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You might struggle to out damage bots vs a stationary target. That burn patch does a lot of damage and against the pylons the assault bot has powerful -regen (that only works sometimes cause it is bugged but still, it does a bit.
The problem with demon/traps vs pylons specifically (or GM's) is that when you run in to put down poison trap they will decimate your minions because they are standing in melee range too. It's fine for most AV's, but GM's and Pylon use powerful aoe attacks.
Edit: you could conceivable instruct your pets to move to range each time you refresh PT.
I'd be tempted to suggest demon/storm because you can stand back and not have your pets get wasted, but at the same time you need to taunt to keep the aggro off of them. That works better on a bots storm as you get bubbled by the pro-bot so building for softcap is a lot easier. But the storm pseudo-pets nado and LS will greatly benefit by all the -res you and your pets dish out.
Edit: But be aware that many AV's (and probably GM's) will flee even through constant powerpool taunting due to the powerful afraid factor of storm.
Which brings us to demon/thermal, which with decent recharge on forge is no damage slouch either if you can perma HE and Melt armor. -
Blueside is quite a bit easier than rad, Dom's should be even more of a powerhouse there. Once the players that have been to scared to venture to the redside start seeing perma doms rip it up things should fall into place for doms and they will be respected. Or people will just start nerf calling. Either way.
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Here's a really far out there solution. Don't click on any of the threads.
It's worked wonders for me and it hasn't taken any effort because they aren't even trying to hide them. So far it has been as hard as not clicking on banner ads on pretty much every website in existence.
I'm not saying it's cool they are flooding these forums, but going all forum-nazi on them is pretty stupid. Just report the thread and move on, nothing more is required of you. Do that and you have done your good deed to protect this game for yet another day. Also you only need to report it once and only to the forum moderators. People like Posi, don't need to be told about it.
I really don't think it requires any additional solution than already exists. Report, delete, life goes on.
Or, as someone upthread mentioned, give players mod rights and see how quickly the ****-storm happens lol. -
Quote:Playing the game well is an exploit.hmm, i wonder....
Is the merit reward for both parts combined too low in GENERAL, or "too low to bother trying to exploit and speed-run"?
Think hard before giving a knee-jerk, defensive answer. Because we all know that if the rewards were any higher, you'd all be finding ways to run the tfs as fast as possible to farm them just for the rewards. Instead, you're letting "low rewards" stop you from constantly replaying probably one of the best missions the game has offered up so far (and mind you that doing both missions does give you enough for a roll).
The missions are simply fun, but you're letting your fun get dampened by a percieved lack of rewards. That don't sound right to me. -
Quote:Sounds like we've pretty much hit the same mark with the difference being that we are using slightly different redraw times.Ya, I plugged my redraw in at 1.2 I think, to be on the conservative side. I've got the same problem with not knowing how exactly to calculate the pets' damage, but even if I don't include them at all the damage is really high.
That's the way I did it initially, making a sort of spreadsheet that goes through all the powers as they needed to be activated, so I could more accurately show the -res effects. That's really the key, the massive -res. The way I calculated it with the pets I think I hit somewhere in the 430s, which I almost thought had to be wrong and decided I needed to just actually test it in game. If you're showing 460 though, I might not be that off
One day I'll fire up fraps and actually figure out how fast it does draw the mace and the gun.
Woe is me if BaB's ever figures out how to get rid of redraw. -
Took the time to run both yesterday. The TF is better than it used to be, but it is still pretty terrible.
It's not necessarily the design of it that is terrible, just that Vahz with their abundance of -rech and Cot with ruin mages and spec demons are just a PITA at that level.
I liked facing our reflections though. -
Mind, much like grav matures very early in terms of st damage and st control. Mind is better at it early too. And just like grav it is surpassed by all the other sets once they mature in terms of damage.
If you want to feel strong right out of the gate I'd suggest trying mind. If you want to feel strong in terms of aoe control very early I'd suggest earth or plant. Plant also does very good aoe damage through confusion supported by roots. Your personal damage is dot, but mobs rip themselves apart very quickly.
I wouldn't suggest pairing mind with /ta though. Not that it isn't a good toon, but because the pacing of the two sets is out of sync. Grav fits really well with ta because they are both on the slow and methodical side of pacing, whereas mind is very fast.
I'd try a mind/rad, storm, or kin with the mind/rad fitting your needs best. -
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Quote:Sadly that bots/storm was supposed to produce a lot more damage than it actually did. And it is massively inconsistent.I think you're misremembering.
A) The highest dps by far I remember listed in the pylon thread was Frosty's MM, at 321 dps
But freezing rain is bugged and only lasting 15 seconds, so no stacking of it. And the Assault Bot's -regen power is bugged and only works sometimes.
Between bugged FR, Bugged assault bot, and the nerf to Lightning storm (awhile ago) I've just shelved that toon. I had very high hopes for it, but it was such a disappointment.
It can barely solo AV's, not because it lacks the take down power, or the survivability, but because even spamming provoke many of them flee like little girls from all the afraid effects of storm and the assault bot. They'll literally run half way across the map. I can resolve that issue by spamming electric fences, but I don't have the endurance management to do it yet. Plus taunting and immobing...come on. If Castle fixes the bugs on the toon I'll probably pick it back up and see what it can top out at. Should be pretty high. -
Quote:Bane's can be friggin sick. Did you remember to factor the added time for the redraw? I'm not sure how fast it actually redraws, but I just plug it in as 0.77 sec's.I think you're misremembering.
A) The highest dps by far I remember listed in the pylon thread was Frosty's MM, at 321 dps
B) The highest scrapper dps listed I believe is 286, which is with saturated soul drain and AAo. Many builds have problems breaking the 200 mark
C) If you look further in the thread, you'll see that we actually got these builds above 400 dps.
Anyway, I've crafted a bane build myself that on paper should do well over 400 dps; not as much defense as Frosty's, but within the range of using one small purple to go over the softcap. Trying to outfit it and actually test it now, but unfortunately I'm gonna be gone for a while starting soon.
I was hesitant to mention it, but I think I have a Bane build that could throw out 460 dps. I actually sat down and drew out the chains over a full 60 seconds and lined up the -res powers rather than just factoring avg damage minus parasitic drain and lets just say it was dam impressive. Roughly half the damage is generated by the pets though.
I've started testing the first two spiders on my Bane to get a picture of what they will produce in actual gameplay, but it is going slowly as the excessive redraw of the toon has worn me out...hopefully temporarily.
I'm working on a different toon now though, that if all goes to plan should be a contender for this thread. Not a title taker, but in the running. -
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No to the prompt. Hella annoying for it to pop up all the time.
In fact, just get rid of the stupid power all together. The buffs it offers are tiny and if I either have to deal with the prompt constantly popping up, or people whining that they got buffed and didn't want to be and those are my only two choices then I prefer to introduce a third choice.
get rid of the power completely. -
Ya it's a good idea to get your def up fairly high if you want to enjoy /fire to the fullest. At least hotfeet has a fast cast time so when you do get mezzed it isn't a huge deal to toggle back on.
Blazing aura, as mentioned, probably isn't worth taking for most users unless you specifically build to be very melee centric. -
Quote:Survivability isn't ignored though, it has low 20's s/l and can stack almost mag 60 in holds, perma flashfire, pets to draw a bit of agro and pff if things go really south.If you're gonna ignore survivability, why not ignore end costs too? You can bring blues as easily as you bring purples. Or you could neglect to slot for acc and use yellows, whatever. It seems you've got your own arbitrary rules here too.
Outside of one specific enemy type the build is entirely self sustainable.
You couldn't skimp on acc if you wanted to, try it. I bet you couldn't make a crazy perma dom build like this that can't easily hit +3's if you tried. High acc is a by product of expensive builds.
You could make it so you are sucking wind after a short period, that was already discussed. The net gains would be small though from a damage standpoint. The fact is purple insp give the best mileage of all the insp. If you are going to use something it may as well be them. And the only time you are going to need them is against one specific scenario. Or we could pretend that every toon that doesn't have softcap def is useless... You keep thing that and I can guarantee you a fire/fire/mace dom will smoke you in pretty much any task. It's not unlike the new trend of dark, fire and ela toons that are aiming for 32.5% def so they are one purple insp from softcap. They rarely need to down those insp, but when they do their peak potential is miles beyond what something like an SR can achieve.
I could just as easily walk into the scrapper boards and tell them they are all useless because they can't solo GM's like my fire/traps can. Probably not the most productive stance to take though. And the day a scrapper posts about taking down a GM no matter how many insp they use I'll be cheering them on. -
Thunderstrike does not use a pseudo-pet and nor does gauntlet. They also don't require separate tohit checks to render the double power effects.
Whether you could translate that technique into cones, I have no idea. I was honestly just spitballing with the suggestion because it is so boring to adjust powers in the way that is always done. The lack of creativity applied where more creativity could be (regardless of this idea working or not) makes me sad.
They could honestly buff AR to the moon and back and I still wouldn't play it as the set is slow as molasses and plagued by redraw, which are my two biggest grievances. But I've heard the same complaints about AR for years from its users. If the idea of layered cones could be done, great. If not, oh well. -
No I'm not 100% sure, but ask tankers that used to 1 shot themselves with ET.
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I wish I'd given my ill/ta more of a chance. I ran one up to 35 actually, but for w/e reason it just wasn't enjoyable. The damage felt subpar and TA felt weak, but the strange thing is that I'm now running an ill/cold and before I got sleet I only had infrigidate as a debuff and yet I found the damage to be decent (very good post sleet).
I regret it because I think if I'd just reworked the build and dumped some money into it it would have been a really good toon. -
Quote:They aren't though. It would be fair to say they are the easiest to play and leverage all around debuffers. That would easily explain their popularity even ignoring the legacy effect of rad.There's a reason Rad's are so popluar. They are, IMO, the best all around debuffers in the game.
But traps is a better debuffer (and a better buffer in many cases, but AM+rad aura and FFgen+triage are both pretty desirable, so which ever you prefer is fine)
Cold under decent recharge is a better debuffer than rad as well and it is definitely a better buffer.
However, rad matures very early, is very easy to play, and has been around much longer than cold and traps. So taking away its throne is probably not going to happen. -
Quote:No one has suggested otherwise. Hence why you don't put FW on a hp capped blaster any more than you should be putting your iceshields on a softcapped sr in the majority of scenarios.But it does matter, when the people you are buffing are already closer to the cap, diminishing the amount of applied HP, having a regen value in %/sec will still be increasing that rate by the same amount.
I get that granting a regen buff to FW would give it a minimum expected performance, which is probably what bothers people about the power given that it can vary quite a bit. In the same sense that when I hit heal other I know exactly what it will do that would be comforting.
The thing is though, even if it did have that minimum expected performance granted to it the power would still vary wildly in actual beneficial terms. In fact it would expand the gap rather than shrink it.
Is it that FW can potentially have zero benefit that bothers people? because I'd point out that every power in the game falls under that restraint as well. The circumstances that FW runs low on benefit may be more of a common occurrence than some other powers (I'd very much gladly debate this point though), but at the same time there are times where it is a tremendously powerful ability.
Quote:The two "can" be synonomous, but it really irks me when people post a build, and say it regenerates in "hp/sec" when, because that can depend on too many factors, such as AT, accolades, powers, and bonuses, its impossible to determine how actually "fast" that means it's regenerating, without knowing the exact amount of total HP the character has. And it also can not be referenced between that and another character in terms of actual speed of the regeneration.
An HP capped tanker, could have a regeneration rate of 50hp/sec, where a controller with no accolades, bonuses or powers, could have the same regeneration rate of 50hp/sec, but there is a HUGE difference in how fast that actually is. Random number but can mean the tank regenerating a tic every 6 seconds, where the controller gets a tic every 4 seconds for example.
Allow me to demonstrate: with knowing absolutely nothing else -
Q. If I regen 50hp/sec how much incoming damage can I withstand before being overwhelmed?
A. 51 dps
Q. If my target regens 100hp/sec how much outgoing damage do we need to defeat it?
A. 101 dps
Now as a percentage: again with knowing absolutely nothing else -
Q. If I regen 5% how much incoming damage can I withstand before being overwhelmed?
A. 5.1% of my unknown total hp
Q. Which means?
Q. If my target regens 5% how much outgoing damage do we need to defeat it?
A. 5.1% of its unknown total hp
Q. Which means?
If you know the hp/sec the only question left is how susceptible you are to burst damage and how much time defeat will take, but not whether defeat will occur or not. If you know the % regenerated you know pretty much nothing of what that actually means when in combat.
Once you know the total hp in question then both pieces of data are fine and tell you everything you need to know. But with that being an unknown, I'd personally rather know how much damage I can expect to repair and how much damage I need to do to start defeating my target.
As for tick rate of regen, that is a very minor issue. It would only matter if you sustain an increase in damage taken during the difference in the interval of healing rate. That's not impossible by any means, but it is probably far more common to experience overkill as a result of low total hp regardless of how fast your health tics than it is to experience a flux in the damage that would drop someone healing in shots of 100hp every 4 seconds compared to someone healing in shots of 50hp every 2 seconds. -
Quote:In all fairness acid mortar does say this. As do a lot of powers that stack in the way that we want them too (ie multiple castings).Yes. There are two ways to prevent powers from stacking in the game:
1. "Does not stack from same caster" flag on a power effect.
But acid mortar says it so that it doesn't stack with itself as each tick of the debuff lasts longer than 5 seconds, rather than preventing a second mortar from working in addition to the first. It can be confusing though. -
st attacks are aoe attacks with a tiny radius. So yes, thunderstrike and gauntlet very much do what I'm talking about.
It may well be that there is a limitation to how many different layers they can do, but two is definitely possible. If they are limited to two then I'd leave it as is and add a higher damaging 10 degree cone. -
Quote:The Femur is neat for some select concepts. If the game was rated M and had some more visceral animations I'd be all over crushing skulls with a leg bone and feasting on the gooey inardsYMMV but I'm a huge fan of the Warhammer, and nothing says "stay on the ground plz kthx" like being wailed on with a femur. Never mind the Rularuu Hammer...
If there was a more weathered version of the warhammer that would do it for me. It looks too clean for something that is used to bludgeon things and break through walls.
None of them compare to this
http://paragonwiki.com/wiki/File:Roman_Axe_C_Final.jpg
http://paragonwiki.com/wiki/File:Rikti_Axe_Final.jpg
the rikti axe in particular suggests you are about to get cut in half from head to toe and very likely bury itself in the ground several feet with just one swing. -
Traps > Rad for buffs and debuffs. Rad is prettier though as the only thing traps gets that is very visual is a giant soap bubble, that is best colored dark so it doesn't obscure vision.
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It's only complicated in the sense that explaining how something like Rain of Arrows works is complicated. Or complicated in the sense that fully understanding the final tohit chance is complicated. For the end user you just point and click and things die. How the power is resolved doesn't really matter to most users.
Quote:Are you sure it can be done? I haven't seen precedent for that anywhere in the game. I guess I've seen AoE range be variable in Lightning Rod, and probably with some kind of dirty hack that shows up neither in Real Numbers nor Red Tomax's City of Data, but I've never seen arc angle as variable anywhere in the game.
If that's even possible, I'd say it's an interesting solution, but it has the potential of making Assault Rifle really overpowered by giving it something like five single-target attacks AND AoE attached to them. Are you sure that kind of setup won't make it exceed pretty much all other Blast sets?
I don't believe it would make the rifle overpowered, but of course the numbers would need close examination, but even if you were to use buckshot as shown in the previous post as a purely single target attack it would still deal less damage than a standard 8 second attack and cost more endurance. The focus of the set would still be aoe damage, but as a by product the things you happen to be focusing on would die quicker. The set would still be near the bottom for st dps if you were only killing single targets, but would deal pretty good st dps while also doing very strong aoe at the same time.
I dunno, I'm just a fan of unique solutions rather than just standardizing all attack sets and/or a flat damage boost to things. To me that is unfun and not very creative. Honestly, I only came up with this idea while reading the first few pages of this thread, but it just made sense to me. Things in the actual focus of a buckshot blast, or flamethrower, or minigun volley (or w/e fullauto is supposed to be) take a lot more damage than things on the outer edges of the spread. -
Quote:I'm not sure of anything that the purple patch doesn't affect. Probably the -res procs because they aren't something you cast, they are something the target casts on itself.So if Huricane is being reduced to down so low from a 58.8% debuff down to 3.67%, then I'm assuming as is the -defense the way def/to hit works.
With Avs not resisting -dam/-res debuffs, would they still not be affected by the purple patch?
In which case, the 30% from sleet is being reduced. Or is it always 30%, and the devs just figure your lower damage due to the purple patch is enough and the 30% works based off your lower damage. In other words, exponential decay of damage in relation to -resistance, or linear.