LuxunS

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  1. Quote:
    Originally Posted by Scarlet Shocker View Post
    We often talk about Caps... soft caps - defence, resistance etc. There's a lot of threads dealing with it and I'm pretty convinced getting to them is essential for the long term health of any toon you want to play seriously.

    But one thing I've never seen mentioned is debuff caps. Is it possible to debuff a PC or a critter to a minimum? In other words can their "toHit" or "defence" (or any other attribute) be reduced to a finite limit - or can it be ongoing?

    Does one player have a limit to the amount of debuff they can do - and does it stack? By which I mean if I debuff The Honoree (as an example) as far as I possibly can - could my team mate then add to that debuff?

    I appreciate there's a finite level to which a debuffer can operate: Spamming debuffs takes time and they are of finite duration but is that the only limitation to them?

    Are debuffs linear, insofar that they reduce an attribute by a fixed percentage or do they change incrementally with use, a la "diminishing returns" when slotting S/IOs? To put that in context if I have a power that debuffs an attribute by 10% if I hit my target 10 times will their attribute be 0 or will the power itself - without taking other forms of mitigation into effect - be less (or even more) effective?
    This is a lot to cover, and I don't have the time before I leave work to do it. I'll toss out some general concepts and someone else will probably come in and correct it or fill the gaps.

    In CoH many stats are interchangeable. The simple example of this is the defense soft-cap. It's considered a soft-cap because at 45% defense a lvl 50 minion will have 5% chance to hit you, which is the to-hit chance floor. Regardless of how much defense you have the chance to hit will never go below 5%.

    The opposing stat for defense is to-hit. Effectively defense and -to-hit do the same thing. Example.

    A SR scrapper with 45% defense is at the soft-cap.
    A dark defender that uses a slotted darkest night and fearsome stare on a mob (-25%+ -27% to-hit) is also effectively at the defense soft-cap.

    While not actually having any defense the to-hit debuffs lower the mobs chance to hit to the lowest amount possible.

    As far as stacking goes, most (if not all) debuffs do not stack from the same caster. I don't have time to double check this, but i'm almost positive. Same goes for most buffs, with a few exceptions. Thinks like Clear Mind are stackable, but Force Fields are not (with the exception of zoning being considered a different caster). So, a Poison MM can't stack Envenom on a target, 2 poison MMs can both use theirs once.

    As far as I know there is no diminished returns outside of pvp, or hard/soft-caps. Example.
    If you're up against a mob with 10% resistance and have a rad on your team that uses enervating field. The mob now has -30% resistance.

    Things like this can come in handy for creating optimal team makeups. Say you're a scrapper and you want to do the most damage possible. A kin is a good option because fulcrum shift can put you at your +damage cap. But you still have a higher damage potential. +damage and -resistance are interchangeable. So, if a rad is added to the team that uses enervating field for -resistance on the mobs your damage goes up! This is why support heavy teams are significantly more powerful then most other team makeups.

    One other thing to note. While things like defense and -to-hit are interchangeable, for high end things like soloing AVs you have to take the purple patch into consideration. AVs have scaling resistances for many stats based on their level. At level 50 AVs have 85% resistance to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery. In the example with the dark defender above doing -52% to-hit with fearsome stare and darkest night, against a 50 AV that number is reduced to -7.8%. That puts them way below the soft-cap and explains why in high end cases its not the best option.
  2. Quote:
    Originally Posted by perilX View Post
    Base duration is 10.something secs.

    We tested it tonight. Mechanically it appears to be scaling linearly where the base percentage is 100% and the enhancement % is added on top of that. Taunt res is being subtracted from the total value, not multiplied against it. DR seems to make the floor pretty solid where taunt res won't make it noticeably lower than 100%.

    Either it is scaling linearly or taunt res is only working against the enhanced portion. Both scenarios return the same outcome.
    Either way that statement says "Taunt res is broken". If someone has no taunt duration enhancements in the power against someone with assault/double assault its going to last the full duration. At minimum its going to last the full base duration regardless of the person's resistance or the taunter's slotting. Taunt has a base 10 second duration and recharge. Even unenhanced for duration, its easy to slot recharge to get the power below 5 seconds. That means that barring a person's evasion skill its possible to keep them at -150% range and stuck on a single target an entire match. I don't see how this is not broken. On open maps such as graveyard, eden, etc the player is effectively perma-caged.

    I provided several points for why taunt teams are not good for the league and reasoning for why it should be limited, but I haven't seen any real legitimate reasons to allow such things.

    - ATs shouldn't be limited and lineups shouldn't be banned.
    Some broken powers have been banned. Taunt certainly falls in the broken category. How is perma -150% range and locked on a target less powerful then Corruptor LR? Besides no one is saying ban taunt, just limit the number of taunters per match to at least make things competitive.

    - Don't QQ about lineups, if you can't counter them stop being a noob.
    Really? There are obvious counters to the taunt lineup, one being stalkers which was demonstrated in thursdays matches. The points have already been made. Taunt lineups don't teach D6 players anything, they're not fun to play, and they don't encourage good pvp. Spending 10 minutes running around at -150% range while someone has me on auto follow and hits space bar is a waste of time. I could go to RWZ, target a pylon and hit 1,2,3 keys for 10 minutes and at least i'd be able to say I accomplished something.

    I find it amazing that the people most against banning taunt teams are accusing people of not knowing how to run a counter. They're the ones hiding behind broken powers and a really weak lineup.

    Remember D8 players, you get to play D8 matches and potentially help your weaker players in D6 matches. I'm only guaranteed to play 1 round a week. Playing against taunt teams IS NOT PVP. Its a stalling tactic.

    I'm disgusted that things like this are allowed for D6 matches. By not limiting things like this the pvp community is encouraging fiteclub garbage. The i13 changes were 2 steps back, arena options to turn them off was one step forward. Allowing fiteclub lineups in the arena is a step back.

    Hell if -Divine had lineups like these from the start, Eagle would still be leading that team.
  3. Quote:
    Originally Posted by perilX View Post
    It actually isn't. Taunt res DOES work, as I have tested it, and the -Range stacking might be WAI, we don't really know.
    Retest this please. I tried this many many times in the arena and noticed absolutely no reduction on taunt duration.

    Taunt duration with no toggles on: 12 seconds
    Taunt duration with TT:A: 12 seconds

    TT:A = -1206.51% taunt duration.
  4. Quote:
    Originally Posted by JKwervo View Post
    Taunt is not broken iirc.
    Read my above post. -Range stacks and Taunt resistance doesn't work, that seems broken to me.


    Quote:
    Originally Posted by JKwervo View Post
    But to punish those that can only bring Tanks/Brutes as a valid PvP toon is not the way to go. If that's all they can field, and they have to be played...
    Addressed this also. No teams have that many players with only taunters that they are forced to bring more then 2 per match.

    Quote:
    Originally Posted by JKwervo View Post
    It's like saying don't tp drone plz, cos that's not fair!
    Drones are OP and not allowed in D6 or D8 matches

    Quote:
    Originally Posted by JKwervo View Post
    Or, hey...I have insps, but limit that because it'd be boring to watch you pop greens and not get killed!
    Insps are limited to the 20 you get per match.

    Quote:
    Originally Posted by JKwervo View Post
    Reason why stalkers were limited was due to crazy shrakz attackkgo! The majority said it was broken, so limit stalkers because of that, save a few like barrier and such.
    Again.. Taunt is broken

    Quote:
    Originally Posted by Daknah
    6ers are going to quit the league and probably pvp all together if the only matches they see are vs 4 taunters 2 emps. I know if i was a d6er id quit if that was the case.
    He has a point. Think about this from my perspective. I don't play a traditional toon so Dex/Vex are only required to play me one match per week. I happened to get drafted by a good D8 team. If teams decide to start bringing taunt/emp teams to tie our D6 because they can't match them then where does that leave me? Even with double assault taunt duration is not reduced. My character brings absolutely nothing to the match. I'll simply not show up for 2 reasons.

    1. My character doesn't contribute and having to play me would put my team at a disadvantage. They could be running 2 blasters/2 stalkers as an effective lineup against a taunt team why would I make them put me in place for less damage/effectiveness.

    2. Why would I want to play against a taunt/emp team. I could spend my thursday nights doing something less lame like watching a Twilight marathon with my girlfriend.
  5. Quote:
    Originally Posted by CriticalKat View Post
    While I can feel your pain about fighting taunt lineups not being fun if that is what we base rules on then we need to ban a lot of powers. TA's are not fun. Ever. Not in the least bit. Being AS'd by stalkers totally sucks. That isn't competitive, if you don't have a fort there really is no counter to stalkers because every attack a squishy throws off roots them. (The arguement that stalkers with the way we submit lineups and can't counter lineups is a valid one) While we are at it we should ban all holds. Being held blows being there is no counter to that either.
    Isn't there a 2 stalker limit for matches? If so thats not really a valid argument as there is a limit on stalkers, but not on taunters. If a team brings 2 stalkers to a D6 match, at any given time during the match they only have 4 visible players. If against a jump team, easier locks (from less targets) could even out the spike damage advantage. A fort is an appropriate counter for a stalker, able to virtually nullify them for an entire match. However a tank can do so to any target they desire. A fort is a rock to a stalkers scissor, a tank is not even a close comparison. PS. on a fort I'm arguably best equipped to counter a taunter also because double assault = double taunt resistance. I'd need some more testing to confirm this, but 99% sure taunt resistance doesn't work at all because the full duration lasts on me. In addition -range seems to stack or is bugged in some way. With 2 taunts on me I can't land a melee attack standing on top of someone.

    TAs and doms are not comparable to tanks. TAs can be a boom offensively and offer excellent disruption. Same for doms, nice disruption and starting a spike with a long hold is excellent. However, unlike tanks, they suffer from defensive vulnerabilities. There is a big difference between a TA cycling targets for debuffs/a dom locking and holding before a spike and a tank choosing a single target and auto-following/auto-taunting. One requires skills used in most pvp encounters (locking, evading, spiking), the other requires picking a target, auto-following, control click on taunt, press space bar, and eat a snack.

    Quote:
    Originally Posted by CriticalKat View Post
    I am being dramatic because obviously none of those suck as badly as a taunt lineup. I will tell you what does suck as bad as a taunt lineup though. 6 people that signed up for casual pvp in what was supposed to be a casual pvp league wanting to play their casual toons and getting ***** by 4-5 psi blasters. There is no counter to that either besides being hardcore and not casual and being really really good. The argument is equal to both sides. You guys don't want to face taunt bots and other teams don't want 20-2 rapage scores that are only partially based on skill and partially based on builds & glad jav procts.
    Every match that I have played in D8 and D6 I've played my Fortunata. Its my toon that I like to play. I have a psi blaster, an ice/cold, a rad, a taunter, but I decided that I'd only play what I enjoyed. Even with glad jav/purple procs I'm 20% behind blaster un-procced damage. Every official I've played in we've won, even with that damage handicap.

    Even with my limited organized pvp experience its painfully obvious that fast locks/tight spikes and good target calling > procs. Everyone pretty much uses the same blaster builds anyway (save -divine's team taking force mastery). Our D6 and D8 teams are similarly equipped and watching participating in practice sessions where we play against the D8 is no less painful then the ones your team experienced.

    Quote:
    Originally Posted by CriticalKat View Post
    Playing matches for ties is a dickmove, I will agree with that. It is a legal dickmove though. Teams are going to bring what they think is best to get them the most points. One teams 4psi/em blasters is another teams 4 tauntbots.
    This is exactly the reason I spoke up. I could care less about D8 match rules, but for D6 how can this be considered legitimate. 4 taunt bots completely nullify the match. Notice in a majority of the official matches where tauntbots have been brought there have been no kills by the tauntbot team. It is an intentional draw tactic. With a rule in place 2 taunters would nullify 2 damage. The taunt team would still have the possibility to spike with 2 blasters + taunter kob/fossilize on a target. Scores would be lower as you desire for team morale, but there would still be a match going on.

    This fightclub crap is exactly what everyone plays in the arena to avoid. I find it unbelievable that so many people are lolfiteclub or lolzonepvp, but are not discouraging the same crap in D6 matches.

    Stop thinking about this from a team score perspective, and look at it from a "Is this in line with what our goals were for D6 matches" perspective. Honestly, are these the kinds of matches and tactics you want to expose and encourage among newer pvpers? I'm not a team captain but I implore you, consider proposing this rule change.

    Edit: sorry for the overlap with Dex, went afk while writing and didn't see his post till afterward.
  6. Since no D6 players speak up I'll throw in my 2 cents. I thought the whole idea behind the D6 teams was to allow players new to pvp to get into the scene and be coached by the older players. Point rewards are attached to the D6 matches so that the D8 teams put stock into getting their D6 players better. It seems however that the competitiveness has taken away from the original goal.

    Quick Recap: This weeks matches for us was...
    D8 - 8v2 find 2 stalkers, get a kill and win so that it isn't a draw.
    D6 - 6v6 4 taunters and 2 emps, try to get a kill while everyone is taunted so that it isn't a draw.
    The only match that was an actual fight was the first D6 match jump vs. jump

    I'm not going to go back quoting everyone, but someone mentioned these were high-end matches and lineups are whatever the teams bring and shouldn't be limited. While I wouldn't argue about that for the D8 matches, does that hold true for the D6 ones?

    What's the big deal about limiting D6 matches to 2 taunters? From what I've seen, no team has brought more then 2 taunters unless they're playing for a draw anyway. Playing for a draw is sound tactically for the overall league score, but keep that crap for the experienced players to deal with and let the newer D6 guys play. The initial worry about limiting taunters because D6 players might be a lot of fightclubbers and won't have more traditional characters is invalid. There isn't any team that "has" to run more then 2 taunters per match to get everyone rotated in for D6 matches.

    Playing against an all taunter team is not fun, it is not an experience anyone can learn from, and it is not making new players any better (on either side). I thought the idea was to bring new players into pvp. Do you think that taunt/emp lineups are going to interest players, get them excited to pvp, or look forward to matches?

    PS. I'm going to have to agree that taunt can be broken on the tech lab map. Against the storm team with the 2 stalkers I had a tank following me the whole time and didn't have a problem keeping the stalkers revealed.

    PPS. -Divine touted how good his D6 team was, and then brought a taunt lineup with they lost 13-4 jump v jump. Our D6 even had a fort in that match, which puts them at a disadvantage. Nothing against -Divine or his team (I don't have any problems with anyone on that team and I think they do decent). Talking like you have faith in your team, then playing for ties is pretty <&%$#`@!> lame.
  7. Quote:
    Originally Posted by New_Dark_Age View Post
    I thought since Issue 13 Forts were not too effective. Will such builds be good at anything other than counter Stalker ? I want overall effectiveness as well.
    *sighs and shakes head*
  8. Quote:
    Originally Posted by JonnyDeadSide View Post
    Zone is easy. You dont need to be a have or have not. Thats garbage. SO's are fine and you can be competetive, if you have the right build/powersets.
    Zone is easy and needs no money/loot to enjoy it.
    Adjusted slightly.
  9. Quote:
    Originally Posted by B_Witched View Post
    LOL - first off

    He was in Pocket D the whole three matches - you played the same 4 players all three matches with a roster of 12 d6ers... so you're encouraging who to play? Gee you fit in 6..GG.
    I generally don't post in threads like these but I'm going to speak up in this case. This statement is simply not true. The D6 emps got to play all 3 matches and every blaster got to play once. I played in the first match and I run a Fortunata.

    I'm not sure what position you're taking in attacking Post OP's leadership. Is it because 2 D8 players played in every match, or because the other D6 players (besides the emps) only got rotated in once? If its the former, every team afaik is guilty of the same thing. Its in the rules, a team would be at a disadvantage to not run 2 experienced players. If the latter, again blame the rules. If D6 matches were 8v8 there would be more opportunities for rotating in our roster. Am I happy that I only got to play one match? Heck no. But like the rules say (even though you're accusing us of breaking them) everyone has to play, and I understand why I only get in one match per week.

    As for Habachi, he was not around for the matches. I don't know why you keep saying you saw him in pocket D. I logged in as soon as I got back from work (an hour before matches started) and went to Pocket D. Habachi was not in the zone, he was not shown as online in our global channel, and he was not in vent. Personally, I didn't have any contact with him that day at all; which is why I'm confused this even became an issue. Not for nothing my organized PvP knowledge is lacking, but if Post OP is willing to run a Fortunata in place of a blaster in their typical lineup (if you didn't know Fortunata blasts have the same modifier as defender blasts)... Why would they bench or hide Habachi who plays a psi blaster? It doesn't make any sense.

    If you don't believe the leadership maybe you'd believe someone who doesn't really care about the competition and is just around to gain some experience and have a little fun. I'm not sure if you sincerely believe that Post OP tried to cheat, if you have a personal vendetta against a member of the team, or you're simply trolling. Either way there was no foul play here.

    I realize this is leadership business, but it really is ridiculous. I apologize if I was out of line butting in.
  10. LuxunS

    Aerial Combat...

    Quote:
    Originally Posted by capnkangaroo View Post
    The fix to keep everyone happy might just be negate falling damage from pvp zones.
    This actually already happens in pvp zones. Try flying up to the ceiling in RV and dropping, then doing the same thing in Atlas. There is a noticeable difference in damage taken.
  11. I probably understated the importance of Dominate. It alone is nearly reason enough to choose fort over NW.

    It has potentially 6 damage procs that can be slotted in it
    Gladiators Javelin: Chance for damage toxic (33% 71.8 dmg)
    Gladiators Net: Chance for damage lethal (33% 71.8 dmg)
    Unbreakable Constraint: Chance for smashing damage (33% 107.1 dmg)
    Apocalypse: chance for negative damage (33% 107.1 dmg)
    Ghost Widow's Embrace: Chance for psionic damage (20% 71.8 dmg)
    Neuronic Shutdown: Chance for psionic damage (20% 71.8 dmg)

    As stated early one of the most important functions of the widow/fort is the ability to reveal stalkers and prevent their significant shark/as damage. In an arena match (10 mins) if the stalkers are either /SR or /Nin they have access to t9 defenses. Potentially 6/10 minutes they could be under elude or retsu. In these conditions over half the match a widow chasing them would have 15-20% chance to hit them even with double tactics and %50 global accuracy. This widow would be ineffective in their duty to shutdown the stalker. Since neither retsu nor elude grant psionic defenses and dominate ignores positionals, the fort would still be effective in keeping the stalker out of hide.
  12. Quote:
    Originally Posted by Supermax View Post
    Is there any reason whatsoever that you're talking about forts and not NW's? I don't see a single reason why someone would even bother with a fort. NW's can be useful though, for all the reasons Steatoda mentioned.
    Have no fear, I shall enlighten you.

    1. Forts do superior ranged damage. While NW's have access to mental blast and poison dart, which are both fast recharging range attacks, it is difficult to get them chained in pvp without a pause. Additionally Forts have access to dominate which is easily procced and will interrupt toggles such as hurricane and rad toggles. You could slot hold procs in those two attacks, but then you're losing out on potential damage procs or better slotting options. Dominate also ignores positional defenses so it is the best damage dealing option against other defense based toons. You 'could' grab shraks for the crit from hide with MP, but then you'd be losing out on the shatter armor goodness.

    2. I concede that NWs do better melee damage thanks to the availability of slash and its crit from hide. However these are much less effective on a widow then on a stalker. Slash's damage isn't all that great even with a crit. Also, every widow melee attack (with the exception of followup, but I assume you're taking buildup on a pvp build) has a dot component. That means that if you fire a melee attack it's between 2.6s and 3.6s before you can use placate. If you do use it within that time it is wasted as you'll be targetable and the stealth you just got will probably be dropped before you get off your next melee attack. Best of luck getting off a Slash crit, shatter armor, placate and another crit from slash or lunge in any reasonable amount of time. It could work in a 1v1 situation, but in a team or arena setting the target would either be dead from a spike, or healed because it would take too long.

    3. The other advantage NWs have is the availability of elude. The ability to be untouchable for 3 minutes is pretty nice to have. I can see the value of this in zones, as you can be tougher then a regin and just chill in the base when its down. In the arena however the standard is 10 minute matches, at best you can hope for 2 mins downtime (pre-dr probably more in the area of 2.5 mins). Basically up for 3 mins, down for 3 mins, up for 3 mins. Honestly from what I've experienced its unnecessary. Built for defense the additional of elude is just not needed. 55-60% pre-dr isn't difficult to obtain without sacrificing any slotting of hp, dam, acc. I sit around 59% ranged defense pre-dr and in kickballs and arena 8v8s I've died 1 time in the past 2 months. Not 1 time per match, 1 time total. Generally if your defenses are high enough you'll either be ignored or the spike will be called, if you don't go down in a few seconds the opposing team will usually move on to the next target. Elude is a good route if you have a cheap build or don't want to invest the inf into a lolpvpwidow, but otherwise its not the best route.

    The only true functional advantage of going NW over fort is the -recharge resistance granted by mental training (and the +recharge to an extent). That would make colds slightly less of a pain.

    Edit: I suppose you could use mind link during the elude downtime, granting additional defenses for 90s of the break... But that makes an already tight build even tighter. You need your defensive toggles, leadership (at least the 2 tactics), slash, sa and web env, mez protection, placate, travel powers, melee and ranged attacks, and possibly tough/weave or phase/elude. There simply isn't a way to get everything, something has to be sacrificed.
  13. Kahlan_ - Forts are far from useless

    Rei - You probably just need more practice on that toon. I've only seen you play it once and during that time you were just standing by the drones in RV complaining about how forts suck. Less preaching, more practice.

    I had a brief exchange w/ Barrier on this topic before. A well built, well played fort without a doubt should have a spot on a team. Most of the community sees forts as useful only for stalker disruption. While this is the most obvious advantage for using a fort, there are other uses. In addition to revealing stalkers tabbing through and grounding the oppositions support or firing dominate on rads is fairly easy. Also having a fort jump in spikes is not a bad idea.

    Example. Team is calling a spike. (Proc damage is averaged and resists are not taken into account)
    A psi blaster fires off mental blast, psionic dart, and will domination. Between all those powers the blaster has 2 glad jav procs, an apoc, and the placate proc. On average that blaster will do 946 damage with those 3 attacks, it it'll take 4.356s for it to fire off.

    The fort is hopping around firing web envelope on the support and breaks to get in the spike. He gets in melee range and fires off shatter armor and gets off mental blast before the target gets more then 80ft away. Assuming shatter armor has a full mako set and mental blast has a split glad jav/apoc set with procs... The fort will do 954 damage with those 2 attacks and it will also take 4.356s to fire off.

    Granted the fort has to get into melee range to do this, but if stalkers can get off AS, a fort can get off SA with less hassle. Same amount of time to fire off, similar damage, a little more difficult to position. Potentially a fort could keep a stalker disrupted, web envelope when placated or after having lost track of the stalker (inevitably happens), and make good contributions to spikes. Admittedly I'm not skilled/practiced enough to complete all these roles at once, but having played solely on my fort in pvp the past 2 months or so, I believe it's possible.

    Support wise. At the start of a match (assuming a fort has ml) the team gets an additional 30% psi resistance (pre-dr). Anyone in range of the fort should be at the perception cap w/ ~25% to-hit buff, have +15-30% damage from assault/double assault, and +12% defense (+25% or so with mind link).

    As far as dueling goes a fort can do as well as most other archetypes. The only blasters that beat my fort consistently are rads (and they're uncommon). I haven't ever lost to a sonic or a fire in the arena, and only 1 psi has beaten me and he isn't consistent. Every archetype is a rock to their scissor, ours are therms, colds, tanks, and regens. Therms and colds can shut down defense/recharge/end and tanks/regens just have too much damage mitigation/hp, fort damage isn't enough to overcome it. I have beaten all of them before, but equally skilled players and builds will always trump a fort.
  14. Quote:
    Originally Posted by Hatch View Post
    Bahhh... I Got PWND

    Use SF toon for PvP but only toon thats not set up as "farmer" an is complete wit setz
    All gd fun thou
    Would luv to see a 1v1 show down type comp, but that would take sum time to get thru I suppose
    There is a 1v1 style tournament built into the arena options. All join and the game will set random matches. There is a 2 minute break between each match and the arena will automatically draw you into your next fight. It is pretty cool, but it does take forever.
  15. The first round we had an 8v8 in the office map. Epic chaos ensued, over 90 deaths between the 2 teams lol. Sorry Niviene :/ Finals was a tough fight, thanks for the match MAH.

    This was a fun event. Free server transfers made it possible for me to attend (Freedom native). It was a nice break from organized play. The random aspect of the teaming allows pvp newcomers to possibly team with veterans and at least get some basics with target calling and tactics. Thanks to bud for organizing!

    The atmosphere for this was mostly laid back, non-judgmental, and just for fun. In many cases the competitve nature of pvp players overshadows the encouragement of new players and steals the fun from matches. IMO the pvp community could use more events like this.

    Side note: I played Luclin for this event, Steatoda was taken on the Champion Server ><
  16. Short Version: Fighting tanks makes me wanna put my head through the wall.

    Long Version: Rage will allow the tank to hit fairly reliably, if they have tactics also you may as well consider your defenses totally negated. Also tanks have really high hp and Fortunata damage is the lowest of all ATs (with the exception of mastermind personal attacks). Also taunt will lower the range of your blasts. Oh and invul/ isn't weak to psi in pvp anymore.

    Scrappers are pretty tough for forts too. They do more damage then we do, have greater survivability, and have taunt to keep us from kiting. A lot of scrappers are just bad tho, they can be beaten.
  17. Quote:
    Originally Posted by black_barrier View Post
    The drops system is pretty stupid at this point. The Rep system is the culprit. It comes down to this: do you want a system that rewards intelligent pvp play as perceived by the players (keep the mf blaster down before he wrecks your therm) or the carebear ideal-world mentality of the devs where you cycle through targets in order to get higher drop chances, while you sacrificing good, intelligent pvp.
    For some reason this post reminds me of the anti-gank code.
  18. In pvp the IO offers less regen then you would get from adding 1.8%hp (like a Numina 3set). Its not really useful at all. The random heal in pve is pretty useless also, I've been using that IO since it became available on live and only recall one time where it actually went off and I would've died otherwise.

    The real value is in the Performance Sifter-like end recovery. That has limited use in pvp as maintaining attack chains or constantly firing high-end AoE attacks doesn't happen. -End powers are a much bigger concern and if you get hit with one of those, this IO isn't going to help.
  19. I'd support an increase in drops.

    In general the problem is not that pvpers and pvers are competing for the pvp IOs. The IOs that are valuable to the two player groups are not the same.

    Looking at red side prices, the Glad Jav procs are nearly as expensive as the +3% defense IO. PvPers generally don't care for the +def, nearly all the competitive pvpers don't play defense based toons, on non-defense based toons there is absolutely no reason to get that IO. Squishies don't benefit much from defense thanks to DR and melees wouldn't need 3% defense on a resist based toon (in pvp at least). On the other side the Glad Jav proc is pretty much useless for pve toons. The set bonuses are attainable from other, cheaper sets.

    Most of the IOs and sets can be classified as either pve or pvp useful. The problem lies in the supply, not the demand.
  20. Quote:
    Originally Posted by EmpireForgotten View Post
    going back to before Purples PvP Ios, I could Cap HP on a controller with accolades. I guess what I am getting at is, if capped HP is all that matters and its gettable without PvP IOs/Purples, why the big deal?

    Personally Im sick of the supply being low on the market and people purposely bidding to keep the supply low. I'd love for the drop rates of everything to be increased, that way it completely blows up the market mini game the way PvP was blown up by i13.
    What I was trying to get at was capped HP is not all that matters. +Def is important for def toons because they need to be well over the soft-cap for it to be effective. +Acc is important for going up against Def toons or to-hit debuffs. +Recharge is important for longer recharge debuffs and attacks like therms/colds and spirit shark jaws etc. KB prot and Perception are important for any one who doesn't get it built in. +Damage is useful for nearly everyone.

    Capped HP is very high on the priority list, it isn't the only stat that matters in pvp. The pvp system does not treat everyone equally, some toons need little investment to be functional while others need a significant investment to be even somewhat competitive.

    That being said, i'm not arguing against your point. I wouldn't complain about drop rates being increased, or alternate ways for attaining IOs. Be it from merits or completion of difficult tasks, badges, w/e. Several months of casual play to complete a toon does begin to feel like a job as someone else mentioned.
  21. Quote:
    Originally Posted by AresSupreme View Post
    Unless im mistaken, (which is very possible) purple procs are resistable and pvp procs arent + javelin's volley toxic dmg is very useful in pvp and pve I love the idea of none of the bonuses working in pve. You can't get them pveing so dont have them available to that community.
    Afaik all damage from procs ignores resistances
  22. Quote:
    Originally Posted by EmpireForgotten View Post
    Has anyone stopped to do a comparrison of a Max'd Purple+PvP IO build vs a 250mill budget build?

    Are we talking like 200 extra HP, 70% extra recharge and 100 extra damage points per attack? or are we talking about same level of HP, 30% extra recharge and 10 points of extra damage?

    In a PvP system that doesn't reward speed or skill, is there really even a reason care about what build you PvP with? The only IOs that I think are necessary are the ones that cap HP for the AT and KB procs. All else doesn't really matter.


    But then again, I'm bad.
    It's difficult to make such generalizations, as it varies per archetype.

    A blaster for example after accolades will be at 1446/1606 HP. Needing only 160hp from sets allows them to spread around set bonuses and focus on other things like acc, dam, rech, etc.

    Opposite that, take a Fortunata. After accolades a fort sits at 1285 HP, although they have a higher cap then blasters, they have to invest more to even reach what blasters can do easily. Additionally Forts have the lowest damage output (with the exception of Masterminds) so dam slotting is necessary. Also, defenses even at the pve soft-cap are useless in pvp, an extra 8-10% from slotting/power selection is necessary.

    The system may not reward skill or speed, but build investment, IOs, and min/maxing in some cases are worthwhile.

    But I'm bad too...
  23. LuxunS

    PvP information

    To further answer your questions. Mid's has the damage correct on most powers, tho it is wacky in a few places. Mid's does not take DR into account at all.

    Like con said, in game numbers are good. But keep in mind that if you're using chat to evaluate powers (typing [slash] in the chat box) that it uses your archetype modifiers. So you'll have to use the archetype in the command as well if you're trying to find numbers for other archetype powers.

    If you're curious about DR there is a post a little bit down that's been talking about it. See ya around!
  24. Quote:
    Originally Posted by MeanNVicious View Post
    Okay I thought I had a pretty good grasp of how DR works based on the guides. But I came across an oddity when looking at resistance:

    Example : Scrapper - Dark Embrace - Base S/L is 22.5%

    3 Resist SO's - After ED - 56% bonus
    After DR based on the chart using (.6/1.0) becomes 44% bonus
    Add in global set bonuses of 8% (44%+8%) becomes 52%
    DR the new total of 52% and end up with a final total of 42% bonus

    If I did this right then am I seeing that I'm better off not having any global bonus at all and getting 44%, as it appears after I add in my 8% from set bonuses it drops down to 42% total bonus ?

    Or do I need to DR that 44% bonus from just enhancements again (reading it as 44% + 0% therefore DR 44%) to drop it down to 37%.

    Im guessing that its the latter, but I didnt know for sure if doing another total occurred if there was no additional bonuses to add.

    Gotta love this DR stuff ... not
    Not quite.

    3 Resist SO's - After ED - 56% bonus
    the 56% bonus is str aspect so it uses uses the .33/.8 to become 51%
    Apply the 51% buff to the power -> 1.51*22.5 = 33.975% (Resist granted from Dark embrace)
    Add the bonus from global sets 33.975 + 8 = 41.975%
    Apply DR to the TOTAL (this uses the .6/1.0 cur) 41.975% -> ~35%

    Now if you didn't have that global bonus, DR is still applied to the total
    DR on 33.975 -> ~30%

    So, no you aren't worse off with the set bonus Its confusing but keep in mind DR is applied to enhancement slotting and to totals. Say you also took tough. DR would affect the enhancement slotting in tough, and the TOTAL s/l defense from tough, set bonus, and dark embrace. It does not affect them individually. EX.

    Tough with 3 resist SOs - After ED - 56% bonus
    the 56% bonus is str aspect so it uses uses the .33/.8 to become 51%
    Apply the 51% buff to the power -> 1.51*11.3 = 17.063% (Resist granted from Tough)
    Add the bonus from global sets, tough, DE 33.975 + 8 + 17.063 = 59.036%
    In PvP Scrappers also get 10% bonus to resists, so add that 69.036%
    Apply DR to the TOTAL (this uses the .6/1.0 cur) 69.036 -> ~52%

    Just remember DR hits statistic totals, not individual powers (and enhancement slotting). Hope that clears things up a little.
  25. Quote:
    Originally Posted by MeanNVicious View Post
    It would seem that they should remove the DR system from PvP. If the system is actually having the opposite effect of the stated goal, then thats just broken. Why keep it integrated if thats the case.
    At this point DR can not be removed from pvp without other changes. If it was removed today squishies would be running around at the resistance cap and toons built for defense would have survivability comparable to what they have in pve.

    If damage was scaled back, inherent resists were removed, and elusivity taken away, then maybe... But that would just be pre-i13 pvp with travel suppression and heal decay. A total roll back would be better.

    Plus, every pvp character made over the past year would become obsolete. I'm sure many members of the community would be happy to have the old pvp back, but many would groan at all the wasted inf/time.

    At this point I'd be happy with just some bug fixes ><