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Originally, both of BotZ's set bonuses were much larger (3.13%, if I recall?). This was eventually reduced to the values it has now, and there was some outcry over it at the time, but as you may have noticed, we went on with our lives, and softcapped builds are as prevalent as ever.
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Quote:OK, so it's adding 18 damage to Lunge. By comparison, a (non-purple) damage proc has a 20% chance to add ~70 damage, or ~14 damage per hit on average. And that would only be in the attack you put the proc in - a damage buff affects every attack.I have it slotted in wormhole where it currently gives me a 14.19% boost to damage each time I use it. At a third of the set's Aim power's potency, I doubt that this increase in damage actually contributes anything. When paired with my strongest attack (lunge), it does only 18 additional damage, meaning that it has less potency than the interface damage proc.
Right now, I'm favoring the straight up additional damage procs to this one. Is it only me that feels this way?
Plus, it can stack. -
Good point. A defense buff works against attacks from any enemy, but only for the character(s) buffed. A tohit debuff works against attacks only from the debuffed enemy/enemies, but benefits any character being attacked.
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Not necessarily - unlike normal IO procs, the ATO procs have a higher proc chance in powers with longer recharge. So rather than putting it in your fastest-recharging power, or the power you use most often, you want to put it in a power that you use as often as possible, that is, as soon as it recharges. There's an upper limit on how long you want the recharge to be (where the proc rate reaches 100%, so a longer recharge stops raising it), so very long-recharge powers like Shield Charge are not good places for the proc. The exact cutoff point isn't clear yet, since we don't know the exact formula for the proc rate, but most non-nuke attacks should be below that point.
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Quote:Well, the difference between 15% and 21% is small enough that it's very difficult to notice by just eyeballing it. It is definitely there, though, and it's roughly comparable to slotting a normal IO damage proc in every attack.Set Bonus is nice AT IO but the crit chance thingy even at superior i don't feel any difference did use headsplitter many times without and many times with it didn't really see the difference between 15% or 21% feels to me more a slot filler to get the set bonus a damage proc is even more useful.
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Quote:...and he's selling this item for far less than a Spider-Man #1 would fetch, which is consistent with its far lesser value as a collectible.Comparing a piece of history with a Hami'O isn't the best comparison, at all.
The comic can be read, is the start of a great legacy.
The Hami'O? Can be used by a few levels and that's it. It isn't the start of the Hami'O legacy, it isn't the 1st ever Hami'O to be made.
Whether you personally place value on it does not matter at all, because there really are people out there who collect such things. I don't know how many of them there are, or how much they care about this item specifically, or how much they'd be willing to spend on it, but they definitely exist.
Maybe his asking price is too high, it's hard to say except by just seeing if the item does or doesn't sell. There is hardly a stable market for this item, after all. But he is well within his rights, and entirely reasonable, to sell it, and ask for any price he thinks is fair for it. Either it will sell, or it won't, and your ridicule or disdain on the topic are unimportant. -
Interesting. Quite the collector's item. I don't know if anybody will care enough to drop 10 billion on it, but if that is the case, you hardly will need any of us to tell you, the non-sale will say it quite clearly.
I mean no sarcasm when I say, good luck finding a buyer -
Quote:It actually is the same: debuffing an enemy's tohit by 5% (or any other amount) is exactly equivalent to +5% defense (or any other amount), against attacks from that enemy.I know that -to hit on foes is not the same as +def on characters. But I don't know how it compares.
But there's a couple wrinkles that can cause enemies to actually be debuffed by an amount other than what your debuff applies. The first is the Purple Patch, which will make your powers less effective against foes above your level. The second is Archvillain debuff resistance, which resists tohit debuffs.
So, your -30% tohit is just as good as +30% defense, against a non-AV enemy your own level. On the other end of the scale, a level 54 AV (with you at 50) would reduce your debuffs to .48 effectiveness (-14.4%), and then resist 87% of that, so your 30% debuff would only reduce their tohit by 1.87%.
Tohit debuff enhancements are schedule B, so you can get to ~56% enhancement before ED becomes severe. Slotting both powers to the ED cap would give you ~47% of tohit debuffs total, which will floor the hit chance of +0 non-AV enemies, even with no defense at all, but you'll need more debuffs or some defense if you want to be softcapped against higher foes. -
Badge protection isn't very good as a "bonus" in the first place, so I totally agree.
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Quote:...a scrapper?I want something that is near blaster levels of damage, but more survivable, and doesn't focus heavily on buffing or healing. Does such a thing exist?
If you mean ranged, though, some of the VEATs might be up your alley. I really like my Fire/Time corr, very strong all around, but it's not blaster-level damage. -
Positron's Blast is an OK set - not exactly horrible, but it would annoy me much less if there were other useful options (besides Ragnarok, which is very expensive). After all, as a set it's not much worse than Crushing Impact or Decimation, and I don't complain about using either of those when I want a recharge bonus. But unlike CI or Decimation, there's nothing else in the TAoE category I can use if I want a defense bonus instead of recharge, and the TAoE category as a whole has very few good options even if I abandon set bonuses and try to frankenslot to get good recharge values (of the 7 triples/quads in the set category, three don't enhance recharge at all, one is unique and costs hundreds of millions, and the last 3 belong to a PvP set, although thankfully not a prohibitively expensive one).
I would probably still use Positron's Blast frequently (although obviously less frequently than now), and be annoyed by it much less, if at least one of those problems was addressed. -
If the fleeing was from situations they can't win, it would be less annoying. (Arguably that's most of the situations in the game, but...) But the fleeing has very little to do with their chances in the fight, and very much to do with certain effects being arbitrarily scarier than others. Your buddies getting eviscerated next to you: not scary. Somebody carrying a lighter: Very scary.
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Lots of things about contacts have bugged me for a long time. In a modern society, why are they willing to meet us in person before letting us contact them by phone? Why would you be willing to meet face-to-face with a super you don't yet trust, in a city rife with supervillains, where the police are too overwhelmed to protect you? Shouldn't that be the other way around, so we start with phone contact and eventually meet them in person, and meeting in person has perks, like a (preferably revamped) contact store?
TOs are kinda weak. DOs definitely are not. This game is easy enough that you can get by without any enhancements until 22 if you want to, but equipping DOs at 12 definitely makes a difference. -
Also yes. Judgements have a base acc of 1.2, if I recall, so if you want it to reliably hit high-level enemies you'll need +tohit (mostly from powers), +acc (mostly from IOs), or a Nerve/Vigor alpha, among other possible solutions.
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Quote:I don't think that's a useful way to look at it, no. It's factually true, but it's not as useful for comparing "Dark Detonation with Posi's blast" vs "Dark Detonation with Kheld Grace". Saying "the Grace slotting lets me use the power 15% more often than the Posi slotting" (or whatever) is a more useful and applicable comparison, because it directly compares one slotting to the other (if I traded this Posi set for Grace, how many more Dark Detonations could I throw around? About 15% more), rather than comparing both to some third metric that never actually comes into play.When we are comparing the difference between how much one set improves the recharge of a power over another, it's important to note what the base recharge is. The base recharge is the "context" in which we should base our comparison--especially since you are saying it's one second out of five. It's actually not. It's one second out of 16. Do you see what I'm saying?
We often compare base damage values between different powers, because that's simple to compare and the ratio will be the same if both powers are slotted the same way. I don't think I've ever seen anyone compare two different slottings of the same power and talk about both slottings primarily in comparison to the base damage.
Quote:Actually, a couple of seconds on Hasten one way (losing them) can have a significant impact on a build--and I'm speaking within the context of your statement that "less than a second can matter."
If Hasten has changed from perma to non-perma because of those two seconds, wouldn't you think that it would make a significant impact on a build? I mean, you were just stating that "one second" (in this case 3/4 of a second) can make a huge difference with a power, right? Well, if you lose Hasten for several seconds, that takes that same power's recharge time up higher than a second for the duration that Hasten is down.
You can't tell me that doesn't have an impact on it.
(Personally, I think perma-hasten is overrated as a goal in itself. I barely notice using a slightly worse chain for the 10 seconds every 130 while Hasten is down on most of my characters. If some other build goal also lies in perma-hasten territory, then that can be important. That's a bit of a tangent, though.) -
Congratulations, you have reached the first level of CoH nirvana
I find that reading, researching, experimenting, discussing, etc enhances my enjoyment of the game up to a certain point, but the part I actually enjoy still is the game itself. At some point, it's time to put down the spreadsheet, stop trying to figure out what's optimal, choose what I just want to play, and play it. Exactly how much playing vs thinking about playing is my ideal balance fluctuates over time, but almost always heavily favors the playing side.
Have fun in the City, and whenever you feel that your fun can be improved by running some numbers or asking some questions, well, you know what to do -
Quote:If you want to compare the ATO set to Posi's Blast, you compare it to Posi's Blast, not an unslotted power. In that comparison, Grace comes out ahead by a little less than a second, out of a little more than five, which is a meaningful and noticeable difference, if not a dramatic one.
If you must know the numbers, it's actually one second out of 16. The base recharge for that power is 16 seconds. My build takes that down to 5.32.
Slotting Kheldian's Grace would take it down 0.90 seconds.
That, at least to me, is not "way better."
Comparing either set to the base recharge is not a useful or meaningful comparison, because leaving the power completely unslotted and using no global recharge bonuses wasn't even on the table.
Quote:Seriously... I wasn't making any comparison between the two.
I was merely retorting to his comment that the LotG will "take off much less than a second" from powers.
If you're going to use quote marks, implying an actual quote rather than paraphrasing, please do not leave out important words. I said "from most powers". Hasten and other powers with long recharges would be (I thought) obvious exceptions, and a couple seconds one way or the other on Hasten usually makes as little difference to a build as the proportionally smaller difference on faster-recharging powers, anyway. -
Frankly, one second out of five is indeed a pretty large difference, especially when that's by simply swapping one set for the other, not spending additional slots or something. Your character as a whole may not be way better using the set, but the set's contribution to your character as a whole is indeed what I would call "way better". A LotG 7.5 will take off much less than a second from most powers, yet most people would probably agree that it's "way better" than a level 20 generic defense IO that grants about the same defense, but no recharge.
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51+ enemies definitely give more XP. That's why farmers turn up their difficulty.
It's worth noting that level 54 enemies are often worse xp per unit time than 53s or even 52s, even if you have no trouble hitting them and are at no risk of being defeated. They give more XP per defeat, but also take longer to defeat. -
The wait time seems to show "5 minutes" by default, even if it has little or no data (on beta, the average wait time for every TF is 5 minutes, even though I'm pretty sure most of them have not yet been run at all there, and if they have been it's incredibly unlikely that they all formed in the same amount of time).
The LFG tool is working properly, AFAIK, in the sense that the code operates as intended. However, it relies on multiple people using it, and the playerbase has so far mostly preferred to form their own teams, and queue only after filling the team by normal methods. So, queuing up solo doesn't usually work well, so nobody does it, which creates something of a vicious cycle. -
Quote:With the upgraded set, I think you might be able to leave out the dam/rech instead and still have ED-capped recharge, but I don't have the numbers in front of me right now so I'm not sure.Hmm... I was hoping to get the 4% S/L resistance, but I may take this into consideration. But which one would I leave out? Acc/Dam?
If you want the resistance, though, get that. My personal preference is for the proc, but the difference either way probably isn't huge when you've already got perma-hasten. -
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