Player99

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  1. Doesnt effect +hp

    so, besides that though..everything? >.>
  2. Allright, simple question:

    Besides tohit, resistance, defence buffs, etc

    What does diminishing returns effect?

    Does it limit -end drain? -tohit? -defense? regeneration?
  3. [ QUOTE ]

    [ QUOTE ]
    B) Change the Defender inherent to work while solo and also increase their damage. Doing this would hopefully give defenders a fun mechanic in order to cleverly make use of both their secondary and primary for mutual use. Perhaps a system like blasters inherent, whenever you use a primary power you increase your damage, whenever you use a secondary power you increase your buff effectiveness.

    [/ QUOTE ]

    Agreed in full, and then some. The defender inherent is utter [censored]. It's garbage. There's not enough words for how worthless it is. Your suggestion is far from the worst and I would support it fully.



    [/ QUOTE ]

    hey....kinda like my idea, only a bit more balanced...

    /sign
  4. oh, why has nobody said THUNDERSTRIKE (blaster bersion) yet?
  5. thats why it would be balanced so that powers like the heal auras give really bad boosts, due to their spamability.

    where as recovery aura due to its epic recharge will give a decent boost
  6. @kelenar

    if you balance your abilities you will flucuate the bonus, overall getting a net buff, seeing as at the middle-ground where the bar is naturally, you have the same AT mods defs have now

    For example, an ff/rad defender enters a mish, bubbles his team mates, and gains a great damage boost.

    he then uses it to beat up some baddies, then by the time the boost is nearly gone, he has better bubbles available for his team when he re-applies, granting the team better protection, (as well as himself if he has that AoE bubble/PFF) and then renewing the Damage buff

    The biggest problem in this idea is balance among the vastly different defender setups...
  7. I had a widely acclaimed Idea a while back on the suggestions board about vigilance:

    Essentially, it could be like Domination on a see-saw:

    There will be a bar, that stays half-way full at all times, and gives no bonuses.

    However, as the defender acts, the bar shifts back and forth:

    The more a defender attacks, the more the bar goes to the left, increasing a POWERBOOST type effect that will greatly improve their Primary buff/debuff powers

    On the flipside, if a defender does a good job defending the team, it is awarded with the bar swinging to the right, giving the defender a nice DAMAGE boost.

    Of course, powers would need to be adjusted, and powers like Fulcrum shift shoudl give a measley boost to the right seeing as it is allready a damage boosting power, where as casting a shield would give a nice boost seeing as it's a one-time thing.

    this way a defender can outshine Controlers, and do some nice damage, but not all at once
  8. ^

    its not worthless, it adds to ST dps

    for example, my chain of C.Bolt-L.Bolt-C.Bolt-E.Fence-C.bolt-L.bolt (etc, etc) only pumps out like 162 dps.

    add VS's def buff and it's own attack (with soulbound) it jumps to a sustained 195
  9. no, soulbound still buffs the recharge of his attack.

    I went on after i14 and he still fired the same rate as he did before for me
  10. for PvP...not sure, but 4 slotting Soulbound will make him have some nice recharge and damage on his attack...giving you a free +33 DPS to your attacks
  11. (sorry for x2 post)

    Updated with new numbers and a new chain problem <.<;
  12. I know full well Fulmens, but im just theory crafting for 1 target
  13. Player99

    Achilles' Heel

    no, it only works on a per caster basis.

    Meaning only one entity can fire the proc, and cannot fire it again

    However, if it's in say, multiple Single-Target attacks, you could keep proccing on multiple targets as long as you switch targets.

    Or, if you have a pet, it can proc it along side you, so you can have 2(or more..) stack
  14. ^ allright, thanks for adding server lag....couldnt find it with my search-fu

    Anywho, I can calculate defiance (as Ive done above)

    Ill update the Activation times in a few....
  15. [u]WARNING: Big post with those nasty math numbers ahead...[u]
    (Server lag #'s are in Paranthesis)

    Ok, not exactly a question about the game as much as a proof read of a DPS attack chain thingy

    ok, so I have the following 3 attacks I like to chain on my blaster, seeing as I canot be stopped chaining them
    (going off MID's data and IN GAME #'s, i have a 25.5 damage buff via IOs if you're wondering why the base attacks seem a bit higher than normal)

    CHARGED BOLTS
    Damage: 141.6
    Recharge: 1.39 sec
    Cast: 1 sec (1.188)
    Defiance Buff: +6.6 % for 8.5 sec

    LIGHTNING BOLT
    Damage: 232.3
    Recharge: 2.79 sec
    Cast: 1.67 sec (1.848)
    Defiance Buff: +11% for 9.17 sec

    ELECTRIC FENCE
    Damage: 123.2
    Recharge: 1.62 sec
    Cast: 1.17 sec (1.32)
    Defiance Buff: +7.7% for 8.67 sec

    the DPS of each would be as follows:

    CB: 59.25(54.93) LB: 52.09(50.09) EF: 44.18(41.9)

    now, if I were to chain them together, it would look like this?:

    CB + LB + EF
    497.1 damage / 3.84(4.36) cast
    129.45 (114.01)DPS

    + DEFIANCE
    141.6 + (232.3 x 1.066) + (123.2 x 1.176)
    141.6 + 247.63 + 144.88
    534.11 / 3.84(4.36)
    139.09 (122.5)DPS

    If i were to say, add another CB + EF to the end of that:

    761.9 [874.03]/6.01(6.868)
    126.77[145.43] (110.93){127.26}DPS

    And as a bonus, ill add a semi-outside force:

    VOLTAIC SENTINEL('s attack)
    Damage:87.59
    Recharge: 1.32 sec
    Cast: 1.17 sec(1.32)
    35.18 DPS(33.18)

    Defiance bonus after cast: +20.5% for 10.6 sec (will cast before Chain starts)

    So, adding in sparky's defiance buff alone ill be doing the following:

    3-power chain: 534.11 x 1.205 = 643.6 / 3.84(4.36) = 167.6(147.61) DPS
    5-power chain: 874.03 x 1.205 = 1053.21 / 6.01(6.868) = 175.24(153.35) DPS

    Now, is it safe to say that I could simply add the DPS of Sparky's attack to the end of this, seeing as he is an "outside" source?

    Making:
    3 chain: 202.78(180.79) 5 chain: 210.42(186.53)

    OVERALL LOSS FROM SERVER LAG: 3 = 11.9% 5 = 12.4%

    Also, from practicing In-Game, ive found a much more efficient chain:

    CB-LB-CB-EF-CB-LB-CB.....

    Essentially 1-2-1-3-1-2....

    [u]Doing the math for one cycle is as follows1-2-1-3)[u]
    141.6+(232.3x1.066)+(141.6x1.176)+(123.2x1.242)=70 8.77 Damage
    (708.77x1.205=854.06)

    1.188+1.848+1.188+1.32=5.55sec

    854.06 / 5.55 = 153.88 DPS +Sparky = 187.06
    better than the 5 chain!

    Now, if I were to continue for teh duration of the 1st defiance buff (lasts 8.5 sec):

    1-2-1-3=5.55 sec
    1-2-1-3-1-2=8.58, so it will be 1-2-1-3-1, at which point the 1st buff is refreshed...so THAT is a cycle?

    Math:
    141.6+(232.3x1.066)+(141.6x1.176)+(123.2x1.242)+(1 41.6x1.349)=899.79 Damage
    (899.79x1.205=1084.25)

    1.188+1.848+1.188+1.32+1.188=6.732sec

    1084.25 / 6.732 = 161.06 DPS +Sparky = 194.24

    adding another LB will require the Defiance #'s to continue as normal, but the NEXT attack will require to subtract teh first Buff, due to the fact it applies AFTER the activation (had a brainfart while writing this, correct me if I'm wrong )

    so: 1084.25+(232.3x1.415)=1412.95
    6.732+1.848=8.58
    1412.95 / 8.58 = 164.68 +Sparky 197.86

    Now, the next attack (CB again) will lose the original .066 buff

    8.58+1.188=9.77, it will also be the last attack to be affected by sparky

    Thankfully, 1084.25 / 1.205 = 899.79, so it's easy to keep the defiance figures...

    Continuing with the CB we get:
    1412.95+(141.6x(1.525-.066))=1619.54
    1619.54 / 9.77 = 165.77 + Sparky 198.95

    now, adding a new EF:
    1619.54+((123.2x1.525)/1.205)=1775.46
    1775.46 / 11.09 = 160.1 + Sparky 193.28

    Adding one final CB to end a second cycle.
    NOTE: first LB buff has ended(unless it applies before "activation"...)
    (1.188+1.848=3.036 11.09-3.036=8.054 + 1.188 = 9.242 > 9.17)

    so: 1775.46+(141.6x(1.602-.11))=1986.73
    1986.73 / 12.29 = 161.65 + Sparky 194.83
    LB buff staying= 162.92 + Sparky 196.1

    ~~~~~~~~

    So, my DPS with this chain goes from 194.24 for the first "cycle", then hovers around 195 when I average it out.

    Do you think it will stay like that over the course of the minute Sparky lasts? (at which point i will break the chain to resummon)

    I figure I can get about 9-10 cycles in during that time. Have I allrady made a kind of forumal though as to what Id get seeing as teh Defiance bonuses keep disappearing/refreshing?

    Any help from DPS gurus would be greatly appreciated
  16. Player99

    Love/Hate Thing

    [ QUOTE ]
    [ QUOTE ]
    I like how those arguements are ALWAYS qualified by a with.

    [/ QUOTE ]

    Well here are a few that aren't

    Brute SS KO blow at the damage cap outdamages any blaster attack at the cap.

    Corruptor blizzard at the cap is the single most damaging AOE attack in the game.

    [/ QUOTE ]

    those damage capped examples dont count due to the fact they have to be buffed out of their minds to do that, meaning theyre on a team where damage isnt a problem

    Also: A blaster at the damage cap still has more damaging tools than a brute IMO due to ranged AoEs and Nukes

    (KO blow is only St remember, imagine spreading that damage to a group? )
  17. [ QUOTE ]
    The numbers Im seeing show this as a decrease in dps over time instead of an increase.
    Example:
    Sniper Blast: Increased this powerÂ’s damage scale from 2.76 to 3.56, increased its recharge from 12 seconds to 20 seconds and increased its endurance cost from 14.4 to 18.51.

    Old scale 2.76/12rech=.23/sec
    New Scale 3.56/20rech=.178/sec

    Shots/min Old: 60seconds/12sec rech=5
    Shots/min New: 60sec/20 sec rech=3

    So youre doing LESS damage over the SAME amount of time for MORE endurance. All snipes would be better served by removing 2 of the 3 accuracy checks they go through for a power that is supposedly going to be more accurate due to the time it takes to make the shot. Missing 2 shots in 5 with %96 to-hit and %1.93 accuracy is ample evidence of this.

    This is yet another stealth nerf like Domination received.

    [/ QUOTE ]

    why the **** are you doing the DPS for a SNIPE?

    A snipe power is something you'd use to quickly get rid of a target, not whittle away at someone, its an alpha, not a filler...
  18. Player99

    Issue 15 . . . .

    ^

    No, i13 was supposed to have what was in i13, along with teh MA.

    i14 Im guessing had Custom critters as well as what we now know as i15.
  19. Hey, are there any Dark/Rad guides out there?

    It seems very potent to have an AoE immob and the Rad debuffs
  20. As others have said, its good for what it is, but the moment something gets past it...it sucks

    You will need some other form of migitation as a backup nless you wanna allways roll the dice
  21. Player99

    Issue 15 . . . .

    you know, i15 was probably supposed to be with Custom critters in i14, haning i13 split to "power and responsibiliy" and 'architect" screwed the schedule, i15's low amount of...stuff is the outcome
  22. Player99

    +Regeneration

    [ QUOTE ]
    [ QUOTE ]
    In the end it seems to be a bit of a balance:

    Hp/regen/etc is easier to build for, and allows a bit more room for other bonuses, yet yields comparativley less survivability than building for +def?

    [/ QUOTE ]

    On this at least, we agree.

    [/ QUOTE ]

    think we should do a bit of reearch to see what path gives up/gains for going each way?
  23. Player99

    +Regeneration

    hmn, another thing to look at is: what do you sacrifice to get high Def to all positions? (or even just 2?)

    Generally, sets with Hp/Regen bonus usally come with goodies such as Rech and Acc (or Dam, but thats meh on a brute).

    From what Ive seen the ones with +def usually come with mediocre bonuses like run speed or small recovery buffs.

    On top of that, they come almost always in the LAST tier of the recipe, while regen can come as early as 1-3, making it easily franken-slottable with other bonuses, and easier to build for overall...

    In the end it seems to be a bit of a balance:

    Hp/regen/etc is easier to build for, and allows a bit more room for other bonuses, yet yields comparativley less survivability than building for +def?