JuliusSeizure

Legend
  • Posts

    1060
  • Joined

  1. Quote:
    Originally Posted by Malakim View Post
    Now if damage procs have a chance of going off with each target - that would be awesome and certainly worth slotting JC to be a proc power.
    The proc goes off on every target, which is probably where your math differed from mine.

    Base JC damage = 11
    Socketed enhanced damage = 90% = (11*1.9) = 20.9
    Armageddon average proc damage = (107*0.33) = 35.31
    Total damage = 20.9+35.31 = 56.21


    At that value, you can see how it does more total damage at 4, doubles at 8, triples at 12, and quadruples at 16 relative to having 5 parts Armageddon socketed in Lightning bolt.

    I also have a Chance for Smashing proc from Kinetic Strike. This adds 14.4 average damage, making each Jolting Chain strike average 70 points per target hit.
  2. My DM/ELA takes advantage of the dual build system. One has about 100% Global recharge, with descent max hp and regen as secondary qualities. It's easy to pair recharge with max HP/regen because these two bonuses come so early. This is my SMASH! build because his attack chain and DPS are top notch, employing near ED capped stats and multiple damage procs throughout his attacks. He is also the superior sapper, because Power Sink is cycling every 17 seconds.

    My second build runs soft capped Smashing/Lethal and 20%-25% to everything else. This is my Tank build, and it only has about 40% global recharge. I play the SMASH build about 90% of the time, but have the option to become more of a Tank/damage sponge should the team need that quality.

    Some players prefer having a more balanced approach in a single build, but I went with two separate builds taken to the extreme.
  3. Quote:
    Originally Posted by Lolblaws View Post
    My guess is that they did look at PA and decided it was only a problem in one encounter and as such gave hami the ability to destroy PA.
    That's one way to look at it I suppose. I feel that they looked at Hamidon when they repeatedly addressed the raid a while back, not Phantom Army, and realigned Hamidon's powers and abilities to fit their vision of how the raid should be run. Their focus was on Hamidon, and this is but one example of how players manipulated his behavior with *cough* a highly exploitable skill.

    Sometimes developers have permission to fix one thing and not another, because altering Phantom Army is a whole new can of worms.

    Quote:
    Originally Posted by Lolblaws View Post

    If they considered them to be a problem during other tough single foe encounters which is where the power really shines, they likely would have given those foes the ability to destroy PA as well. They could have easily given Recluse such an ability for instance.
    I don't think they are currently designing new content with Phantom Army explicitly in mind. More to the point, I don't think they want to. Recluse was meant to be one tough bugger, something that multiple debuff toggles, a Tank, and a designated Empath spamming heals and buffs have difficulty distracting while the team drops the towers.

    Or you could just drop Phantom Army...
  4. Quote:
    Originally Posted by Lolblaws View Post
    PA is not very good against more than a few enemies at a time. In terms of a "control" power (which they are first and foremost) they give up quite a bit of utility (like aoe stunning entire spawns) to excel at controlling singular foes.

    You are of course entitled to your opinion, but a term like "broken" is pretty strong. I know I wouldn't mind hearing your justification for such a powerful accusation.
    Here's my reasoning. For every single ability that a hero/villain has access to, I could name some mechanic that counteracts it or at least mollifies its effectiveness. Whether that's PToD protecting AVs against mez, or abilities that grant foes +acc and +ToHit to break through high defense, or simply creating an enemy group with higher protection to certain mez types-- Nemesis and confuse come to mind-- there are tools that the developers can employ to counter hero abilities and make the game challenging.

    What counteracts 3 untouchable pets that happen to do damage with a 27 second mag 4 taunt attached? I can't think of anything, and that's my reasoning.

    Have you watched an Illusion/** solo some of the most difficult GMs and AVs this game has? Illusion Control isn't doing this because of the breadth of abilities available to the set, Illusion Control is doing it because Phantom Army puts up an indestructible wall. Plenty of sets have access to enough damage and -regeneration to take down similar foes, but only one set has the access to invincible set pieces. From a design stand point, I would never want players to have access to indestructible pets, let alone ones that do damage and possess long duration / high magnitude agro generating abilities.

    And no, soloing AVs and GMs is not reason enough to label a skill as broken, as plenty of ATs can do the same and every character gets increasingly powerful through global recharge bonuses. But doing so without any risk whatsoever? Only PA grants this.

    Illusion is a legacy set, and Phantom Army kind of floats under the radar because of this. As soon as Illusion is ported, however, Phantom Army would probably be looked at.
  5. Quote:
    Originally Posted by Leo_G View Post
    You got my Plant Control from my Dom, my Electric Melee from my villain melees. The way sharing works isn't to stop once you get what you want out of it.
    I play redside almost exclusively. Doms and Brutes happen to be my primary ATs. So, I gave?
  6. The more I think about it, the more I feel that proliferation should end now that ATs can switch sides freely.
  7. Quote:
    Originally Posted by je_saist View Post
    They don't do Illusion domination because Illusion doesn't fit with the domination sets. Do I really need to go back and pull out my page long dissertations on this subject? Sometimes bad ideas are just bad ideas and need to be left at that: Bad. Ideas.
    I feel that the developers haven't ported Illusion because it would require them to address Phantom Army, one of the most broken** skills in the game. Invincible pets that draw agro are not something they would want proliferated, and a port would require reworking the skill if not the set.

    Super Strength and Rage are probably on the same footing when it comes to Scrapper damage scalars.

    **Edit: Just to clarify, Phantom Army is THE most broken skill in the game. IMO of course.
  8. I feel that when City of Villains was released, the developers were cautious about granting the MM too much healing-- particularly AoE healing. The addition of Pain and Thermal with their AoE heals affecting a full radius would appear to be a change in that initial policy.

    However, Twilight Grasp is nearly twice as powerful as Warmth or Nullify Pain, so the skill's reduced radius might simply be due to the skill's potency.
  9. I prefer Armageddon in Jolting Chain. The proc adds 35.31 points of damage on average (107*0.33).

    I personally use 5 parts Amrageddon, forgoing the pure damage enhancement. Under this situation, Lightning Bolt would do 203 points of damage with the addition of the proc. With the exact same slotting, Jolting Chain is averaging 55 points of damage per target hit. You will have more total damage when 4-16 targets are hit, roughly doubling at 8, tripling at 12, and quadrupling at 16.
  10. Quote:
    Originally Posted by Blue_Centurion View Post
    I'm not calling anybody a liar. But a few things seem odd on the pylon list. Like a tanker beating a brute at damage. Seriously? I am to believe this?
    Brutes would definitely place higher than they did in that list.

    Wasn't that thread in the Scrapper forum anyway? I suspect that list is emblematic more of the population that participated and their respective efforts to improve upon a main character than of actual AT performance.
  11. Quote:
    Originally Posted by Blue_Centurion View Post
    To some extent, this depends on teams/play styles, yes?
    It most certainly does, which makes the argument that Scrappers receive more benefit from externalized +damage particularly valid. You aren't always teamed with a heavily IOed Kineticist that is spewing +damage buffs all over the place. You will, however, often be teamed with players granting some form of +damage, whether that's Forge, Accelerate Metabolism, Pain Bringer, World of Pain, Fortitude, or the soon-to-be ubiquitous Assault from the Pool Powers.

    You won't always have +damage on a team. And even if there is an AT that grants +damage on a team, you can't always rely on being the recipient of that buff. So saying that it doesn't matter that a Scrapper receives the most benefit for externalized +damage because a Brute can eventually catch up after +400% is trivializing how often and how much +damage is granted when teaming.

    Edit-- And just to add, red inspirations span solo and team play. I love popping these things on my Scrappers... not so much on my Brutes.
  12. Quote:
    Originally Posted by _Deth_ View Post
    Again, you forget the damage cap.
    I never forget the damage cap. You can at least admit that Scrappers will attain their damage cap far more often than Brutes do. And when the Scrapper is not only more damaging when at it's respective cap, but reaches that peak faster and more often, there WILL be a damage discrepancy on teams that is certainly noticeable for the "average joe."
  13. Quote:
    Originally Posted by _Deth_ View Post
    Than doesn't make any sense at all, Brutes have a much higher damage cap, which will keep them pretty even on teams.
    It actually makes perfect sense and is exactly what happens. A Scrapper with 95% socketed and 100% from external buffs will out-damage a Brute with 95% socketed, 150% Fury, and 100% from external buffs. This is because the AT damage modifier is so much larger for Scrappers than it is for Brutes.

    Smite for Scrappers = 82.58 Base
    • Adjusted for Criticals = (82.58*1.075) = 88.77
    • Base socketing + 100% external buff = (88.77*2.95) = 261.88

    Smite for Brutes = 55.05
    • Base Socketing + 100% external buff + 75 Fury or 150% damage= (55.05*4.45) = 244.97


    Quote:
    Originally Posted by _Deth_ View Post
    Um, I know that it is pre GR, but BillZBubba had a few spreadsheets out that compared brute and scrapper damage output, and brutes won. Not by much, but they put out more.
    If I recall correctly, those spreadsheets also included Gloom, as they were a comparison of optimal DPS chains. They also did not include internalized damage buffs, which heavily favor Scrappers for both Burst and sustained DPS.

    Now, let's compare these skills with a 5 target Soul Drain and the exact same external damage buff. The Scrapper takes off even faster in this situation because of their high AT damage modifier and 1.0 self buff modifier. This means that Soul Drain is adding not only more +damage, but it is also manipulating a higher base number.

    For Scrappers:
    • Base socketing + 100% external buff + 5 target Soul Drain = (88.77*3.95) = 350.64
    For Brutes:
    • Base Socketing + 100% external buff + 75 Fury or 150% damage + 5 target Soul Drain= (55.05*5.25) = 289.01
  14. I haven't had much experience with MMs in PvP. A MM would be great at area denial, but the way that PvP is formatted with no base raids, arena maps with no goal but racking up defeats, and the predominance of open zone hit-and-run, a MM just doesn't seem all that well suited for current PvP.

    They sure are tough buggers though, as most PvP builds ignore their AOE attacks. And you can do some interesting things with Team Teleport. For what it's worth, keep three pets in Body Guard Mode and macro your three most powerful offensive pets to attack. Juggle between surreptitiously exiting body guard mode and having pets attack while quickly re-entering partial to full body guard as your MM gets attacked. If all you are doing is standing around in Body Guard mode, your pets will just not react fast enough to inflict damage. They must be proactive when you are not taking damage, and reactive when you are (Body Guard)

    I would assume that a MM is better in arena duels than in open zone PvP.
  15. Quote:
    Originally Posted by OneWhoBinds View Post
    It wasn't just Lightning Storm - there were a few other pets that could abuse the heck out of that too (Gun Drone comes to mind)... but the point is still valid.
    Incendiary Swarm Missile every 5 seconds with the FF proc comes to mind... Assault Bot was a beast.
  16. Quote:
    Originally Posted by Carnifax_NA View Post
    Am I right in thinking that Power Boost won't propigate its extended control duration in any power which uses Pseudopets.

    Specifically in the case of my Elec/NRG Domi will it affect Static Field at all or go beyond the initial hit for*Synaptic Overload?

    Since I'm on the subject anyway does firing off Synapic Overload drop stealth on your character? I know it doesn't alert them.
    If a pseudo pet is affected by socketed enhancements, it will be affected by Power Boost. I haven't explicitly tested this, but it should work on everything you mentioned.
  17. Seeds and Synaptic Overload are definitely better AoE confuses because they are up every spawn. However, never overlook the power of having Mass Confusion and a single-target Confuse, all of which don't cause agro.

    That's not really an answer, but I generally prefer Mind's ability to spot confuse every 2.5 seconds as well as drop a confuse bomb. However, for pure AoE mayhem Seeds and SO are just so much better.

    I totally understand your difficulty if that's the hang up.
  18. Quote:
    Originally Posted by BenRGamer View Post
    Almost all of them have 3 AoE (Either Cone, TAoE, or PBAoE) attacks in them--heck, Thorny Assault has 4.
    Are we playing the same game?

    Only Earth, Fire, and Thorny have more than 2 abilities that can even cause damage to an area. Earth has a PBAoE damage aura, which is unique to the set. Fire has a PBAoE +end/+recovery that does minor damage and is on a 3 minute timer-- this is not used as an attack but as a recovery tool. Thorny has a 5 target melee cone and a pseudo pet that causes area denial-- none of which are targeted AoEs or ranged cone attacks. For comparison your proposed Munitions Assault has 2 cone attacks and 2 TAoE attacks while every other set has just one. Not one of each, but one.

    I'd suggest reworking it so that the build is more realistic. But if you honestly think that Venom Grenade, M30, Heavy Burst, and Full Auto are completely kosher in Assault design, then by all means keep it fanciful.
  19. Quote:
    Originally Posted by Succulent_Abyss View Post
    I'm aware there is a lot of AoE here but really... when you make up non AoE grenades lemme know

    I'm aware balance would be an issue but as I see it sure there would be a TON of AoE but the overall Dmg would honestly be lacking compared to any set with a few good Melee powers.
    Given that Dominators are explicitly limited in their AoE potential so as not to step into Blaster territory, game design would trump reality.

    Your best bet would be to do something unique, like give the set one Cone, one Targeted AoE, and a third Targeted AoE with a 5' radius and a 3 target cap-- taking a page from Piercing Rounds here. Even that would be pushing the envelope because you are replacing a 10 target PBAoE with a 16 target TAoE. Dominator Assault sets are intentionally limited in their AoE potential, which why the APPs and PPPs provide TAoEs to fill this gap.
  20. Quote:
    Originally Posted by Terror1 View Post
    PSW has a higher targetcap and larger radius
    They actually have the same radius, which makes the higher target cap often constrained by targeting geometry. Things would be different if PSW had the old 25' radius...
  21. Quote:
    Originally Posted by EricHough View Post
    What you are missing about drain psyche is that in addition to boosting the casters end and health recovery, it also does a -500% end and health recovery debuff to the targets - shutting down their end regeneration. For a sapping strategy, this is a very powerful affect and it can be made permanent far more easily than power boost.
    A skill with a 10' radius that doesn't actually sap endurance, but does neuter recovery, isn't really the same as a 98% buff to both -endurance and -recovery to every single skill in the entire Electric Control set. That includes skills like Chain Fences which will be sapping 30% endurance to a 30'radius every 3.6 seconds on a high recharge build. Or Static Field which will be sapping 6% endurance every pulse rather than 3% when not even socketed for EndMod. Who needs -recovery from Drain Psyche when a well socketed Static Field is sapping 9% endurance every pulse and can be layered?

    I'm going to flat out say this: the -recovery from DP is handy, but pretty useless given the skills already available to Electric Control. Drain Psyche is definitely better versus AVs though because of the -regeneration.



    Quote:
    Originally Posted by Nny_the_mad View Post
    if for you a power that trigger and recherge faster, got better base damage,recharge and secondary effect plus a stun component is "equal" to ISC there is nothing i can say O_o
    But you stated this as if PSW obviated anything Ice Assault had to offer:

    Quote:
    Originally Posted by Nny_the_mad View Post
    confuse+powerboost insn't necessary when you can PSW things to death quickly
    That is a matter of damage, and in that regard ISC is very similar to PSW. In fact, your numbers comparison shows just how close they are in performance, and one is avialable at level 4 while the other is at 38. I would expect PSW to be better, but it really isn't flat out superior for coming a full 34 levels later.
  22. Quote:
    Originally Posted by BenRGamer View Post

    Secondary: Munitions Assault
    This is mainly AR/ and Wolf Spider/ abilities

    Burst - Ranged, Moderate DoT(Lethal), Foe -DEF

    Pummel - Melee, Minor Damage (Smashing), Foe: Disorient

    Slug - Ranged, High DMG(Lethal), Foe Knockback

    Bayonet - Melee, Moderate Damage over Time (Lethal/Smashing)

    Poison Grenade - Ranged (Targeted AoE), Moderate Damage over Time (Toxic), Foe -Resistance
    Venom Grenade, pretty much. I figure this in lieu of Build Up or (more likely) Aim would make the secondary stand out more--Venom Grenade, while maybe not making you deal as much damage as Build Up, recharges faster and helps the whole team.

    Sniper Rifle - Sniper, Extreme DMG(Lethal), Foe Knockback

    Heavy Burst - Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense

    M30 Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback

    Full Auto - Ranged (Cone), Superior DoT(Lethal), +Special
    I said the same thing in another thread, but take a closer look at the format for Assault secondaries. Dominators have limited access to AoE, and are generally granted one cone TAoE and one 15' PBAoE. There are a few exceptions to this, like Earth Assault having a very short range TAoE (Fissure) instead of a cone.

    You have Heavy Burst, Venom Grenade, M30, and Full Auto in the same set. That just isn't going to happen. Ever.
  23. You might want to look at the general format for Dominator Assault Sets. You have way too many AoE attacks in there. They are generally limited to 1 PBAoE and one ranged cone. Earth Assault has a TAoE, but it is short range and on a long recharge. This set might be able to swap the PBAoE with a TAoE and be light on melee (such as Fire Assault is), but you aren't going to have 6 targeted area of effect damage attacks.
  24. Sonics has the best looking shields. That's enough for me.

    It pairs well with Electric because there are very few skills that need to be activated mid combat in Sonics, this lets you spam Electric Fences, Jolting Chain, EPPs/APPs, and Tesla Cage non stop.

    Liquefy is really powerful when you look at it as creating a single set that can grant 40% resistance and nearly 40% ToHit debuff-- that is a lot of mitigation barring the knockdown and hold on [Liquefy]. It probably should have a shorter recharge though...
  25. JuliusSeizure

    Spirit Tree

    Actually, it would be really cool if Spirit Tree has a minor Power Boost buff added to its radius, something that capped at about 20% at level 50. This would make it really unique.