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Posts
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Joined
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Quote:Lets see we are in current times indepedence port just finished ssa1 and god look both sister psyche and statesman not only alive but also giving TF's. Yeah sound more stupid than I went back in time at a place which was destroyed later than my arrival and met with people who will die after i met them in an uncertain time.Imperius is an incarnate, of Zeus, and like Statesman should be ageless. So his death would be at the hands of someone else.
In storyline, we find he has died. Therefore should be removed.
Statesman and Sister Psyche were alive in the past, died in the present, and they were removed from all content.
Statesman TF happened before SSA1, so Statesman TF was in the past not the present. So that makes being in the past a reason to keep Imperious invalid. -
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Hybrid left to be fixed but since devs don't agree that it is broken and even claim that it is WAI as it is I doubt this will happen in i24 or in i34 -sigh-
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Quote:You can only see toxic damage procs on combat long and it indicates your degenerative blah blah does xxx toxic damage. You can't see the -max HP debuff proc on combat log or in any log you need to have power analyser power and use it on target than check its HP to see how it is procing.Hola,
I just grabbed Degenerative interface on my claws scrapper for the first time and equipped it (checked it shows in active powers, etc). I was looking at my combat logs and I have yet to see it proc. I double checked the logs active in my tab, and nothing seems excluded that would relate...
Can someone clue me into how degenerative indicates it has proc'd?
- what log type is it?
- is there any (onbious) visual cue?
My other proc'd are incredibly clear in the logs (for ex, Achilles heel -res and perf shifter +end) but I'm just baffled on this one...
Thanks! -
Quote:True but than again in-game enhancements if they have any kind of level based parameter (like LoTG: global recharges defense enhancement) than they can be upgraded by enhacement boosters. On a toon that examplars alot SBE may look more tempting but on other hand if you stay at end game more frequently than having in-game ehancements and boosting them is far more efficient.I was speaking more on benefits of SBEs. On that note how much do level 46 LOTG +recharge cost on consignment compared to cost of a level 25 one?
That is what I'm talking about. The SBE will always provide the maximum defense at the level you are and what you exemplar to. It will also work as low as possible just like the more expensive level 25 ones.
Damage procs yeah, just get the lowest one but I was speaking of SBE's in general. -
one of GR promo enhancements had KB or KD chance iirc but they are only good until level 21.
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All procs are usable in their set level range so SBE does not bring anything new on this matter and procs doesn't change effectiveness with their crafted level so no new development in there either. Although crafting may a valid point you can always buy a crafted on from AE which brings thing down to paying with inf vs paying with money and that is all about the difference.
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Quote:Hmmm you need a power or two that can have perma (or close to perma) chance to proc for each proc you are going to put in while you need intensive global recharge and maybe recharge alpha (though alpha may drop chance of proccing) and ofcourse perma hasten is a must (which means recharge enhamcenet on it aside you need at least %190 global recharge with hasten included) For melee toons I suggest energy aura or super reflexes for two reason.I'm considering creating a character with the sole intent of having fun with Proc enhancements. That got me to thinking about what the best powers to put Procs in actually are, because I don't know. The builds I'm experienced with are genuinely not geared toward them.
So I put the question to you folks. For each archetype that you're comfortable speaking about, what are the best powersets for combination, and the best powers for slotting procs in? Damage procs were the original idea, but I'm interested in everything, really, this is a thought exercise first, and a build second.
First both sets comes with a recharge boost energy aura comes with an aura recharge boost that increase with each foe in the vicinity while SR cones with a flat-out %20.
Second SR comes with lots of powers you can put LoTG recharge boost and red fortune 5 pieces to get a total of %12.5 x 5 total recharge without worrying about getting a defense mule to put LoTG's or worrying about not reaching softcap. Energy Aura is similiar with 3 defense powers in the set and only requires two more which one can be weave and other can be combat jump or hover.
Other than these you will need 4 or 5 power just to mule purples for their %10 bonuses and maybe one for normal ATO set (or you may get it as purple one if you don't wanna keep it down) If you got 10 purple and normal ATO one along with SR and hasten you will have %211 global recharge alone from this build and with %45 from alpha you should have around %256 recharge on the power you put all procs.
From there you can build your toon as you like but like I said if you plan to use recharge alpha you may need to recalculate the proc chances however I doubt if you put these in a tier 9 attack on any melee set they will drop down below %50 chance. -
Quote:Short answer is yes %10 decrease on max HP also means %10 less health regeneration over time.Would the percentage of the regen debuff be equal to the Max HP debuff that spawned it without regard to debuff resistances? (ex. I debuff an AV's max HP by 10%; that means his regen rate would drop correspondingly by (a full, un-debuffed) 10%?)
Long answer is different however since regen is not work like in how it sounds. Regen in this game wroks like this; Regen triggers as in regen ticks and gives you back %5 of your max HP for players that does not have any other sources of regen (included inheret health) this means each regen ticks is in 12 seconds so a Player without health gains %5 of its max HP back in every 12 second. Higher regen rates increase the frequency of ticks happening while lower ones decreases. Since regen checks %5 max HP in each tick if you drop max HP by %10 in each tick regen will return %4.5 of original max HP. Howver a regen debuff of %10 means regen ticks will happen %10 slower (for example instead of 10 second it will happen in 11 seconds) -
Quote:I am in a similiar standing except interface is also part of must gets. Lore and Destiny T3's only for ishift but since I am tired of itrials they are lowered in to the "whenever I feel like" position.Like some others here I have yet to bother unlocking Hybrid on any character, and probably won't unless unlocking it becomes a requirement of another trial.
The only incarnate powers I actively aim to unlock are Alpha and Judgement. The rest if they happen happen. So, no, to answer the original question I guess I don't. -
No they can't be slotted at any level they can be only slotted at the level range of set itself which kinda kills the SBE procs need since you can just put same sets lowest proc and have same effects. And iirc they indeed require IO license.
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Quote:Only hole in your theory is hybrid is only up for 2 minute while lore pets remain for 5 minutes and some hybrids require additional conditions that needs to be met to achieve top performance (assault need to stack up with a chance to trigger, melee requires a certain amount of enemy to be close by controls procs only works on controlled enemies, only 5 stack of support buff same person etc etc) while lore pets start attacking as soon as they arrive so no hybrid will not be used constantly as you described in here.Everybody hates Hybrid!!!
Until the time comes when they recognize how OP it is when a League full of Hybridized players use all their T4 Hybrids at once.
Then it will be all "LFM, must be T4 Hybrid slotted!"
You know, like when they realized they can let 30 Foes stack up around Marauder because when everyone uses Judgement at once as an alpha strike, it wipes them all out.
Or, you know, when they say, "Save Lore Pets until X!"
The player base just hasn't learned how to use Hybrid yet. And when it does, the hatahs will slink away as if they never hated it. -
Well I would only call it a nerf for SBE procs since there is no reason to buy them after changes :P
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I am not playing much more these days and my 50's got boring after doing trials trials trials more trials and sometimes WST's considering I only have 4 of them since 2005 should show how long a span of interest I can keep going on. I only bother to play with only my main 50 before i23 and only to complete most content with him doing ouroboros getting in rare occasional raids like shadow shard and such. I was expecting hybrid with anticipation to kill my boredom along with magi trial. Although trial itself is not bad it is boring and hybrid was such a letdown I decided to forget my 50's totally for a while and get my other lowbies trying different power sets etc. Since I am tier 9 i don't think i will lose much other than incarnate. I bought most of character packs back in the day including GR too maybe a couple of things will be blocked but I highly doubt it will effect anything.
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Quote:Well i don't see why a katana scrapper needs recharge alpha but than again maybe a clicke heavy secondary requires it. I personally uses muscularate anyway.Looks like their will be a floor and they are no longer going to punish you for global recharge (alphas still do)
So it will be a slight nerf to some but not as bad as the initial one they where looking to implement. Just adds another headache to building out my toons. Now I have to look at my db/ea I am working on -
Quote:I didn'y said 0 end cost full time toggle I was ok with 0.5 end/sec one eventhough it sometimes detoggling my full SR toggles after conserve power run out i could make my build working around that cutting a little bit recharge and damage.Given how inconsequential end usage is in the end-game, an "always on" toggle might as well be a 0 end use passive. And even for how little Hybrid seems to do, that wouldn't be very balanced.
What might have worked better is an ability that's a passive, but when toggled you lose the passive but gain something else. For instance, Control might be passive damage bonus to attacks, while the toggle would give you the extra control mag. That way, you could choose what you wanted based on the current situation: do I want to do more damage, or more controlling? -
For op's question. Before april I was looking for new slots and was very excited about them. At the beginning of april I was like OMG give them now. In the middle of april I was like NOOOOO bring it back. When i23 went live well lets just say I canceled my subscription which was a 6month one and re-subscripted at the beginnng of april so now I am waiting for it to end and don't plan to resubscribe for a long long time.
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Quote:Simple solution since 2nd ATO's probably will released with i24 (or shortly after it) I will be putting second set in GC anyway for critical chance proc and moving achielle along with hecatomb set into soaring dragon. Still have similiar -res proc chance but now i get +critical chance with my top attack chain being gc-gd-gc-sd so it is a win-win situation.Then as soon as you add an alpha recharge in their you get screwed over again. I am Hoping they implement a cap on how much of a hit you take by making a minimum base line. he talked about it at one time I have not followed it since the change.
Over all it will be a nerf to several sets -
For example returning it to 0.5 end/second full toggle version at the beginning of vip-beta would be good.
Or making it gives constant bonuses instead of procs that has a chance for only happen half the time (for assault, control and melee for support increase bonuses would work)
I mean really 3 out of 4 hybrid tree depends on chance or enviromental situations (melee needs enemies around you good luck keeping a good amount of them around you for 2 minute and eve if you manage to it just means when buff goes you will face doom) while they can only be up for half time max.
Let assault give a fix amount of damage if you want to keep half time up half time down. Make control trees damage always. Let melee give a set amount of def res regen and whateverelse.
Or for gods sake return it a true toggle how it was in the vip-beta's first days.
But since devs claim that it is WAI as it is all of these are just trashbin suggestions. Mind you all of them were presented in vip-beta too and many more and probably better ones but devs didn't even bothered to take them serious than why should they start now? Only suggestion devs took serious was adding passive boost because it was the only one they could add to hybrid without changing release date or admiting their wrong and rerolling it back to how it was. -
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Rather than knife I want to see a whip meleeset which is actually effective in middle to close range with some hold and immobilise effects. Or a baton set which can be used with shields to produce policeman like superheroes.
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Nothanks we don't need a fail slot worse than hybrid. Like someone mentioned most of those stuff can be handled with emp/astral merit buy but no slot wasted on that kind of stuff please.
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1) It does -1000 max hp on AV's and pylons and GM's. Only exception to this seem to be AV's in incarnate trials but since noone bothers to bring a spider that can scan enemy I am not totally sure how much it does on them.
2) It stacks up to 4 times like any other interface secondary though on pylons i rarely see it above 3 stacks and most of the times it is either 1 stack or 3 stack (rarely 2 stacks for some odd reason I think it is because I am using katana scrapper which has gamblers cut twice in his 4 hit attack chain)
3) It stacks up to 4 -max HP from degenerative no matter how many players attack but it stacks with other type of -max HP (though I don'T know any other but I know there is atleast a couple of them exist)
4) pets indeed apply degen -max HP buff but I am not sure how much it effects since some powers have reduced effectiveness on pets and again not sure how pets attacks effect stacks if it has reduced effectiveness or not.
5) %25 chance debuff %75 damage is better than other one in my experiments but the difference is not much. IIRC there was 10 or 15 second difference on avarage (10 attemp with each T4 and took their avarage times with my kat/sr scrapper when I calculated it %25 debuff one was better but only a minor difference it was however obviously better than reactive with atleast 30 seconds with reactives best vs degens worst) at pylons.
6) since i can't use analyser temp power in itrials I can't say for sure but considering most people brings reactive interface or -regen one it is a good variation in itrials. -
I just wish they will fix hybrid in i24 as well (yeah I know no chance at all since devs says it is working as intended but I can dream before my subscription expires in september right)