Toggle) - Similar in effect to other status protection toggles (i.e. Static Shield) at similar cost
    5. Dark Regeneration (Click) - Very unique power at healing 30% per target hit at 33 endurance. I would compare it to Siphon Life which is heals 10% at a cost of 10 endurance but has a way higher damage component. Triple the heal for triple the cost plust the AoE component which can significantly multiply the heal and the damage seems OK to me. Because of its uniqueness balancing this power is probably mostly a matter of personal opinion but I wouldn't say it is off.
    6. Cloak of Darkness (Toggle) - Similar in effect to other stealth/defense toggles (i.e. Energy Cloak) at similar cost
    7. Cloak of Fear (Toggle) - Another unique power. Looking again at Dark Melee it is kind of an AoE-Toggle version of Touch of Fear. Spammin Touch of Fear unslotted should cost about 1 eps (if my math is right) so I think 0.52 eps for an AoE toggle version is pretty cheap.
    8. Oppressive Gloom (Toggle) - And another unique. I would call it an AoE-Toggle version of Stun (Energy Melee). Spamming Stun I believe results in about 0.5 eps. Again 0.08 eps plus the minor health damage seem dirt cheap in comparison.
    9. Soul Transfer (Click) - Similar in effect to other Self-Rez powers (i.e. Resurgence) at similar cost (none ).

    So, if all individual powers are reasonable endurance wise why is the set viewed as too expensive? I think it all comes down to playsytle. People were complaining that Regen has to many clicks which can get you killed if your not on the ball constantly and which also causes constant redraw. They are complaing that Auto Powers are generally to weak to spend a power on. People complain that you have to take every single power in SR to get a solid build and they complain that Dark has too many toggles so they run out of endurance when they keep them on all the time. Dark Armor will offer a unique play experience and is actually really powerful when played well even without IOs. The set also can benefit a lot from IOs and actually accepts quite a range of different sets.

    And for the record I am frequently frustrated with my DA brute but when I get in the groove I think the set is just awesome. (The brute is 34 right now and I just yesterday managed to get my theft of essence proc which so far hasn't really changed my play experience.)
  2. Dunkelzahn_NA

    Power Link

    Quote:
    Originally Posted by BBQ_Pork View Post
    I doubt that this would be implemented because of the sick amount of enhancement that could be applied to say, a Tier 9 power. If I'm understanding this power's effect right.
    Granted, It'll never be able to reduce Lightning Rod's recharge down low enough to make it a Travel Power, but it might prompt the Devs to consider what it could do to balance.
    I was hoping that the ED and IO restrictions would cover that. Every power has only so many aspects that can be slotted for and each one is maxed at 3 enhancements (close to maxed with 2 50s). I agree that there could be an issue though (but then that issue might already be there through frankenslotting).

    Quote:
    Drop 4 powers to get four slots? I was thinking that you could only take Power Link once, (turning one power into your "Signature Move") and put 1-6 slots into it (Thus adding 1-6 slots into your other power, which is 1-6 slotted.
    I may have made a few assumptions, of course.

    I'm a little surprised that you have found yourself not wanting four more powers. Stopping one or two short I could easily see, as I often take the last one or two as something just for giggles. But I am always willing to consider new options.
    I guess that would be one way of dealing with it and I kinda like the "signature power" aspect. I just had the idea because every power after the mid-30s feels kind of situational to me but then I'm also generally retiring toons at 50.

    Quote:
    Edit: the rumor of something called "Universal Slots" coming out in/around/after GR makes me think that something like this might not be completely impossible.
    Oh, I like that rumor! Where did it start?
  3. Dunkelzahn_NA

    Power Link

    Quote:
    Originally Posted by Necrotech_Master View Post
    its an interesting idea, would definitly come in handy when your hitting lvl 47/49 and dont feel like you need any more powers in your build but could further one of your other powers better.
    This is exactly what prompted the idea. I am currently working on a Brute where I would happily exchange 4 high level powers for 4 slots. (Btw. I assumed this would work even if the power linked to isn't already 6 slotted.)

    Quote:
    the idea is good, but the chance they would implement something like this is slim to none.
    Any specific reason for this or just gut feel?
  4. Dunkelzahn_NA

    Power Link

    A quick search didn't result in something similar so I thought I might as well post this.

    I think it would be nice if we could get access to a Power Link power either as a veteran reward or through a booster (or even better as a pool pick ). When the power is selected the player has to chose a power he already has to link to. The new power then becomes an extension of the original power and any enhancements placed into it count towards the first one. It basically allows a player to 12-slot a power at the expense of another power (and a bunch of slots of course). Initially the link would have the default slot so it would be a one power for one slot swap with the option of adding more. I would expect that the additional slots would follow all appropriate rules (no double the same IO, obey ED) so I don't think it would be overpowered.

    Any thoughts?
  5. No idea about either set but just as a general comment I'd take boxing over kick any time. You will hardly ever use it but it still better than nothing when your recharge has been debuffed to nothing and you stare at a tray of little dots

    Oh and I'd be curious if you could give me some pointers around cash? If this is your 'broke' build then I must be doing something seriously wrong.
  6. Quote:
    Originally Posted by Finduilas View Post
    IMO, Maneuvers is not a good choice for what you're trying to achieve; fully slotted it provides just a little more defense than CJ at a very high end cost for a standard toggle.

    If you want to increase Energy defense but are worried about endurance usage, I think you'd be much better off slotting for E/NE defense and recovery and +end bonuses.

    I'm guessing the mixed sets in your resistance toggles are meant to improve end reduction. However, the end cost of those toggles is so small you'd do better to slot them for bonuses. Why not just put a 4th slot of RA in DE and MC--the amount of endurance you save by going from 40% and 60% end red is *tiny*.
    Very good point! I looked at the numbers again and decided to kick it from my build. I’m also looking at the 4th RA but I haven’t decided yet.

    Quote:
    There are many ways you could increase your E/NE defense, for instance, using Erad in your PBAoEs and Blessing of the Zephyr in CJ and SJ. A full set of Thunderstrike would help too. However, get the benefit of these sets means that you'll have to give up some on the frankenslotting, and will have to settle for less end reduction in some of the attacks.

    Honestly, though, except for the really heavy end users (Dark Regen, Death Shroud, and Cloak of Fear) you should be fine with attacks with 50% end red instead of 80%, especially if you slot for more recovery and +end.
    I totally forgot about the Zephyrs but I’m going to rectify that . Slotting the attacks is a different thing. While I do like the bonuses I think the end savings is nothing to sneeze at. Focus for example has 0.96 less end cost in my slotting, Follow Up has 0.59. Combined over a single target attack chain these 2 powers alone would consume 0.3 eps more in your build. Given that recovery set bonuses hover around the 0.04 eps mark I don’t think I can recover that. That doesn’t even include the AoEs. Since I’m guessing that Endurance will be my bottleneck I probably won’t go there (maybe on some of the cheaper/less used attacks).

    Quote:
    (And fully slot Stamina; in the build shown it's underslotted with level 30 IOs.)
    I tend to assume that I start buying IOs starting in the low 20s and that I’ll buy higher and higher ones as I level up. A lot of the older ones I probably won’t upgrade though so I thought the 30s would represent a good average over the life of the toon (assuming retirement at 50).

    Quote:
    You should also consider slotting Dark Regen more heavily for accuracy. It's a quick recharging power anyway, but you can get in trouble if it misses at a critical time.
    Duh! Thanks for pointing that out!

    Quote:
    Here's what I would do with your build to increase the E/NE defense. (I would try for S/L def, too and put less emphasis on recharge, but that's your call.) The only power change I made was to drop Maneuvers for Op Gloom. However, even if you decide not to get Weave, I think Tough would be a big help for this build, if you can find the room for it.
    I like the recharge for the offense but I might have to give up a few percent. Good point on the S/L defense. It caused me to look at overall damage mitigation for the individual types (def + res) and it turned out that with my numbers I was now combined stronger against Energy than S/L. I guess I went a bit overboard in ‘fixing the hole’

    OK, back to the drawing board…
  7. Quote:
    Originally Posted by Finduilas View Post
    The same could be said for Cloak of Fear if you have Op Gloom running.

    Consider it an FYI, then, that if you start running into serious endurance problems that Op Gloom provides the same level of damage mitigation as CoF at a fraction of the endurance cost. (And far fewer slots)
    I am just trying to write a full reply to your previous post but I thought I'd quickly jump on this since this is an area I never quite understood.

    CoF has a Mag 3 Fear plus a 6.5% To-Hit Debuff (slotted) and costs a bunch of endurance.
    OpG has a Mag 2 Disorient and costs minor endurance and health.

    Given that I can stack neither Fear nor Stun:
    1. Both negate minions but who cares
    2. CoF negates LTs but again LTs should be a non-issue anyway
    3. Neither negates higher level foes BUT CoF provides you effectively with up to 6.5% defense against them (depending on their debuff resistance)

    It is really 3. why I take one of them at all and the reason I slot it for the debuff and not for the mez. Is there something I'm missing?

    Oh and thanks for both your replies so far!
  8. Quote:
    Originally Posted by Tonality View Post
    A lot of your powers are a bit low on accuracy, which may make it difficult to hit things at times, even with followup. It isn't the cheapest investment out there for you, but a kismet 6% Accuracy (it's really a 6% to-hit) will help make things a little easier for you. You can slot it in any defensive power.

    Look at it this way: any time you miss an attack, you have wasted endurance. It is far more endurance efficient to consistently hit than it is to slot for endurance reduction. Because if you're only hitting 75% of the time, you're increasing your overall endurance cost more than someone hitting 95% of the time that isn't slotted as heavily for endurance reduction.

    It looks like you'll play your brute more like a scrapper than a tank. You will probably struggle with a 'tank' role on teams with this character, especially since you didn't pick up tough/weave.

    I'm not sure I'd pick up darkest night on a /dark brute. It's a useful power, but it eats up endurance, and this particular set combination does not have any endurance tools.

    One last thing: Oppressive Gloom is an amazing power. It doesn't cost much to run it, and it can be very useful at damage mitigation. However, since you really don't have any other stuns to add to this power, I wouldnt call it necessary.
    Thanks for the comments. I totally agree on the accuracy issue and will see if I can maybe at least squeeze out another 9% global bonus. The kismet is obviously ideal and I slot it on virtually any toon I can get it on but I wouldn't plan for it.

    On the scrapper/tank issue: I want it all The end goal is really to be tough enough to survive between Dark Regeneration which should make me nigh unkillable (until I run out of endurance) but not 'waste' any more on survivability. Everything else should go into offense so I can scrap as much as possible.

    Darkest Night is a bit of a special purpose power for me: if I face something I can't survive otherwise I want to stack as much to-hit debuff and defense as possible to hopefully make it through. I don't really expect it to use it on anything but Heros/AV/Monsters. I'm not sure what their debuff resistance is but I was hoping that between the 23% I get combined from Cloak of Fear and Darkest Night enough gets through to make it worthwhile. Does anyone out there know some ballpark numbers for debuff resistance?

    I'm not sold on oppressive gloom. It seems that the foes I'd mostly affect with it are the one I shouldn't care about in the first place and definately not after they are affected by Cloak of Fear.
  9. I was wondering if someone can provide some feedback on my new claws/dark brute. To set the stage here are some of the things I have in mind:

    1. I am generally not rich. I can usually afford a few pricier recipes (i.e. steadfast protection) but I never expect to have anything really valuable (no Purples, LotG, Miracle, etc.)
    2. I play my characters from 1 to 50 and then I retire them. Honestly a lot of them don't even make it all the way up to 50. As such I consider the 41+ powers as situational; I'm just not going to spend enough time playing while I have them. You can see that in my build.
    3. I plan on playing a tankish brute that can generally survive the aggro in a 6+ player team and that can survive long enough against an AV for the team to take him out.
    4. I don't like defensive overkill which is why I didn't go into the fighting pool. If that means I will die a tad more I still have Soul Transfer in my back pocket.
    5. I heard about the 'energy hole' of dark armor and my plan to plug it is through slotted Cloak of Darkness and Maneuvers + Combat Jumping + set bonusses to get to a resonable defense value for energy so that Def+Res+Dark Regen can keep me alive.
    6. I want to slice 'n dice non-stop which is why the focus on my attacks is End/Rech before anything else.

    Given that, can anyone have a peek at my build (please ignore the slot placement levels) and point me to some improvements? It would be very much appreciated.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BT: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strike
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Endurance
    • (15) Crushing Impact - Accuracy/Damage/Recharge
    • (15) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Damage/Endurance
    • (17) Focused Smite - Accuracy/Endurance/Recharge
    Level 1: Dark Embrace
    • (A) Steadfast Protection - Resistance/Endurance
    • (39) Steadfast Protection - Resistance/+Def 3%
    • (39) Steadfast Protection - Knockback Protection
    • (40) Impervium Armor - Resistance/Endurance
    • (40) Impervium Armor - Resistance
    Level 2: Slash
    • (A) Undermined Defenses - Recharge/Endurance
    • (3) Touch of Lady Grey - Recharge/Endurance
    • (3) Mako's Bite - Damage/Endurance
    • (5) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 4: Murky Cloud
    • (A) Reactive Armor - Resistance/Endurance
    • (40) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Reactive Armor - Resistance
    • (43) Titanium Coating - Resistance/Endurance
    Level 6: Spin
    • (A) Cleaving Blow - Damage/Endurance
    • (13) Recharge Reduction IO
    • (48) Cleaving Blow - Damage/Recharge
    • (48) Cleaving Blow - Accuracy/Recharge
    • (50) Endurance Reduction IO
    • (50) Multi Strike - Damage/Endurance
    Level 8: Follow Up
    • (A) Adjusted Targeting - Endurance/Recharge
    • (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (11) Mako's Bite - Accuracy/Endurance/Recharge
    • (11) Mako's Bite - Damage/Endurance
    • (13) Mako's Bite - Damage/Recharge
    Level 10: Swift
    • (A) Run Speed IO
    Level 12: Combat Jumping
    • (A) Red Fortune - Defense/Endurance
    Level 14: Health
    • (A) Healing IO
    Level 16: Obsidian Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (46) Reactive Armor - Resistance/Endurance/Recharge
    • (46) Reactive Armor - Resistance
    • (48) Titanium Coating - Resistance/Endurance
    Level 18: Focus
    • (A) Force Feedback - Recharge/Endurance
    • (19) Kinetic Crash - Recharge/Endurance
    • (19) Thunderstrike - Accuracy/Damage/Recharge
    • (21) Thunderstrike - Accuracy/Damage/Endurance
    • (21) Thunderstrike - Damage/Endurance/Recharge
    • (23) Entropic Chaos - Damage/Endurance/Recharge
    Level 20: Dark Regeneration
    • (A) Theft of Essence - Chance for +Endurance
    • (36) Theft of Essence - Accuracy/Endurance/Recharge
    • (37) Theft of Essence - Accuracy/Endurance/Healing
    • (37) Theft of Essence - Healing/Recharge
    • (37) Endurance Reduction IO
    • (39) Doctored Wounds - Heal/Endurance
    Level 22: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (23) Efficacy Adaptor - EndMod/Recharge
    • (50) Efficacy Adaptor - EndMod/Accuracy
    Level 24: Cloak of Darkness
    • (A) Red Fortune - Defense/Endurance
    • (25) Red Fortune - Defense/Endurance/Recharge
    • (25) Red Fortune - Endurance
    • (27) Red Fortune - Defense
    • (27) Red Fortune - Defense/Recharge
    Level 26: Super Jump
    • (A) Springfoot - Endurance/Jumping
    Level 28: Death Shroud
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (29) Scirocco's Dervish - Damage/Endurance
    • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (33) Scirocco's Dervish - Accuracy/Damage
    • (34) Endurance Reduction IO
    Level 30: Cloak of Fear
    • (A) Cloud Senses - Accuracy/ToHitDebuff
    • (31) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (31) Cloud Senses - Accuracy/Endurance/Recharge
    • (31) Cloud Senses - Chance for Negative Energy Damage
    • (33) Endurance Reduction IO
    • (33) Dampened Spirits - To Hit Debuff/Endurance
    Level 32: Eviscerate
    • (A) Cleaving Blow - Damage/Endurance
    • (34) Cleaving Blow - Damage/Recharge
    • (34) Cleaving Blow - Accuracy/Recharge
    • (36) Endurance Reduction IO
    • (36) Multi Strike - Damage/Endurance/Recharge
    Level 35: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (42) Red Fortune - Defense/Endurance/Recharge
    • (42) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 38: Soul Transfer
    • (A) Recharge Reduction IO
    Level 41: Soul Tentacles
    • (A) Endurance Reduction IO
    Level 44: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (45) Dark Watcher's Despair - Recharge/Endurance
    • (45) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (45) Dark Watcher's Despair - To Hit Debuff
    • (46) Dampened Spirits - To Hit Debuff/Endurance
    Level 47: Shockwave
    • (A) Endurance Reduction IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.05% Max End
    • 16% Enhancement(Accuracy)
    • 26.3% Enhancement(RechargeTime)
    • 5% Enhancement(Heal)
    • 123.7 HP (8.25%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 17.9%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 12% (0.2 End/sec) Recovery
    • 20% (1.25 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.13% Resistance(Negative)
  10. Thanks for the explanation. I guess that means I made a lucky choice by a) making rage overlapping and b) investing in a Winter's Gift: Slow Resistance to keep it that way
  11. Quote:
    Originally Posted by Calash View Post
    This was the solution implemented a while back. The -def penalty is easy to get past with double stacking Rage. The real penalty is the -damage and endurance hit.
    How is the -Def negated by stacking? Mid's states that the buff is only for ToHit and Damage so you would still be vulnarable during the crash, wouldn't you?
  12. I played a DM/EA brute before inventions came out (so obviously it didn't have a self heal either) so my comment is quite a bit dated. So for me the pros where:
    * No endurance issues ever!
    * Stacked with DM the survivability was great
    * I didn't mind the lack of heal due to siphon life in my chain

    The first point is the most critical for me. Brutes should in my opinion attack more or less constantly. For me that means I need Stamina plus one more endurance managing power.
  13. Dunkelzahn_NA

    Damage output?

    Quote:
    Originally Posted by Arcanaville View Post
    In game design terms, DPA affects the short-term ability for something to generate damage. DPE affects something's kill speed. The game tools do allow the devs to adjust both independently, by adjusting damage modifiers which adjust both, and then the archetype endurance scaler which specifically affects DPE separate from DPA. However, the devs don't do that anymore, since the archetype endurance scaler is now set to be the same for all archetypes: 5.2 endurance per scale. My gut instinct is to believe the actual core intent is for all archetypes to have similar (but not necessarily identical) *absolute* DPE, but they are currently set to have identical *relative* DPE, which is a totally different thing, and at modifier values lower than about 0.75 it diverges from intent in a way that actually violates their soloing standards. But that's not something I can prove absolutely at the moment, because the devs' soloing standards are not publicly known with enough precision.
    Not sure if it belongs into this thread but has someone done any analysis on the effect of Assault in this regard? It seems to link DPA and DPE in a different way in that if you can increase your DPA (kill quicker) you can at the same time increase your DPE (run Assault for a shorter duration). Not sure if it would be a significant amount let alone enough to give Defenders a noticable advantage.
  14. I have only read about half of the thread and I somehow felt compelled to add my 2 cents.

    For the record: I like the idea of diminishing returns. I don't like the PvP or ED implementation but I believe there could be good ways of doing it. Do I believe it has even a remote chance of making it into general PvE? No! The devs have stated it and I'm not sure how well the game could survive it. Each time you make large scale changes to the game mechanics you risk your playerbase and I'm not sure if it is worth it.

    Now for the interesting part: the reasons people have given to implement DR.

    Casual player's complaining that they aren't as 'uber' as veterans with a gazillion influence? Of course they aren't! So what? So while the fully IO'd billion dollar scrapper killed 5 foes you only killed 1? Good for you: your team just dispatched 6 foes. I am always looking for interesting chalenges in this game. If I have better IOs(#) then I will just look for different challenges than without them.

    Players not wanting to team with you because of your build? I have to say this has NEVER happened to me. If it did, I think that player would earn a top spot on my global ignore list. This is a game. It is about having fun. Whoever loses sight of this I don't WANT to play with. (It happened the odd time where a player tried to force a playstyle which got him on the same list...)

    Not sure if this added anything to the discussion but then I don't think that there was any reasonable discussion for the most part to begin with.

    (#) Better IOs for me is a relative term. Even as a 60 months Vet I do not have a single purple IO slotted and neither do I have one of the big ones (Numina, Miracle, LotG, etc.) I do have the odd pricey one like a Steadfast Protection +Def or one of the knockback protection IOs.
  15. Quote:
    Originally Posted by Another_Fan View Post
    I hate to get involved in religious wars but here is some objective information for cpu comparison

    for general performance

    http://www.tomshardware.com/charts/2...tage,1394.html

    here we go for gaming related

    http://www.tomshardware.com/charts/2....0.2,1396.html
    Excellent link. I believe that is a good place to look at to keep things in persepctive. Looking at the gaming focused 3D Mark table it show that ignoring the lowest scorer (which almost seems like a data error) the spread between the best and the worst is just over 6%. Given that, my guess would be that hardly anyone would notice the difference in performance (assuming they are only playing a game and aren't doing a dozen things at the side which would result in different requirements).
  16. Dunkelzahn_NA

    Tohit

    Quote:
    Originally Posted by Arcanaville View Post
    There are no enhancements that increase your tohit directly.
    A previous poster has mentioned this but just to make sure this doesn't get lost:

    There is 1 Enhancement that increases ToHit which is the Kismet: +Accuracy enhancement which despite its name gives a 6% To-Hit bonus.

    Whether this is intentional or not, this makes it to me one of the most valuable enhancements out there.
  17. Quick comment on Focused Accuracy vs. Tactics. According to Red Tomax (and I believe Mid's) the numbers are:
    * Focused Accuracy +5% ToHit +20% Accuray
    * Tactics +7% ToHit
    Do you know if those are correct? If so, I would consider Tactics to be the better choice due to the to hit calculation mechanic in CoH and even more so considering all the accuracy bonusses available nowadays.
  18. [ QUOTE ]
    The reason that sort of error keeps coming up as I move things around has to do with the fact that the VLOOKUP functions correctly update cell references when rows and columns move, but do not update offset values commensurately. A danger of using lookup tables in general.

    [/ QUOTE ]

    Haven't looked at the spreadsheet but you might want to consider switching from VLOOKUP (or HLOOKUP) to an INDEX / MATCH combination to avoid these kind of problems.
  19. Well, fair enough. Not quite the answer I was hoping for. I like looking at these things from a numbers point even though I doubt it would ever make a difference for one of my characters - I'm neither skilled nor dedicated enough
  20. Doh, the forum ate my post

    Well, here a short summary:

    Thanks for the great guide; it got me started on my new Archery Defender. But, are you sure about Snap Shot? I used City of Data and Arcannaville's post on how long attacks take.

    1. Aimed->Fistful->Aimed->Blazing requires 203% recharge to be fluid for 0.69 single target DPS and 0.13 AOE DPS.

    2. Snap->Fistful->Snap->Blazing requires 171% recharge to be fluid for 0.86 single target DPS and 0.16 AOE DPS (a 23% improvement at a 16% reduced requirement!)

    3. Snap->Aimed->Snap->Fistful->Blazing requires 80% recharge to be fluid for 0.74 single target DPS and 0.12 AOE DPS.

    Did I miss something? It seems that for hardcore optimizers number 2 is superior to your attack chain reducing even the number of powers needed. For more casual people it seems that version 3 is the way to go having way lower requirements at basically the same performance.
  21. [ QUOTE ]
    From today's Issue 7 patch notes:

    [ QUOTE ]
    * Increased Dominator Melee damage modifier to 0.75 -- this increases their melee damage by 6.7%

    [/ QUOTE ]
    Just so you know

    [/ QUOTE ]

    Wouldn't that be an increase of 7.14%? The old modifier was .7 right?
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Ok, quick run down:

    The AV / Player bonus only applies if your Fury is 80% or more. That's the point where diminishing returns sets in, and this allows you to get to max rage easier. That's not exactly what we wanted, nor is it exactly what you folks were told. I'm sorry for that. I'm uncertain at this time what can be done to improve how this works, but I'll be exploring possibilities.

    [/ QUOTE ]

    I was alot happier with "Its broke"

    [/ QUOTE ]

    Yeah, really. The problem with fury in PvP isn't that we can't get from 80% to full fury quickly enough, it's that we have about a snowball's chance in hell of getting even close to 80%. We need help building fury in PvP, period. Not in specifically reaching the very maximum fury possible.

    [/ QUOTE ]

    Am I reading this wrong or isn't that exactly what he wants to address? AVs/Players give a bonus to fury generation. Unfortunetly this bonus currently only applies if the Fury is already at 80%+. If it is changed in a way that it applies all the time (which I read as being the intended way), this will result in Fury increasing quicker while it is below 80% while the 80%+ progression would be unchanged.
  23. Dunkelzahn_NA

    Ten Tracks

    1. The Drugs Don't Work (The Verve)
    2. In-A-Gadda-Da-Vida (Iron Butterfly)
    3. Run Away (Live)
    4. If It Makes You Happy (Sheryl Crow)
    5. The Swamp Song (Oasis)
    6. Maybe Angels (Sheryl Crow)
    7. Lean On Me (The Housemartins)
    8. Where Do The Children Go (Hooters)
    9. Is That You Mo-Dean (The B-52s)
    10. Carraroe Jig (The Corrs)
  24. [ QUOTE ]
    Adron's comments brings me to a solution I came up with to make DEf equal to RES.

    The problem lies in that DEF is *subtracted* from accuracy, while RES is *multipled* against damage.

    ie: Accuracy = Base - DEF, while Damage = Base * (1-RES)

    I propose we change the calculation for how DEF is applied, making it:

    Accuracy = Base * (1-DEF).


    [/ QUOTE ]
    I second that. I made the same suggestion under the SR/Elude thread. So far this has been ignored by the developers. It would be great if we could at least get some kind of feedback on this suggestion.

    From what I heard it seems to me that Ice Tankers (a pure DEF set) had problems from the start. I played SR myself and I found that I'm either either to powerfull or dead; never really in between. (I once had to leave the game for 5 minutes and got an ambush (heroic difficulty). When I came back I was completely unharmed. My normal healing + 1 slotted health took care of the damage.)

    People mentioned before that this is because the range in which DEF works is so narrow. But instead of actually adressing the problem that the core calculation is screwed up, the developpers try to fix the problem by trying to make more opponents fall into the same range. By decreasing DEF across the board it becomes better suited for even level minions. This of course makes it useless against even level bosses, so they decreased their accuracy to try to compensate. They forgot three things though:
    1. Player accuracy in pvp remains unchanged (defense is now pretty useless in pvp)
    2. Minions, lts, and bosses lose some of their distinction (there no longer is a big difference in how often they hit, only how hard they hit)
    3. It doesn't scale properly (once you face opponents that are a few levels higher you are quickly outside of the range again).

    I really wish a developer would comment on this at least once.
  25. I played around a little with defiance with my level 33 AR/Dev blaster. I didn't really notice a difference. What did happen though is that I almost died against a single -2 Rikti boss and I was unable to survive against a single +0 Crey agent (I died 3 times before I finally gave up). The reason: Sleep! Once they hit me I'm basically helpless right until I die.
    So my suggestion for defiant is:
    * Remove the increased damage - it just doesn't make any sense that I deal more damage with my rifle when I get annoyed.
    * Give blasters an inherent status protection that increases with the amount of damage they have taken. Of course the amount of protection would need to be balanced and should be zero at full hit points.

    Just my 2 cents.