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Not for set bonuses, no. Only for certain procs with a 2-minute duration, like the Miracle or Kismet procs.
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Doing either of those things is borderline impossible - a scrapper will always be far less tough than a tank with a build of similar quality (at least in terms of defensive numbers, but more on that in a sec), and a tanker significantly less damaging. However, it is very possible to get scrapper survivability high enough that, functionally, anything that will kill you is cheating (unresistable damage, massive debuffs, etc) and being as tough as a tank wouldn't save you anyway.
So, in that sense, go scrapper. However, scrappers have a much harder time tanking, because they lack the aggro management tools. If you want to hold aggro for a team but do high damage, have you considered a brute? -
I'm pretty sure the procs in question will trigger only on the player. If you put them in Parry or Follow Up, they'd buff you, not the target, and the behavior should (?) be the same whether the target is an ally or enemy.
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Quote:Ooh, very interesting.Just popping in to say that the formula for the effectiveness of -res procs is
10 / (Time of chain/number of procs in the chain)*4+10)
For instance, a chain of 11.88 seconds with 2 achilles heel procs (perhaps from the using the power twice in one chain, or two different powers with the proc) would be
10 / ((11.88/2)*4+10).
I'm not certain I understand what this equation is telling me, though - your example gives .29, does that mean it's 29% uptime on average? Does the spacing of the procs in that chain matter? -
Rather than One Booster to Rule them All, they could also be broken up by theme or category - "tech weapons" or "medieval weapons", or "melee pack" and "ranged pack", that kind of thing.
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There is a 7-day timer on each reward, shared across all the arcs. So for example you can run any arc on Monday and take a villain merit, and if you then run another (or the same) arc on Wednesday, the villain merit option won't be selectable, but you could choose threads. You could then run it again on Thursday and choose reward merits, and again on Friday for an Astral. If you ran the arc on Saturday, all the rewards would be on timers (but the 4x reward merits is replaced by a 1x reward merits when that one's on the timer). On the following Monday, you'd be able to run any of them for a villain merit again, on Wednesday for threads, Thursday for 4x reward merits, and Friday for an Astral.
However, the first time you do each arc gives you a reward table not subject to the timer. So you can run all the arcs in a row and claim a villain merit, and then run one of them a second time and take another villain merit, and then you'd have to wait 7 days as normal to get another one. -
Crushing Blow is skippable - not useless, but also not strictly necessary. If you must skip a second attack, you can do without Titan Sweep, although you'll probably feel that loss much more than CB.
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Quote:I'm counting 216 for a T4, if you already have both T3s. With only one T3 you'd need 12+20+96+216 = 344.T1: 12 shards
T2: 20 shards
T3: 96 shards
T4: 240 shards (assuming one T3 is already complete)
You can cut down on the t3/t4 numbers a LOT if you're willing to run the WST, because building Notices from shards is horrible. I don't know how dedicated you are to soloing your way through this, though. And, as mentioned, Dark Astoria will help. -
Quote:This wasn't a well-guarded secret. It's near the top of the paragonwiki page on HOs, for example, and came up regularly in any forum thread where HOs were used. Enzymes say "defense debuffs" right on the tooltip, and Active Defense doesn't list defense as one of the enhancement types it can take, and Mids actually doesn't show HOs affecting Power Boost at all. Noticing any of these things might lead you to do a little digging on what's happening, which would probably lead you to the aforementioned wiki page.Unless I were to spend countless hours digging for info this specific I dont know about it being an exploit or not.
Quote:Next they will nerf all purple sets by half claiming they are to overpowering and an exploit. -
Quote:They didIf they changed the Brute ATO bonus to ADDITIONAL fury (cause like I said, you can't get past 80 without the temp), instead of % faster fury generation, I would be all over that.
It's changed on beta now - 5 fury ever time it procs, 7 for the superior version.
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Quote:Any given amount of -tohit is equivalent to the same amount of +defense, yes. There are two caveats here:What I mean is this--if a character has, for example, 10% melee defense and a 10% -to hit debuff on enemies, is it similar/equal to 20% defense?
1) Tohit debuffs only help against debuffed enemies, obviously, so Time's Juncture doesn't help against the guy shooting you from 50 feet away
2) Tohit debuffs are equivalent to the same amount of defense as the debuff that actually gets through, which is NOT necessarily the same as the debuff you apply. Against an enemy your own level, your 10% tohit debuff acts just like a 10% defense buff. Against a +4 enemy, the purple patch reduces your debuff to .48 of its normal effectiveness, or -4.8%, so it's as good as 4.8% defense. A level 50 AV has 85% resistance to tohit debuffs, so against them it'd be worth 1.5% defense. If you're fighting that 50 AV and you're level 46, you get hit by their AV resistance AND the purple patch, so only -.72% of your debuff would get through, making it as good as .72% defense.
On the other hand, being above your enemies would make it more effective, such as when you're running around with a level shift fighting level 50 enemies. -
Quote:-Res procs are actually not very good in AoE attacks. Worse than a regular damage proc, for most uses. I personally favor the Force Feedback proc. The Armageddon proc is a decent alternative, if you're not already using it somewhere else.He was in favor of Fury of The Glad -res, and I was in favor of force feedback +recharge.
Edit:
Presumably, it would get a chance to fire every 10 seconds, like any proc in a toggle does. I haven't personally tried it in that power, though. -
Quote:That's true, but you can get Temp Invuln with PBU, and negative/toxic damage aren't so common that it's a major advantage to Soul Mastery, IMO. What IS a major advantage is that Power Boost has half the recharge of PBU, so you can use it for more than just Farsight. You could pop it almost whenever you want, for your heals or hold or a defense boost from your toggles or whatever you want, and it will probably be back up before you need to recast Farsight. On the other hand, it doesn't have a damage boost.Fire/Time is amazing. Also, while Power Build up is a NICE power to pair with it, you may consider Power Boost from Soul Mastery. Not only does it give the same defense increase that makes it so easy to softcap, but it'll also give access to Dark Embrace for an additional resistance toggle.
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Yep, isn't Surveillance cool? The Bane SoA version does the same thing, as does the Power Analyzer Mk I/II/III crafted temp.
Many, but not all, critters have their relevant stats (resistances, mostly) in their paragonwiki entries. Most of their other stats, like health, regeneration, etc, are standard across level and rank, and also can be found on paragonwiki. -
Patron arcs have a minimum level, but no maximum, so you could switch and get them at 46 (or 50, for that matter).
Vigilantes cannot run missions for most villain contacts (including the Patrons), though, so you'll have to become a full villain first. -
Quote:Mids is wrong about both Stalker and Scrapper EPP attacks, and in the same way - it adds all the crit damage together, including the guaranteed hidden crit (yes, even though scrappers don't have Hide). If you mouse over the damage, it shows how the damage breaks into its component hits: unslotted, it does 62.56 damage, plus a 5% crit for the same amount, plus a 10% crit for the same amount, plus a guaranteed crit for the same amount, plus the DoT. This all adds up to the much-too-large figure of 154.5 damage.Unless Mids is wrong about EPP attacks again, which is... Not completely unheard of... *glares at Stalker EPP attacks*
In reality, Scrapper Fire Blast deals 62.56 damage, and a 5% or 10% chance (depending on target) for another 62.56 damage, plus the DoT. Against 10% crit targets, this means its average damage will be 62.56 + .1*62.56 + 4*6.26*.8 = 88.8, and so its DPA will be 61.19 with Arcanatime. This is nearly identical to Scorch's base DPA (61.3), but Scorch costs less and also casts more quickly, and therefore benefits more from procs like Reactive. The difference between the two chains will be small, though, and there are occasionally some benefits to having a ranged attack that don't show up in an attack chain calculation, so you'll probably be fine either way. If you're short on slots, the all-melee chain only needs you to slot 3 attacks instead of 4; on the other hand, maybe you want a certain set bonus from Fire Blast anyway, and you do still need it for Fire Ball. -
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"This is a rule we always follow except when we have a good reason not to" isn't much of a rule, frankly, except maybe as a rule of thumb.
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Quote:I'm pretty sure, but not positive, that it will overwrite/refresh the duration.Since it would be going in Ablating Strike, and Ablating Strike comes in at the start of my chain, I'd be using it roughly every 6 seconds, give or take. If it procs again while still active, does that just refresh the timer on the existing proc, or does it just ignore the would-be proc until the next chance?
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Quote:I'm not sure if I like the OP's idea specifically, but swapping which powers are part of which combos doesn't break the cottage rule. Look at the recent EA changes, for example - the set's heal got moved to a completely different power (it was removed from Energy Drain, and given back with Energize replacing Conserve Power). Even a change this dramatic was apparently not a violation of the cottage rule - or, it was, meaning even the devs don't mind breaking the cottage rule sometimes.Cottage rule. The combos are core functionality of DB which should not be touched.
I kinda think the Brute/Tank/Scrapper combos are OK as-is, or at least not horrible, but the Stalker ones could definitely use a change. -
Quote:If you have Musculature, 4 Smashing Haymakers will ED-cap your damage. If not, the 4 Haymakers plus the Mako quad will. If you need more acc, end, or rech the triple is nice, but many attacks can get by without it.For the DB/Ice, I can throw a Touch of Death proc in Nimble Slash by dropping a Mako's tri or quad. Ablating Strike is currently slotted with 4 Smashing Haymaker, plus the Mako's tri and quad to even out the values. If I add the Achilles proc, would I be better off keeping the quad, or replacing it with a proc (Touch of Death) as well?
Quote:I'm probably looking at this the wrong way, but if my math is right (which it probably isn't, I'm beyond terrible at math), I would be adding a total of 125 damage per use of Attack Vitals (roughly 5 seconds to complete the entire combo, and not factoring in the DoT) by slotting the Achilles proc.
As a rough estimate, you can pretend that the proc is a constant -4% resist, which is reasonably accurate if you use the attack with the proc about once every 10 seconds. So if you do 150 DPS without the proc, you'd therefore gain ~6 DPS using the proc, according to the rule of thumb. Using the proc more often will see a larger gain (but with some diminishing returns, since it can't stack), and less often will be a smaller gain.
Quote:I could fit a ToD proc in 5 attacks on the MA/Dark (since I'm six-slotting Crushing Impacts in everything on that)... Which might end up being worth it, especially for the example of Jurassik, since he has reduced NE resistance.
Quote:Sorry, I'm just slightly biased against a certain StJ Stalker I know, who frequently reminds me that he can hit Romulus with Crushing Uppercut for something like 3,000 damage. >.>
Quote:As I mentioned somewhere in the wall of text I posted (I know, I'm long-winded), I'm eliminating Lore pets, red inspirations (and other artificial damage boosts) and temp powers of any sort from the equation.
Quote:*tries to do the math... fails* If it's -150hp per stack, and my math is right... And assuming that I keep a constant 4 stacks... That would reduce Jurassik's (keeping with the example) health regeneration by... 3 HP/s. Yeahhh... Worthless. lol -
He posted once that he had discovered a way to do so, but soon thereafter posted that it didn't work after all, and would require further investigation at a later date. It was never addressed again after that, and certainly never made it to live.