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Quote:That is because they do not. The total value of all the ticks will always be under the dmg cap for any given attack. If you're scrapper is at 400% dmg, the total value of the inital dmg +ticks of DoT will be equal to the capped dmg value for that attack.After all, people don't say that Fire Melee / Spines dots avoid the damage cap. Same thing with FE damage.
FE, Procs, or Reactive are the only way to add more dmg after hitting that value.
Technicaly FE itself obeys the cap as well, but it still adds dmg to your attack, even if you were previously sitting at the cap.
Being at the cap, for example, and popping another red insp (Soul Drain, another minion in AAO, another tick of PS, another follow up, BU, etc) will do nothing to increase your dmg. Being at the cap and popping FE will add dmg to your attacks, which is why people consider it a way to go beyond the dmg cap. -
Quote:Correct me if I am wrong, but /regen is the only armor set that lacks any sort of debuff resistance at all; to anything. I don't think adding rech or regen resistance would be o/p at at all. Hell, /SD gets healthy DDR (95% on top end build) AND 30% slow/rech resistance from GC. This is on a set with good def numbers out of the box, +hp, and non-trivial resistance to everything but psi.Regen alone out of all mitigation sets doesn't have any resistance to the debuffs that hurt it the most, namely regeneration and recharge debuffs. Hell, Willpower gets regeneration debuff resistance in a power that is otherwise an exact clone of a Regen power (Fast Healing)
Some debuff resistance wouldn't make the set overpowered. It's not like anyone is asking to be completely immune to those debuffs. But some debuff resistance would help regen survive situations that other sets just wade through. Situations that currently obliterate Regen with very little effort.
Finally got mine to the point where LB drops the -regen. Seeing a giant red 0.0% sitting there was rather disheartening. This is inside of DP/IH as well. Wherever that debuff is comming from it doesn't seem to be scalar. It's just BAM - no regen for you, regardless of how high you've gotten the number.
At this point, lack of debuff resistance in /regen just seems like an oversight as it is basically everywhere else. Honestly, adding a bit of rech resistance to Resliance and regen resistance to FH (really, Willpower gets it and not Regen? That totally makes sense. <_<) wouldn't change much for the top end build crowd, but it would make the set more playable for the average player crowd.
Which is to say, I agree with that guy. -
I believe, but could be wrong, that many of the folks farming with ss/fa are skipping rage, partially because of the red insp macros, and partially due to the crash.
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Quote:Hmm. tbh I'm not certain. In Mids the effects tab shows the -dmg and +dmg, and since the latter is only on when PS is up, it's difficult to tell. Tangentially speaking: mids also doesn't show the resultant dmg buff on attacks when you toggle PS on and ride the slider around. Not a big deal, but I'm mentioning it in case any of you awesome Mids team folks stumble in here.Kin Melee's attacks have -DMG effects whether you use Power Siphon or not...though, does Power Siphon increase the -DMG effect? I didn't think it did.
In help chat someone mentioned that one (or more) of the attacks always have the debuff, while the others only have it under siphon. Grain of salt that one, as it could be inaccurate.
Interestingly, mids shows Burst to have twice the debuff (11.3% vs. 5.63%) of the other attacks and the torrent (according to mids) carries no debuff at all.
Ah, there I found it. The mouse over description of the KM set declares that "All attacks in this set reduce the damage ...." So it sounds like you are probably correct. -
http://boards.cityofheroes.com/showthread.php?t=261602
OP: Scroll down for El's two versions of km/regen. I'm still lvling mine (been away for a moment), but these are a very nice roadmap. HTH. -
Quote:PS is a click that modifies all of your KM attacks to reduce dmg to each thing you hit, and for each successful hit it gives you a dmg buff. Each dmg buff is on the order of 30 something percent maybe and is on a timer. The effect will stack up to 5 times in total, but usually it rolls between 3 or 4 as some expire before new ones take effect.I have jus started a KM/FA Brute and was wondering if anyone has one to tell me what there like im familiar with FA but KM if completely new to me. i was wondering how the siphon power works ive read the description and used it on mobs but i dont get the stacking is it AoE and you need 5 enemy to get it to work? Also what is the level 18 power AoE like? Just generally what people think of the synergy and also some tips on KM cause im a little lost.
The effect fades before the dmg buffs do, so with decent recharge it can be kinda perma.
Burst has too short of a range imo. It has around the same animation time as spine burst, similar dmg, and smaller area of effect.Seems a tad neutered to me, but I imagine others will disagree. Having said that - on a brute with all that autotaunt happening that will be less of a problem than on my scrapper. Even then it's decent and worth taking. FE+Burn+Burst could do some wicked things.
As far as synergy - I've thought about km/fa for the added AoEs and the added dmg buff from FE. Honestly, talking about it makes me want to revisit the idea.
Counterintuitively, the tier one is worth taking, the KD makes for nice mitigation, and you want a smooth, quick attack chain for both fury and PS. Pop PS while you run into a spawn (doesn't root), cycle fast attacks (not pools or inherents or vets, they won't add dmg) then drop AoEs or heavy hitters when the buff is full up. QS helps with that early on, though I want to say folks keep it. Dunno yet, my km scrapper is only in his late 20s -
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Quote:I never quite understood that; ST from dark carries a mag 30 stun and gives you Untouchable. Don't recall the duration, but usually long enough for me to pop on at least half of my 11 or 12 or 300 toggles, however many I have on that character. Forgive me, long day working odd hours.And yeah, I'm not sure why Regen's rez should be so much worse than others.
The one from /FA carries pretty massive KB, but I don't recall if you get Untouchable for a bit.
It almost seems like an oversight that /regen doesn't at least get Untouchable for a few seconds like the others. The lack of secondary effect I can understand. Dark is feeding off them and fire is exploding in flames, regen is just bringing you back to life.
Where does /fire get -rech resist, I never knew that?
fwiw: ageless radial gives resistance to all of these things, but that means giving up what will probably be better destiny choices. -
In the event you aren't opposed to doing spines again, here's my not exactly very well made, entirely too reliant on Ageless ranged scrapper, but still the build goal I have in mind: spines/dark/blaze. In game doesn't have all of the spendier pieces, but still pretty awesome to play. The thread itself has some of the thought process and a couple earlier versions.
http://boards.cityofheroes.com/showp...7&postcount=12
Active attacks are fireblast, fireball, ripper, throw spines, spine burst, and void judgement. 1 "melee" attack in the whole lot. Lunge is merely a mule. Toss on the paired awesomeness of quills and death shroud and commence operation SeaOfOrangeNumbers.
I dig impale, and kinda wish I still had it in there someplace - but I have tons of fun throwing a couple blasts in the time I could drop an impale, so you know, whatever.
A more sensible person than I would be using Cardiac instead of musculature, then leveraging a different destiny power, but I just can't get over the buffed judgement damage. Silly reason, but I love it.
I think there was another ranged scrapper thread around here somplace as well. -
Not speaking from a market perspective; The Mayor approves. Still work, but attainable. I don't mind if there are more of those pieces around.
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Pampl is correct.
Brutes get superior conditioning, phys perf, fa, and laser eyes iirc. -
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Just a note; if you only ever want to pharm, spines is going to be a little annoying. The slows (and being a scrapper, lack of punchvoke and no taunt in blazing aura) make mobs run around like scared little ... things that are really scared of something. :lol:
Not to bash the combo, I love spines, but if I were making a dedicated pharming toon, it probably wouldn't be my choice. It is fast, but chasing them down gets old faster.
You'd also get more milage for farming out of /blaze than wherever you picked up energy torrent.
Edit: Did not know torrent was KD not KB on scrappers. Still though, given the option I'd go with /blaze on a pharmer.
Double Edit: You said, build, not toon. :lol: Alternate pharming build, I get it now, go for it.That first sentence of mine can be blissfully ignored.
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Quote:Well, on the first point they're being silly. There's nothing wrong with /elec, and more to the point in the current game I can't think of a brute combo that would be a "poor decision." Who cares if it's not OMGFARMSAUCE!!Everyone in my SG is telling me I'm both making a poor decision going /elec, and a poor decision not building it for s/l def instead.
I'm looking at 18-20% def to everything, 59% s/l res, 89% nrg, 31.5% neg, 47.3% f/c, and 39.8% psi. 1752 hp w/o accos. Energize up every 34s, and Siphon Life healing me for 150 every 9s or so. Eventually I also plan on picking up Barrier.
So, who's crazy, me or them?
On the second, less so, but there are various ways to go about it. When something takes a swing at you the game looks for your highest applicable defense value. By applicable I mean damage type and positional component. For example:
Something throws a melee attack with smashing/fire damage types (pretty common). If you have 20% across the board, then you have 20% defense.
Generally the goal is to get to either 32.5% or 45% (incarnate cap aside) to select types. Smashing/Lethal is the common choice for resistance sets: A: Those damage types will account for the majority of incoming damage, and B: It requires fewer set bonuses than trying to soft cap positional (melee/ranged/aoe) on a secondary that doesn't come with some of that built in (shield and SR, for example).
Following thing the above example, if your s/l defense is at 45% and your fire/cold is at 20%, then the game picks the 45% and (outside additional modifiers) has a 5% chance to hit you. It is possible to go for a defense to all damage types build - but then you likely want to be at 32.5 (one small purple insp from 45). Even then, building for fire/cold defense is probably not the best use of those slots, imo. -
Touch of Fear is a great power for certain situations, and Cloak of Fear is an excellent to-hit debuff (and a nice place to get some +def if you have the 5 slots).
Heading out the door but I'll have a go at it tonight for fun. -
Quote:Now that's what I like to hear!Indeed, I don't expect the melee players to slow down. I do, however expect them to try to keep up with me.
fwiw: The iTrials are only a fraction of the content (even at lvl 50) and MMs can steamroll things by themselves that would leave my brutes/scrapys eating pavement repeatedly. I know you guys rock, just wanted to clear up the "inconsiderate" thing.
Dechs - bring a DKTF to Virtue sometime? I got toons that burn for every spawn to be their "first time." (noting your rules from another thread). -
A buddy of mine that loves MM's just resubbed, he didn't play much to begin with so he's basically brand new to the game.
I'm helping him through Praetoria with his MM, but I told him about your group and to hit you guys up when he graduates to the isles. He's @Argoth aka Trapatron (bots/traps) incase you guys don't mind taking a newbie under your wings. -
Quote:If I had the -res proc and click AoE I'd put it there, otherwise it'll only tick every 10s like any other proc. I'd probably put it on a different toon if the aura was my only choice.I was wondering which would be better (or an end redux or the 6th oblit) for the 6th slot in my DM/Elec's lightning field.
The oblit def wouldn't stack with much, but it wouldn't hurt, and another damage proc would be much cheaper than the fury, which unless I'm mistaken isn't going to be quite worth it on a toggle, but it might still be a little better than another proc...
Have you considered adding an endmod for additional sapperness? Also, if cost isn't an issue and you don't need the defense bonus from Oblit, slap the armageddon proc in there. -
Quote:Heck, my shielder stealths missions, stealth by softcap. turn off aao and haul taters, anything dumb enough to follow gets a http://www.youtube.com/watch?v=fTpQOZcNASwWha? Why?
What ever happened to Brute Stealth ... you know, run to the glowy ignoring mobs, kill anything that dared follow you that far, and leave?
Still, the thing about fury is interesting on its own. -
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Quote:"Top End Performace" notwithstanding, I totally agree with the above. It took me a bit away from it to actually get into KM, but the set looks and sounds great and runs well through the early/mid game especially on P/U teams full of what are likely casual to slightly more often than that players.All in all, the powerset is more focused on providing a balanced experience through the whole game than balance at high levels, and that's smart. Let's face it, few players care about the latter part ; we're maybe a few dozens actively speaking about highend performance on here, there's maybe a few hundreds or thousands caring about that in game. Compare and contrast with the 70,000 or 80,000 subscribers we have - as in any game, most players are casual. More importantly, even for spreadsheet-loving number junkies like me, the set is so much fun than any concern about performance just disappears.
Kinetic Melee is a fantastic, well designed powerset. It's such a departure from older powersets, that seemed to be mostly about making cool animations and cool powers, and then trying to adjust the numbers to make it somewhat fit. With KM you can really see a lot of thought went into it, and everything just works as a whole.
Thumbs up for a job well done. It's things like this that give me faith in the current dev team.
Very smart to release it with GR, gives new players a nice looking set with decent damage, fun utility (KD for the win!) and a very good attack chain flow throughout the game. Even if it isn't a top end dps one, it is a smooth one and that goes along way towards my fun factor.
As far as PS is concerned, my theory is that with enough recharge to overlap buffs (if not the active buffing period), then it basically becomes mini-fury for scrappers. I play so many brutes that the mechanic seems natural. *shrug* Again, probably not TopEndPerformance, but effective enough to be very good. -
Quote:That sounds kinda compelling; how is the redraw on pistols? I've never tried it.Dual Pistols / Dark Miasma Corruptor.
For a few reasons:
1. Dark Miasma does a lot of mitigation. Open up with Fearsome Stare, lay down a Tar Patch, and go to town on a buffet of baddies.
2. It's all debuffs, so no buffing your teammates every 90 seconds.
3. Hail of Bullets is a crashless PbAoE nuke, meaning you have to be in melee range. Which I find myself being in a lot by habit. So might as well make the most of it! Plus, it's sexy.
It's pretty dang win, and you contribute a lot to teams with your debuffs. -
Quote:Ya, I didn't go in with very high expectations, just happened to be the setting I was on. In retrospect ...LOL, don't feel bad, I built the darn thing and can't even begin to solo it at max. I've now managed it at 0x6y, but the extra bosses really punished me.
Quote:... things tend to go well until somebody gets wacky and over-aggros
Quote:Try it at 0x3, that's what I use on my scrapper. It's a LOT more relaxing with smaller spawns.
(why is this the exact sort of thing I can get obsessed with? lol). Timer was around 1:40:xx remaning when it flipped over to Mish Complete. I noticed a bunch of ambushes popped up on my minimap(?), I probably should have cleared them. I'll probably do it again after I respec the scrapper, or finish Ageless, or just get bored with other stuff, lol.
<.<
>.>
Hmm. I wonder how Mr. Mace/Shield would fare ...
Anyway, cool map man, thanks for posting the ID. -
Quote:I'm not saying this to disagree with any of the sentiments in this thread; I'm just in here checking up on MMs since a buddy of mine is resubbing and really digs them. Thought I'd see what's what.The trial doesn't make any mobility demands on Masterminds, except for the turrets. It's the impatient and inconsiderate players (mostly Tankers, Scrappers and Brutes, with a smattering of the others) who don't want to bother steamrollering the collection phase (generally taking longer than if each team had stayed together) that make the demands and which make Lambda an extremely crappy experience.
Full disclosure: I actually see how you guys have some legit complaints about aspects of the iTrials.
As one of those brute/scrappers that bounces from one cansiter/crate to the next, I'm sorry that makes you upset - but I don't expect you to try to keep up. Frankly, I'm not trying to be inconsiderate, but I just don't need to wait. I've never been on a team that wanted to clear those maps, universally my experience has been to speed that section. YMMV as I can't speak for all teams, obviously. I can take the alphas, I can take the sustained damage long enough to kill the canister, and I move on.
Do what an MM on one of my recent runs did; slowly progress through the map wiping mobs along the way while we speed from objective to objective across the map.
A: You'll generate drops and iXp (if you need it) and B: people end up looping through the maps, or getting lost, or returning from the hopsital anyway, so it's probably not a bad idea to have a couple folks clearing the spawns.
Anyway, we're not trying to be inconsiderate, we're just trying to finish the phase and get to the part where we push Marauder's face in.