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Quote:I am aware of all that, and in my earlier post when I said I am ok with it not being changed, that is really the reason why. I know the tradeoffs having gone that route (with help from the forum to pull it off).In order to get softcapped, anyone with no defense to start with has to gimp other aspects of their build, or take powers that they may otherwise not consider.
<snip>
Now, softcapping a blaster to ranged, is actually a little more sensible, but you are still required to use specific sets to get there. Thunderstrike in single target ranged attacks, Eradication in PBAoEs, 2 BotZ in any travel power, probably either Maneuvers or Weave slotted with Red Fortune. A lot of things you are forced into doing to get there.
So, softcapping a character that has no native defense has a price you pay to do it. You will frequently make that character less effective at it's role in order to chase defense bonuses. It wouldn't be very fair to suddenly take that away from the people that decided that trade off was worth it. I agree that it shouldn't be made any easier, but since you have to do so many things you might not want to in order to achieve it, it should be left alone.
But I do think that the ABILITY to do it at all, no matter how hard or what tradeoffs, takes a little away from team support characters. I don't think people need to be able to solo on +4/x8. I'd actually like it if being able to was looked at with the same sense of amazement as when some of the more difficult GMs and AVs are solo'd. Instead of it being the goal for farming on multiple different ATs.
Note that I did say "a little" and that I did reiterate I'm ok with the status quo. I have also said in other posts, and I still believe that the way people in CoH can solo the hardest threats is truly amazing and one of the reasons I like the game so much. So I do have some conflicting feelings about it all. I am glad that it is not as easy as some others seem to think it is, and I am glad there are tradeoffs.
In the end, I have fun as it is, and I know most other players do too. And that's really what's important. -
Quote:Actually it is far more powerful than that. It modifies to hit not accuracy.It adds 6% to your "chance to hit" roll which makes it (very) roughly equivalent to half an accuracy IO in each power. You can monitor what you get at the moment in the combat attributes. It appears under Combat Attributes | Base | Last Hit Chance. If you're already seeing 95% for most rolls then it won't make much difference. If you're seeing 90% or less then it's a useful buff.
FWIW all my damage toons have one.
Quote:ToHit, Defense, and Accuracy
ToHit and Defense work the same way as each other, but in opposite directions. What they do is pretty simple: they directly adjust the chance of hitting by the amount of the modifier. That is, they would be that simple if Accuracy didn't exist, but we'll ignore that for just a moment.
Example: Let's say you're attacking something with a power that has a 65% chance of hitting. If you got a +20% ToHit buff, your chance of hitting would go up to 85% (65 + 20). If your target then got a +10% Defense buff, your chance would drop to 75% (85 10). If you then had your ToHit debuffed by -23%, your hit chance would drop further to 52% (75 23).
Accuracy is subtly different. It modifies an attack's chance of hitting by a fraction of itself instead of by a fixed amount. Accuracy changes how often an attack hits in proportional terms instead of absolute terms.
Example: Consider an unbuffed, unenhanced attack that hits 30% of the time. If it got a +50% ToHit buff, its hit chance would rise to 80% (30 + 50). If it got a +50% Accuracy bonus instead, its hit chance would only rise to 45% (30 + (50% of 30), which can also be written 30 × 1.5).
Accuracy is applied in a second step, after all ToHit and Defense modifiers are applied. -
Wow, FSAA off makes a ginormous difference. I had it to the lowest setting but still on, turned it off and its literally the difference between a rikti raid slideshow and smooth maneuvering while inside bases and pocket D.
If anyone else is on an iMac and having performance issues, seriously turn that sucker off!
Also, I kind of like the look better with it off than on, so double bonus.
Thanks for the heads up on that one Manga!
Edit: Water works tehse days, looks nice, but Shadows high is also very resource intensive. Low works better for old/weak iMacs. -
Quote:Can't raise the resistance numbers too much, the devs have pretty specifically spoken against high defense AND resistance being available at the same time. There is some wiggle room though between what we have now and what they are afraid of.No.
Less brazen response: how about keep the IO defense buffs, but raise and increase the options for res buffs mkay?
On-topic: I wouldn't say S/L is necessarily the most "useful", but it's certainly the easiest to build for on most chars.
But I also am one who feels the defense numbers are too high right now. I think I would have more fun if you required outside buffs to hit the softcap without the assistance of a primary or secondary that gave defense.
Meaning, if you put into every single power choice a set that gives defense, and took all the pool power defenses, you still can't cap without using a purple insp or a team mate. But if you have defensive powers build into your character (forcefields, ninjitsu, etc), you can cap on your own. That is what I would like. Get to 35-40%? Sure. But 45%+, ideally no.
It'll never happen, and I accept that. But I would like it. -
Quote:Oversimplification leading to bad advice. No one with a super reflexes character should be building for smashing/lethal defense. Many blasters and defenders have more damage, recovery, and recharge thanks to building for range instead of S/L, etc.All this, combined with the fact that most of the attacks in this game have a Smashing/Lethal component, makes it so that building towards smashing/lethal defense is the best way to go. Especially if you can get foes in close to you and make them use their melee attacks.
To the OP: Smashing and Lethal are a part of most attacks in the game as Steele mentioned. However, before you go an aim for S/L defense on every character, ask this key question first:
Does this character already have defensive powers that are positional (melee, ranged, Area of Effect)? Examples include Super Reflexes, Shield Defense, Ninjitsu, but there are many more. If so, then aim for positional defense not smashing/lethal defense.
For simplicity, go with smashing/lethal on most of your other characters. But talk to the blasters and defenders about the wonders of hover and ranged defense as an option when you have more of a handle on how it works. -
Quote:To get the full impact of the Lady Grey task force, I recommend this:4. Lady Grey's Taskforce. Ever want to see Nemesis punch out an Alien? Heres your chance. Last mission is a very fun fight.
1. Take your hero of choice through the old Cape Mission in Oroboros (protect the time capsule)
2. Do the new Cape Mission (opened time capsule)
3. Go online and read all the letters from Omega Team (here on the forums and some on the City of Heroes official site)
4. THEN to the Lady Grey taskforce.
5. Then go redside and do Dean MacArthur's new i17 mission.
If you still like the character you did #5 with after doing it in that order, you are a true villain. =)
Also, something not mentioned:
During a Rikti Raid on a city zone, be part of a coalition that take down a dropship. Typically these have to be coordinated in advance. -
Quote:I totally know that feeling. For me, the real sign that I had wealth was graduating from Serendipity to Luck of the Gambler. =) Swapping out three powers worth of those was a really good feeling.Oh, I don't plan on diving into the PvP IOs or anything. It just makes it possible for me to afford to get Posi Blast instead of Detonation if I want to and that sort of thing.
I'm just happy to be out of my shanty, so I'm not looking to move into a mansion anytime soon.
Let us know what you end up doing with your merits! -
Once of them has a 20-foot range, but there are arguments from testing as to whether that is accurate or not.
And yes, they will apply to all of your pets not just the hell on earth imps. -
1. A Teleport to Contact temp power
2. I'm 100% with Obsidius: More options for temp power theme, eg why are all flight powers the same #$%ing jet pack? What if I use magic, can't I get a pack-less flight power? Why can't I buy a longbow jetpack or a goldbricker jetpack? Why are they all the same #$%^ing one?
3. temp powers with larger stack sizes. Three venom grenades? Three? Three Vanguard psi bombs? Ok, sell them in batches of three, but let them stack to 30 or something.
4. insp vendor in the hospital
5. insp vendors who sell wakies, because with the ability to combine three, it's just annoying. Go ahead and raise the price to 150, and save me the time, I'm ok with that
6. all costume pieces available for all body models. I want dresses on my men, and I want that's and muscles on my women.
7. delete about 4/5 of the merit vendors, it's like there are more of them than mobs.
8. Gold ticket roll = 5400 tickets, merit random roll = 20 merits, both give the exact same
result, allow conversion at rate of 300 tickets to 1 merit or 20 merits to 5000 tickets. (I realize this will never happen because you could use tickets to choose specific recipes. Sadness).
9. Remove the "talk to pvp zone liaison" quests or at least give them a more interesting flavor.
10. Give a reward for the AE tutorial. 5 tickets would be enough. But something.
11. radio/paper missions can be picked up from any zone, mission appears in correct zone for difficulty level.
12. allow autocomplete (not just abandon, but complete) for any mission including timed missions and all the ones you currently can't abandon (aura mission, cape mission, DJ Zero mission, patron arc finale's etc). If I'm having difficulty, then I should be able to complete the mission. Period. No exceptions.
13. SG Member notes. Meaning I put a note on a character in the SG that says "bob's alt" and any member can read it and see it.
14. more unique hero/villain enemies on missions. I don't like warehouse after warehouse full of generics, give me a named enemy on at least half of my missions. Don't have to be EB power, but as a hero I should fight 3 super villains before leaving Atlas Park, and at least 1 in the tutorial.
15. @ Redside Devs: please, for the love of God have mercy on us. Remove Arachnos and Longbow from half or more of the story arcs that feature them and put in any ANY other faction. Please I am on my knees begging here.
16. Let Devouring Earth enemies other than the rocks level to 50. boy those missions are boring when it's 100% rocks. Not hard, just boring.
17. My #1 request: I don't care what David Nakamura says about it, I want a huge femal body model. -
"Brawler" picks up and uses nearby objects as weapons. Lamp posts (ala the Thing), cars, enemies, etc.
Cutting wind rather than knocking wind.
Female minions for masterminds (not picky at all on the flavor)
Gun set with no grenades or flamethrowers etc. Like dual pistol but for rifles and without the animations.
Western fighting set instead of martial arts and kinetic melee
"Destructive Displacement" full controller/defender/corrupter set based on teleports. Tier 9 "nuke" includes teleporting everything above the belt to the left and everything below the belt to the right. Doesn't have to include gore since this is a teen rated game. Could just show ghostly image pulling in two directions and the enemy doing the scream animation clutching their head.
Knock set where the damage is caused by secondary impacts only. So if you use knock to scatter a mob in all directions they take no damage at all, but if you bounce them into a wall they get creamed.
"Vengeance" defense set. Resist based, and turns back a portion of all damage dealt onto the attacker.
Radiation Melee
Force Fields for tanks/brutes
that's enough for now, but I got a lot more. And yes I know I didn't limit it to MM sets. I have alt-itis and can't keep to a single AT even within a forum post. =)
still, more than any set what I want most is a huge female body type. -
/em gets onto soapbox
Honestly, I don't understand why people still use SOs at all. They are MORE expensive than IOs for less benefit. I, personally, find trying to determining which one gives what bonus and finding the right origin to be more of a pain than crafting, but other people don't, and that is fine. The expiring in the middle of a mission has not only gotten me killed, but also rendered me incapable of finishing the mission without spending millions of inf on replacements. That doesn't happen with IOs.
Evidence on cost and benefit:
Quote:So you can at level 17 slot something that gives higher bonus than a +3 SO. A crappy level 20 acc/dam/End or dam/end/rech IO can cost you 34k, a 25 SO will cost you 30k."Better" than a +3 SO:
Level 35/40 commons (35 are 1% lower, 40s are .4% higher)
Level 24+ Duals (.1% better)
Level 20+ Triples (.1% better)
Better than a +3 DO:
Level 15 Common (.2% better)
Level 13 Dual (1.7% better)
Level 11 Triple (.9% better)
Cost:
SO for 1 slot of accuracy from level 22 through level 50: 260k
Level 35 IO memorized accuracy: 33k + salvage
Level 35 IO not-memorized: 61k + salvage
Level 24 IO dual: 36k + salvage
Level 20 IO triple: 34k + salvage
"average" cost for 1 acc/dam/end/recharge SO: 38k
(level 25s are 30k level 50s are 48k to 60k
The 24-26 duals are dirt cheap and there's far more selection and you can still slot them 1 level sooner than SOs (except the Yin-os or the ones that drop when you kill an AV).
By the time you're 28 and replace that L25 SO with a L30 you're spending another 35k or 36k. and again and again and yet one more time before you're finally 47.
Seriously, why waste the money on something with lower enhancement values that expires on you in the middle of a fight?
/em gets off soapbox -
Quote:Actually, I find stealth is awesome for escorts. If there are ambushes and you turn stealth on then ditch your escort, the ambush won't detect you, and won't attack your escort. Instead they will run to the spot where you triggered the ambush (which may or may not be where the person is currently standing) and will just stand there like a bunch of idiots.
For me the con's are and only really three for me:
1. You don't get as much Exp as you would killing every thing onthe map.
2. You can't escort any one.
3. Unless your a tank or brute Stealth wont help you if you are detected
while walk past a massive swarm of enemies, well save for the
primary/Secondry power that gives bonuses similar to those with the stalker.
Then you can turn off stealth, get your escort back and keep going. -
If you have alts, then 2 bill won't buy you more than a couple of builds and depending, might not be enough for even 1 IO.
I'd roll 'em all. That's just me. I roll mine as soon as I have 20 no matter what level. -
I'll start at 100 million for it.
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I find slapping to hit debuff sets into cloak of fear to be much more helpful than gloom because then it helps a little against bosses and lieuts, whereas oppressive gloom never will do anything to them unless you have stuns to stack with it.
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By Dechs:
http://www.youtube.com/watch?v=69TK0oACdXI
Video shows him soloing huge spawns of Arachnos, Malta, Knives and Carnies, as well as 4 simultaneous DE Giant Monsters.
Also, long discussion on the tanker forums including discussions of Master Of Badges. End result: Dark Armor is not bad at all, but individual players of dark armor characters may be. Individual dark armor builds may be.
The stun aura and fear aura do not hurt your fury nearly as bad as some make it out. -
There are few to no minions on mothership raids, just the lieuts bosses and the few EBs.
You get 1 merit for any enemy that someone on your team causes at least 1 point of damage to. Dual Pistols has a lot of cones and aoes. I think you should chase merits. Aoe a group once, then aoe the next, then the next. Try to plink as many enemies as possible and concentrate your efforts on killing any large groups that cluster around the tanks.
As a blaster your damage will be important for taking down the hard targets. Watch for Magus and when they show, tear them up. Then go back to hurting as many as possible to max out your team's merit rewards. -
Quote:Agree 100%. I just wish fewer "click the glowie" missions forced you to kill everyone within a certain radius of the glowie before it grants mission complete. Fortunately story arcs are better about that bit than paper missions.I like stealthing as a roleplaying option. If I build a stealth capable character, it's a given that such a character has a different relationship with the objectives than a simple one of beating up or arresting goons. Sometimes you're made to arrest all the bad guys in the compound, but if you're objective is to access some code or device, who wouldn't want to be able to slip in unnoticed, grab it, and leave the same way?
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Viable? Yes. Efficient? Not as much.
Fastest is to team with someone who is farming or a big fast group that steamrolls over everything and everyone. The mission complete bonus is not nearly as large as the exp from wiping out multiple large groups of enemies. But it is significant.
Stealthing, I recommend turning on bosses, and pausing to take them down from time to time as you search through the mission. They are worth by far and away the most exp per hp of damage dealt, so they are a good way to get a lot of exp in a short bit of fighting. I do this with my stalkers and it works pretty good.
But you do get a lot more exp in teams and on those who can mow down large numbers of enemies. -
@everyone who asked for more detail on the look I'm going for. The concept would be ideal for a stalker, but they don't get Waraxe and I don't think they ever will.
It's a 6-foot-5 beast-man-style bruiser who for all intents and purposes should be on battlefields acting as a shock trooper taking out whole units, instead became an assassin because he thinks it's funny to see the look on people's faces when they think it's a little thief-style person sneaking up on them and instead find someone that big and brutal. His darkness powers and stealth comes from a pledge to Nyx, the Greek Goddess/Personification of Night.
Doesn't need the specific cloudy effect from dark armor, but something flashy. One of the best things about dark armor is how flashy it is. Especially the screaming faces in the fear aura heh.
In terms of playstyle, I'm fond of fire and forget sets. Willpower is ideal, just toggle and go. So EA is a bit off compared to SR in that sense, but neither is so bad. Do knockback sets work better for typed or positional defenses? I've never really looked. -
Tankers have a special power called gauntlet that causes them to aggro everyone nearby when they hit any enemy. Also, I believe all tanker primaries come with an aura that taunts.
All ATs have a taunt modifier, just like the damage and buff modifiers. Tankers, Brutes, and Stalkers are rated at 1, VEATS and HEATS are at .85, then come scrappers at .75, then everyone else at .5
so if a scrapper and a blaster both use the same attack, the scrapper will generate more threat than the blaster will. Just like when a corrupter and a defender both use forcefields, the defender gives a higher bonus.
Some stealth powers also reduce threat as a component.
It's a bloody confusing mess really. But overall scrappers are pretty good at claiming and holding aggro. -
Thanks all!
Synergy-wise how do axe/SR and axe/Energy work? -
Quote:Also, be sure you level them to 11 in AE not on regular missions. Below level 4 only TOs drop, below 10 only TOs and common salvage. The tickets you get in AE before level 10 will be worth millions, the TOs and salvage only tens of thousands if you are lucky.Don't know if anyone said this or not, (probably because most have so many alts) but if you want to create an alt for marketing slots, then play him/her up to level 11. This gives you decent market slots for time invested (about 2 hours solo) and increases storage.
I have about 5 toons that I use for this so that's 55 market slots. Get 'em all into the same SG and leave 'em in a market zone and it's pretty easy to do long term bidding and selling.