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I recommend teaming and leveling up to around 30 to really get a feel for any set for scrappers/brutes/tanks. This allows you to have plenty of SO grade enhancements and most of the powers. Until then you are just as weak as anyone else really.
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well a damage aura is going to get about the same DOT from one slot used as a proc or if used as a damage SO.
With IO slotting you may get close to 95% damage buff and have extra slots available to use as procs that would essentially 'exceed' the ED cap in some sense.
Typical damage procs hit for 72, which over 10 seconds is 7.2 damage and only at a 20% chance so really 1.44 dps comapred to an average damage aura hitting for 12 (24 slotted) every half a second and at a much higher rate (75-95% accuracy usually) isn't very good.
Procs are best used in attacks that can be used faster than 10 seconds since you get much better dps out of them. -
so you are the one that stole all my profits and undercut me
I'm sitting on a few that aren't selling
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you only make 10 million a run? Guess what, you can still farm AE for tickets and sell those drops for 10-100 million a run sometimes.
Farming bosses for influence is highly inefficent anyway, just use custom mobs set to standard or extreme and add in a rez power - vola plenty of ticket drops to farm and subsequently sell the recipes you roll.
Also high prices means you can also sell at high prices which makes you influence as well. -
I currently use either a -1/8 or a +2/8 setting (-1 for ticket farming, +2 for xp farming) custom group that are all claws/regen on standard with revive added. 75% xp sure but they die quick and rez so you are looking at 150% of normal xp which is only 50% lower than pre i16.
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A WP tank with tough / weave / combat jumping / steadfast unqiue and all primary powers besides resurgence and strength of will should be able to handle most anything in the game at +0 con. Of course throw tough / weave / combat jumping / steadfast unique on any tank in combination with their primary powers and they will be able to handle +0 con with ease.
The best thing you could do is focus on +def and +hp actually.
As for offense, since you won't need more mitigation from the secondary once you get setup with those power picks and some +hp, fire would be perfectly fine. -
Hmm does it? Lets see, assuming an Ice tank with 45% s/l def and a fire tank with 50% s/l res.
Assuming even con minions hitting for 100 smashing per hit:
((50-0) * 1) = 50% * 17 * 100 = 850 damage with 0 res and 0 def
((50-45) * 1) = 5% * 17 * 100 = 85 damage for the ice tank
((50-0) * 1) = 50% * 17 * (100-50) = 425 damage for the fire tank
((50-45+20) * 1) = 25% * 17 * 100 = 425 damage for the ice tank
((50-0+20) * 1) = 70% * 17 * (100-50) = 595 damage for the fire tank
((50-45+40) * 1) = 45% * 17 * 100 = 765 damage for the ice tank
((50-0+40) * 1) = 90% * 17 * (100-50) = 765 damage for the fire tank
It appears one crash is worse for a non tough fire tank than it is for an ice tank and a double stacked crash is equally bad. Against +con foes I'd imagine it is much worse for defense toons, but it's not like there arent things you can do to mitigate a crash (inspirations, heal powers, timing crashes to not be in mid fight). -
Quote:AFAIK Rage has a defense debuff that is set to DOES NOT STACK FROM SAME CASTER as well as UNRESISTABLE . I don't see how making it stack would break defense toons, since the whole point of the crash is to represent ...a crash.If they ever "fixed" Rage to make sure it got the defence crash regardless of stacking, it'd break every defence-based character with SS. There'd be an uproar if they did that.
Castle won't "fix" that bug until he gets a chance to revamp the entire Rage power. Which, honestly, could be never. He's got more important things to do. The power is doing fine as is.
Yes this means that stacking rage would be a bad idea in general since now foes will hit you more often. -
Generally a good idea is to list things 1.12x or 1.13x what you pay for it to make profit, but that might be short changing yourself on some items that have high variation in price.
Like lets say you get IO recipe X for 800k, it takes 900k for 1 rare, 400k at buy it nao for some other salvage and 500k to craft thus your cost is 3.2 million. You could conceivably list it for ( 3.2 x 1.12) 3584000 and make profit. The IO may normally sell at 5-7 million however and you'd be short changing yourself if you listed it that low and got a smaller sale.
Salvage seems to be ranging from 700k-1.3m currently so there is minor room for profit on some of them, but the problem is what to list sales at such that you aren't undercut too easily. -
Fear/Confuse is rarely seen in game so I don't worry about it on any character, especially not a defense soft capped character.
Shields should take weave since it cuts down on the number of IOs to reach soft cap.
Fire and Electric would be your best bets for aoe damage, but surprisingly Ice looks better when combined with shields due to AAO + Shield Charge helping bring up the AoE damage. -
Hello. You are wrong. Here is why :
chance tohit = ( (base tohit - tohit debuff - foe defense ) * (1 + (accuracy buff - accuracy debuff)))
These values are clamped at 95% and 5%.
A basic even con foe will have ((50- tohit debuff - your defense) * (1 + 0 - accuracy debuff) or simply 50% chance tohit.
Bosses get a 30% accuracy buff so an even con boss looks like:
((50- tohit debuff - your defense) * (1 + 0.3)) or 65% chance tohit a player with no defense
Now lets account for 45% defense:
((50- 45) * (1 + 0.3)) = 5 * 1.3 = 6.5% chance tohit
Lets account for 55% defense
((50- 55) * (1 + 0.3)) = CLAMP TO 5 * 1.3 = 6.5% chance tohit
Additionally lets go for a +2 boss which gets 20% accuracy for being +2 and 30% accuracy for being a boss (a total of 50% accuracy)
((50- tohit debuff - your defense) * (1 + 0.5)) or 75% chance tohit a player with no defense
Now lets account for 45% defense:
((50- 45) * (1 + 0.5)) = 5 * 1.5 = 7.5% chance tohit
Lets account for 55% defense
((50- 55) * (1 + 0.5)) = CLAMP TO 5 * 1.5 = 7.5% chance tohit
For shinzengigels lets look at 1 million defense:
((50 - 1 million defense) * (1 + 0.5)) = CLAMP TO 5 * 1.5 = 7.5% chance tohit
The reason having more than 45% defense does nothing for you is because chance tohit is clamped to 5% AND THEN accuracy is applied to it. You reduce a foes final chance tohit down to 10% of his chance tohit a player with no defense, which means you get 90% mitigation. No matter how much defense you get that is the limitation of defense due to clamping values in the calculations.
You will 'feel' like you are taking more damage because you are taking more damage against higher con foes that hit much harder. You only statistically take 10% of the damage, but 10% of 100 vs 10% of 1000 is an order of magnitude in difference. No amount of defense will improve this mathematical certainty. -
city of data lists reconstruction at 60 second recharge and 335 heal at level 50. This is a 5.58 hp / sec ratio
Assuming 95% enhancement in heal and recharge that is 653.25 every 30.76 seconds (+ animation time which i forgot to look up).
That is roughly 21 hp /sec. 21 - 5.6 = 15.4 gain
Add 100% more recharge 60 / 2.95 = 20.33 which is 32.13 hp /sec 32 - 21 = 11 gain
Add 100% more recharge 60 / 3.95 = 15.19 which is 43 hp /sec 43 - 32 = 11 gain
cap recharge 60/5 = 12 which is 54.43 hp / sec = 11 gain
Considering this lacks animation time, the effect looks consistent, however if you add animation time into the equation you will see the effect is actually diminishing returns. -
I just popped it into DA since I had no other defense powers on my guy and I figured I was always spamming DA anyway so it should always be 'on'.
What I found was that yes, it would be on, so long as I hit with DA, but it did not last 120 seconds iirc. On top of that it gave less value against higher con foes, which defeated the purpose of getting more +tohit if i was going to get almost none while fighting the foes I'd need more tohit against. -
Ok I'm back. I had both regen tissue and numina's slotting in FH, which has 99.1% heal buff in it giving me 0.17%/s with numina and 0.21%/s with regen tissue.
I respecced and use those same IOs in RTTC instead ( so it still has 99.1% buff).
I toggled up and ran out to a level 1 mob in GC. Nothing. Few seconds later : 1.00% /s from numina and 1.24%/sec from regen tissue. (the 10 second rule does apply)
Next I moved over to AE and fought some custom mobs (fire melee/shield) at level 50. I got 0.17% with numina and 0.21% with regen tissue.
I backed out and changed difficulty to be 52s. I got 0.13%/s with numina and 0.17%/s with regen tissue.
So yes different con foes do effect the uniques in RTTC.
AGAIN FOR THE NUMBERS IMPAIRED : DO NOT SLOT UNIQUES INTO RTTC IT MAKES THEM WORSE AGAINST +CON FOES. -
Well I didn't test the 10 second rule on it for the start up ( IE wait 5 seconds after toggling on then engage a mob, and it should not activate until 5 seconds more when a 'tick' happens), I did test that it lasted 120 seconds after I toggled RTTC off.
I do not recall which mobs I tested against, but I know they were street mobs, probably crey or council in bricks since I was in the 30s at the time.
I'm going to hop over to test quick and see if I can respec to get up to date numbers on it. -
Alternately you could use attack vitals + sweep non stop with minimal +rech needed and potentially output more dps ( though I'm not sure of that).
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I'll pull some numbers out of my bum since I did this back in issue 11 but what it looked like was :
in health:
0.42 * .15 = 0.063% regen per second for numina unique
slotting (95% heal) ups this to 0.2925 or 0.123% regen per second
in RTTC (also 95% heal)
even con foe I got 0.123% regen
+1 con foe 0.104%
+4 con foe 0.059%
These numbers correspond to the effects of the purple patch pretty closely. I tested this out because I threw the kismet unique on my regen scrapper's DA and got whacky results, and I thought maybe I could get super awesome regen if it accidentally worked in RTTC based on how many foes were near. I found out however, that I got lower results against +con foes, and the regen buff did not work until a mob was in range. -
I'd have to guess you dont have the exact lvl of all enhancements correct across mids and ingame, thus slightly different numbers. I could be wrong, but it's a thought.
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I've tested this issue extensively people but to reiterate :
DO NOT SLOT UNIQUES INTO RTTC, IT CAUSES THEM TO HAVE LESS EFFECT AGAINST +CON FOES.
KISMET +ACC WORKS THE SAME WAY IN DIVINE AVALANCHE / PARRY, WHICH IS THE WHOLE REASON I WENT AND TESTED UNIQUES IN RTTC AND FOUND OUT ABOUT THIS ISSUE IN THE FIRST PLACE. -
RTTC is NOT a good place to put uniques because it will give the unique a lower effect if you face high con foes, and it will only be on with foes in range and 120 seconds after, instead of perma.
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but what are your IO bonuses like ? Are you soloing with temp pets, and inspirations ? Or are you relying on SR's powers alone ?
Many AVs will hit real hard for the first two hits, then the third hit will likely get cut down by 1/3. It may be a bit better on a tank since tanks have more hp, but I would think it's a huge gamble to live or die based on the RNG and some scaling resistance. Aid Self might actually be enough to make it work now that I think about it though. -
I don't know what is better for tanks Shields or SR. SR's scaling resistance is the only thing it has going for it really, which won't help much vs AVs or GMs.
A shield tank can also hit defense soft cap for positions, but instead of scaling resistance it gets 23.4% to all but psi iirc once slotted. Then you also get AAO + Shield Charge, which SR has nothing to compare to really. Elude vs One with the Shield is a joke since Elude is pointless for a soft capped SR.
I don't know, I just think SR would be great vs non AV mobs and then fairly mediocre at AVs, kind of like Ice Armor without Hibernate or Hoarfrost to recover from a hit or two. Sure you could get aid self, but I don't know if that would be enough. -
Yes because ninja are very good at tanking...from behind that tree over there...
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Your slotting is totally whacked - you dont need +melee defense you want +smashing/lethal defense. You only need 5 slots in your resistance powers for reactive armor, and you should fir in the steadfast unique somewhere unless I missed it.
3-5 sets of kinetic combat in your melee attacks will get you 11.25%-18.75% s/l defense, combined with cj, weave, Heightened Senses and the StdFst unique, you will have 36-44% s/l defense.
High Pain Tolerance should be slotted with heals for the +hp, which boosts your +regen. You should also consider getting the accolades for +hp.
Your heal uniques should NEVER be placed in RTTC, because they get negatively effected by +con foes. Put them in Fast Healing and 6 slot FH with 3 uniques and 2 other pieces of numina plus one common heal.
If it isn't purple you should be able to tank in indefinitely on a WP tank, especially once you get the kinetic combats slotted. -
I don't understand the issues some people seem to have with a WP tank. The only time I lose aggro on mine is if a blaster nukes or if a controller goes aoe crazy.