Equality_NA

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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally I think they slowed down on slot releases for two reasons. First the initial release of four slots together meant that people farmed the hell out of them just on BAF and Lambda and then burned out. If they'd just released two slots with BAF/Lambda (possibly moving the level shift form Destiny to Interface so we got one shift then) and then released the othe two later as they built up the number trials I think it would have gone a lot smoother. Hybrid (and presumably Genesis, Mind and Vitae) uses a new type of iXP so rationing the slots out while they build up the number of trials with new iXP helps prevent burn-out.

    My second reason is more speculative. I think they may be feeling their way into how they want to gate access to the higher tier slots. People complained a LOT about the switch from Shards to Threads to the point that the devs felt compelled to pretty much promise "No New Merits/Salvage". Now this is pure speculation on my part but I suspect that somewhere on Positron's hard drive is an old design document detailing the new Salvage and Merits that would be used for building Hybrid, Genesis, Mind and Vitae abilities. Given the push-back from the community they've obviously shelved that idea (assuming they did have it anyway) but that may well have made them more cautious about how they award the new slots. With Hybrid it's just a new form of iXP which means most people just farm the kills at the start of the trial to unlock the slot and then run older and easier content to make abilities. By releasing only one slot they can observe player behavior and then decide if they want to change things up a bit for the next slot (for example for Genesis they could make the requirement that you have to get the requisite iXP but also need a particular Trial Completion Badge to unlock the slot or change the trial to back-load the iXP).
    I was thinking the same thing. I expect that something will change on how we open the new slots. Since most PPL simple farm the latest trial for the IXP I'm sure the devs will make a change to the last 4 and I wouldn't be surprised if that did include new salvage as well.
  2. I saw you have BU and not FU which does change things some. The I24 Changes Buffs radials STD for NW using FU, I did a sheet for that as well.

    https://docs.google.com/spreadsheet/...MSUxUWmc#gid=0

    I did notice while looking over your build that your actually a little over damage cap when you use both Assault Core and BU so Radial may help you more. Our Damage cap is 400, you have 100 base + 95(+) Enhance + 23.5 Bonus + 30 dub Assa + 30 Mus Core + 80 BU + 75 Assa core = 433.5% without any other buffs from teammates.
  3. Quote:
    Originally Posted by _r0y_;4276679[*
    Musculature Core, Reactive Core, Rebirth Radial, Assault Core... it's all about damage!
    I agree on all except Assault Core. The data shows that Assault Radial actually does more for your STD than Core. If you use any APP attacks, they are also buffed more by radial than core.

    Discussion here:
    http://boards.cityofheroes.com/showt...=290488&page=5

    Core STD: 827.6675
    Radial STD: 929.713291
    I24Radial STD: 969.24111

    Edit: UberGuys numbers - 899.24 for Core and 1050.11 for Radial

    It's all about FU, FU gets such a big boost from radial that it actually makes your STD more than with Core. It is worth noting that both spin and EV get more from Core but Radial is better for STD and most APP's. It all depends on what you want to boost.

    Forts are in the same boat, Radial boost STD more while Core is better for the AoE's. Even ST gets a big boost from Radial. It goes from doing basically nothing to 152.186 with radial.

    It's also worth noting that I am usually at or really close to damage cap anyway without Core while on most ITrials. So if your at or near damage cap than Core isn't doing much of anything for you. Solo yes, teamed on an ITrial, not as much.

    Nothing saying you can't have both, but it's not that cut and dried.
  4. Q: What protects players from Psionic damage?

    You forgot Shadow Fall from Dark Miasma and now Dark Affinity. They both offer psi resistance to the team.
  5. Dark- Defender, MM, Dominator.

    I'm also addicted to Control and Pets.
  6. Yes and no. It's the combination of all three buffs that make it "Blaster" changes, the third being the biggest IMO. You asked 'how does it benefit dominators', well all your short range attacks are now long range and you can insta cast your snipe if you reach the ToHit goal. That's how it benefits Doms. If you expected to get the SAME benefit for all ATs/sets, that's not going to happen. It's up to you and your build if you choose to use these buffs. Maybe you won't benefit enough from the snipe change to pick it up but your short range blasts are now long range so you still 'benefit' is some fashion or another.
  7. So far I'm disappointed the most for my MM. It seems as if the only Hybrid that works on them like all hybrids do on none pet classes is Support (don't need it). If I want Assault (which I do) I have to activate the powers then cast and buff my pets before they get any buff....WTH. It takes my MM over 30 seconds to do that, plus I need to do this every 4 minutes? Umm, there are 3 ATs that use pet's as a PRIMARY power choice and they have all gotten the shaft with hybrid, MM being the worse by far.
  8. Boosters increase the basic value of any IO. You can boost any IO up yo 5 times. Take the Decimation set for example. Slotted with 5 lvl 40 (no proc) you get around 63 Acc, 89 Damage, 43 End and 63 recharge. Boosters can make that 78 Acc, 98 Damage, 54 End and 78 recharge. You still get the set bonuses including the + global recharge you need for perma dom without outside help.

    The +recharge in Lotg is a global buff and can't be boosted but the defense part of the IO can be.
  9. It clearly wasn't changed for Dominators, it was changed for Blasters as explained in the Video going over the changes. The benefit is that it also buffs Dominators and Defenders.

    EDIT: If you haven't see the video, here is the link.

    http://www.youtube.com/watch?v=coNj0...feature=colike

    It is titled Issue 24 "Blaster" changes.
  10. Quote:
    Originally Posted by BrandX View Post
    True. I find running Tactics to be a popular thing on teams. So on teams, I'd likely expect to see lots of Blasters able to use Snipe often at it's non interruptable phase.
    And Dominators/Defenders
  11. Don't forget one Precise will boost your ToHit way above the 22% mark plus boost damage, last for 5 minutes and only cost 10 points each (15 cents or less). All you really 'have' to change in your build is pick up the snipe. There are plenty of ways to get the magic number without building for it. Teaming alone can put you there. I have seen a higher ToHit than that while on a reg team, all you need is two PPL running Tactics or even just one NW can put you there. On an ITrial it's almost a guarantee you will be above that mark.
  12. Had to add this, one Precise will boost your ToHit by 29.53% AND your damage by 39.38%. They last for 5 minutes and only cost 10 points each (15 cents or less). I understand if you don't want to use 'potions' but there are plenty of ways to make your snipe very useful after this change.
  13. Quote:
    Originally Posted by LIinfinity View Post
    Hi Alpha-Six,

    This same question has been posed in previous threads, and the same conclusion is basically reached in each thread. That being: its real nice to have a permadom, but not necessary in order to have a great build.

    And if you give it some thought, this widely held conclusion makes sense.

    To achieve permadom status on a build, one needs to slot the powers within the build to facilitate all the +Recharge IOs and set bonuses. This gimping affects several elements of your powers - ACC, DAM, Range, etc. So to gain the high recharge rate on your Dom, your taking away in other areas of the build.

    The constant mez protection that is so sought after in permadoms - can now be achieved through the spamming of the Clarion power. This is a simple but effective way to plug a big hole in the AT.
    You can use enhancement boosters to get lot's of the lowers values back while slotting for +recharge. I haven't had to sacrifice any damage from using the set's and you can easily boost the rest (recharge, end and acc with boosters).

    Clarion will plug the Mez hole but wouldn't you rather have more def/resist, +End/+Rech/+Recov or debuff resist plus a heal with a very nice regen buff attached. You will sacrifice in other way's by taking clarion as well.

    Edit: You can get more damage bonuses by frankin slotting but then you might need Cardiac for end management. If you slot for perma-dom you can get those damage boost that you may loose back easily by taking Musc or Intut and Intut also boost your holds and the range LIinfinity was talking about you loosing.

    Quote:
    Originally Posted by Necrotech_Master View Post
    its REALLY hard for me to like playing my doms without them being perma lol

    once you go perma you wont want to go back lol


    that being said its not necessarily required to be perma to play a dom, but why would you NOT want to perma mez protection, double mag mezzes, and extra duration on mezzes? lol
    I agree, don't forget it refills your end bar every 90 seconds or less making taking Cardiac not necessary either.
  14. Unattainable, not completely. Hard for some set's SOLO, yes. I have seen that much ToHit plenty of times teamed. One NW alone can put you real close or even there if they slot ML fot ToHit. We now have a use for all those yellows you get in game and just covert 3 into something else. I like this change. Does it benefit all set's the same, no. Electric benefits the most but to be honest it needed the buff more than the rest.

    I have an /Electric and /Ice dom. I'm looking forward to these changes.
  15. Quote:
    Originally Posted by PrincessDarkstar View Post
    Numbers in a different colour?

    Edit: Actually that might be good, standard damage one colour, procs another, interface another etc.
    Perfect!!

    /signed
  16. Haven't figured that one yet. As you see in my sig I have a ill/kin. Going to work on that tomorrow when I'm off work.
  17. Have a quick question, take my MM for instance. My tier 2 personal attack gets a huge damage boost from radial making it go from 97.812 enhanced at lvl 50 to 167.14978 at 50 with radial. That makes the 2 tier attack worth taking now, yes? Heck that's almost double what my Assault Bot get's from his plasma blast damage with radial - 85.352, dual blast is 161.94266.
  18. The number I had for Carrion can't be right. I got the number from in game average damage at lvl 50. Mid's has the base at 69.51 and city of data info is 86.775 so the 300+ in game must be wrong.

    Changing the value to mids number makes it:
    Core - 114.0675
    Radial - 132.8955109
  19. Ok, here is the updated information:

    Fire
    Core - 162.705
    Radial - 172.35269

    Plant
    Core - 302.175
    Radial - 132.895511

    APP
    Stone
    Core - 117.1575
    Radial - 274.36165

    Fire
    Core - 58.22
    Radial - 111.55286

    Ice
    Core - 142.6425
    Radial - 165.93046

    Primal
    No Change

    Updated Sheet:
    https://docs.google.com/spreadsheet/...HdYdDJFS3NReEE

    LOL.. no wonder I got crazy numbers for some. It makes it closer but Radial still wins with APPs and Fire. Plant should go Core .

    Edit: It's also worth pointing out that fires totals are including BF which most don't use as a damage power.

    Without BF the numbers are:
    Core - 70.65
    Radial - 140.247511
  20. Ok I see I should have used 360 for the radial of HF and BF. Now on the targeted AoE powers nothing is listed on city of data except 'Sphere'. Should they have 360 as well?
  21. Hi All,

    After following this thread and using the provided spreed sheets to calculate the damage of Core vs Radial it looks as if Radial gives a much better damage boost than radial for controllers, at least it does for most of the sets and powers I used it on.

    http://boards.cityofheroes.com/showt...=290488&page=7

    Here are some raw numbers of the ones I used it on:

    Control Sets not including the pet:

    Fire
    Core - 162.705
    Radial - 434.80048

    Plant
    Core - 302.175
    Radial - 233.29953

    Plant gets a bigger boost with Core only because Carrion is boosted more with Core. Fly trap on the other hand gets a bigger boost from Radial - Core 133.2075, Radial 193.47055.

    Now look at the APPs I used it on.

    Stone
    Core - 117.1575
    Radial - 233.29953

    Fire
    Core - 58.22
    Radial - 184.70666

    Ice
    Core - 142.6425
    Radial - 238.99581

    Primal
    Core - 44.9625
    Radial - 132.00678

    Here is the Spreed Sheet I used to get the results.

    https://docs.google.com/spreadsheet/...yQXAxZVE#gid=0

    I suggest that anyone thinking of going with Assault Hybrid use the sheet to see which is better for their build and play style.
  22. Quote:
    Originally Posted by UberGuy View Post
    OK, you have lots of epic pool powers. I'm not sure what your chain for them looks like, but since Epics have higher recharge than their damage would indicate, Radial ends up huge for them compared to the base damage, even in AoEs.

    One thing: your Spin is listed with 0 radius, which has its Radial damage much higher than it should be.

    Edit: Hm, I get really different numbers. For that chain I got 1402.6 for I23 Core and 1050.1 for I23 Radial.

    Edit2: I think I see why. I'm using Mids and it's including the Toxic DoT in the base damage display, and it's much too large.

    Edit3: OK, I don't know what Mids is showing me. I took the numbers from RedTomax, and they're much lower, even on Follow Up, which has no DoT. (Oddly, Spin is correct in Mids, but not the ST stuff.) Anyway I now have the same per-attack damage you do to within 0.01 points. I still got really different numbers for the chain you listed, though. With the corrected damage numbers, I get 899.24 for Core and 1050.11 for Radial. Radial's lead is all in Follow Up - the Radial version is ahead by sixty points using I23 calculations, and nearly 50 using I23s. That wildly dominates the deltas between Core and Radial in the rest of the attacks in the chain.

    Now, my own build heavily leverages Spin, and Core seriously dominates on that power. So if I chose Radial to maximize single-target DPS, I would cut fairly deeply into the AoE damage cycle I could have with Core.

    If anything, this analysis shows that it's not cut and dried which is better. Powers which do significantly less damage than their recharge would suggest, such as some mezzes, many Epic Pool powers, and powers like Follow Up, can have really dramatic impact on how Radial compares to Core for a given build and play style.
    I only have 3 epic's, the imob, the cold dot with neg def and resist plus the pet. I included
    All epic choices to see how each would benefit from both.

    Nope, I have a 8 in spin.

    I took my base damage numbers from in game info. I first looked at mids and decided instead of just going with those I better check the in-game numbers. I don't think any of the numbers from mids were the same for the widow attacks, If I remember correct only mental blast and Scream were the same. Same with the epic powers, only a few of them were the same as in game, I believe MU powers were the same but all others had different values listed for most.

    Now If I was wrong for using the in-game information then which info should I use? What I did was started a new toon which gave me all widow, NW and Fort powers to see but not choose of course. I Then used the in-game slider and moved it over to lvl 50 and used the average damage number at lvl 50 for each power as base damage. For the epic's I did a fake respec just to get to the epics then took each one and used again the average damage number from in game. Just like the widow attacks, a few were the same but most were not. I figured the in game values were the ones to use since the code for radial should process based upon the in game numbers and not the values of mids. I'm not saying that mids is wrong on all or even most powers, just the ones that I checked in game were mostly wrong for widows.

    If my math was off a bit I apologize, my grandson was playing his spider man game at the time (on the Ipad) I was adding things up and he was having a little fit because he couldn't kill a boss and keep coming to me for help. It looks like from your math that Radial is even better than what I thought.

    I too had spin until I did my last respec, I took scream to see if it would work better than spin with the new ATO and I believe it does, I can hit a lot more targets with scream regularly than I did with spin. Add in that they resolved the redraw of using the PSI attacks on NW and I figured why not, at least see how it works. I guess test would have been better than using a respec on live but honestly I have so many vet respec plus it seems as if there is always a free one laying around that I just did it live instead.