Flux_Vector

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  1. Some of the people in the trial did petition it, I never heard about a response so I decided to add a report here.

    I have heard from other players via global channel that currently the individual acid and grenade badges are bugged, and only award if you do a full Master Of Lambda run and get all 10 of each, then don't use any of either. At that point all the badges award. But doing them individually doesn't work yet.
  2. Last night myself and several friends ran two successful Lambda Trials where we acquired all 20 temp powers from the fort's interior, and did not use the acid grenades to close any portals.

    We were not awarded the "Antacid" badge on completion.

    In both cases someone did destroy at least one containment chamber spawn in the courtyard during the fight with Marauder, so technically we ended the trial with 11 or more acids in our possession.

    Also in both cases, connection problems caused people to drop out and re-join during the trial.

    We did not gift either of the temp powers all to one person.

    I didn't notice anything else that seemed like a probable cause.
  3. I don't see many people ever kicking one character for another in City, anyway.

    But if they did, scrappers, brutes, and stalkers would be getting booted left and right in favor of most VEATs, who do similar or superior damage (other than shield defense, which is its own league) at similar survivability (except banes), while also providing strong (and stacking) teammate buffing. "Survivable DPS" is the backbone of City gameplay, either teamed or solo. The fact that VEATs buff teammates is what then gives them that leg up.

    I can see wanting to have one scrapper/brute/tanker to act as a meatshield. But otherwise? VEATs offer highly survivable DPS characters who provide solid teammate buffs. That's better than just being highly survivable DPS by a factor of leadership
  4. Quote:
    Originally Posted by Yogi_Bare View Post
    There are times when I do go -1 (all solo):

    When I use a second/new build that's lacking good enhancement slotting
    When I'm trying to push through 'need-to' content as quickly as possible
    When I'm testing to see if I'm ready to move up to higher mob numbers
    Meat-Grinding for Purples.

    I push +0 on most when the toon can handle it... but I don't see the point of pushing beyond that (at 50) when soloing; considering its the ( /x_) that'll push up the drop rate.

    Maybe I'm doing something wrong.
    None of those things are what I'd call farming, except the last one (meat-grinding for purples). But you'd be financially better off doing that at +0 as long as the character can sustain it, since your incidental drops of uncommon and rare set IO recipes would sell for more then.
  5. I also don't know any farmers who farm at -1 instead of +0.

    Maybe there are some, but they must be using terribly poor farming characters, and/or are farming AE so the level of the enemy has no bearing on the ticket roll reward levels... but still must be using terribly poor characters, since in AE you directly do get more tickets for fighting +cons.

    Or else they're just misinformed, like very many people are about this game.

    As far as risk vs reward, I agree there's something wrong there, but not in the sense of reward vs level scaling for individual enemies. I think it's much more of a problem that difficulty is rewarded less than length in many cases. I think the "merit reward formula" for trials and taskforces should have a factor in it not just for how long a given TF takes on average, but also for how many teams disband without completing it. It should be explicitly taken into consideration as a quantifiable measure of difficulty when people can't complete the TF at all.

    In terms of individual creatures? There's no way this wouldn't force a rebalancing of classes or further entrench melee ATs as the 'golden children' of the City. In a sense, the rebalancing would be welcome - but I seriously doubt it would be very welcome to most who are currently playing scrappers, brutes, or tankers (and probably VEATs).
  6. IMO Defense debuff resistance is a critical factor to consider in soft-capping, since a character without it will find that their investment is being eroded by debuffs with over 50% of enemy groups at level 50. If you're mostly planning to farm cherry-picked enemies, that's less of a factor - but then, if you're cherry picking your enemies you may want to just be fire armor or electric armor for the 90% resistance to the picked damage type

    Further, newer content (or older, harder groups like Rularuu) tends to include more 'casual def-busting' (and arguably, WP-busting) enemies, with -def and -regen attacks or +tohit buffs. The short of it is that while softcapping is certainly nice most of the time, a softcapped WP, fire, elec, etc brute is still going to end up at negative defense on a regular basis in the ITF, against the PPD's kheldians, in the cathedral of pain, or vs praetorian clockwork.

    On the other hand, alpha slots combined with the diminishing returns of stacking recharge, help make +defense more attractive for brutes. A very rare spiritual alpha will cover 30% worth of +rech bonus or more (dependent on power slotting), and of the 4 alphas, only spiritual and cardiac are of particular interest to most brutes - the low AT mod deprecates the value of the musculature tree, and everyone with sets will have enough accuracy to deprecate the nerve tree. This encourages you to have your cake and eat it too on the recharge/defense front.

    Just don't be surprised if you end up still needing buffs and support, if you're not SR, shield, granite, or maybe invuln.
  7. Well to state the obvious, warshades are better because they have higher numbers. In specific, they have very important higher numbers: +damage and +damage resistance. Yes, warshades need to drain enemies to get those numbers, and PBs don't. However there's a funny thing about damage and damage resistance: you don't need either in the absence of enemies. Warshades get their performance buffed by mire and eclipse when it matters, and while PBs may be stronger in the absence of targets for warshades to buff off - that doesn't matter. In fact, PBs themselves still need targets to perform on (as indeed do all characters). You don't do DPS to thin air.

    In fact, I'd say that point 'eclipses' other issues between the two ATs, especially on the survivability front. At least on the offense front, there's a reasonable case to be made for the efficiency of Extracted Essence and Black Dwarf Mire as opposed to Photon Seekers and White Dwarf Flare, instead of getting 'mired' in the human form buff. On the defensive front? Eclipse has been like this for years. It shouldn't come as a surprise to anyone that a character who has 2.5 times the damres of another (5-target eclipse compared to PB shields) is way more survivable.
  8. Widows have relatively high end costs for their melee powers, and attack very fast. Widow claws were balanced around their (very fast) animation times under a new formula, and in addition, their attacks don't benefit from the claws power 'special' endurance reduction.

    One of the results is that you do burn down your endurance quickly and easily with one. Inherent fitness is a godsend, slotting for some end reduction or frankenslotting some cheap sets in the mid 20s/low 30s will help you alot too.

    But there's a bright side - with the right setup you'll be doing just as much damage as most scrappers who don't have the shield defense secondary.
  9. Dart burst is the better overall attack - it does more damage counting the DOT ticks, with a faster animation, and with a faster recharge.

    My widow uses both, mainly because they let me cover a lot of a spawn with their cones if I aim them right. The night widow has a real 'jack of all trades' capability that this plays into - with the right build you'll have very high single target damage, good area damage, high to very high personal defense, and moderate team buffing. There's not much you can't do, and you can do it all pretty well.
  10. Quote:
    Originally Posted by shaggy5 View Post
    I have finally been getting my hero merits and see how valuable they are. Then I thought about the one vigilante and one rogue that I have. Is the only significant reason to have one of these so that you can play TFs and SFs on both sides? If I am understanding correctly, you cannot get hero or villain merits. This leads me to believe that I don't want any rogues or vigilantes--I have heros and villains on each server that I play so I don't need a toon that can play both sides, but also misses out on some of the rewards. Tell me what I am not seeing, please.

    (Although I do like seeing the new symbols on my character choosing screen...)
    This is fundamentally correct, from a rewards standpoint - the alignment reward available to 'pure' aligned characters is much stronger than that available to 'mixed' aligned characters.

    Further, given the relative lack of redside taskforce content (there are only 6 and the thorn tree) and the generally lower rewards for them (only Silver Mantis's SF has a merit reward value over 40 - barely!) and the much higher comparative difficulty of the end-game redside TFs that would be used for incarnate parts (LRSF and 'Cuda compared to STF and Khan)...

    There's no rewards-centric reason to be anything other than a pure hero. Period. More merits and/or the same incarnate parts, for easier content, and more content (so you can very easily avoid merit diminishing returns).

    And there's a strong disincentive to being a Rogue while doing blueside content - no ability to use base porters or ouroboros for travel blueside, which while ameliorated alot by the train consolidation, is still going to be an issue for end-game players who want to do the shadow shard content, at minimum.
  11. According to the arc, becoming an Incarnate for our characters consists of 'acquiring an upgradeable mystic artifact, and then taking steps to upgrade it.' Additional power is bestowed on the character by said artifact, to the extent that they upgrade it. The mystic artifact acts as a conduit for the Well's power. It's a piece of magical plumbing, and especially in the early phases really isn't much stronger than the dozens of other artifacts and gadgets the game has the majority of players pick up, interact with, and keep in their pockets throughout the content. In the form of temp powers, ehancements, inventions, salvage, base equipment, and even inspirations if you want to go that far.

    It's not any bigger of a leap than playing your veteran blackwand as an IC magic stick your character's been keeping in their closet in case they ever happened to need it. And nobody thinks twice about someone doing that.

    In total it doesn't really seem that incompatible with most characters in the City-verse to me, except ones who are rejecting the game's reality to replace it with their own from the outset. And if you're already ignoring the game world, I guess incarnates just mean you'll have to ignore it a little harder.
  12. Forts can take both aim and FU. Widows can't take FU and build up. It's not a bug, it's the intended design.

    Fortunatas need an exceptional amount of +recharge in their builds, partly because their mind link has a longer recharge than night widow mindlink, and they don't get mental training, partly because their 'key powers' that give them advantages over NWs are on long timers (wail, total dom, aura of confusion), and partly to support a good attack chain.

    The fort's melee attack chain is far superior to ranged ones. Followup is, simply put, really good for performance - and the stats on the mental blasts tend to be worse than the stats on the claw attacks, especially in terms of activation time (which is the one thing about powers you can't improve with your build).

    You say you don't want billion-inf enhancers but how do you feel about purples? I consider it unlike you're going to get what you want from your fort without using them fairly extensively.
  13. Or knock Up, which keeps the 'things flying into the air' feel a bit better, but limits the amount of scatter it causes.
  14. Quote:
    Originally Posted by PhroX View Post
    A Fort's ST damage is only fractionally lower than a Widow's. (The full numbers and chains are here for those interested).

    Basically, apart from quicker ML recharge, there's very little a Widow has over a Fort.
    However, to match NW damage the fort has to mostly eschew using their ranged attacks and/or be soul mastery for gloom. Even with gloom, an 'all-ranged' fort lags both the melee fort and NW considerably for ST dps. In short, to keep up with the NWs, the fort has to pretend to be an NW as much as they can. I actually think that stinks, cause I'd have liked forts to be more like crabs - very survivable, strongly damaging ranged-and-AOE types.

    I think forts and NWs are closer in aoe damage in the endgame than it might seem; they both have access to dart burst, psy scream, spin, and a patron AOE. That leaves the fort gaining wail and tornado over the NW, but nuking aside the NW can deliver quite significant 'sustained AOE' if you want to. Dart burst is key - it can practically be spammed, and it's the best DPA AOE available to either branch. Forts will come out ahead still, I'm just saying that while I haven't done any actual math, it seems like they might not come out so far ahead as a first look would make it appear.

    In the non-shared powers, NWs get to be better melees because of slash, eviscerate, placate, and elude. Fortunatas get to have surprisingly strong control. In the 'modern endgame' I think NWs get a slight edge here because elude is a solid counter to defensive cascade failure, and thanks to IOs, focusing on being the best melee you can be beats being a hybrid melee/controller. If forts got more buffs/debuffs instead of more control, though, I'd be siding with them. Though either way, it's a slight edge.
  15. I'd consider Soul the better pool overall - gloom is a very superior single target blast (it's one of the best attacks available to brutes or SOAs, period), while dark obliteration is not that far behind ball lightning for AOE damage, though it is somewhat behind.

    Static discharge in the epic pool doesn't seem to have high enough stats to be that attractive. And darkest night has a lot to recommend it, especially if you are playing a ranged/support oriented type SOA or 'blastermind' crab.
  16. Flux_Vector

    Speed TF's

    Shards have slowed down many level 50 TFs for me and made them into "kill most." Well, okay, LGTFs and ITFs mostly.

    Some though, are just too involved for anyone to really want to "kill most" them - the LRSF comes to mind, nobody ever wants to clear the whole agincourt longbow base map or the malta base's exterior or the ruined atlas park, and I don't think anyone ever will.

    On the other hand, Apex is almost a "kill all" TF by virtue of its mission objectives, and I'm doing that in under 40 minutes now.
  17. A group with 30-40 players is no longer 'small' and is very unlikely to be 'intimate.'

    A group of 10-15 players is actually small and likely to be more 'close-knit.' They just also aren't likely to be inviting you to join, a_random_SenseiBlur_0037, because they aren't recruiting. Their friends are already there in the SG with them. To get in you'd have to spend time getting to be their friend, not looking for a recruiter or jumping from group to group.
  18. I've found myself using both Cardiac and Musculature uncommons. For more normal play, Musculature is a slight damage boost; for extended combats and high-effort soloing, Cardiac keeps my end from being an issue.

    So like, Musculature doing missions, Cardiac soloing AVs.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Don't get me wrong guys, I'm one of the people that used to love playing my PB. If you look back in the thread, you'll see my exact thoughts. Life as a PB was amazing until about level 40.

    What happened at 40 was, I believe, epic powers. Blasters were getting resistance or defense shields and scrappers and tanks were getting control powers and fireball. Suddenly everyone was a jack of all trades and a master of one.

    The only thing going though my head was "What the hell? I thought I paid for this versatility because it was too powerful, and now everyone has it."
    This is an excellent point. What's more, as someone else pointed out above, the only real function PBs have in the game is damage - and not only does everyone do damage, but PBs are among the weakest at it, not among the 'mediocre' at it. They're also among the weakest for control/support (the only way you can get weaker than a PB's 1 heal and awful stun power, is to have basically nothing to compete with it) and they're mediocre at personal survivability (would be good, if they had status protection or even if dwarf form had debuff resistance).

    And it's perfectly fine to "like" the AT. I liked my PB for years (until I started playing other chars more often and going "whoa, I'm waaaaaay stronger here..."). But this isn't a fairytale. No matter how much you kiss it, the frog's not gonna turn into a prince. You're just gonna gat warts on your lips trying.
  20. Quote:
    Do I think PB's could use a little buffing? I wouldn't mind it, but nothing radical.

    I stand by my initial suggestion that all they really need is a little resistance debuff (say a 5% debuff for 6-8 seconds on each attack) added to their attacks (either in addition to or in place of their current defense debuffs... which is not as noticable since nearly everyone is already hitting most targets 95% of the time).

    This would not only allow them to do better damage (as the mag of the debuff builds with each hit), but it will also "give back" to their allies by making their attacks do more damage too.
    An 8-second (the duration of the -def in PB attacks) stacking 5% res debuff added to PB attacks would be pretty radical, since it'd increase the sustainable DPS in human form by 20% to 25%.

    This would yield a similar damage increase to raising the AT damage modifier to 0.9 to 1.0. Nova and dwarf would see smaller increases due to their gappy attack chains, though.

    The problem is even doing this... high end human form's single target attack chain (which is where PBs are supposed to do well) would still only yield about 120 to 140 DPS (depending on -res stacking and the achilles heel proc). And to get to that point you'd have to use the apocalypse and hecatomb damage procs (if not their sets) too.

    By way of comparison, equally well-built scrappers and brutes operate in the neighborhood of 200 DPS (my superstrength brute's theoretical sustained DPS is 210 when accounting for rage crashes, at 70% fury) without shield defense, and over 300 with it under ideal conditions.

    Another scary point of comparison from a balance POV: a fire blaster with the +recharge required to run an attack chain of Blaze - Fire Blast - Flares and the apocalypse proc... only does 180.5 DPS. In short, at the high end, blasters can't outdamage melees on single targets with ranged attacking alone.
  21. I'm actually unsure on warshades, myself. They're certainly better off than peacebringers and function much better in-game, but I don't know if I'd agree they are quite the 'power build' that prevailing wisdom tends to cast them as, without doing some calculations first.

    A part of the problem with warshades IMO is that the people who play them and make them work that powerfully, are generally well-skilled and knowledgeable, as well as dedicated players who are willing and able to invest a lot of resources into the character.

    On the other hand, investing the resources at least does make the warshade improve proportionately. Investing the same resources into a peacebringer tends to have decidedly less impressive results.
  22. Quote:
    Originally Posted by Griff Mender View Post
    This always bothered me too. Why does the Hero epic not benefit the team when the Villain epic buffs everyone? Seems a little backwards. I can't think of a single time I was on redside where I didnt feel relief seeing a SoA on the team. I wish people had the same feeling when a Kheldian joined.
    They often get the opposite feeling, though!

    It would be nice, but it's just not in the cards I think. At the end of the day I think the way I used to describe it sums things up best - kheldians were originally designed around what they aren't supposed to do (be as good as the standard ATs in their areas of specialty), not what they are supposed to do (be decent at all areas of specialty).

    Warshades manage to get around it mainly, if not only, because of Eclipse and Mire acting to directly counter their low innate performance as permanent click-buffs.
  23. Quote:
    Originally Posted by _Zep_ View Post
    Once the Alpha slot is properly working for PB added with fitness (stamina) also working for the class I belive we are going to really see the AT buff up a lot more then other classes.
    It is properly working. There's no bugs with it.

    Quote:
    Going for a global recharge IO (basically with the Alpha slot) with the new extra end/second (From stamina) will increase my DPS significantly as well as close my Dwarf's attack chain.
    Depending on how much +rech you already have, adding 10 to 15% more may do less than you think, but the spiritual boost still is generally a good thing to try with a PB.

    Quote:
    Question, as I am not at home for a few days (COH withdrawls are starting) the +end proc in one of the end mod sets, that can go in both stamina and each of the forms's right? With 2 active when shape shifted? Or is in unique?
    The performance shifter proc is not unique. If you have two slotted, both will check to go off when appropriate (ie, 2 when in a form, 1 when not).

    Quote:
    With an added recharge of 33% with some going past ED and all that extra END, I am looking forward to being the blast-o-matic 9000.

    Yes other classes also get to go Alpha crazy, however having less powers and a higher slots/power ratio will get less of an overall increase.
    Actually, many other ATs with high-end builds will probably tend to benefit more from Alphas besides the Spiritual one, such as Musculature, which is a +damage enhancement. Without high-end builds, a Spiritual becomes more attractive since it may be able to bump their attack chain up to the next tier.

    The forms don't really have attack chains though, they have attack chain games of varying degrees. Closing those gaps will improve DPS, but not as much as having a larger selection of better attacks would.
  24. A 'back of the envelope' calculation seems to show me that super strength brutes with enough recharge bonus, can reach over 250 single-target DPS while at 70 fury and double-raged, and using procs. The chain I used for the calculation was gloom - KO blow - haymaker - gloom - punch - haymaker - repeat. Haymaker had the hecatomb and perfect zinger damage procs, gloom had the apocalypse damage proc. Total chain time is 9.9 seconds.

    With enough +recharge, from the start of the fight you'll have about 65s of single rage, 55s of double rage, then IIRC a 10-second crash, after which you'll have 60s of double rage again (the extra few seconds of recharge time on rage are 'covered' by the crash period). So once you're a minute into a fight, you'll be able to iterate your attack chain about 6 times per rage cycle followed by 10 seconds of no damage. So once you're 'established' you'll probably do about 215 DPS over 70 seconds (60s double rage uptime, 10s rage crash downtime).

    If I'm wrong on the crash duration and it's actually 15 or 20 seconds, then you do about 200 or about 190 DPS over the full cycle of up-and-down. And of course, you need to 'build up' to that output, not just to get consistent double rage, but also to get 70 fury, which may be overestimating the amount of fury you'll be able to generate and maintain against a single target, even though AVs give bonus fury now like they always were supposed to. And you can herd up minions to boost your fury generation, in many instances.

    Any which way, at least in theory it's still (eventually going to build up to) enough DPS to solo a 'generic' AV who hasn't especially got resistance to your damage output.

    I can anecdotally back this up by noting my SS/WP brute soloed The Radio AV a while ago. The Radio isn't a very hard AV, or at the time I wouldn't have been able to, but he still has the hp/regen targets you need to beat offensively.
  25. If you're an NW, your optimal ST attack chain is all-melee anyway, but your broadest-coverage AOEs are cones (dart burst and psi scream). If you're performing ranged AOE roles, you'll want soul tentacles and dark obliteration. Line up for your cones and throw tentacles-dart burst-psi scream-dart burst-dark obliteration.

    If you have a single target, you'll basically want to do First Come First Serve with your attacks, in the priority order of follow up, lunge, slash, strike, eviscerate, swipe, poison dart, mental blast. Ie, of the attacks you have from that list, use them off cooldown in the order listed. Yeah, you can come up with static attack chains, but really an attack chain is trying to optimize the use of your attacks in the best order of DPA anyway - same principle.