Dz131

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  1. Just fyi I'm not aruging about DA needing buffs, cos I don't think it needs any
  2. Regen's low resists means you can easily get 2 shotted befre you can even react. If your going soft cap s/l with perma DP you're really going to sacrifice other defs like erg/negative which Regen also happens to have barely any resist again.

    I'd go with /wp tbh.
  3. Quote:
    Originally Posted by PleaseRecycle View Post
    Hail of bullets can fail if you don't understand how math works. Oh wait, it still can't, actually, but you may believe that it can.

    In much the same way, dark regeneration is essentially guaranteed not to fail in any circumstance where there are more than two targets and your tohit is not negative. Is it possible to have your tohit debuffed that severely? Yes, it is. It's also possible to ameliorate your situation before firing the heal, or to avoid getting into that situation in the first place. Basically what Dechs has been saying this entire time is that competent play is all it takes for dark regeneration to be the best heal in the game. That remains true even though it clearly isn't getting through to you.
    Or mobs with high defence, or lag, yes it's essentially guaranteed unless this and this and this...guess what, thats when you need to make sure your heals work the most. You can also argue smart play makes Energize the best heal in the game(which I think it is), because of it's side effect or regen and end red out weighs that it has a lesser heal, so...?
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    "I think that any heal that has requirements and can fail is never going to be as good a heal that's basically a regenerating free huge green insp. But that's my opinion."

    Being the only self heal that can fail, in your words, you therefore think that dark regen is the worst self heal in the game. You literally said this on this very page. You think green inspirations are better than dark regeneration. Here's a funny thought, what if a dark armor character were to carry a green inspiration for the vanishingly rare case where dark regen managed not to hit any targets? Or is that not allowed?
    I'd put DR far behind heals like Energize, and DP clones. Which has much better effects beside the heal that's permable. And I put it slightly behind just straight up heals like FA's heal with a rather lame additional effect.
  5. Quote:
    Originally Posted by PleaseRecycle View Post
    You're saying that any heal that can fail is bad. I just gave you an example of an overpowered attack that can fail in a way that other attacks cannot. Is it bad? Clearly it must be, for you wouldn't want to talk past yourself now would you?
    First off you're comparing an attack to a heal, right there makes me wonder if you know what you're talking about. The norm of an attack is that it can fail, the norm of a heal is that it's auto hit.

    Ever AT gets multiple attacks that chain one after another with alot less recharge, not ever AT gets even 1 heal, let along multiple heals.

    Failing an attacks does not usually mean life or death, failing heals is alot bigger issue because obv you're using it because you need it at the time.
  6. Quote:
    Originally Posted by PleaseRecycle View Post
    Do you think that an attack that did scale five damage in a thirty foot radius for thirty three endurance and recharged in ten seconds would be crap if it had a one percent chance to deal no damage at all? Because that's essentially what you're arguing here, Dz131.
    That's no what I'm arguing here, but nice false analogy. To be comparble to DR your attack would scale damage but only hit one target with a max capped damage it can do(your max hp). Which in 99% of the time would be over kill. It would have at least 5% chance on each target ti scaled from when not factoring acc, -acc and defence, and would cost 30 end.

    And only usable when the enemy your're fighing is not at full HP
  7. I think that any heal that has requirements and can fail is never going to be as good a heal that's basically a regenerating free huge green insp. But that's my opinion.

    And how much you fight personally is irrelevant to how the skill performs.
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    Again, in order:

    I can't argue your opinion, but in every quantifiable way, DR performs better than any other self heal.
    that's wrong and you just told me a few posts about it takes 3 enemies at least for that to be true. So right there your every quantifiable way statment is false.

    Quote:
    My 20% to gain endurance is per target. With 10 enemies, DR gives back more end than it costs on average.
    Once again you bring up these senarios that obviously give DR the edge. 10 eneimes? really?

    Quote:
    You can argue that about basically any heal like as DP. The fact is most of the time healing 100% of your HP is 50% overkill
    I kinda phrase that wrong. I meant to say that just because it can heal for 100% doesn't mean it will. Unless you're alway sitting at 1% hp, you never gonna recieve the whole benefit of your huge heal.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    Really? With decent slotting you get a full bar heal every 20 seconds. When you add IOs, it can be as often as every 10 seconds or less, and even give you more endurance than it costs. Simply said, it's the best heal in the game. The end cost for such a power is easily justified.
    Not even close. Just that fact that "it can fail" is built into the power makes it not the best.

    Quote:
    and even give you more endurance than it costs.
    uh no. stop talking like your 20% to gain end is guarrenteed.

    Quote:
    With decent slotting you get a full bar heal every 20 seconds.
    You can argue that about basically any heal like as DP. The fact is most of the time healing 100% of your HP is 50% overkill
  10. I highly doubt any nerfs will happen to other ATs unless it's clearly broken. Breaking people's billion inf builds is asking for ppl to jump ship.
  11. I made a BR/Cold GM soloer. It feels really slow. The only really good skill IMO is the final nuke. The rest are just meh.
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    Except that DA comes with a stealth power.
    So far you mentioned +acc, stealth and having at least 3 enemies to fully leverage Dark Regen. Not the mention the end red you have to slot. That doesn't make it sound any better than a streaght up heal you use anytime you want with basically no requirments.

    Quote:
    Originally Posted by Dechs Kaison View Post
    It's not speculation. We have dev responses around this very topic.
    ok
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    In order: Standard difficulty is +0/x1. Three minions. It's been the standard that the game was designed around.
    This is just specualtion. They easily could have balanced each difficulty individuality. Espsically on the high/low end of the scale as you run the risk of making it too diffcult and unplayable if you just let the game auto adjust.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    In order: Standard difficulty is +0/x1. Three minions. It's been the standard that the game was designed around. Keep in mind that 33 endurance is without enhancements. Still, I would gladly pay a third of one bar to fill the other.
    You prob typed this before I edited my post. but the other prob is your Dark Regen can't prevent alpha because it doesn heal out of combat. So unless you end the fight with close to full hp you run the risk of getting insta gibbed in the next big spawn
  15. wtf is standard 3 enemies? when was that ever a standard? And 33 end is a much much bigger investment than 10 end. Because you can't use it at all the moment you drop below 1/3 of your end. And if you want to make the cost cheaper you're overspending slot on stuff like end red
  16. I'd build to at least 25+% s/l def before worrying about perma DP or anything like that.
  17. alot of other sets get passive +res that cost nothing
  18. Quote:
    Originally Posted by TerraScorcher View Post
    Returning player looking for help to build a NON FARMING SS/FA/EM.
    My SS/FA Brute is 26, and I am having end issues.
    I also just did the Sister Psyche TF last night and felt like I was more squishy than the Blasters and PBs! NOT GOOD. The Super Stunners were making mincemeat out of me. I'm pretty sure a respec will solve some of my issues, but I also want to make sure I'm on the right track, It could be that I was just playing Stupid last night and I'm allowing it to color my opinion of my Char.
    I have some questions.
    What are the real in game differences between Brutes and Tanks for survivability and damage?
    What about damage between a Tank and a Brute with only half fury does the Brute still come out ahead?
    How much survivability do I lose by going Brute vs Tank, how much damage do I gain?
    These are kind of fuzzy logic questions I know, but they do have a point, honest.
    Here is where they start making some sense....
    How much extra survivability can build into Brute if I build him right? Or is it more of a Scrapper thing, the best defense is a good offense?
    You need a kb prot IO for sure, so get that first.

    You'll beat a tanks dmg at half fury for sure.

    for /fa, I don't think the survivability is that much different from tanks and broots. FA is a dmg set, broots can much better levearge all it's dmg abilities, esp stuff like Blazing Aura.

    You can def soft cap your FA broot to s/l if you choose to go that route. And you have a good heal as well. So pretty good surv until you ran into exotic types like toxic or psy then you need to be careful or kill them before they kill you.
  19. Quote:
    Originally Posted by Siolfir View Post
    You'd like to think that, but that's what I'm saying - I can't think of a single case in the game that I'm aware of where some/most of the effects are applied and then conditions are checked for other effects on the same power activation. So no, there almost assuredly is NOT something that handles this already. Thus, engine change; thus, unlikely to happen soon if at all.
    No I didn't say that the effect existed, I mean that death it self is triggered by the dmg>hp forumale, which causes the mob to go all rag doll or play their death animation (eg. Carnies) and give you the "you've defeated XXX" message. In this case all you need is to add in between dmg>hp --> Death is something like dmg>hp --> check power it's killed by and apply physics effects --> Death.

    It's not much different than if you KO blow them and they fly up in the air and die. They die, but the effect still plays, you're just adding an extra check in the middle.

    Of cos this is all speculation, I have no idea how the engine works or how hard coded all this is.

    Quote:
    That's still an "at activation, check <condition> and apply all effects" case, though.
    That's makes no difference, at worse if you apply all effects, you get your normal KB + your greater KB which would result them being chucked far anyway.
  20. Quote:
    Originally Posted by Siolfir View Post
    I very seriously doubt that it's the same thing that I'm talking about, but a grantable pseudopet could probably simulate the effect with some potential glitches (see my previous post). My assumption on how that works is an autopower that activates at the end of the countdown (checking the status of the other at that time, before any effects are applied).
    Ok there should already be something that handles mob death in the game and also KB effects. Like if dmg > hp then run die, or if KB mag > prot mag then KB. All you need is to add when die play this big effect instead of normal KB. And you're done.

    With Nightstar and Seige, the countdown doesn't trigger at all if the other is dead. So it definitely does a check when each of them dies to trigger the countdown. This is same with basically alot of common missions in the game eg. In AE, you already get when this mob dies, trigger this objective. So this effect of when die, do this, is already in the game.
  21. Dz131

    Momentum

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    Someone in another thread used this analogy to explain why (s)he thought that momentum didn't build from misses.

    Think of a baseball player up at bat. If he hits the ball, then his form stays consistant and in control. If he wiffs at it, he spins around uncontrollably and loses control. A missed attack with TW would leave you "spinning around" aimlessly, and needing to readjust your footing and start the next swing from a new wind up. Following through slows you down just enough that the added speed from your previous strike speeds you up, but not to an uncontrollable level.
    If you missed and did a full 360 spin you can def follow up with another faster attack. Infact, it's when you hit and your movement is stopped (assuming it not slice right through them) that you shouldn't have any more momentum and must swing again.
  22. they already do that with Nightstar and Seige in BAF. If he dead? No, then countdown res, otherwise die.
  23. If you kill them with Fire their should be textured entirely black. Rad they glow neon green.
  24. Get rid of redraw so half of the weapon combos aren't completely terrible