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Posts
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I want to make a Titan Weapons tank the day that hits, but I'm really torn about it. What primary works? If I want something crazy-durable, but still capable of being killy in an area, what's my path here? I made an Invuln on test, and it's nice but that psi hole has me worried about trials. I also made a Dark, and jumped into a +2/x8 Silos and got torn to shreds by Longbow, which had me very worried - why IO yourself to softcaps when they'll just cascade you down to -50%? I've already got a Willpower, I don't want another Willpower.
Advise me, tanker board. -
Quote:I don't know that it's necessarily unreasonable to think that, while you are being empowered by the Well of the Furies, that empowerment might manifesting in a manner consistent with your existing powers. My Martial Arts scrapper can conceptually handle any Judgement, because of the external source, but Vorpal still makes more sense for her than Pyronic. Which is not to say that Pyronic doesn't make sense, for the reasons you state. Just that Vorpal makes more.This is not a criticism, but a question. The Incarnate lore is that you're being empowered by the Well of the Furies. These are not necessarily extensions of your own powers. Therefore, the 'concept' argument seems odd. Every Incarnate's concept includes being empowered in some way by the Well of the Furies. Whether you were just a really well-trained cop, or a sentient robot, or a human-plant hybrid, after unlocking Alpha you now gain a portion at least of your powers from a specific source and concept.
Do folks just ignore that and consider Incarnate progress as "new levels"?
The people who insist that conceptually, the Well isn't involved at all ... well, it's like the Peacebringers who insist that they're actually Angels or something. It's absurd, it's directly counter to the established lore of the game, and when those "Angels" start saying that it's wrong for Voids to hurt them more because they're not really Peacebringers, they should just be tuned out. -
So, on any archetype other than Defender, Chrono Shift has a 360 second recharge. But on a Defender, Chrono Shift has a 500 second recharge. Is this how it's supposed to be?
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Quote:Objection! -Resist is not additive, it is multiplicative. Four -15% debuffs does not compound into x1.6 damage, it compounds into x1.749 damage. Four -20% debuffs does not compound into x1.8 damage, it compounds into x2.0736 damage. An 18% proportional difference - were it not for the damage cap, the defender would surpass the corruptor here.Assuming my back of the envelope calculations are correct, if you were at the damage and recharge cap and cycled shriek, scream, and shout, including the stacking resistances the defender would stabilize at about 198 dps, the corruptor at about 252 dps, and the blaster at about 357 dps.
The reason it turns out that way is because the *proportional* difference in strength between the three in resistance buff is lower than it can appear. Suppose you quadruple stack the defender debuff (-20%) and the corruptor debuff (-15%). That's -80% and -60%. That looks like a big difference: 25% difference in fact. But that actually translates into 1.8x damage and 1.6x damage, and the proportional difference is actually only 1.8/1.6 = 1.125. In other words, the better defender debuff is translating into 12.5% more damage. But the corruptor ranged modifier is higher than the defender one, 0.75/0.65 = 1.154, or 15.4% higher. The corruptor modifier has a bigger edge than the defender debuff modifier, at least in terms of single target single character damage (the higher debuff would ultimately translate to a higher *team* benefit). That's before factoring in the damage cap difference.
The blaster situation is more pronounced: while its debuffs are even lower, it starts off with a 1.125/0.75 = 1.5 or 50% edge on the corruptor in damage modifier, and that's a gap the corruptor simply cannot make up in higher resistance debuff.
Incidentally, my suspicion is that overall it will be difficult to beat a Fire/Fire scrapper that is sitting at the recharge and damage cap. The net effect of having both the Fire DoT and Fiery Embrace more than half the time will be difficult to beat, even with debuffing masterminds (if pets responded to recharge, it would be no question masterminds). -
Quote:I want this too.My friend wants a button that allows you to send all the waves right away.
The waiting is the hardest part. -
Quote:Hear, hear.Incidentally, the crash isn't the problem with nukes (for the nukes that crash). The problem is the powers don't do enough damage for nukes that crash. And even the ones that provide mitigation (i.e. Nova's knock, Thunderous Blast's drain) have effects that last less than, or equal to, the amount of time the power tries to incapacitate the blaster. TB debuffs foe recovery for 20 seconds. It debuffs self recovery for 20 seconds. That's not really a good trade. Nova debuff self recovery for 20 seconds and applies knockback to the targets. No knockback effect that doesn't ragdoll the target into a pretzel in a tree lasts 20 seconds.
I think that the crashes on blaster nukes should be a lot harsher - instead of -recovery that can be buffed out of, and a temporary endurance loss, they should cap your endurance at 0 for the duration of the crash. Complete shutdown. And to go along with that they should do two, three times the damage they do now. Something that's actually a massive hit, something that will wipe a spawn or clear out an ambush. -
If you're fiddling with Numina anyway ... is it possible to make all those hunts one big mission that happens all at once, instead of a whole bunch of sequential ones? It's a nice tight TF except for all of the waiting around involved.
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Quote:You are suggesting that Paragon Studios will intentionally introduce bugs, or intentionally leave bugs unfixed, just so they can charge for the fix. Normal ITF is free, but Special Premium ITF With No Lag In Lag Valley costs $5, or such. $10 to upgrade your Henchmen to cycle their attacks smoothly instead of getting hung up on their one melee attack! $5 for an Oil Slick Arrow that always lights!Well apparently Arcanaville thinks it crazy that money spent by a company would have to be justified against expected profits.
Give him/her a little bit and I am sure there will be a convincing argument why paragon studios won't act in a manner to maximize their profit.
It's hard to tell what's crazier. Believing something so completely insane, or not realizing that it's completely insane. -
Quote:You're arguing burst damage, complaining about KM's need to ramp up, while throwing around Katana numbers that assume the target will be already be under the effect of your two -res procs?The -res and purple procs make the big difference, but I don't really want to add sustainable DPS to the discussion, as you mind as well add other variables like -DMG, -Res, damage types, who gets more out of damage buffs, who has more AoE DPS, who has more AoE Burst damage, and more.
My point was that the time it takes to reach KM's DPS is a disadvantage, as other sets can peak their DPS much sooner. -
Quote:On the other hand, with ED-cap damage slotting in both, Concentrated Strike outside of Power Siphon does more damage than Golden Dragonfly does inside of Build Up. So that comparison doesn't hold up so well. I usually shoot CS first after hitting Power Siphon - it's huge DPA, it's got the 20% chance to instantly recharge Power Siphon, and it'll be recharged for use by the time I'm rocking the full five stacks.Think of it this way:
A Katana scrapper can hit BU and immediately fire off its best DPA attack, Golden Dragonfly, with maximum buffage. If a Kinetic Melee scrapper wants to immediately fire off its best DPA attack, Concentrated Strike, it will take longer to charge up damage from Power Siphon and it will not benefit from damage buffs.
If the KM scrapper wants to set up a 100% damage buff for CS, it'll need to attack for at least 3-4 seconds and then wait for Concentrated Strike's animation to end. By that time, a Katana user will be firing off his second GD. In AV/GM fights, that doesn't matter. But if we're talking about getting rid of bosses in a team environment, it makes a big difference, at least for the first boss(and two bosses are a much bigger threat than one). -
You should probably share that verbiage. For the good of everybody.
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Quote:Are you describing an ignore list?Alternatively, they could not interact in the same space. We could make a system where everyone had their own version of the "channel" and whenever someone joined, everyone "subscribed" to that channel would get the option of whether to add them to their version of it, like a reverse invitation. Which means if that new person then does idiotic things in that channel, anyone could selectively remove that person from their version of the channel. It would be a form of individualized censoring of an otherwise global channel.
This requires no central moderator, because there is no one version of the channel that requires central oversight. -
Out of curiosity, how long do the various redraws take?
Also, how do they add into Arcanatime? With the 1.0s attack and .6s redraw example, does this take a total of 1.848 seconds (as it would for a 1.6s cast time attack), or some other higher number? And does that 1.0s attack start recharging after 1 second has passed, .4 seconds before the animation expires? -
Quote:Buddy of mine did the Elec/Shield hyper-recharge thing, actually. Got it down to something like 23 seconds each. In practice, it's overkill - either you use both on a spawn, and they drop almost instantly leaving you with none for the next spawn, or you only use one, and it's recharged by the next spawn. Be better off using either a different primary or a different secondary.Plus, if I was going to go all out on recharge on SR, I'd roll a DM/SR to do it with. Or maybe Electric/SR. Lightning rod on a 20 second timer is worth a few (dozen) billion inf. Actually, Elec/Shield would be an even better combo to try to recharge cap, now that I think of it.
He's actually considering redoing the scrapper as a DM/Shield for that exact reason. -
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So ... what, we need to launch the game with the NCSoft Launcher once in order to unlock the Wisps Aura? When will this be in effect?
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As it says in the title. I know the Phantom Army costumes are possible to duplicate in the chargen, but is there a list of which costume pieces and colors you need to do that? Or available costume files for it?
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Quote:And useless if you're trying to spread heals around, or distribute damage to pets. It still doesn't change the fact that it takes seven red insps to get the same boost that any other AT gets with one. Any non-MM AT can softcap with four purples - a Mastermind needs twenty eight.Ummm...as the leaders/masters/bosses etc. of their pets, masterminds can drop inspirations on their pets 'inspiring' their flunkies. This ability is tremendously helpful when fighting long fights or against tough AV's.
Being able to put one insp on one pet isn't enough. One insp should work for all pets. -
The biggest problem I see with Masterminds is inspirations - they can't realistically benefit from reds, they can't realistically use purples or oranges or greens to keep their pets alive, they can't really use yellows to get past enemy defense. A MM using an insp should really pass the effect of that insp along to all their pets.
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Quote:That's because you're not maximizing your strengths, like the quote said to do. You're applying additive boosts, when you should be applying multiplicative boosts.I built an Energy Melee/Regeneration Stalker to get as much +health (well, to the cap, which isn't hard at all) and +regen as I could manage. He currently regenerates about 3.14% per second, just toggles and passives. I could get it up to 3.47% per second if I switched to Body Mastery instead of Soul Mastery. But I don't think it would make me feel any less squishy.
This is the character that makes me wish Revive had a 15 second recharge. That said, I still do have fun playing him.
My MA/Regen scrapper got a LOT stronger when I switched her from a recharge and +health focused build to a Defense focused build. My heals aren't up quite as often and my regen isn't for quite as many HP per second, but everything goes a lot farther with a lot less damage actually landing. -
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According to the conversion menu, converting a Common Component into shards gives you 1 shard. Converting an Uncommon gives you 2-3. Converting a Notice gives you 4-6. Converting a Favor gives you 8-12.
I'd suggest removing the random element from that. It's only going to frustrate, when something gives you the low end of the range and you know it could have been higher.
Also, for those just wanting to know the numbers, a Rare takes an Uncommon boost, two Common components, and a Notice. A Very Rare takes any two Rare boosts in that category (any two Spiritual Revamps for a Spiritual Paragon, etc), a Common component, an Uncommon component, and a Favor. A Favor is made from two Notices and 32 shards. Making a Very Rare from scratch means 4 Notices and 128 shards, by my calculation. -
It is capped at 5. All set bonuses are capped at 5. It's just that "7.5% Recharge Bonus" and "Luck of the Gambler 7.5% Recharge Bonus" are two different set bonuses.