FourSpeed

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  1. Yep. I typically use L28 as a starting point for sets, and rarely use anything higher
    than L40 (unless I opt for a purple or PvP set).

    I'm also a huge fan of Frankenslotting as well, and I know you're looking more at
    complete sets, but it is still worth considering for several reasons.

    1: Lots Cheaper
    2: You get em earlier and get benefit from them for longer
    3: ED typically keeps the attributes within just a few %. This is easily verified
    with Mids - slot 50's in a power and slot 30's in the alternate slots. You'll see the
    values won't change all that much when you cycle between the two - typically
    single digit difference is all.
    4: Procs are just as good at L28 as they are at L50.


    Regards,
    4
  2. Quote:
    I also pull down my lowball IO bids and place more reasonable bids on level 20 generic IOs.
    If I might mention one tip I use all the time with my lowbies and common IOs:

    Don't Buy the IOs. Instead, put in lowball bids on the salvage. I know your slots are
    pretty much tied up now, but one of the early things I always do is buy 10 Boresights,
    10 Luck Charms, 10 Brass, and 10 Inanimate Carbon Rods...

    When I get more slots, I add 10 Clockwork Winders and Computer Virus to the list
    and eventually Ancient Artifact and Spell Scrolls.

    Those ingredients will make you Acc, Dmg, Rch and Erdx commons all the way up to
    L25, and comparatively, the recipes are cheap - even from a crafting table.

    Along the way, I keep those stacks up, and I never have to worry about having
    core Common IOs when I need them.

    You'll also make good progress on some of the workbench badges which will expand
    your slots and salvage capabilities as well.

    I've found that very helpful for many of my toons.


    Regards,
    4
  3. Followup: In the absence of any definitive info posted here, I did a little research
    on my own.

    I am satisfied that the convential wisdom is indeed correct.

    If you can remain at range, then, for equal amounts of defense, Ranged defense
    IS better than S/L Defense.

    Looking at several enemy factions on P-Wiki highlight a number of ranged powers
    that do not have an S/L component.

    Some Examples:
    Charged Bolts, Flares, Mesmerize, Gloom, Ball Lightning, Tesla Cage, Char,
    Fire Blast, Siphon Speed, Siphon Fire, Life Drain, Petrifying Gaze, Twilight Grasp.

    There are several more, including some toxic Vaz stuff, and I'd say that most
    factions have one of more mobs with one or more powers in the list, so, it looks
    pretty clear cut to me.

    About the only faction I could find where S/L probably would work just as well as
    ranged defense would be against Family. Otherwise, not so much.


    Regards,
    4
  4. Quote:
    Originally Posted by Ghostwind_EU View Post
    Doms do excellent melee damage. It's a shame not to be in melee range.
    That may be the case. I don't know, I've never played a Dom.

    My question on quantifying actual S/L vs R is from a Ranged character's perspective,
    (ie. a PB or Blaster), and since this is in the general questions area I felt I could
    put it in this thread rather than make a new one that asks essentially the same
    question.

    Sorry if that created some confusion - My Bad.


    Regards,
    4
  5. FourSpeed

    Cebr

    Quote:
    Originally Posted by TopDoc
    Personally I'd say the rewards are game breaking. This is a TF reward roll
    every 5 minutes, and ANYONE can do it. It's just silly. It's 100 Uncommon Recipes
    every 10 minutes. It's 2.7 MILLION Inf/minute. I remember when 2.7M Inf/Hour
    was considered OK.
    Well, I have little doubt the Devs will look at it. After all, they changed xp on
    Family and Freaks, put in aggro caps, and quashed any number of things in AE
    (many of which were real bugs/exploits), so I'm sure this, and lowbie farming
    in general, will get some review. The Devs have set several precedents with
    this sort of activity in the past.

    There's no telling, with Freedom coming soon, *when* they'll actually look at it,
    or how they'll deal with it, but I'm certain they will (sorry Neogumbercules).

    What I find most interesting though is the leveraging of game mechanics that
    make it possible.

    All of the attributes that make this work are either common, or desirable things
    the Devs deliberately added:

    * FotM Build: Those have existed (for various things) since Day 1
    * Selectively choosing mobs to fight? Also true from Day 1
    * Finding a map with said mob-type -- yep, all the time.
    * Beginner's Luck: Devs deliberately added this for the lowbie game
    * Smooth & Easier Leveling Curve: Devs put in a lot of time on this too
    * HP/XP Scaling at Low Level: Also intentional from Devs.

    The key though is AE provides the "Perfect Storm" in the sense that you can
    optimize ALL of these factors at once through a carefully thought out and well
    designed strategy like this.

    That typically isn't possible in the standard content. The latter 3 qualities you
    couldn't really do much with since you level out of them so quickly, and the
    first three really don't apply much until L50 (or if you intentionally level cap a
    toon) with a slotted out build.

    This approach really boosts efficiency of all of these things to maximum in AE.

    It'll be interesting to see how the devs deal with it, as it isn't really an "exploit"
    at all, in the classic sense, but rather a distillation and purification of very simple
    min-maxing techniques into one ultra-efficient process.


    Regards,
    4

    PS> I also ran this myself last night and got to L18 in under an hour (47 mins).
    I don't know if that's "game breaking", but it's easily in a category that will provoke
    scrutiny imho. Mind you, I *did* have a seriously fun hour playing with it.
  6. Just wait til he asks you to play it for him as well as build it....


    Cheers,
    4
  7. So, I'll infer from the lack of real numbers that nobody has actually done a comparison
    of S/L attacks vs Ranged attacks to definitively answer the question.

    For the record, I'm in Roderick's camp. I also think that Ranged > S/L purely for
    ranged characters, and that's the position I took in the discussion with my friend.

    However, that is purely speculative (reasonably so, mind you), following the
    Common Sense wisdom of "Well Duh, of course Ranged defense would defend
    against Ranged attack better than anything else...."

    Since S/L is *so* prevalent though, the only way to prove the conventional
    wisdom true is through trial and error, or actual research.

    I was hoping somebody had done the latter. Oh well


    Regards,
    4
  8. Quote:
    Restrictions: No AE. No borrowing money from any other character. The whole
    point is to show that anyone can manage this, starting from nothing.
    In the area of "disclaimers, quid pro quos" etc. (Aladdin), "anyone" can't do this.

    Heck, I don't even have /auctionhouse and I've been around awhile...

    Now, in terms of the actual steps and mechanics of the project, that's valid,
    but you have several perks to ease the journey and quite a bit more game
    knowledge than a newbie would.

    That caveat out of the way, I don't see why a newbie wouldn't be able to follow
    your roadmap/approach if it's clearly outlined.

    In any case, it sounds fun and interesting.


    GL & Enjoy,
    4
  9. Quote:
    Originally Posted by Deathbeforedisco View Post
    But do you think anybody would ever play this game SO MUCH that they can get 48 level 50's in about a few months complete with all five tier 4 incarnate powers? LOL
    You're kidding, right?


    4

    PS> I think one of the Bills (BillZBubba or Memphis Bill) has probably
    *deleted* that many L50's over the years.
  10. Quote:
    Originally Posted by Amy Amp
    Even doing minimal playing with the market, you can buy level 50 common IO recipes for all of 1 currency and then sell them at stores for over 30K per each one.
    Quote:
    Originally Posted by Call Me Awesome
    If you want an easy, guaranteed way to make a nest egg all you need to do is go to the auction house and bid 100-500 inf on some of the undesirable level 50 recipes, then sell those to the vendor. A vendor pays 5,000 for uncommon and 10,000 for rare level 50 recipes and lots of the "junk" can be had for virtually nothing. Snipe sets, sleep sets, some of the taunt sets and hold sets are good choices for this.
    Aw, you guys peeked at my guide. No Fair.

    OP: As you might surmise, my Guide is "more than you ever want to know",
    about Recipe Vendoring.

    It's easy. It's fast. It's lucrative, and it's 100% safe, with minimal time spent
    at the Market. I originally wrote it in 2008, and if anything, it works even better
    these days than it did back then (and it worked *well* back then).


    Regards,
    4
  11. FourSpeed

    Cebr

    Excellent Post, TopDoc - you never fail to impress. 5 Stars to you sir!

    I think you just wrote the definitive farming guide - you really should consider
    posting it in the Guides section.

    It consolidates and clarifies the mission and build concepts with well-researched
    numbers, and it collects many of the ideas and techniques from various farming
    threads, along with a few intriguing innovations of your own, in one convenient
    place.

    Even if the devs alter things from a farming standpoint, the concepts still have
    practical in-game applicability for min-maxers who like performance toons.

    My dabblings have been with a Claws/Fire Brute, and all farming considerations
    aside, running these toons in this manner can be a very fun (and wildly chaotic)
    experience, not to mention a nice change of pace from standard missions.

    Of course, the rewards and perks ain't bad either.


    Cheers,
    4
  12. Quote:
    Originally Posted by Amy_Amp View Post
    It's a big reason why higher level characters perform better on lower level TFs. They have access to the TF level cap +5 and all of the slots put into those powers up to their current level.
    Another factor is that they'll generally have more global buffs, and even set
    buffs, for those of use that do mid-level frankslotting, or dump lots of Purples
    and PvP IOs into the build.

    Finally, higher levels can carry more inspirations, which can be a significant
    force multiplier as well.


    Regards,
    4
  13. Quote:
    Originally Posted by MajorTractor View Post
    Both Barrier and Rebirth can be made permanent in the 4th tier, and while the benefits decay, the average benefits are huge.
    True, and at levels below L45 they completely cease to exist, not to mention
    having zero benefit throughout your toon's entire leveling career.

    Excellent powers - Bad substitutes for either Defense or Regen in the build.

    Quote:
    Quote:
    Originally Posted by MajorTractor
    It is really a moot point though. Either one can be made much tougher than you will ever need, even before you add all the Incarnate craziness.
    On this, we agree, although I'll point out your very own last phrase, which
    preclude both Barrier and Rebirth.


    Regards,
    4
  14. OP:

    In terms of inf, you need ~18M over the course of your career for an SO build.

    Depending on salvage pricing, it can be (maybe) a little bit cheaper for Common IOs.
    The nice thing about them is you can get them at L30 or so, and get SO performance
    that *never* expires, so once equipped, you don't have to look at it again.

    Depending solely on drops to kit your toon though is going to be pretty haphazard
    at best, unless you're lucky.

    Avoiding the Market entirely, is going to make it even harder.

    There is zero doubt that use of the Market (even casual use) is the best way
    to fund a character in the game.

    That said, there are some really easy, and safe, strategies to use that require
    a bare minimum of Market activity. Major Tractor's point of exchanging AE tickets
    for a stack of rares is about as easy as it gets, and two 10-stacks will net you
    enough inf to slot your entire build in SO's.

    Running some tips at L20+ until you get a couple H/V-merits to exchange for a
    high ticket item (ie. LotG 7.5%) will net you over 100M. Again, standard content,
    put to good advantage.

    The guide in my signature is another very easy way to get your feet wet in
    the market, with minimal risk, and good returns.

    It really would be worth your while to invest some minimal time for a little
    Market knowledge. It will help *all* of your toons, not just the current one.

    That said, it's your $15. Play it however you like.

    GL/HF,
    4
  15. Quote:
    Originally Posted by MajorTractor
    I picked 80 hp/s as a random number. Even at 200 hp/s (which iirc is about the most you can get even on a WP tank) the regen is doing less for you than your defense and resistances.
    Ahhh. I assumed you picked 80/s because it was the actual number my brute has,
    which is why I listed 65-80/s earlier as realistic /WP values.

    Quote:
    Originally Posted by MajorTractor
    This part is completely untrue.
    2 words: Rebirth Radial
    Any character, regardless of AT. Just grind Lambda.
    Really. So, a 60 sec decaying heal is your idea of High Regen for any AT?

    Hmmmm. I guess by that categorization, the same is true for Defense in a single
    word: Barrier

    That should save players a lot of inf buying Kinetic Combat IOs they no longer
    need.

    Or put another way, both of those powers are excellent, but I think you'd
    agree that no defense advocates would say "Forget Def, just get Barrier".

    The same would be true for regen advocates regarding Rebirth, except on an AT
    that can't actually get any appreciable amount of regen.

    Quote:
    Lets go back to your mock Lt. and an Invuln with no regen, Fourspeed, and insert my actual SS/Invuln build on live....
    <snip>
    So he's dead, but by only 256 hit points.
    Yes. In that scenario, Dull Pain easily saves the bacon, if you're there to click it,
    or you have it on auto. For all practical intents and purposes, DP (or any heal) is
    simply regen, abeit not continuous. Depending on your slotting, starting HP, and
    recharge, DP works out loosely to ~5-10HP/s on average.

    Otoh, in the same scenario, the /WP Brute can sleep through it.

    Quote:
    The real difference comes in on multiple mobs, let's say 6 of your Lt.'s.
    We'll give your WP 170 hp/sec, which is a very, very good number for full RttC and much more than 6 mobs worth.
    The real difference comes in on multiple mobs, let's say 6 of your Lt.'s.

    We'll give your WP 170 hp/sec, which is a very, very good number for full RttC and much more than 6 mobs worth.

    My Invuln gets hit 6*2250 = 13,500 damage, easily recovered by my 58,245 of regen and dull pain's healing.

    Your WP gets hit 6*45,000 = 270,000 damage, but you only regen 255,000. He's DEAD by 15,000 points of damage.

    It would take over 25 of these Lt.'s to kill my Invuln. Agro cap is what? 17 or 20? It's definitely less that 25.
    My spreadsheet shows the same. Of course, without the DP or regen, your
    SS/Inv is just as dead - as the prior example shows. And since you're allowed
    DP, the SS/WP could add a mere 3% of Defense (say, a Steadfast IO), and
    take the rest of the day off, even in the 6 Lt. scenario. Problem Solved.

    So again, we come full circle. Both toons are quite impressive, and defense
    strategies (to some degree) are interchangeable from an effectiveness viewpoint.

    Having a good mix of them is as good or better than relying on a single
    strong one.

    The one wrinkle in the scenario that you didn't mention, is one of the two things
    I stated in my very first post that can kill the /WP - an Alpha Strike.

    In this case, 6 guys (if they all hit) would do 3600 dmg, of which 1800 would
    count. He'd need 360/s regen to recover that before the next attack round.

    So, the Alpha would very likely kill him on two successive rounds, if they both hit.
    That IS an issue that up-front Defense is very good at mitigating.

    Your example illustrates that little gotcha in the build quite clearly.

    In any case, I think we've beat the topic up pretty good. Certainly the OP should
    have a pretty good sense of the relative strengths of each AT by now.


    Regards,
    4
  16. Funny how things turn up when you need them (ie. this thread)

    My friend and I were debating this just yesterday and I was going to raise
    it as a question (as I don't know the real answer) to the min-maxers out there.

    As I understand it, the defense applied against an attack follows these rules:

    * If the attack contains a certain damage type (Energy, Smashing, Lethal etc), then
    your defense for that type is considered.

    * If the attack has a certain vector (Melee, Ranged, AoE etc.), then your defense
    against that vector is considered.

    * Finally, if more than one of your defenses can be considered against an attack,
    then the one with the highest number is the one that is actually applied.

    So, the question we were debating is this:

    Given the large number of attacks that have a Smashing or Lethal component
    to them, is it better, or even effectively viable, to build for S/L defense to protect
    against ranged attacks (under the presumption that high S/L def is easier to
    get than high Ranged Defense, and many/most have an S/L component)?

    Has anybody looked at that sort of approach, and if so, what did you discover?


    Regards,
    4
  17. Quote:
    If I set it for 30 you'd get your powers up to 35. But wouldn't it shut off the level 36 slots?
    If, by "shut off", you mean ... prevent you from using them, then No.

    All slots in powers apply. Based on the level of mission, all powers taken
    from 5 levels higher than the mission and lower are available.

    So, if I'm a fully slotted L50, and I run a mish at L6, all powers taken between
    L1 and L11 (5 levels, even though L11 is slots) are available.

    What *does* happen though, is that the game takes the slots you have, and
    scales them accordingly to reduce power down to a L6 equivalent level.

    There's a good discussion about Enhancement Scaling on P-Wiki that covers
    it in some detail.


    Regards,
    4
  18. Quote:
    Originally Posted by MajorTractor
    The problem with relying on Regen is that it is a static amount of mitigation. Defense and Resistance scale with damage. The more damage that comes at you, the more they benefit you. Your 80 hp/sec per second will only ever give you 80 hp/sec.
    While I understand the point you're heading towards, that isn't quite the full story.

    The 80 HP/s is against just one mob.

    There aren't many single mobs that can put out 80+ DPS other than some GM's
    and signature heroes, so it's substantial mitigation, and often sufficient all by
    itself, for standard stuff.

    With RttC though, regen stacks based on the number of mobs in range, so it can
    easily get into the 120-130 HP/s level at the initial stages of a battle.

    To be sure, that is still a finite number against a crowd, but it's still quite effective.

    I think the more noteworthy issue with regen is that very few toons can get
    even close to those levels. By contrast, softcapping defense in some way (a type,
    or position etc.) is much easier to achieve for most ATs.


    Regards,
    4
  19. Claws/Fire on the lowbie maps would definitely work.

    Blazing Aura at L2 and Spin at L6 make it quite viable.


    Regards,
    4
  20. FourSpeed

    Elec/Elec sapper

    The sapping playstyle is viable, especially for an E3 Blaster. In addition to SC & PS
    (which are must-haves for that style), several powers help keep them sapped
    (Lightning Field, Ball Lightning, Tesla Cage, and even the T1 attacks all drain
    some amount of End).

    That said, I'd also say that it really is a playstyle best suited for solo (or duo) play.

    I agree with DarkGob about teams. Dead > Sapped, and on teams Dead will
    definitely happen first.

    If you're planning to team a lot, Sapping isn't going to be very satisfying.

    For solo play, it's a lot of fun (to me), albeit a much slower playstyle than
    the one my Fire/Energy Blaster would use.


    Regards,
    4
  21. Quote:
    Originally Posted by Emberly
    Nobody is failing to grasp that. What you are failing to grasp is that there is no AT or powerset combo that has "NO regen" and accordingly, your examples are meaningless.
    It's not meaningless. It's actually an approach used quite frequently in things
    like modeling, calculus and other scenarios along the lines of "examine the effect
    as some Variable approachs some arbitrary Limit" (in this case, variables Def and
    Regen with a limit of zero).

    For purposes of this discussion, I'd consider 5 HP/s or less as low regen.
    It's about what my blaster has (iirc), and it doesn't even replenish him
    between fights, let alone contribute significantly to his combat surviablility.

    I'd say 10-30 HP/s would be significant, and high for some ATs.

    30+ is high for all but Regen sets, and 50+ is very high and typically not achievable
    except in Regen sets.

    SS/WP can get 65/s easily, and 80/s definitely vs a single mob.
    My SS/Inv is around 25/s (iirc), and its effect is quite clear.

    Quote:
    Originally Posted by Emberly
    The reason Regen (the set) was nerfed repeatedly prior to the GDN is not because regen is the be-all end-all of defensive abilities. It was because Regen (the set) was far out of whack with what the devs wanted in the game.
    The "out of whack" part was that players were making completely Invincible
    characters, and prior to the purple patch, were farming purple con mobs, and
    in general, were immune to most (if not all) of the PvE content. THAT is what
    the Devs didn't like about the set.

    Quote:
    Originally Posted by UberGuy
    Specifically responding to the thread, the highs to which the two sets can be taken are so high that the question will necessarily lead to a bit of arguing about how many angels can dance on the head of a pin.
    I definitely agree with this and to a large degree, that is exactly where this
    thread is at this point.

    Quote:
    Originally Posted by UberGuy
    Really where I give WP the biggest nod is in the structure of the powers as you level up, which isn't where this discussion is primarily focused. With Quick Recovery and a nice layering of defenses, WP is very nice to actually play to 50, where Invuln has highs and lows as you go through getting things like the passives, which I think a strong Invuln build does want.
    I agree with this point as well. My /WP was pretty much indestructible by St. Martial
    timeframe vs S/L mobs and solid against everything else, using mostly frankenslotted
    sets and commons.

    My /Inv never really got that feel until much higher level and a much more complete build.

    At L50, they're both at the "Angels on a Pin" phase, and are by far, the 2 toughest
    characters that I have (of a rather large number of toons).

    So, coming full circle to the OP, either (or both) will be very, very good, and
    determining which is "better" is really going to depend on how you define "better".


    Regards,
    4
  22. Quote:
    Hardly quibbling; you're arguing in bad faith.
    No, I am not.

    What you are failing to grasp are two simple ideas.

    1> NO Def + High Regen > High Def and NO regen
    2> HP, Def, Resist, Regen *blend* to affect Total Survival.

    For point #1, simple math clearly proves that - Dead vs Full Health is about
    as clear cut as it can be.

    Point #2 really muddies the waters, because basically it means that mixing those
    various attributes to the degree your AT can, will be (for practical in-game purposes)
    similarly effective. As has been pointed out, ALL ATs can do that with all of those
    attributes to varying degrees.

    I find it amusing that everyone regaling me with tales of how their AT's survive
    the Pylon Challenge also point out that they have *significant* amounts of regen
    which actually make it possible.

    Imagine that.

    Given that we can't seem to progress past the basics of those two simple
    concepts listed above, I'll just simply agree to disagree and leave it at that.

    But, I'll also fall back on history. For those that have been here since the beginning,
    the GDN was the big Defense nerf. It's remembered well, because it hit everyone.

    What is not remembered so well, is that from I1 through I3 or maybe I4, Regen
    sets were repeatedly nerfed with several patches to the point where it became
    a standing community joke.

    Why? Because the devs evidently understand the concept I'm trying to illustrate
    significantly better, it appears, than many of the responders in this thread.

    Go Figure.


    Regards,
    4
  23. Quote:
    Your example is not useful, because it relies on imaginary circumstances.
    Quote:
    One small problem. Your argument is completely invalid.
    You're relying on an impossible scenario to make your point.
    NO character in the game has NO regeneration. Plain and simple.
    Quote:
    Yes, what they said, and giving the Inv "no regen" totally distorts the scenario -- a minion doing 1 hit point a week would eventually bring him down.
    Here we go. Let the quibbling commence.

    Forest, trees, guys.

    Yes. It is a contrived example to illustrate a point. It is true. ALL characters
    have some level of regen, and ALL characters have some level of Def, typically
    in addition to the simple 5% ToH floor and the implied 50% def (the inverse of the
    base 50% ToH for a standard mob).

    You could put a spreadsheet together to account for all that detail and end up
    verifying the point, which is: SS/Inv (and any +Def build) *must* stay actively
    involved or they will die. In many cases an SS/WP with high regen has total immunity
    in the same circumstances.

    If your high defense character (be it SS/Inv or something else), has default,
    or low regen, let it stand in aggro range of a Rikti Pylon. Then, hands off the keyboard.

    With only a 5% or so ToH against you, the Pylon will still kill you. It may well
    take some time, maybe quite a lot of time, but the end result is not in doubt.

    It won't kill the SS/WP brute with high regen, no matter how long it stands there.

    In my specific case, it won't kill my SS/Inv either, but that's because it *doesn't* have
    low regen. It absolutely *does* kill my softcapped Night Widow (even with ~12 HP/s
    regen). If that number was a little bit higher, say 20 or so, it would probably
    be fine unless two unlucky back to back hits occurred (it's also squishier than
    either of the brutes)

    As I said in my very first post, BOTH of these Brutes are PvE DemiGods, and we're
    splitting hairs. But SS/WP *can* have complete immunity in circumstances where
    the SS/Inv cannot, and CDF affects it far more than it does my SS/WP.

    For me, that's enough to tip the scales toward it. YMMV.


    Regards,
    4
  24. Sure. I can elaborate.

    Quote:
    FourSpeed, why is it that you rate "very high S/L resists" as a plus for WP, but do not list Inv's even higher S/L resists as a plus for it?
    I didn't say it wasn't a plus. The thing with a High Def build though, is that it simply
    doesn't come into play as much (if you don't get hit, resist does nothing).

    The /WP typically gets hit much more often, so it is a much more vital part of
    its overall defense strategy because it allows the regen to keep pace with the
    incoming damage.

    Let me give an extremely simplistic example that will demo what I mean and
    hopefully clarify the "immunity" concept as well.

    Consider our two Brutes.

    SS/WP: 2000HP, 70/s Regen, 50% S/L resist -- No Def (for simplicity)
    SS/Inv: 3000HP, 45% Def, 60% S/L resist -- No Regen (for simplicity)

    We're gonna gloss slightly because I want to focus on the primary core points
    for the ATs rather than quibble over to-hit floors, or idle HP recovery etc.

    Each is going to mock a Lt. (ie. Ridicule him, but not kill him). The Lt, of course,
    will be very annoyed and pummel said Brute mercilessly, because he's used to
    pounding squishies, and doesn't tolerate that sort of verbal abuse...

    Lt: Melee Attack does 600 Dmg. 5 Second recharge. Standard 50% ToH

    Let's see what happens after, say 25 minutes (1500 seconds)...

    Code:
                         Mob  Attk Attk Total  Dmg    HP
    Brute  HP/Def/Reg/Res ToH Count Hits  Dmg  Taken  Recv Result
    -------------------------------------------------------------
    SS/Inv 3000/45/--/60    5  300   15   9000  3600   --   DEAD 
    SS/WP  2000/--/70/50   50  300  150  90000  45K   105K  FULL
    -------------------------------------------------------------
    Hmmm... after 25 mins, assuming neither Brute does anything, the SS/Inv is in
    the hospital - despite higher def, higher res and higher HP, while the SS/WP
    is at Full Health...

    Even though the SS/WP actually took 10X the damage, his very high regen
    along with his resist was able to keep pace with the incoming damage over
    time.

    Unfortunately, the 5% ToH floor, along with no regen at all, guaranteed that it's
    simply a matter of time and attrition for the SS/Inv Brute.

    Now, there's zero doubt that both Brutes would win the battle had they lifted
    a finger to fight, but the SS/WP has complete immunity - No matter how long
    the battle goes on, the Lt can *never* kill the SS/WP in that scenario.

    Quote:
    I've certainly experienced cascading defense failure on my WP builds.
    Quote:
    My much-more-expensive, soft-capped WP build HAS been slaughtered by defense debuffs, and has to be careful -- it only has around 17% DDR and less cushion.
    Sure, that can happen.

    Consider what would happen if we gave the Lt. in our example a 5% -Def
    buff, stackable for each hit.

    Well, ToH would start to approach the 95% ceiling in fairly short order

    Very Bad news for the SS/Inv, but a complete non-issue for the SS/WP,
    (in this instance) because even at 100% ToH, the Lt. couldn't beat the regen.

    However, you can see that if the Lt put out a little bit more damage, it would
    begin to be a problem for the SS/WP, so, yes, it can indeed be subject to a
    CDF problem, but in general that is far more severe and troublesome to the
    /Inv than it is for the /WP, and in many cases, it doesn't matter at all to the
    /WP if he's fighting his preferred S/L mob types.

    On the other hand, if the Lt. had a -regen buff that tanked it to 0, then the
    SS/WP is in very deep doo-doo.

    Hopefully, the example shows, conceptually, why I like /WP over /Inv provided
    you can get a high regen rate. It's also the very same reason that the Devs
    seriously nerfed regen sets way, way back... Immunity is as close to an "I-Win"
    button as you can get, which is why very few AT's can get away with it.

    SS/WP is one of the ones that can.


    Regards,
    4
  25. It's been a LONG time since I initially read this - Good Stuff, Bill.

    On the new subject of travel, you have a typo in your text - you mention...
    Quote:
    And someone did. Per the lore bible, in a Kheldian's Light form, they *can* get to light speed... at which point they do something very comic-book-y, switch to Nova, and basically create a wormhole.
    I believe you mean Dwarf based on what Avatea wrote.

    On the question of "How do Peacebringers reproduce?", I'll offer some speculation -
    As a "natural" origin creature, I'd hypothesize it reproduces through Fission, similar
    conceptually, to the way simple cells divide.

    Or put another way, if Light Form is simply energy, what prevents it from
    dissipating?

    Evidently the being itself maintains/retains a certain size and shape, and prevents it
    from occurring through some unknown mechanism.

    By corollary, how does a Peacebringer (an energy being) die?

    Presumably, if/when it becomes too weak to maintain its Light Form, it does
    dissipate and the being ceases to exist as a distinct and sentient life form.

    Given that hypothesis, it seems natural that such a being (if strong) would possibly
    be able to choose to divide itself into 2 equivalent (but weaker) copies through
    fission.

    It probably raises as many questions as it answers, but it works for me


    Regards,
    4