Obitus

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  1. Quote:
    Originally Posted by Ssyrie View Post
    Plus what if you took a rare or very rare drop, but before you used it you changed your mind about the upgrade you were going to do and decided to do a different one which required a different piece of r/vr salvage.
    Then you'd be boned by the flavor text. Which is kinda the point.
  2. Quote:
    Originally Posted by LISAR View Post
    I don't write down what I need. I wait till it's offered and then bring up the create screen to see what I need to pick.

    You don't have to write down a list since your character carries it on them at all times. All you have to do is bind a key to bring up the incarnate screen and choose what you want to do first.
    The user interface is very clunky. Yes, you can make do with it, but once you get past a certain point it becomes ridiculous to click back and forth from this-or-that recipe screen, referring constantly to your salvage window. Meanwhile, the reward screen looms large behind everything, reminding you that you should hurry up.

    Consider a tier 4 recipe. You have to look at your salvage screen to see what you already have, and then, one by one, compare what you have to the T1, T2, and T3 options available. Then you have to refer to several different T4 recipes to figure out which T3 is the best to craft given your available salvage. Then you have to click over to the crafting menu and to convert threads into the relevant components that you're missing. If you're short on shards and (like me, at least prior to this patch) overflowing with unnecessary Uncommons and Rares, you have to keep a running tally of which is safe to breakdown or not. All of this, just to decide which reward to take at the end of a trial that you have to repeat dozens of times.

    I'm not saying it's impossible. I'm saying that it's needlessly complicated. And yes, it's much, much easier to write out a list ahead of time. That in itself is a failure of the design; the fact that there's no functional purpose behind the different types of same-tier salvage other than punishing players for picking the wrong item is just insult added to injury. Or injury added to insult, however you wanna look at it.
  3. Obitus

    Dr Who 23/04/11

    Quote:
    Originally Posted by Durakken View Post
    Yeah i don't see how that type of time travel is against any rules... you just can't do things that will result in you doing something else... If you do then it changes the current present and thus it must be destroyed. It's a general principal not to do it but it isn't a hard and fast rule... especially if you know enough and plotted it out.
    Hey, it's time travel. It's inherently confusing, and it inherently requires a hefty dose of disbelief suspension. We all get that, I'm sure.

    The problem with causal loops -- quite apart from the immediate paradox they imply -- is that they're a cheap plot device. In Bill and Ted's Excellent Adventure, the causal loops were intentional jokes. In Doctor Who, they're fine up to a point, but there's a very serious danger of their being over-used. It's just too easy to say, "Ok, I resolve to go back in time later on and fix this current, seemingly impossible predicament." And poof, it's fixed.

    In the words of Zombie, it's ego ex machina. I think that's a very apt term.
  4. The side conversion was, I thought, supposed to be a solution to the obviously gratuitous penalty for selecting the wrong item, in a crafting system wherein different components of the same tier have no functional difference. Players are basically forced to write out an exhaustive list of all the components they need before they run trials, or else risk wasting their time for no good reason. The flavor text cart is pulling the gameplay horse.

    I've seen many people express the above sentiment much better than I ever could in the countless forum threads leading up to this long-awaited patch, and yet here we are. There shouldn't be a meaningfully high thread cost for side conversions.

    Oh, and yeah, that screenie the OP posted is totally counter-intuitive. The best thing you could add to a needlessly complex system, one that features frequent and irrevocable choices, is a head-scratching user interface. Not.

    I applaud that the patch went through so quickly. Not thrilled about some of the details.
  5. Quote:
    Originally Posted by Postagulous View Post
    Really? What?

    Am I really waiting 1.67 seconds on Blast? I regularly buzzsaw blast-ball-blaze. Just got carpal tunnel doing it on Marauder. But it sure doesn't feel like 1.67 seconds for blast. Looking at it, Flares, which I don't even keep on my toolbar, gets better dps.
    You're waiting 1.848 seconds on each Blast activation, once you account for Arcanatime (server ticks). The animation itself remains as short as ever (AFAICT), but if you're looking for it, you'll notice a dead space at the end; if you're not hip to the difference between animation and activation time, that dead space may appear to be just general sluggishness (like client-server lag or whatever).

    And btw, you'd need ~527% recharge in Fireball to buzzsaw the above-quoted attack chain. The cap is 500%, so I don't see that happening. If you are going to include Fireball in your attack chain (which is a good idea if the situation permits it), then you're looking for something more along the lines of Blaze-Blast-Ball-Blaze-Blast-Flares.

    Quote:
    I'll have to look into how Chilblain might work into my "new way." [insert old man "hmmph" here]
    It's nice to have a slotted Chilblain just so you lose less damage when you want the immobilize, but as Strato noted, Chil ain't no Ring.
  6. Quote:
    Originally Posted by Another_Fan View Post
    Sleet with a tier 3+ radial reactive, If I am reading the patch notes right
    Ice does seem to be the APP of choice for Doms these days, but I'd have to give up Fireball and Rain of Fire to get it. There is an advantage for the Blaster in this comparison; it's just absolutely trivial when weighed against all of the vast disadvantages the Blaster has relative to the Dominator.

    Fire/Mental is also one of the better Blaster damage dealers, so it's hardly a great argument in the AT's favor that Fire/Mental can beat out a Dominator on straight damage. I'd be shocked if my Dom didn't beat out other Blaster sets rather handily.

    But all of that is off-topic. Back to the point: Blast is worse than a lot of people think, but its DPA is roughly the same as Flares'; if you prefer the way Blast looks, then go for it. (Edit: And for most Fire/* Blasters, it isn't an either/or proposition anyway, so the whole comparison is sorta overblown.)
  7. Obitus

    Dr Who 23/04/11

    Quote:
    Originally Posted by Energizing_Ion View Post
    I don't remember any handheld cam shots...and that's surprising since I hate them with a passion(not saying they weren't there)....then again maybe I was just happy to see new Doctor Who (got to see the "Christmas Carol" episode too which was new to me ).
    Yeah, I actually liked the Christmas Carol episode more than the premiere

    Still, glad to see the Doc back on the job. The causal loops sorta bother me in retrospect after various episodes, but while I'm watching it's just turn-your-brain-off fun for 40-odd minutes. For all the flaws, Moffat's a better writer than Davies, IMO. (Which came as no surprise to me, because Coupling -- though crude and very silly -- really did have a lot of very witty dialogue.)
  8. Quote:
    Originally Posted by Katten View Post
    Wait waaat? That's awful, for the one AT That's supposed to the most damage it's given the slower option? (Corr and scrap both came in quicker).
    Don't forget Tankers and, perhaps most galling, Dominators. (Note the damage as well as the cast time.)

    As Rigel noted, the first and second-tier attacks in Blaster Primaries were normalized for activation some time ago, in large part (I think) as a response to persistent complaints that Ice and Fire had an enormous advantage. Oddly enough, tier 3 attacks and Secondary attacks remain un-normalized, AFAIK.

    So if you're playing Fire/Fire, your best ranged attack chain heavily features Ring of Fire, which -- in contrast to Fire Blast -- is much better for Blasters than it is for other ATs. It does Fire Blast damage in ~2/3rds of Blast's activation. Toss in the fact that stacked immobilize is enormously useful against AVs, and the allegedly melee-focused */Fire Secondary becomes one of the very best options for ranged specialists, too.

    (You're looking for either Blaze-Ring-Blast or Blaze-Ring-Flares, depending on which aesthetic you prefer and how much +recharge you can muster. Both are noticeably superior for pure ST DPS to the classic Blaze-Blast-Flares chain, which despite belonging to the presumed damage-specialist Primary set on a damage-specialist AT, is really not all that impressive in the grand scheme of things.)

    For what little it's worth, one of the kind of silly reasons I prefer my Dom is that I just can't get over the fact that the Dom version of Blast is markedly superior to the Blaster's. The Blaster still does more damage overall (better Blaze, better recharge on Fireball, Defiance), but it's the principle of the thing, man.
  9. Quote:
    Originally Posted by Deus_Otiosus View Post
    Actually, Shield Defense has better across the board resistances to Energy, Negative, Fire, Cold & Toxic than WP (with IO capped RES slotting it would be 17.8% for those for SD and 8.9% for those for WP).
    Yes, I should have been clearer. When I said that WP has "sporadically decent resistance to other types," I mean that Strength of Will gives WP decent resistance, but it's not reliably available. It wasn't my intention to imply that Shield has worse RES across the board; in fact, WP's generally inferior resistance is another strike in favor of Rebirth Destiny, because Rebirth basically covers WP's glaring area of strength relative to Shield Defense -- namely, regeneration. That's especially true against Marauder, because you're unlikely (in my experience) to have reliable RttC fodder for that fight.

    Rebirth does more for Shield than Barrier does for WP, in other words. The way I see it, Rebirth is just flat-out superior to Barrier, in terms of its numerical benefit over time. Barrier's buff is, in comparable IO-or-power terms, truly massive at the beginning but it quickly tails off into near meaningless territory (unless your build nears the DEF/RES cap without Barrier). Rebirth's buff, by contrast, is very significant even at its weakest point, relative to comparable bonuses in IO sets or powers (getting +200% regeneration from IO bonuses alone is difficult near to the point of implausibility). Some builds will benefit more from Barrier, and multiple Barriers in team situations remain extremely powerful, but Rebirth is almost unreservedly the better solo option if you already have significant mitigation.

    I also didn't mean to imply that your taking Darkest Night would be an unreasonable build trade off. It sounds like an excellent idea for you to take Darkest Night, which is a very nice supplement to almost anyone's mitigation because of the damage debuff alone. The ToHit debuff is not exactly equivalent to an equal amount of DEF, though, because the debuff is both resistible and limited by area. It's very likely, for instance, that you'll come under attack by foes that are nowhere near the toggle anchor in the Lambda looting phase.
  10. Quote:
    Originally Posted by Katten View Post
    Except fire blast is 1.2s :\
    Not the Blaster version.
  11. Quote:
    Originally Posted by Deus_Otiosus View Post
    Huge Incoming damage spikes and the the death of the old softcap however, permeate the entirety of both incarnate trials.
    Quote:
    I have considered [using Lucks to plug the Incarnate DEF hole], but I think it is a weak solution.

    Darkest Night means -20% or so damage to everything in a 20 (25?) foot radius along with -14% to hit, it also means I can carry T3 oranges and greens instead of purples.
    Quote:
    Endurance consumption wise [Darkest Night] will most likely force me into Ageless instead of Barrier or Rebirth both of which which would be preferred.
    Quote:
    The contribution of teammates so far has been hit or miss in my experience.

    Sometimes you're in a big dogpile of 24 people and you have buffs out the wazoo, and other times you're on an 8 man team that got split into two smaller units of 4 for whatever reason.
    Quote:
    I'll pm the build, and correct I'm not worried about Incarnate AVs as I will have support any time I'm facing them.
    Quote:
    I usually, at most, carry 1 Tier 3 Purple.

    The rest is T3 Greens (6 - 8), T3 Oranges (6 - 8) and Blues (x4).
    Ok, so you're happy with your WP's performance and unhappy with your SD's performance. Leaving aside the obvious game-balance wrinkles involved with that comparison, let's just look at the defensive assets of each set:
    • WP has high HP, mid-high S/L RES, sporadically decent RES to everything else, a good deal of exotic DEF, and most of all, a large scaling regeneration rate.
    • Shield Defense has some +HP, low-middling RES, and very high DEF to all positions.
    Your approach to the trials on the SD has been to plug the healing/RES gaps in your set by carrying lots of orange/green Inspirations and to kinda-sorta plug the Incarnate soft-cap hole with Barrier. My approach would be to replace most of the greens and some of the oranges in your tray with purples and use the absolutely spectacular heal/regen of Rebirth Destiny. As a bonus, you don't even need the purples to be higher than tier 1.

    You're not likely to spend more than about 8-10 minutes playing isolated in the trials. You say yourself that you expect support during the AV fights; obviously you acknowledge that relying on support is a necessary evil, at least some of the time.

    None of the above is to say that you shouldn't try to improve your stand-alone mitigation as much as you reasonably can. Darkest Night is a very good idea; I wouldn't hang my hat on a long-activation toggle debuff on a Brute/Tanker, but DN nice to have, especially in AV fights. (-DAM is one of the exceptions to AV debuff resistance, with minor caveats; -ToHit, unfortunately, is not.)

    I just don't think it's worth it to make significant trade offs to retune specifically for the Trials. You obviously agree with that. All that remains is to determine the most efficient way to deal with the short-term lapses in mitigation during the trials. YMMV, but I think you're short-changing yourself by prioritizing oranges over purples in a situation where you're sitting within a small luck of the soft cap (and likely nowhere near the RES cap to the relevant damage types in the trials). Layering is good, but it's not always the best option.
  12. Quote:
    Originally Posted by UberGuy View Post
    I think building for solo mitigation this way may be folly. Here is why. In addition to the 64% base toHit of critters in the iTrials, there are numerous Praetorian critters which have or provide significant toHit buffs. For example, the some of the summoned Orbs grant allies +toHit. Siege's 9CUs have a compounding toHit buff as well as damage buff. Now, both of those are able to be managed through how the league plays - if you manage those critters, their toHit buffs may never meaningfully come into play. However, that seems a bit at odds with your philosophy, as you're probably going to need to rely on the league for something like 9CU management.
    I think Uber's post bears emphasis.

    The trials are designed to present different problems to different builds. The soft-cap for DEF is higher in general -- and it does help to shore up any defensive shortcomings -- but you're never going to get a build to the point where it can deal with everything. In the case of BAF and Lambda specifically, there are a couple of mechanisms designed to favor control (or just flat-out coordinated burst damage), and to trivialize passive mitigation of almost any kind.

    So specifically building a character with the idea that you'll have Incarnate-compliant mitigation seems like a waste of time and resources. With respect to the soft cap, you might consider building for 46.5% DEF, which will put you within one small Luck of 59% without undue sacrifice in all other content. One of the advantages of the Trials is that they're short enough that Inspirations go a long way. Liberal use of Inspirations (and Accolades, for that matter) in the trials is, I think, even more worthwhile than it is elsewhere.

    And all of that is before we even consider the contributions of teammates, who are more than likely these days to be packing stacked Destiny buffs.
  13. Quote:
    Originally Posted by Johnny_Butane View Post
    Are you sure about that last one? Because I've seen people on other ATs boards boasting larger DoT numbers than I'm seeing. Obviously, it's possible they're using other sources of -Res they're not mentioning up front.

    I ask because in i20 Beta the DoT was busted and just did ticks of 1-2 damage, then later it was fixed and I think I remember it doing ticks of 25-30 in the RWZ with the copy of my Tanker there. Live it's ticks of 18 DoT (after Bruising) to a 50 Rikti Boss.
    I'll look it up later on my Dominator and we can compare notes if you like. 18 with a 20% RES debuff sounds about right, for what it's worth (15 damage unmodified). Haven't gotten around to running my Tanker through the trials yet (He's next on the list). Given Positron's most recent post, I may just wait on that for awhile.

    If Reactive follows the conventions of every other Incarnate power, though, it shouldn't be modified by AT damage scalars.
  14. Quote:
    Originally Posted by Cheetatron View Post
    *Keep in mind the -res only stacks up to 10% max which is accomplished through 4 ticks so it doesn't really improve in team situations
    **The dot stacks up to 6 ticks
    ***-Res is also heavly resisted by AVs like 90% iirc so it's not very useful in those circumstances
    No, -RES is one is one of the exceptions to AVs' blanket debuff resistance. RES debuffs are resisted if the AV has damage resistance to your damage type (or in other words, the extraordinarily awkward cliche -- "Resistance resists resistance debuffs." ).

    The same thing applies to -Damage debuffs; they're unresisted by AVs, unless the AV has damage resistance to its own damage type. For instance, if you hit an Enraged Marauder with a damage debuff, he'd be unaffected because he has 100% resistance to Smash/Lethal damage, and (AFAIK) all of his attacks deal Smashing damage.

    Call it a quirk of the system. On a related note, if you could slot damage enhancements in resistance powers, then you'd get 33% (schedule A) enhancement instead of the normal 20% (Schedule B) for a resistance enhancement. It's for that reason that Enzyme HOs can buff your defense powers by 33%. They're typed as DEF debuff enhancements, but the system doesn't recognize debuffs as separate and distinct from buffs. They both modify the same attribute.

    TL;DR: Damage and Resistance debuffs are the only widespread exceptions to AVs' absurdly high debuff resistance (85% at level 50).
  15. Tankers tend to attack relatively slowly. Particularly if you don't have a damage aura, the RES proc is going to have a hard time reliably stacking to its maximum (4 stacks for a total of -10% RES), even at a 75% proc rate. If, for the sake of argument, you're attacking once every 2 seconds on average, then you're getting an average of 0.75 / 2 = 0.375 procs per second, and the duration of the debuff is only 10 seconds, so you're gonna be just shy of applying 4 stacks in any 10 second period. (10 * 0.375 = 3.75 procs.)

    Tankers also have comparatively low damage output, which means that the proportional gain of a multiplicative bonus is smaller than it might be on a Scrapper or some other high-damage AT.

    The DoT adds a good deal of DPS, as you noted unmodified by damage buffs or AT scalars. The DOT is affected by -RES debuffs, though, which is worth noting because Tankers have a sizable one in Bruising.

    So all of that said, unless you're on an extremely high-damage build and your biggest area of interest is in soloing huge sacks of HP, the DoT tree is almost unreservedly the better option for a given, self-contained build. In teams, the matter becomes muddier; the RES debuff will almost certainly add much more damage to team output, but it also seems likely that multiple people will have taken Reactive given all that I'm reading about the population's Interface choices.

    Multiple Interface procs do not stack, even from different teammates, so if you wanna go for the team-oriented option, you may well be better off skipping Reactive entirely, probably in favor of the -Damage debuff proc. Edit: Also, for what little it's worth, upgrading from the T3 DoT proc (75% chance of damage) to the T4 DoT + RES proc (75% chance of damage, 25% chance of -RES) had an imperceptible effect on my Dominator's Rikti Pylon times, even with Lore pets active. Then again, I only made the comparison once each (with and without Lore pets out), so user error may account for my results. I surely could tighten up my use of clicks a bit.
  16. Quote:
    Originally Posted by Krouget1 View Post
    This really doesn't reflect my in-game experience-- or at the very least, it doesn't hold any more true for my Blaster, than it does another AT.
    So on the one hand, you're saying that Blasters' damage advantage isn't marginalized by buff/debuff in high-end teams, and on the other hand, you're saying that Blasters' damage is marginalized, but no more than than the damage of other ATs? Isn't that precisely the point? Blasters' schtick is damage. Other ATs have other things going for them, after all.

    Quote:
    Originally Posted by Krouget1 View Post
    Either way, it's not abnormal to force the pace of any melee AT(s) who are present, who typically have to close to melee distance for PBAoE, excluding patron AoEs. In this same scenario, FS usage is actually trivialized, as the mobs are usually dead before it can be cast for full effect-- the same holds true for longer animating rad debuffs, for example. In other words, it's not making or breaking the teams speed, as again, 2-3 AoEs clear most mobs, while a combined damage spike drops bosses as the team is on it's way to the next group. Range and the first strike ability of blasters, doms, defenders, SoA, etc. usually take precedence. Being more sturdy from the get-go doesn't mean much, if I'm also able to hit the soft cap for defense, etc. and kill fast enough to decrease the rate of return fire.
    If everything's dying that fast, then the Blaster is superfluous. If things aren't dying that fast, then Fulcrum Shift becomes far more important than the Blaster. The problem here is that people are assuming that their Blaster's offensive contribution is not just superior to everyone else's (which isn't necessarily true) -- but rather, that Blaster damage dwarfs the damage output of everyone else. That, I'm afraid, isn't even close to true, except perhaps when you're fighting trash spawns that'd die promptly regardless.

    And the second you do run up against something that's tough enough to warrant exhaustive DPS comparisons, the Blaster's best practical advantage is nullified -- that is, burst damage, especially AoE burst damage, provided you're not playing an AoE-light Blaster build, like Ice Blast. As demonstrated earlier in the thread, there comes a point, surprisingly quickly, where even excellent Blaster AoE burst damage begins to pale, even in situations where it does apply. To add insult to injury, Blaster AoE becomes less efficient against tough spawns, unless the team has a way of dealing reliably with scatter. Sure, I can take Web Envelope (the most wide-area AoE immobilize available) on my Blaster, but it has a glacial animation time, with a bonus redraw penalty. Oops, there goes my ranged first-strike advantage.

    You know what melts tough spawns, because you skirted around the issue yourself: bursts of damage from everyone, preferably debuff-enhanced burst of damage by everyone. Even relatively anemic Patron/Epic AoE powers get really strong, really quick, when multiplied by 8 teammates and enhanced by buff/debuff support. Notice I haven't even mentioned Judgement.

    Are Blasters generally better suited for high-end teams than Scrappers? Sure, I'll buy that. I never said that Scrappers are especially good at teaming. What I said is that Scrappers are great at soloing, which just happens to mean that Scrappers don't care particularly about team composition. In situations like the one you posted above, for instance, I frequently see Scrappers go off and solo whole spawns by themselves as an indirect help to the team.

    By contrast, Blasters are not great at teaming, and they're not really even good at soloing, relative to the alternatives. What was your list for ranged first-strike ability again? Oh yeah -- Blasters, Doms, Defenders, Soldiers of Arachnos, etc. The two bolded ATs are better at soloing than Blasters by a wide margin, and they have more general team utility. Defenders, needless to say, are tops when it comes to teaming.

    Blasters can be fun to play, and I think there's even some room to argue that their mechanical weakness actually makes them more fun to play, for a lot of people. But there's no good reason that they couldn't be thrown a bone or two. Sorry for the ranty ramble, which wasn't entirely directed at Krouget.
  17. Quote:
    Originally Posted by SpaceJew View Post
    This is patently untrue. buff/debuff is a synergy of damage. You're obviously a number cruncher. Wouldn't the higher max damage on a blaster, pegged from damage buffs and self buffs, combined with either added survivability and debuffed damage resistance mean you're even MORE of a damage power house than you were without those AT's?
    Heh, which part is patently untrue? That buff/debuff characters rule in a teaming environment? Castle himself would support me there.

    Yes, a buffed Blaster will deal more damage than a buffed Defender. That's true. The problem is that there comes a point after which the Blaster is superfluous. A buff/debuff that increases the whole team's damage output tends to trivialize any advantage Blaster's have over the next highest damage dealer within that team. And on the subject of Scrappers, they're usually in a better position to receive the best damage buff in the game (Fulcrum Shift) because they live in melee range.

    The point isn't that Blasters suck on teams. The point is that they're not very good at soloing or teaming. Most ATs/builds are at least very good at one or the other. Some excel at both. (Edit -- Bottom Line: Blasters have the same if not more team-reliance that buff/debuff ATs do, but without the enormous upside on teams. They need support to perform at their peak, but support doesn't need them.)

    Quote:
    I wasn't aware that melee damage had suddenly become un-lol and reached blaster levels of output.
    *shakes head* Dude, I don't even know where to start. If you honestly believe that melee damage is intrinsically less impressive than ranged damage, then you're even less well-acquainted with how the game works than I thought. Hell, Blasters themselves do much more damage in melee than they do at range.
  18. @Spacejew:

    Look, you like your Blaster. That's great. I like my Blaster too. What you or I like to play isn't relevant to a balance discussion. Believe me, there were people on the forum screaming that they loved their Blasters before the AT damage scalar was bumped up (from 1 to 1.125, to match Scrappers), before Blasters' damage cap was raised (from 400% to 500%), and before Defiance was buffed/revamped.

    Do you believe that those balance changes were unwarranted?

    This isn't a matter of my rerolling or learning how to play. Whether or not you can succed with a Blaster is moot; the question is how well equipped the AT is to succeed, relative to its counterparts. You're apparently very fond of trotting out the word troll, and yet your arguments boil down to thinly veiled personal insults -- attacking the player rather than the position.

    Now, let's examine some of your unsupportable assertions:

    Quote:
    Originally Posted by SpaceJew View Post
    Look, if you want to keep crying about how blasters don't have survivability and you don't feel that the highest offense numbers in the game justify your squish then reroll.
    Blasters don't unreservedly have the highest offense in the game. That's kinda the point here. Even if they did clearly edge out every single other build in the game, it's a question of extent: If Blasters were obviously better at offense, by let's say 5%, then would that justify a 200% survivability and/or utility advantage for (nearly) everyone else?

    Quote:
    If, as you claim, there are tank sets that can pump out the same amount of damage as a blaster I can only infer you are talking about a blaster that just bought CoX and is taking a break from their gripping Sims story time and comparing them to a seven year vetern tank that leads task forces to victory each and every time.
    I'm talking about this: http://boards.cityofheroes.com/showt...67#post3485867

    There is an element of skill to the game, but there's only so much skill or experience can improve your damage output. This game is about numbers. 244 DPS is an impressive number even among Blasters. And before you rush to create a justification for your frankly ignorant pre-conceptions about the game's mechanics here, keep in mind that those numbers were posted before Issue 20 brought us Lore pets that can basically kill the Pylon alone.

    Quote:
    You're obviously a smart cookie, so why keep belaboring a point that is completely subjective? Or is this just a massive ploy to troll?
    Balance discussions interest me. I'm quite happy with the game the way it is, enjoying the hell out of my Dominator in fact. But it has always been true that the devs' place undue weight on the ability to attack from range.

    Quote:
    You can't counter the argument that they have the highest DPS potential of any CoX class. The. Highest. Potential. You might not reach that potential, but that's not the games fault. It's either yours or your team leaders fault that they can't build a team correctly.
    There's nothing to counter. You have pre-conceived ideas about the game that you are unwilling even to try to substantiate. You just keep repeating the same tired platitudes that are either outright and obviously false, or heavily over-simplified.
  19. Quote:
    Originally Posted by Arbegla View Post
    Eh, recharge cap is 400%, counting enhancement values (i think) so 300% is still pretty high (thats in the ballpark of 200% global recharge from set bonuses)
    Based on the post you referenced, the highest-tier recharge bonus Umbral used was +250%, or 350% total, which isn't that difficult to reach:

    100% base + 70% Hasten + Enhancement + IO bonuses. At the ED cap for recharge enhancement (~95%), we're looking at +95% or so in IO bonuses. With Spiritual Alpha, that number drops by at least 33%, down to 62%ish.

    +300% (400% total, which is still 100% shy of the cap, btw) would be difficult to reach. That's what you need to make Drain Psyche close to permanent (ignoring activation time).

    Quote:
    But yes, Blasters on SOs are beasts, Blasters on moderate IOs are still beasts, but everyone else is about on par to what Blasters were on SOs (so blasters are ahead, but barely, in the damage department) blasters on full throttle IOs are again still beasts, but everyone else is now the Omega Beasts which can overshadow what blasters do pretty easily.
    Oddly enough, I think IOs help Blasters as much or more than they help everyone else. Even before IOs, Blasters at higher levels were disadvantaged. Their offensive advantages (when applicable) were clearer, but that was never a particularly high priority. Buff/debuff always overshadowed damage, and other ATs (notably Scrappers) were capable of similar-to-Blaster offense without having to sacrifice survivability.

    IOs give more to Blasters (really everyone) in terms of defense than they tend to give to everyone else in terms of offense. That's a win, but it doesn't change the fact that Blasters were working at a disadvantage to begin with. The design paradigm that values ranged damage so much more than melee damage, even when the former is numerically inferior to the latter, has been out-dated from about Issue 2 onward.
  20. Quote:
    Originally Posted by Katten View Post
    I don't agree that it makes blasters useless, after all, you get judgment too and I LOVE judgment. However, it does go a long way toward destroying the specific roll of a blaster on a team, huge AoE damage. However, the mobs are dead. Really incarnates blur the lines with their extreme power, no one NEEDS anything anymore, and nothing matters when you have no one alive to fight, so I guess it's bad in the best possible away.
    The idea is (appropriately, I think) to reduce the desire for a specific league loadout now that the game is so heavily emphasizing multi-team events. Incarnates are supposed to blur the lines. That's not necessarily a bad thing in itself.

    The problem with Blasters is that they've always paid too much for their allegedly supreme offense. This really isn't a subject for debate; simply parroting over and over again that Blasters are the best at offense doesn't address Blasters' unique lack of other assets, even if we accept as an article of faith that Blasters are clearly superior to every other option in offensive potential, which isn't self-evident. Quite the opposite, in fact.

    This is a discussion about capability. AT lines blurred by Incarnate content, but Blasters remain a weaker base on which to build with Incarnate powers.
  21. Quote:
    Originally Posted by Arbegla View Post
    In solo situations, with IOs maybe. But Ya know, my fire/fire blaster can deal more damage quicker on SOs then my fire/fire dom can on those same SOs. While i have to hold and control things with my dom before i can nuke freely, my blaster can just blaze/fire sword mobs and literally cut them to pieces.
    Again, you're presenting the Dom's extra capability as a weakness. Are you seriously saying that the Dom's damage is so inferior to the Blaster's that there's no way he could survive using the same playstyle? (Edit: To put it another way, are you seriously trying to say that the Blaster's damage is so much higher that his damage advantage constitutes a replacement for the Dominator's vast control ability?

    Do you dispute that your Fire/Fire Dom is a more capable soloer overall?

    Quote:
    The best comparison is overall. Are blasters being out performed in damage, overall. Yes there are specific powerset of other ATs combinations that can out perform other specific combinations of blaster ATs, but lets see a elec/shield solo a GM without temp powers. a fire/mental blaster can....

    I really don't think blasters have anything to worry about in the damage department overall.
    So on the one hand, you're arguing against cherry picking. On the other hand, you pick the only Blaster set with a regeneration debuff and frame the debate around soloing a Giant Monster. A regeneration debuff, I might add, which is both melee-ranged and not easily rendered permanent without heavy IO investment.

    Are you seriously disputing that Scrapper damage is Blaster-competitive in the general case? Or let's use your word -- "overall"?
  22. Quote:
    Originally Posted by Another_Fan View Post
    Comparing best of the best in sustained damage. Yes it is cherry picking but if I want to build a toon that does single target damage well that is exactly what anyone will do pick the best they can.
    Cherry picking is valid in this particular case. If Blaster damage is just compensation for their dire and unique lack of utility/survivability, then it follows that all Blasters should be at the top of the damage charts. Heck, they should be blowing their competitors away, as an AT.

    Oh, if it were just a matter of one or two Blaster sets that don't perform, or one or two non-Blasters putting out exceptional amounts of damage, then I guess you could make the case that cherry-picked examples are fallacious. But that's not what we're looking at here, not even close.

    We are discussing the flaws of an entire AT.

    The truth is that Blaster single-target ranged damage is nothing to write home about. At the risk of sounding intolerant, I have to conclude that anyone who's truly excited over the prospect of, say, an Ice Blaster's ranged ST damage has never played a properly built Scrapper, Brute, VEAT, or Dominator. Hell, even some Tanker builds can match your average ranged Blaster's ST DPS.

    Blaster AoE damage potential is often spectacular, but it's also heavily situation and support-dependent, more so than the AoE damage of almost any other AT. Blaster single-target melee damage is impressive; that much I'll grant. It's kind of silly to hang your hat on that, though, given that most of the targets against which DPS really matters can kill a melee-ranged Blaster in an eyeblink just with splash damage.
  23. Obitus

    Fire or Ice APP

    Quote:
    Originally Posted by ketch View Post
    I disagree. Even with ridiculously strong controls, a good bit of damage can get through. Soft-capping on top of perma-dom has let my plant/psi do things she wasn't capable prior to that. Malta at x8 didn't even slow her down after capping.
    Yes, layered mitigation is layered mitigation -- doesn't matter whether we're talking about DEF + RES or DEF + controls. Capping DEF is only inadvisable on a Dom to the extent that it interferes with your achieving perma-Domination.

    Which isn't really an issue when we're talking about Smash/Lethal DEF. Ranged DEF is a little harder to juggle with perma-Dom, but it can be done. If you do go for ranged DEF, then you can add significant RES (from APP/Patron shield) to the layer cake.

    Dominator controls may make DEF less attractive to some players, but they also, oddly enough, increase the mechanical value of DEF. My Mind/Fire/Fire Dom is nowhere near as passively resilient as my Tanker is, but she's arguably more situationally resilient. What gets through her controls is likely to be deflected by her ranged DEF, and what gets through her DEF is likely to run into 50+% Smash/Lethal RES.

    I basically have to be fighting something that absolutely cannot be controlled before the Tanker clearly pulls ahead in practical survivability.
  24. Quote:
    Originally Posted by Arcanaville View Post
    For all the problems MA currently has, the people playing it today are playing a joy of a set by comparison to what it used to be.
    That's a good point, one I may have glossed over in my bemusement over the OP's position. MA may quite possibly be the most-buffed single set since the game's release. There've been some small nerfs here or there (like the change to Thunder Kick's chance to stun way back when), but the net change has been overwhelmingly, even implausibly, positive.

    Just for kicks, I was just reading over some old text files of forum posts I either made or admired back in the day, and it really is amazing how far the playerbase has come. All the acrimonious arguments about whether it was an advantage to have animations that were so long you rarely had to pause for a recharge timer seem downright absurd in today's game -- but they happened.

    Heck, I'd forgotten just how long Eagle's Claw's activation used to be until you just reminded me. I'd forgotten that Cobra Strike at one time did less than 70% of Brawl damage, and it had a 3+ second animation. These days, any animation (no matter how potent the attack, no matter what effects it carries to however many targets) that even flirts with 3 seconds is considered glacial. For original MA, 3 seconds was short. It's no wonder I was so unsympathetic (and perhaps unjustifiably so) when people defended Total Focus' former mag-4 stun.

    My subjective idea of what constitutes good damage or even good control is forever influenced by the formative experience of playing release-day MA. The first, major animation overhaul happened like six months after release, and yet even seven years later my brain processes anything but the original animations as new, somehow.

    All of that is just self-indulgent rambling though. Apologies. The thing that I'm trying to get at here is that all of the great strides MA has made manage to be, at once, both uplifting and discouraging. In my experience, it's almost impossible for any dev team on any MMO to lavish so much (comparatively) on one power set and still manage to leave it mediocre. Usually there's at least a little over-buffing somewhere.
  25. Quote:
    Originally Posted by theheat View Post
    Thanks yall for the quick replies. Lemme make sure it worked. On the toon I'm on I entered 48 (for +3s) instead of the default 75 value. When i right click an attack, it says 101% acc in lower left corner. Is that the number I should be looking at, and if so I just need 95% since thats the cap, right?
    Yes, it can be hard to read, but Mids' generally displays the base value in parenthesis next to the modified value in the info window. Usually, at least on my laptop, the parenthetical is cut off, but the first part of it is there.

    Anyway, you should see something like this: 101% (48%). Your build, in other words, has enough +Tohit/Accuracy to hit vanilla +3 mobs with only the forced 5% miss rate.

    If the mobs have DEF or Tohit debuffs, then your chance will drop, of course.