Natsuki

Renowned
  • Posts

    327
  • Joined

  1. Assuming I'm getting my numbers and stuff right.

    Hopped on my lv38 TA/A defender. With Ice Arrow 3 slotted SO for Hold, Ice Arrow lasted for about 22 seconds (2secs after it recharged.. lol).

    That means unenhanced it's around 11.4 secs duration. Defender's have a Stun and Sleep modifier of 1.37

    Which means Ice Arrow has a 8.235 (might be 8.25) Scalar value.


    Now we look at the MM Ice Arrow, which at lv 12 was approx 6 seconds. Which MM's have a 1.11 ranged stun modifier, and a 0.888 ranged sleep modifier. So, I'm going to have to say that Ice Arrow uses the ranged sleep modifier. 8.235 * 0.888 = 7.3 secs. (Where as if it was the stun modifier it'd be 8.235 * 1.11 = 9.14 and I am very certain Ice Arrow wasn't close to half recharged).
  2. [ QUOTE ]
    [ QUOTE ]
    The -regen attributed to Twilight Grasp isn't listed in the in-game power documentation (for CoV, at least). Most people seem to believe it exists; has any red-name mentioned this?

    [/ QUOTE ]
    There's definitely no question Twilight Grasp is -regen.

    [/ QUOTE ]

    Perhaps I don't understand how -regen works...

    But I just tried Twilight Grasp out on a minion. Struck him to half half hp, and kept spamming TG on him (I set it to autofire) wait about 2 minutes and he was back to full hp....
  3. Got'cha. <Sigh> amazing how many error's the builders have these days. They used to be so spot on. cest la vie I suppose.
  4. [ QUOTE ]
    The healing tables are set up a bit differently. The differences between the ATs are set all the way from 1-50, so there's no variation in comparative effectiveness, unlike the damage and HP scales. The "base" values for the healing mods are held by masterminds and dominators. The calculations for healing powers are exactly the same as for damage; simply find your AT and level, and multiply it by the scalar healing value for the power. Example: Alkaloid (level 1 mastermind power) has a scalar healing value of 3.0, so a level 25 MM would heal for 3.0 * 58.69 = 176.07 points of damage.


    [/ QUOTE ]

    Did you make up that Scalar value? 'cause my lv 3 poison MM heals for 16.08. Which would be like a 1.32 Scalar value?

    Going to roll up another poison MM and test the heal at lv 1. Should come out to like 11.88 if it's 1.32 Scalar.

    EDIT: Actually, forgot I had a lv 12 Poison MM. Logged on him, he healed for 48.33, which is with a 39.1% boost. So that means 48.33/1.391 = 34.74 base heal. 34.74/26.31 (heal mod for lv 12) comes out to a 1.32 Scalar.

    Man, no wonders ya can't keep anything alive with the poison heal.
  5. Ok, well. My lv 12 Nin/TA MM has Ice Arrow which holds for around 6 seconds to even con minions.

    So, if a Defender with TA with Ice Arrow at lv 12 also holds for 6 seconds, that would make it a Stun modifier. But if the Defender holds for closer to 8 seconds it would be a Sleep modifier. I guess. (Since MM's have same Stun modifiers, but 80% the sleep modifier)
  6. [ QUOTE ]
    okay finally was able to use my ninja/poison mm solo last night. In the mish I put all my pets cept the Jounin on passive. w/ Jounin on aggressive I tped a baddie to them (A Rularuu Brute btw) and watched for one to do their Golden Dragonfly attack (being easiest to see as it's the only 3 digit attack it has). W/o Noxious Gas it did 112 damage. With it 138. If I am caluctaing it correctly (112/138) I came up w/ .81. So I would think its safe to assume it's really a 80% debuff. And that was w/o Envenom.

    and also, noxious gas does NOT take acc. Just recharge, end reduce, and something else that didnt seem worth slotting for.

    [/ QUOTE ]

    You did the math wrong their. It should be 138/112=1.232 Drop the 1, and that means it's around a 23.2% resistance debuff. (An 80% debuff would make that 112 * 1.8 = 201.6 :P )

    It would have been best to get all the damage ranges your Jounin do to that Rularuu brute. 'cause it is possible that the 138 you saw, came from something that does just shy of a triple digit.

    EDIT: Better idea. Use a Genin without any upgrades. He'll have a single melee attack and a single ranged attack.
  7. Numbers look about right compared to: TopDoc's Complete Movement Guide

    Though, you only touch on the travel powers and ignore the fact that Hurdle can out move unenhanced Flight.
  8. Um. Last I heard, the recharge buffs of Kin was less for Controllers compared to Defender.

    Check the Defender guides, they list the recharge buffing.
  9. iakona. Is there a Recharge Buff chart in there some place?
  10. Odd Q. Does anyone know if a Silenced sound takes up less processing power than a normal sound? Seriously question.

    'cause if so, there's several powers I'm going to end up silencing, just 'cause I use them so often and I don't need to hear the sound of them. (Hasten, heals, repeatable casted buffs, etc).

    Just essential for me to hear Attacks, BU/Aim, and glowies I suppose. lol.
  11. The endurance costs are not accurate in his tables at all.
  12. Yup, basically just wanted to say that Sonic's have a variety of ways they can be used. =)

    My Sonic Blaster uses the AoE method, quite devastating firing BU then Aim, then Howl-> Shockwave. But, like I said I don't have a sonic above 18 yet. =(
  13. [ QUOTE ]
    Great guide. One thing to add from testing is that the Max HP that a Tanker (and thus any AT) can achieve is 3213.7. This was achievable with double stacked DP prior to ED. This can still be achieved with 3 slotting DP for heal SO's on your Inv Tank (Dull Pain), Ice Tank (Hoarfrost), or Stone Tank (Earth's Embrace).

    I once got DP double stacked after ED. I believe that it was at a Hami Raid and I was getting multiple recharge buffs. My HP never went above 3213.7.

    [/ QUOTE ]

    Not actually true. Power Standardization

    That link there lists the max hp caps for each AT.

    Tankers/Brutes have the highest max hp cap. (3212.69 max hp cap)
    Khelds/Scrappers have the second highest max hp cap. (2409.52 max hp cap)
    Everyone else is tied in last. (1606.35 max hp cap)

    Which is kinda disappointing for the Regen stalkers. But ces la vie.
  14. [ QUOTE ]
    Shockwave

    And while we are at AoE cones here is another one. This one is not for damage but is a soft control power. It has more or less the same size as Howl (as far as I have been able to test) Personally I don’t use it. Firstly it will knock people off your Tarpatch (on the other hand it can also be used to knock stragglers back on to it) and secondly if you are teaming, knock back is often a means to controversy on a team. My last reason for not taking this one is purely because of the theme (I know some may shake their head at me now) but in my opinion when a banshee screams at someone they are not knocked back, they fall over with blood pouring from their ears.
    Try it out on test for yourself before choosing it, just to see if it works for you.
    Suggested slotting: 1 Acc.

    [/ QUOTE ]

    This is a common misconception imho. That it is not meant for damage. It deals 79% of the damage that Howl does. Which, if you factor in the corruptors -15% Res from Howl. (i.e. doing a Howl->Shockwave) then it's doing 90% of the damage that Howl does with the same slotting. The knockback can be rather annoying, yes. But, most of the time there's going to be a handy corner to 'launch' foes into, which with planning can make Tar Patch, Darkest Night, and other debuffs even more effective than normal.

    Otherwise, I like your guide.

    [ QUOTE ]
    Siren's Song

    This power is controversial. Once again it’s a cone of soft control (beginning to se a pattern heh). It deals a little damage(its insignificant really and not worth slotting at all) and put Lt´s and minions to sleep. The basic sleep duration is pretty long and the size of the cone is large. Solo this is a fantastic power. They will be slept for a long time and with your single attack chain you can mob them up one by one.
    In teams it can be a pain. People will let loose with an AoE right after you use it and thus waking the mobs up.
    My suggestion would be to take it if you solo mostly and to drop it in team´s unless your team knows not to wake up sleeping targets, but seriously few groups do. Another reason to go without it shows up in you secondary in the form of Fearsome Stare but I will get to that later
    Suggested slotting: 2 Acc. 3 Recharge

    [/ QUOTE ]

    I still have yet to get a Sonic with this power, well that is to say to lv 18. So I don't know just how potent the damage is. If it is close to Shockwave in damage (as some hero planners say, although, they Shockwave at half of it's real power..), then I'd almost think you could slot Damage in this power as well. Use it as a kind of AoE damage w/ toggle dropping. But, that's just speculation on my part, hehe.

    I can just see in my mind. Setting up the debuffs, Howl, Shockwave into corner, then Siren's Song putting them all asleep for a little while until the next batch of AoE (from yourself or teammates) washes over them.

    Again, good guide.

    I myself am playing a recently started 'Banshee', though mine is an android instead of undead, so she's Sonic/Radiation actually.

    EDIT:
    [ QUOTE ]
    Petrifying Gaze

    This is the only hold that you will gain access to (unless there will be holds in the Patron powers). Its magnitude is strong enough to affect Llt´s and minions, but in order to affect bosses, you will have to apply it 2 times. There is nothing special about the power, but single target hold is always nice to have. I especially like to lockdown those pesky Longbow Nullifiers, and Arachnos Night Widows.
    Suggested slotting: 1Acc. 2 Hold Duration 3 Recharge.

    [/ QUOTE ]

    Just a nitpick. 1 acc 3 hold 2 recharge is better. (Read Dominator/Controller guides )
    Pet gaze base is: 16 rec, and 20 dur.
    Pet gaze 2 hold 3 recharge: 8.21 rec, and 33.33 dur.
    Pet gaze 3 hold 2 recharge: 9.6 rec, and 38.99 dur.
  15. [ QUOTE ]

    <font class="small">Code:[/color]<hr /><pre> AT BUFF/DEBUFF MODS (M = Melee, R = Ranged)
    Modifier Blaster Control Defende Scrappe Tanker Peacebr Warshad Brute Stalker Masterm Dominat Corrupt
    M Buff Def 0.070 0.090 0.100 0.075 0.100 0.075 0.075 0.075 0.075 0.090 0.085 0.085
    R Buff Def 0.065 0.075 0.100 0.065 0.065 0.075 0.075 0.065 0.065 0.075 0.075 0.075

    M Buff Dam 0.125 0.080 0.100 0.125 0.100 0.090 0.090 0.100 0.100 0.080 0.085 0.085
    R Buff Dam 0.070 0.100 0.125 0.070 0.070 0.090 0.090 0.070 0.070 0.075 0.075 0.100

    M Buff ToHit 0.075 0.080 0.100 0.100 0.100 0.090 0.090 0.100 0.100 0.080 0.085 0.085
    R Buff ToHit 0.070 0.100 0.125 0.070 0.070 0.090 0.090 0.070 0.070 0.075 0.075 0.100

    M DeBuff ToHit -0.070 -0.100 -0.125 -0.075 -0.070 -0.090 -0.090 -0.075 -0.075 -0.100 -0.100 -0.075
    R DeBuff ToHit -0.070 -0.100 -0.125 -0.070 -0.070 -0.090 -0.090 -0.070 -0.070 -0.075 -0.075 -0.100

    M Debuff Dam -0.070 -0.100 -0.125 -0.075 -0.070 -0.090 -0.090 -0.075 -0.075 -0.100 -0.100 -0.075
    R Debuff Dam -0.070 -0.100 -0.125 -0.070 -0.070 -0.090 -0.090 -0.070 -0.070 -0.075 -0.075 -0.100
    R Debuff Dmg -0.070 -0.100 -0.125 -0.070 -0.070 -0.090 -0.090 -0.070 -0.070 -0.075 -0.075 -0.100

    M Debuff Def -0.070 -0.100 -0.125 -0.075 -0.070 -0.090 -0.090 -0.075 -0.075 -0.100 -0.100 -0.075
    R Debuff Def -0.070 -0.100 -0.125 -0.070 -0.070 -0.090 -0.090 -0.070 -0.070 -0.075 -0.075 -0.100

    M Res Dmg 0.070 0.100 0.100 0.075 0.100 0.075 0.075 0.075 0.075 0.100 0.085 0.075
    R Res Dmg 0.065 0.075 0.100 0.065 0.065 0.075 0.075 0.065 0.065 0.075 0.075 0.075
    </pre><hr />

    [/ QUOTE ]

    Ok, I did some testing using the Sonic Debuffs, to figure out which part of the above it uses.

    It does NOT use a Debuff set at all. It uses the R Res Dmg line.

    Defender Shriek has a -20% Res, Corr Shriek has a -15% Res, and Blaster Shriek has a -13% Res.

    If I try using the R Debuff Dmg/Dam. Defender Shriek's -Res would be a scalar of 1.6. If we then apply that 1.6 scalar to Blaster, it says blaster would debuff by 11.2% which isn't the case.

    I then tried, for the hell of it, the R Res Dmg line. Defender Shriek under this table has a Scalar of 2. Using that 2 scalar to Blaster it comes out to 13%, which is on the dot. Same with Corruptor.

    I hope this helps ya'll out some.
  16. So, Assassin's Strike drops toggle as well as being Unresistable damage and capable of one-shotting Squishies?
  17. Dominator Toggle Drop powers (Chance unknown)

    Icy Assault:
    Ice Sword
    Greater Ice Sword

    Fiery Assault:
    Incinerate
    Combustion

    Psionic Assault:
    Mind Probe
    Psychic Shockwave

    Thorny Assault:
    Skewer
    Ripper

    Energy Assault:
    Bone Smasher
    Total Focus
  18. That is correct. Generally, if your primary or secondary contains self toggles for protection you do NOT get any toggle droppers (aside from Brawl).

    Toggledrop powers were made to allow "squishy" AT's to penetrate the defenses of Scrappers/Tanks (Stalkers/Brutes too now).
  19. Stupid_Fanboy, if ya want any help leveling, PM me with server I can make a Thermal corruptor on. lol. Anyways.
  20. [ QUOTE ]
    That said, I really do hope that lucks get nerfed, the defense cap gets lowered, and all defense giving powers get bumped to balance it back out.

    [/ QUOTE ]

    As much as I hate to admit, I hope this happens too. IF defense really is supposed to be 1 def = 2 resist, that means Lucks should be 2.5% and not 25% that they currently are. (Or it means Sturdy's should be 50% instead of 5%).

    I dunno why, but I enjoy Defense based sets more than I enjoy Resist sets. Even when it gets frustrating that the "dice" roll badly, and I face-plant to a mob when the 100+ times I fought that same group I handle it with little to no problem.
  21. Cheers! Go Stupid_Fanboy go!

    Hey, is there a Stupid_Fanboy fan club? If not, I'll start it.
  22. [ QUOTE ]
    Just to clarify, things guys.

    The numbers I posted were the highest value of each armor. There is no stacking taken into consideration at all.

    [/ QUOTE ]

    Well, thanks for the responses an' all. Don't want to sound ungrateful, but uh, why not just tell us the defense of each toggle by itself?

    I.e. Kin shield is blahblahblahblah
    Pow Shield is blahblahblah
    etc.

    It's quite frustrating that we continously have to rely on Player's testing everything just so we can make a proper choice. Moment of Glory sounds hella cool via the description (which you dev's say is all we need to know), but it's absolutely horrid for most of the situations.