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Posts
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Joined
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For me, the nastiest were Void Bosses back in I3-I4 timeframe on my
Peacebringer... 1-Shot hospital trips more times than I can count.
For awhile, there was an Issue with CoT, and they'd spam Mud Pots at
the same frequency Knives spawn Caltrops, with pretty much the same
results.
The "new" Longbow Nullifiers are especially nasty for my SS/WP Brute (at
x/8 difficulty settings) due to them tanking both Res and Regen... Ouch.
My stalkers, on the other hand, eat them for lunch...
It's very AT specific for the most part.
I guess if I were to pick the toughest critters in general, I'd look at Rikti
Pylons or Giant Monsters (out on Monster Island or N of Peregrine Island).
You're really talking about high-end exceptional builds (or teams, of
course) if you even want a shot at taking those out...
Rikti Cruisers probably top that list (if you can even defeat them at all
anymore), as it took multiple teams typically to handle them.
All the other stuff can be soloed at "reasonable" difficulty settings with
most AT's.
Regards,
4 -
Quote:This.Originally Posted by JabbrwockThe reason everyone D caps is because everyone can. Almost nobody can cap resistance without massive use of orange inspirations or at least two players providing external buffs.
It's *easier* for most toons to boost defense than it is to boost either
regen and resist. That is intentional on the part of the devs, because
back in the early days they learned very quickly that "invincible"
characters could be built with Res/Regen (hence all the early nerfs to
those sets).
Debuffs are an important factor, but there are some issues that need to be
clarified and separated here.
From a SURVIVABILITY standpoint, most debuffs don't matter to a res/regen.
DeBuff my ToHit into the Stone Age if you want... If you can't Kill me, I
still win - it just takes longer. Same with recharge. I don't care about
debuffs except -res, and -regen, and they are a lot less prevalent than -def.
Same with RNG - Barring Damage Spikes (which would have to be a LOT
higher to kill Res over Def), a few bad RNG rolls won't matter - in a Def
build, you're dead -- end of story.
Speaking of RNG - there's Streakbreaker ... which kills Def toons outright,
and doesn't bother Res/Regen at all... They're getting hit by everyone
anyway. But, often when Streakbreaker does kick in, most of the mobs
seem to get it at the same time ... Boom. Dead Def toon (see Spike above)
Sappers: First, a Sapper takes two hits to drain end, and secondly,
*anyone* who ignores one runs the risk of the scenario mentioned ...
That is why *eveyone* learns to kill them first.
If you look at sustained DPS numbers, you will find (excluding any other
factors), that toons with EQUAL Res% can withstand higher DPS numbers
than DEF (for no other reason than Def is *never* below 5% to begin
with).
So, take a Generic AT with, say 1500 HP. He'll have these stats off the top:
HP: 1500 (A simple arbitrary number here)
Reg: ~2HP/sec (whatever your normal heal rate is - I picked 2 as "close").
Def: 5% (Mobs *always* have a 5% chance to miss)
Res: 0%
That's your baseline guy.
For that guy, if he does nothing but stand still, he can sustain 15 DPS for
a period of two minutes... Any Higher (or longer) than that, and he's dead.
Now, boost Def by 10% and recalculate DPS. Do that in steps to 95% Def.
Now, Start Over, and do the same for Res.
Guess who can withstand the higher DPS?
Throw Regen on top of it, and it gets even better...
Defense is prevalent today, because the Devs realized that Res/Reg is OP
unless seriously limited. In fact, that is also (arguably) part of the reason
they added more debuff secondary effects to mobs...
Regards,
4 -
Yep - I wish we could do more things with "body style" - I have a toon
that is sitting on the shelf for exactly that reason (I was trying to make a
mean-tempered woman with BBW figure along the lines of "Lulu" - from the
Stephanie Plum mystery books)...
Sadly, it can't be done at this time.
Regards
4 -
Quote:Only if it causes the attack to miss... Otherwise, no - you get the debuff too.Defense is vastly superior to resistance because defense will also negate any secondary debuff the attack has.
Also, unless the debuff is -res, it won't matter to a high resist set (from a
pure survivability standpoint).
So, I disagree with "vastly superior".
Regards,
4 -
That's a bit of a tricky question to answer as there are several factors
that come into play.
Defense
First, with Defense, if it makes the mob miss, you take zero damage.
Zero Damage is always a beautiful thing, but anytime you are hit, you
take full damage from it...
Mobs will *always* have a 1/20 hit ratio, even with capped defense.
Some Mobs have autohit attacks (No defense at all against these)
Many Mobs have a -def debuff component to their attacks, leading to
what is gently termed "Cascading Defense Failure" (ie. eventually, with
enough mobs and/or enough debuff hits, your defense is gone)
Finally, there is also a Streakbreaker for mobs just like players (I'm not
certain of the exact percentages, but after enough misses a mob will get
a guaranteed hit).
On the plus side, +def is easier for most toons to get - more IO sets offer
it, and there are more defense powers than resist powers.
Resist
Resist on the other hand doesn't affect a mob's ability to hit you at all - it
simply reduces the damage of the attack.
Some mobs have -res debuffs, but I believe there are fewer of them than
mobs with -def.
It's fairly difficult for most AT's to get high enough resist numbers (generally
speaking). /WP ATs and Kheldian PB's typically have it easiest there.
Regen
The third factor you really need to consider in this mix is Regen. AT's
always regenerate health, and in general it's not fast enough to matter
that much (usually).
Some AT's (/WP) can do so at rates that do matter - significantly.
So, I'm certain that there are optimum mixes of Def/Res/Reg that maximise
survivability, but "better" than the others is a bit of a misnomer.
Consider the extremes:
At sufficiently high Regen rates, you're unkillable - nothing can do enough damage
At suffciently high Defense, you're unhittable - nothing can do any damage
At sufficiently high Resist your normal health regen will heal any insignificant damage you take.
Normally, you can't achieve these extremes, and in the case of Defense,
the cap makes it impossible. However, with blending them, you can get to
the point where your survivability is very high.
Typically most players opt for Defense, again, because it's easiest to do
for most toons. But the other approaches are no less viable if you can get
high enough numbers in your mix.
Regards,
4 -
I love the market when I get many of the same positive experiences that
many of the other posters have mentioned here. It makes me smile.
I love it when I can lowball a 10 stack of Common IOs on Monday, buy,
re-list, and sell them all for 5X my cost by Friday...
But, I especially love that I can buy a certain recipe directly from the
crafting table, and sell it for a 50% markup on the market ...
Daily... for Years...
Regards,
4 -
In general, powers that *can* be affected by an attribute (ie. accuracy)
will be affected by it even if you can't directly slot that specific
enhancement into the power.
For example, you cannot slot recharge into Mind Link (Widow VEAT), but
you can slot defense. If you slot a Kismet Def/Rch into Mind Link, the
recharge portion of the IO does indeed improve recharge time.
However, if the power doesn't actually use the attribute, then it won't
have any effect at all.
So, for instance, Stamina doesn't use Accuracy. You can slot a Performance
Shifter (EMod/Acc) into the power, but the accuracy component has no effect.
So, the real question is whether the power you mentioned *uses* the
accuracy attribute at all.
Regards,
4 -
Conceptually, I don't mind godmodes on the occasional or signature NPC.
What I *hate* about them is their implementation - ie. their duration,
their (lack of) cooldown, and their (cheating) ability to ignore the
inconvenient drawbacks of those powers (unlike our variants).
In those cases, yes - they're Fun Killers and categorically, they comprise
the bulk of (the very few) missions I skip or simply autocomplete.
By contrast: Unlike Goat, I don't mind Paragon Protectors quite so much,
although I think the duration of MoG should be lessened somewhat.
That said, you know it's coming, and can often prevent it entirely with
some timing and slight tactical changes - that adds spice and challenge
for me and I have fun playing the mini-game of "Kill the PP before he
MoGs". It's like knowing to kill Sappers first - a tactical consideration.
Once he does manage to MoG though, it's a mild pita (or a major one if
you have a lot of them) due to the excessive duration of the power.
Master Illusionists on the other hand are always irritating, and the fact
that they can attack through Phase is an outright cheat imho. If they
adhered to anything even close to Phase rules, I'd have no issue with it
at all.
Valkyrie and Statesman are just ridiculous. They go directly to the
skip/autocomplete list. End of Story.
I don't think NPC godmodes need be fun killers by necessity, but
unfortunately, the way they're implemented currently often achieves
that exact effect. It's a pity, really.
Regards,
4 -
Count me in the "Assault" category. I have enough Acc, but +Dmg is
always Welcome & Good.
Like Mike2000, I slot set IO's, and frequently have a Kismet +Acc in my
builds as well. Slotting for 60% Acc in attacks will get you to the 95% ToH
cap against most PvE mobs, and it's a snap with Global Acc bonuses.
I agree with Mac about Tactics being important in PvP, but I'm usually
the Stalker they're trying to see, so I typically don't have it... Of course,
with side-switching, Tactics is probably more pertinent in PvP these days.
Regards,
4 -
Quote:They also said they'd never merge the markets.Originally Posted by IronAlexthey said that they will not go back
Here, have some salt, just in case (but don't bet any money on it).
The more telling point (to me), is that they did, willingly and intentionally,
ignore and alienate the previous PvP community, and at this point, there
really isn't much of a community to speak of, or ignore now...
There's really little way for the devs to even justify socking dev hours into
PvP at this point. It's highly doubtful any changes they make now would
result in more subscribers - certainly not compared to a project like GR.
Add that to the simple fact that they truly don't understand what *would*
make PvP better to begin with.
Why do I believe that? Simple.
They "wanted" (based on the commentary) casual PvE players to get
involved in PvP, and their solution???
1> Let those casual players spend 25-50 levels learning their toon only to
discover that nothing they learned actually applies to the PvP game. Their
key powers, buffs, and movement ALL behave differently, and that doesn't
even consider mindset and tactics, which differ vastly from PvE AI.
That's not a learning curve, it's a parachute drop from 12,000 ft - without the chute.
2> Provided minimal reason or reward to face the risks of PvP... Shivans
are nice, Nukes aren't worth the trouble, and heck I've never even bothered
with a Heavy... PVPIO's? Sure, they're pretty nice too, but a lot of "casual"
players, that the devs say they want to entice, are still on SO's, never
mind sets, or specialty/luxury IOs.
None of these rewards offset the problems of point #1.
3> Drove away the folks who were actually interested and enthusiastic
about PvP and could (and willingly did) contribute useful knowledge about it.
I won't say "never" (due to the market comment above), but my practical
expectation is a statistically close approximation to never...
Regards,
4 -
I have to respectfully disagree with Gavin's approach on this one, or at
very least, say, I went a different route, which has been highly successful.
When I built my SS/WP Brute (who is now L47), I focussed on HP, Regen,
Resistance, and then Def & Recharge.
So, my targets were:
2600 HP,
80 HP/sec regen (1 mob in range of RttC)
50% S/L resist
20-25% Def
As much recharge as I can get within the prior constraints.
While, in general, I agree with +Def as a high priority, in this case, you're
fighting the build's strengths to get it whereas HP and Regen are built-in
and much easier to boost than most other ATs.
Even though I haven't hit those targets yet (and won't till I finish slotting
at L50), he's about 80-90% or so there now, and he's completely immune
to Rikti Pylons, Scrapyarder and many good-sized mob groups.
Again, while I understand Dech's Defense cap guide, there are still some
issues - namely, a lot of mobs with -Def attacks, Cascading Defense Failure,
and of course, Streakbreaker (yes, mobs get one too).
The issue for me with Defense is that it works, sometimes. When it doesn't,
you get hit for full damage, and often by multiple mobs at once.
By contrast, Resistance and Regen work, always. They're always reducing
damage, and always putting HP back. While there are some debuffers out
there, I feel there are fewer of them than -def debuffers.
The reason defense is so popular is that (for most toons), it's a lot easier
to get, with many more sets providing it, than regen or resistance.
SS/WP Brutes, imho, are the exception that prove that rule of thumb.
So, my idea for my toon was to get enough Defense to help, max Resistance
to reduce damage when they do hit, and max regen to heal back faster
than they can take it away.
So far, I've been *very* pleased with the results. YMMV.
Regards,
4 -
@OP
In answer to your question, yes - imho, as a primarily solo player, enhancing
is definitely worthwhile.
For a toon I'm actively levelling, I follow (sort of) Reptlbrain's approach.
1> I always have a 10M slush fund in gleemail for my newbie to claim
(previously, he had to earn it - typically using the mkt strategy in my sig)
2> I don't deal with TO's, DO's or SO's - ever... It's Common IO's till I
start Frankenslotting (in the L20's).
3> Unlike Reptlbrain - I (usually) don't buy the recipes - I buy the salvage.
Why? Because the same salvage is used all the way to L25 for Commons,
and table prices for the recipes themselves are cheap. So, for the 4 Key
IO's I usually need:
Code:I put in lowball bids for these, and I also keep any I get as drops. When IAccuracy: it's Boresight and Luck Charms Damage: it's Brass and Inanimate Carbon Rods Erdx: it's Ancient Artifacts and Spell Scrolls Rch: it's Clockwork Winders and Computer Virus
need one, I buy the recipe (bid if it's cheap, or straight from the table),
and craft it. That's 4 mkt slots, and I try to always keep them full.
For IO's other than the big 4, I'll buy/craft them on an as needed basis.
My standard (default slotting) for lowbie attacks is 2 Acc, 1 Erdx, and
then Dmg to fill out slots 4 & 5.
Personally, I find that works quite well for me - I typcially slot all 3
batches of IO's (L10, L15, L20). It's cheap, you don't need that many
IO's, and they outperform TO's and DO's quite handily.
As a perk, along the way, you'll memorize these recipes, which gives you
a nice easy path to crafting Common IO's for fun and profit later, or just
getting a start on the Portable Workbench Accolade if you're so inclined.
Regards,
4 -
Based on what you described, I'm thinking along the lines that Fulmen's
mentioned.
There is high volume turnover on Common IOs (Acc, Dam, Rch, etc.) in
several different level ranges.
These IO's typically only need 2 or 3 pieces of common salvage to craft.
They also can be memorized, so you can cut costs on those recipes.
With minimal base costs, you can even set up some storage, and run a very
decent production/fabrication shopthat can be pretty lucrative, while
still being a fairly safe way to learn. You can do it without a base as well
if you don't want to keep any excess stock on hand.
Depending on exactly which IO you pick, you'll typically clear a few million
for each 10-stack you sell. I still have a toon or two that does that (more
as a hobby now), and one of them ran a Common IO niche quite literally
for years.
When you're comfortable doing that, you can consider the same idea for
more specialized IO's (I did it with Karma -KB's and Performance Shifter
+Ends for several months on one of my toons for instance). Keep in mind
though, that costs are higher, and there's more risk and often more
competition as well (I'd start with Common IO's first).
As an aside, "cornering the market" is a pretty risky business, and apart
from trying it once to get a sense of the perils, I don't really recommend
that - it's relatively easy to corner something, but quite a bit harder to
make a good profit at it, and practically impossible to maintain it for an
extended period of time.
The crafting approach is much less work, much safer, and much more
profitable over the long term.
Regards,
4 -
Excellent and comprehensive guide, Bill. Well Done!
I played Inhuman (Nova/Dwarf) way back when (I3,I4), and I've been getting
around to revisiting these toons these days (finally), and I'll share some ideas
that I think are important to playing that particular style.
1> As folks mentioned, Human is for two things: Buffs and Recon. I don't
fight in Human form - at all. Solar Flare is the only human attack that I
have slotted - to bounce mobs so I can switch forms and/or escape
(although, I occasionally 2nd guess a little about I-Strike now and then).
I do scout my battles from stealthed human form: Plan, Buff, Execute.
- Like Bill, I'm a big fan of Stealth, although I prefer Invisibility (no $$$ IO
required, you're stealth capped, no movement penalty) - it does need
a couple Erdx slots though. Stealth + IO is a very viable alternative if you
prefer and you can save a power pick (I usually prefer Phase Shift to
Quantum Flight, so I don't personally mind the extra pick).
Nova is my primary offense (purified Blaster) as it has more range, better
damage and dps typically, and enough safety to handle the job. I agree
with adding a +Range IO for Nova Scatter.
Dwarf is the fallback for those infrequent occassions where Nova doesn't
have the staying power (mezzes, tough Bosses, etc). He's my "Can't Kill
Me" melee fighter and pocket Tank. Slot the ST attacks well, because
that is typically all that's left after Nova the barrage is done.
- Buffs: Essence Boost, Build-Up and Conserve Power are (imho) must
haves. Hasten, Stamina are optional, but useful - more on this in a bit.
One other pool I like is Medicine - PB's can store up a lot of HP & self-heal
capability, and I've found that very helpful at times. Take as much or as
little as you like.
2> Binds: No other toons I have utilize (and need) as many binds as my
PB. I feel that binds are a critical element that is the difference between
struggling with a forms-based Kheld vs excelling with one.
At the very minimum, I recommend binds for form and tray switching, and
a target bind or two (that encompass Voids, Quants, Cysts and other high
priority targets). I also use binds for certain powers (ie. Phase/Q-Fly) and info
binds for teammates (many folks are unfamiliar with Khelds and how they play).
3> IOs: Frankenslotting is a gift from the Heavens for Khelds - for two
vital reasons: First, you can max the key attributes of a power in fewer
slots. Second, you can boost additional attributes in your powers and get
set bonuses that apply in forms.
If you're playing this style, learn to Frankenslot - Seriously. You'll never
reget it.
I mentioned earlier that Hasten & Stamina can be optional for Inhumans.
This point is the reason why. While slotting your Nova attacks for
instance, you can get 60%/90% improvement to Acc/Damage and still get
30-50% in Erdx and/or Rch within FIVE slots. If you still want to have
Hasten and Stamina, this slotting approach will make them even more useful
and effective.
I rarely slot entire sets, but just 2 or 3 IO's from a set with useful bonuses
like +recovery, +hp, +dmg. If you opt for full sets, you can often get +acc
and +rch with 4-6 IOs from a set.
I also advocate a Performance Shifter +END in each form. Other good ones
are Steadfast -KB, Reticle +perc, Kismet +Acc.
For me, the fun of Khelds IS the forms - that's the key distinguishing feature
that other AT's don't have. The consideratons I listed above have been very
helpful for making that approach more effective, viable, and fun for me.
Regards,
4 -
Well, my first thought is to glee:mail all the inf you have on that toon to
yourself, and then reclaim your bids...
If they're not over 2B, you should get 'em back... otherwise, yeah, I think
you're in /petition land or buying a couple recipes (eventually)
GL
Regards,
4
PS> Reading ftw(My Bad) it looks like you're over 2B, so yeah, that's a bit of a pickle.
-
Sorry, I have a few Reactive Armors and Scirrocco's, but not the ones you're looking for...
Regards,
4 -
No, actually, you're not...
Consider the following possibilities
Brawl: 2 slotted...
1 Acc, 1 Dmg, +3 SO's = 38.3% Acc, 38.3% Damage
L25 Common IO's (1 Acc, 1 Dmg) = 32.0% Acc, 32.0% Damage
L30 Common IO's (1 Acc, 1 Dmg) = 34.8% Acc, 34.8% Damage
L35 Common IO's (1 Acc, 1 Dmg) = 36.7% Acc, 36.7% Damage
1 L25 Smashing Haymaker (Acc/Dmg) + 1 L25 Kinetic Combat (Acc/Dmg)
= 40.0% Acc, 40% Dmg
Read it any way you like - you're wrong... outright...
Even if you wait TEN levels (to use L35's rather than L25's), then you'd
have: 45.8% Acc and 45.8% Damage...
Frankly, having to wait 10 levels for < 6% benefit - isn't worth it...
4
PS> @heffroncm - Ok, I'll take a look and see what I've got, and then, we
can haggle about price... -
@MondoCool - Wrong.
@Heffroncm - I'll have to check my storage, but I can probably hook you
up with some L28's if you're ok with that (that's my "sweet-spot for IO's
due to slightly better numbers while still having bonuses in Bloody Bay).
Anyway, if you can work in that range, I'll see what I've got later tonight.
Regards,
4 -
Quote:Interesting - I didn't know about that - to me, it's always beenActually, begging the question is a type of logical fallacy. <.<
i suspect you meant that it raises a question.
synonomous with "if the premise were true, it {raises the question - x
or leads me to question - x}" which is what I intended to mean by "begs
the question".
Regards,
4 -
Rikti Drones ignore stealth, but aggro at the same range as normal mobs.
Not sure about snipers - I think they may have longer perception range, but capped stealth helps there, but don't quote me on them.
Regards,
4 -
What Ragman said...
...and flattery still won't get us to admit the market is "broken"
In fact, it can be argued that the GR/I18 changes are a boon that will help it
recover (to some degree at least) from the predations of prior Issues (merits,
tf drops dropped, AE etc.)
All jest aside, I'm glad you were able to grab the Posi's you were looking for.
Regards,
4 -
afaik, these boards let you edit a post for a LONG time.
Definitely much longer than the old boards (caveat: unless they changed
it the past couple weeks with their consolidation/maintenance)
Regards,
4
PS> I just now editted a post in your FF Guide originally made at the
end of May ... 2009 ... so, yeah... -
I'd have to look, but what I seem to recall doing on my Widow was slotting
3 Def/Rch IO's from the various defense sets, and Adj Tgt - Rch.
It was perma or pretty close to it at that point with Mental Training and
other global recharge bonuses from sets I had.
As for End, a couple things.
1> Frankenslot your attacks - you can typically get 30-50% End Rdx in them
that way without losing any Acc/Dmg effectiveness.
2> There are several IO's where the 2-IO bonus is x% to recovery. They
add up and can be very helpful in your build.
In general, most of these can be obtained fairly cheaply,
and with the new merits, it should be a snap to get it
covered.
Regards,
4 -
Quote:1> Except with Purples and PvPIOsDear OP:
1) You can't IO out and get much benefit under level 20. They're not balancing for IO's, they're balancing for "have to be awake."
2) The "joke" enemies usually get buffed. CoT got a couple slight buffs (Nerva Daemons?) a few years back, for instance. Freakshow have been a joke in the high levels since issue 1 [although I might have erred on the side of caution and introduced Super Stunners for level 35+]. And Devoured were the only group that got EASIER in the 40+ game; that seems like they were fixing an oversight to me.
2> True - but it might also be arguable that part of what makes them "joke"
mobs is IOs & Sets along with buffs that made heroes more soloable a few
issues back (Villains were designed that way from the get-go, and it may
also be arguable that CoV mobs are generally tougher than CoH mobs for
that very reason).
Fixing an oversight? Maybe.
I guess that will become apparent with future content additions. After all,
an isolated event isn't much of a "trend", but every trend starts with a
seemingly isolated event at the beginning.
Regards,
4