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Opinion does not mean fact. There are some that have the opinion that the earth is flat. There has been a recent influx of level 50+1 toons running around and many of us have run that same TF dozens of times in the last week. Those things can also make the TF easier. Also unless you are doing every run with the same pepole and the same toons each time, there is another variable that can contribute to making it easier one time and harder another.
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Quote:Key part there is the intelligence part.It does nothing, I've seen people shot and killed by hami with pylons up.
The other one I don't understand is leading the rikti into the goo. All this seems to do is deprive the players of shards from the rikti, with very few benefits if you're intelligent enough not to aggro hami while taking out the mitos. -
The statement "we have made some changes in the past that didn't end up the way we wanted them to" does not say what changes were made and does not state what they wanted. It is a political dodge that answers a question without actually saying anything.
He may as well just said "I'm not going to answer that". At least then he would have got some respect. -
With insane levels of recharge, go with fire. I used to have Mu but got to the point where I was only useing one of the AoE attacks before footstomp would recharge and elec fences just sat there neglected. I went with fire, single slotted char (thank you inherent fitness for the extra power slot) and now have a total of 3 aoe attacks and a damage aura. I kill stuff way faster than before, but then again I am at +250% global recharge most of the time (thank you FF proc). YMMV
Edit to add: Also, the Ragnarock chance for KD is great for mitigation when farming. However kinda useless on teams with lots of imob. -
I only tested in RV so no numbers on levels other than 50 and no different arena settings. The resist numbers I was using were right from the combat attributes that do factor in DR in their display.
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Typical from what I have seen from pvp changes in this game. Overreaction seems commonplace.
Hey some minor changes are needed to pvp..... Lets revamp the whole thing so we have no way to measure what changes helped and what changes did not help. Hey Defense is useless.... lets make it almost impossible to hit. Hey no one can hit anyone anymore.... lets nerf the hell out of defense to make it slightly better than it used to be before the last change. -
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Yea, just need to do crazy things like move and change targets to kill trapdoor. Any AT should be able to solo him. If you cannot then it may be build issues, like being a pure emp or something.
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Defense is pretty useless in PVP. If you go with melee go with a regen or resist set and be sure to take tough as the bonuses there are applied to all resists, not just S/L in pvp. Also perma hasten is not possible in PVP as there is an enforced 60 second down time between uses.
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I have been away for a few months so this may be old news to everyone else. Someone was complaining in the brute forum about doing less damage than expected in PVP and blamed fury. I did some testing and found something different. It appears from my initial testing that after DR is applied to +damage and after resists are figured in, 14% of that damage is taken off before being applied. Below is my research.
Quote:Is this new? WAI? If so is there any logical reasoning behind it? I know after I13 one should not expect logic to be used in any pvp chagnes but really, what is up with this change?Ok now doing some testing and I don't think it is fury that is broken. What appears to be happening is a 14% damage reduction after all other bonuses resists are applied. I made a 3rd build on one of my villian brutes on one account and put it up against another hero brute on a different account. I used no enhancements at all so I am just looking at base damage and fury vs the base resistance of the other brute. In this case the S/L resist is 18.8%.
For those of you really bad at math, that means if an attack does 100 base damage, without fury, the end result would be 100-18.8 for a total of 87.2 damage.
I start off with Jab. Listed pvp damage is 80.58 so at 18.8 resist it should do 65.43. Instead it did 56.28.
I only had the level shift applied on the defending brute so I figured that could have been the issue. So I logged into a defender without the level shift. The base resist on that was 28.6% so Jab should have done 57.53. Instead it did 49.49. So I decided to put on my resist toggle on the defender to see what happened. The resist bumped up to 38.24 so the damage should have been 49.77. It was actually 42.80.
Now in each of these cases, the damage done is 14% less than it should be AFTER resists.
Thinking it may just be SS that is causing the issue, I tried Gloom. 86.55 damage -39.17% resist in this case would be damage of 52.65%. Actual damage was.... 14% less at 45.2.
Same thing with every single attack I used including boxing and brawl. So I switched to my defender and used brawl. Now I don't know the exact way DR works on damage but my defender has base damage bonus of 36.5% and base damage for brawl on a defender is 12.8. If there was no DR on +damage it would do 17.47 -the 14.4% resist on the other brute for a final damage of 14.96. It was 12.2. -14% would bring it down to 12.8 so it does appear that the -14% damage is being applied to everyone regardless of level shift after all resists are taken into consideration.
This seems to hurt brutes and to a lesser extent blasters and defenders, whos iherent power provides them with +damage that is already nerfed by DR, only to be resisted even more once the final numbers are calculated.
So once again, pve go with defense, pvp go with resists. Maybe someday defense will have some meaning in PVP. -
Ok now doing some testing and I don't think it is fury that is broken. What appears to be happening is a 14% damage reduction after all other bonuses resists are applied. I made a 3rd build on one of my villian brutes on one account and put it up against another hero brute on a different account. I used no enhancements at all so I am just looking at base damage and fury vs the base resistance of the other brute. In this case the S/L resist is 18.8%.
For those of you really bad at math, that means if an attack does 100 base damage, without fury, the end result would be 100-18.8 for a total of 87.2 damage.
I start off with Jab. Listed pvp damage is 80.58 so at 18.8 resist it should do 65.43. Instead it did 56.28.
I only had the level shift applied on the defending brute so I figured that could have been the issue. So I logged into a defender without the level shift. The base resist on that was 28.6% so Jab should have done 57.53. Instead it did 49.49. So I decided to put on my resist toggle on the defender to see what happened. The resist bumped up to 38.24 so the damage should have been 49.77. It was actually 42.80.
Now in each of these cases, the damage done is 14% less than it should be AFTER resists.
Thinking it may just be SS that is causing the issue, I tried Gloom. 86.55 damage -39.17% resist in this case would be damage of 52.65%. Actual damage was.... 14% less at 45.2.
Same thing with every single attack I used including boxing and brawl. So I switched to my defender and used brawl. Now I don't know the exact way DR works on damage but my defender has base damage bonus of 36.5% and base damage for brawl on a defender is 12.8. If there was no DR on +damage it would do 17.47 -the 14.4% resist on the other brute for a final damage of 14.96. It was 12.2. -14% would bring it down to 12.8 so it does appear that the -14% damage is being applied to everyone regardless of level shift after all resists are taken into consideration.
This seems to hurt brutes and to a lesser extent blasters and defenders, whos iherent power provides them with +damage that is already nerfed by DR, only to be resisted even more once the final numbers are calculated.
So once again, pve go with defense, pvp go with resists. Maybe someday defense will have some meaning in PVP.
Edit to add: Starting new thread in PVP forums on this topic since it does not appear to have anything to do with fury and much more to do with PVP. -
75% of the fury bar or +150% damage is normal. It can be higher but 1vs1 you will rarely get more. Considering all +damage is under DR and fury gives +damage it is not shocking that you are doing less damage than normal in pvp zones.
Defenders and blasters have the same issue but to a lesser extent on defenders since the bonus is not that high compared to fury. -
Hand clap will also toss mobs across the rooom meaning 0 extra regen from RttC.
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Quote:Ok where is this hardcore SG and how do I sign up?The only level 50 in one hardcore SG is a Dark/sr scrapper. Hardcore meaning if you die, you delete the character. You can't mule anything to the character either. You can solo versus few targets at higher levels, or larger mobs at lower levels. Dark does well enough against the smaller higher level mobs.
Dark/shield will also be an option although will take more work to make uber versus /sr, but /shield has higher potential as well. Dark/elec can be rather good once it gets going. Granted that's later on, but it will laugh at mobs that do high amounts of energy damage. -
-to hit would be a bit of overkill with that build. You are already past the soft cap to the point where you should never get hit more than 5% of the time. The exception being things like DE and those stupid crystals that give so much +to hit that a small debuff won't matter.
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Need to define better.
IMO this is better. Kept the same powers, just changed some slots and IOs around. Only a small drop in def numbers. Still over 50% to all positions. About 11 fewer HP but regen of HP/sec is a little higher. Recharge is much higer meaning follow up is up much faster and focus gets about a 1 second boost as well.
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Yea 70 is good. Im at just under 81 and have pourd billions into my build. If I did not get all the HP accolades then I would be around 71 something with 1 enemy in range. I would suggest build HP and Def. The regen set bonuses normally have HP bonuses in there as well so no need to build just for regen, that part kinda just shows up on its own.
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You play it like you want to play it. However, the most popular approach would be between a scrapper and a tank.
Like tankers (and some scrappers), they tend to in head first to take the alpha. Your reasoning is your own. Some do it with the tanker mindset of "I have to protect my team", others do it for the purpose of feeding fury and the helping the team part is just a side effect of the playstyle. Taunt is being used more and more on brutes thanks to inherent fitness. Many brutes that previously did not have room for tuant have 3 more powers they can select and taunt is a popular choice. Again the reasoning for use is simailar to the reason for taking the alpha.
Like scrappers, most tend to go right after the bosses because most brutes have some pretty heavy hitting attacks that can be wasted if used on minions when on a team.
Solo, there is really nothing to which you can compare. Tanks and scrappers have the luxury of being able to prepare for the next spawn. Brutes however must feed the fury bar. They tend to push the limits of their health bar and endurance bar to keep that fury bar fed. -
I would guess pain will not be ported since it is just the redside version of emp.
Although to me that arguement hardly holds water anymore since you can start off as a defender and be evil from the start if you wanted to. Im all for pain on blueside and emp on redside. -
Overall group damage, yes Kin/sonic. However if you are looking to melt AVs then Rad/Sonic. Although rad can get pretty boring as you are steamrolling through normal content with teams.
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Energy Transfer and Total Focus are tops on my list. OK as soon as I land you are gonna get it..... SLAM! Pounds fists into corpse.
Rad debff toggles in a close 2nd. They are great in AV fights but pretty pointless for most regular group content. Although now with the new TFs at lvl 54 it is not so bad for either as mobs tend to live a bit longer. -
Quote:He didn't have Lightning Rod because he had the Clap fully slotted and didn't have room for such pathetic powers on a long recharge.I've got one of a player spoiling his own time. This was an Elec/Elec Tank. He'd run into each spawn, use Lightning Clap to scatter them......
But this is the real worst part. I ran into him at Wentworths later and checked his build... he was 48, and didn't have Lightning Rod. Who the hell plays Electric Melee without grabbing Lightning Rod at the earliest possible opportunity?!
I love Elec/Elec of all varieties so much, it just hurts me to see someone play it so poorly... -
It is not so much that scrappers can have a taunt aura, it is the degree of aggro it can strip from a tank. WP is the worst out there for tuant arua. A WP tank can be neck deep in mobs attacking away and a shield or invuln scrapper walk in the room and they all aggro on the scrapper. That should not happen IMHO.
A scrapper should be able to keep some aggro if there is no tank or brute in the group, but they should not strip aggro right away from these other ATs.