-
Posts
3079 -
Joined
-
Quote:It's not your character dying that you should be worried about:If I'm going to the effort of deleting the game from my system I don't think I'm concerned about my character "dying" as far as the games concerned.
Hence the entire premise. -
Hover is a nice bit of extra defense, but usually not worth slotting for defense, other than maybe a LotG global. On occasion I've been 1% or less from the softcap and put a couple extra slots in Hover to get there.
If you're going to use it for combat, though, it IS worth slotting for flight speed. -
Those heals (and a variety of other self-healing powers) are flagged as Unresistable. This means they are not reduced by positive healing resistance (like Hamidon's), but also that they are not increased by negative healing resistance (like Incandescence).
-
Oh, thank Rularuu, a PPM thread that isn't filled with rampant misinformation and unfounded nerf-panic.
Yeah, a few characters (although not many) will get worse overall from the PPM changes, but not by a lot. If you move your Achilles' proc into Soaring Dragon, even if you have ~130% slotted recharge (ED cap + Spiritual Core Paragon), it'll still have a 3.75*(1.33+9/(1+1.3))/60= ~33% proc chance. This is not much worse than getting two 20% proc chances from Gambler's Cut, especially once you consider the diminishing returns on multiple Achilles procs per 10-second window due to its non-stacking nature. Meanwhile, for quite a lot of other uses, PPM is a straight buff: the Gaussian proc in Build Up will have a ~90% proc chance, rather than its current measly 5%, and an Armageddon proc in Golden Dragonfly will have a proc chance of at least 53% and possibly higher depending on slotting, compared to its current 33%.
Overall, I would definitely not call the changes a nerf for the current flat-rate procs. Procs that are already PPM are getting pretty directly nerfed, but still not by as much as one might think. -
Quote:If you have more than +100% recharge in Rage (slotting + global), it will recharge in under 120 seconds and stack at least part of the time. If you have +300% recharge in Rage, it will be doubled all the time.Because I am stupid and apparently can't math to save my life, how much recharge does it take to perma double stack rage?
As somebody who's given up on playing SS because I think the crash is too annoying, I'd personally love to see the crash go away (or be less severe), but I'm not sure how many players agree.
I think adjusting Rage to give a smaller buff to non-Smashing damage would be worth considering, so that the set doesn't get SO much advantage from Gloom/Burn/damage auras/etc. SS by itself is not incredible as a set, it's the way Rage boosts out-of-set attacks that gets really broken, so that's the prime target for any potential fix. IMO. -
Axe has Knockdown powers, which can turn into Knockback against certain enemy types, or enemies below your level, as we've described.
-
Also, some enemies (mostly Clockwork and Rikti Monkeys) have negative knockback resistance, so they can be knocked back even by knockdown powers against even cons.
Which attacks specifically are causing knockback, and against which enemies? -
A Windfall improves your drop chances, but not enormously, and valuable drops are pretty uncommon in the first place. 25% more than squat is still squat.
2 shards on an ITF is on the low end, but far from unheard of, especially if you weren't clearing the maps. -
-
Assuming you have 115 endurance in the first place (accolades, unenhanced Superior Conditioning, and no +end set bonuses), the Performance Shifter proc is worth .23 end/sec, averaged over time.
Meanwhile, if you have, say, 200% recovery (an IO'ed Brute with no +recovery powers other than Stamina and Physical Perfection will have roughly that much), the endmod IO gives you +2.65 endurance, and thus ~.09 end/sec.
So, for average benefit, the proc clearly wins.
The proc is unreliable, and can easily give you no endurance when you need it (but it can also give you three procs in a row when you need it). The endmod is reliable, but can be removed by debuffs. IMO, this qualitative difference doesn't particularly favor either, certainly not by enough to make me choose the one that provides less than half as much benefit.
In short: definitely the proc. -
Quote:Interface is great, and provides a lot of damage over time, substantially more than Judgement. But Judgement's ability to do major damage to a bunch of guys all at once has a tactical value that is not reflected just by measuring its DPS. Judgement doesn't improve pylon times by much (if at all), but Interface can't instantly turn a dangerous spawn into a manageable one. I'm not sure I'd declare either one more powerful overall; it's a very apples-to-oranges comparison.You really believe that don't you? Wiping out one spawn every 90 seconds is nice, but nowhere near the benefit Interface or Destiny bring.
Hybrid is, numerically, pretty awesome, at least at t4 (it does have the problem of being very backloaded; t1 Hybrid powers do almost nothing, and it's the only slot where a t3 is not almost as good as a t4). Melee Core Embodiment provides regeneration comparable to Rebirth, and a big chunk of resistance, and complete mez protection. Assault is Build Up, except with twenty times normal duration. Control turns all your attacks into boss-level CC. Support is... okay, Support isn't actually very exciting, except on large leagues I guess. Hybrid isn't useless or bad in any meaningful way, mechanically.
But, as Werner says, the "sometimes on, sometimes off" thing appears to be disliked by a fair number of players, totally independent of what the power does when it's on. -
Quote:Theoretically, yes, but I'd have needed a few orange insps (or Power Surge, if I took it and hadn't already used it) as well to do similarly, since there are also Victorias running around during that phase, and even still would have had less health and a harder time getting all the aggro. It was a near thing as it was. I don't think I was even +3 at the time.Well in that story, an ELA Armor Brute could of likely pulled that all off as well.
Same Energy Resists as the Tanker (as Brutes hit 90% Energy Resist on their own with ELA) and the use of purple skittles.
All the ELA Tanker has over the ELA Brute in that setting is a few more HP for a bit more of a Self Heal, and a bit more Regen from the Self Heal. Not to sure if the HP difference is enough to survive to many more hits to make a difference (but possible).
One of the reasons I'm for Brutes having a 85% Resist cap.
But the important distinction here is: a Brute could, in theory, do that. But none of the Brutes in my league did. I've never managed such a dramatic turnaround via Brute-tanking, myself, even though it obviously could happen, in principle. The difference between what a Brute can in theory do if certain favorable assumptions hold and what the Brute will *actually* do in real situations is difficult to quantify, but sometimes important. -
-
Quote:In that case, they had plans to implement it, but changed those plans before even reaching the beta stage, and it reached live only by accident. IIRC. This might be a similar case, but then it might not.So apparently the devs code for things they never plan to implement.
It wouldn't be the first time an upcoming feature was foreshadowed through the auction house, at least. See: Super inspirations, ATOs. -
Quote:I'd guess you're right, because I can't think of any example of a global proc that predates Divine Core Oscillation in Ramiel's flash-forward mission. If Fiery Embrace were re-coded today, though, I think it would still have to be manually added as a conditional effect in every applicable power. This is because it's not just a global proc, it's a global proc that deals a specific proportion of the power's total damage, and I don't think the game has a reliable way to dynamically determine the total damage a power will deal and then tell Fiery Embrace to deal 45% of that. (The "average damage" display in Real Numbers is unreliable for certain powers, especially the ones that do different hits under different conditions, like Geyser and Sky Splitter.)Random comment:
Envenomed Blade and Reach for the Limit seem to be using coding techniques first developed for the Incarnate content, specifically the Interface slot (i.e., the ability to add a proc or DoT to attacks without having to individually add it to every single power in every single primary, like they had to do with Fiery Embrace way back when), though I can't be sure of that until I see them in action. If that is the case, though - neat!
Doublehit from Hybrid Assault shows us an example of what Fiery Embrace might look like if they decided to re-implement it as an Interface-style global proc and didn't so much care about it giving exactly +45% damage to every power. Reach for the Limit probably doesn't much care about the specifics of the triggering power, so it should work fine as a global proc; I could easily see Envenomed Blades going either way. We'll find out once it hits beta, I suppose. -
Quote:You haven't yet stated anything that can be disproven, only things that can be disagreed with. "Super Strength outperforms X other set by Y margin under Z circumstances" can be proven or disproven. "Massive upheaval is necessary to improve the game, and the benefits of that would outweigh the downsides" cannot be conclusively proven nor disproven, because it is neither true nor false. It is inherently a statement of opinion. Even today, years after the fact and with all the short- and long-term consequences long since apparent, nobody has been able to conclusively prove nor disprove that ED was a good idea, nor that the benefits outweighed the downsides.Not ONE PERSON has been able to look at what I'm saying and disprove it outright
If you ever get around to expressing something concrete, we can talk about proving or disproving it.
Since you apparently refuse to even attempt to convince anyone to share your opinion, and express totally unnecessary vitriol that tends to make readers hostile to you by default, I expect that you will continue to not find much agreement. But hey, if you want to thoroughly undermine your own goals, that is your prerogative. -
Do you have access to Soul Mastery? It's a patron pool, thus only accessible to characters that have run a patron arc to unlock them, which requires being a villain or rogue.
-
A flying Water/ blaster covers gases (air, mostly) and liquids (Water Blast can look like a wide variety of liquids with color customization - lava, acid, ink, blood, etc). /Fire or /Energy can cover plasma/energy... I have no idea what to do for solid manipulation, though. That makes me think shapeshifting and/or transmutation, but we don't have many powers like that.
-
-
-
...the sub-conversation was specifically about Shield Defense, and specifically about comparing two characters which were both softcapped. SD does indeed function significantly better at the softcap, what with its low-to-moderate resists and total lack of healing or improved regeneration. You're not wrong, but it's kind of a non sequitur.
Electric Armor is quite another story, of course, and lots of characters (Brute or otherwise) function fine without being softcapped. In fact, I can't recall the last time I played a Brute that was softcapped to anything. But an analogous comparison can be made for other armor sets: whatever survival goal a Brute aims for, a Tanker can reach or surpass more easily, and then spend more slots on getting other stuff that the Brute didn't have room for. -
Quote:If they're slotting less damage, they give up some of their damage advantage. If they're slotting the same damage, they don't have more room to slot cost reduction.I don't know about the flexible build, though - one of the things that Fury provides a Brute is the ability to slot more endurance reduction to get the same damage, or at the very least more damage out of identical slotting.
A Tanker (specifically, a SD/ tanker compared to a /SD brute, since that was Psiphon's question) has ~9% extra defense to all positions, and can reach the softcap with almost no effort (Steadfast 3%, Gaussian's set, done). A Brute needs a half-dozen or more set bonuses (usually the 5- or 6-piece bonuses) to make up the difference, and a Tanker can use those 30+ slots to focus on other things, like endurance, or health, or recharge. This is what I mean when I say the Tanker has a more flexible build: they don't have to spend half their slots on reaching the softcap.
Quote:...I could have sworn the Brute melee modifier was higher than a Tanker's.
The difference is very quickly swallowed by Fury, of course. -
I would like to be able to choose or maybe switch detectives/brokers sometimes.
Uh... they do. Specifically, a (usually very useful) long-lasting temporary power, most of which cannot be obtained by any other method. And potentially a second one, if you get the weapons deal side mission. There's an exploration badge in every Mayhem and Safeguard, too. -
Quote:Werner gave a good thorough explanation with numbers and stuff, but just to put it a different way, you are correct that the extra health/resistance applies only to the damage actually taken. So you can say that a Tanker can withstand only a couple percent more, but if you're looking at it that way, you're only taking a few percent of the incoming damage in the first place. 5% -> 6.25% is one-quarter more, just like 100% -> 125%. No matter how you cut it, a Tanker is one-fourth more durable from hit points alone, and then also has better resists and DDR and a more flexible build.Thank you for the reply, helpful as usual, I'm confused about your answer on health though.
I appreciate that 25% extra health means that you can take 25% more damage but surely this only applies to damage taken?
If both builds are at the soft cap they will be mitigating 95% of damage anyway, so surely resistance and Heath only come into play once this is bypassed and the damage taken. As such resistance and health can only be applied to the 5%.
Sorry if I'm being dim! -
Procs in DoT auras get one chance to go off every 10 seconds, not on every tick of the aura. So a 20% chance to deal 71 damage on every fifth tick is basically ~3 damage per tick when you average it over time. This is roughly comparable to slotting a damage SO for most auras (including Blazing Aura), so auras aren't strictly a bad place to put procs, but they're not particularly better than regular slotting either (until the ED limit, anway), and you don't get accuracy nor cost reduction nor set bonuses from filling a power with procs.
So, regular slotting + procs in whatever slots you have left over is good (but not incredible); procs instead of normal slotting is generally not worthwhile.