Player99

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  1. Player99

    +Regeneration

    the problem is , def bonuses have no -def debuff res, making a few baddie sthat have "burst" (the MAJORITY do...) into the anti-you after like 2 hits.

    Where as significant amounts of hp/rgn/res can shrug it off, then recover after the battle quickly.

    You dont need to be 100% hp AT ALL TIMES to survive, you can easily make it hoverign around 80%, seeing as it wont drop too much unless you did somethign silly :P
  2. Out of curiosity, which does better throughout the course of the game?

    Of course, one could argue SS is the best...but it has NO AoE till 32, and usually only x2 rage consitantly at 50.

    Dark I can see having tremendous potential...yet needs to be saturated at all times....

    Fire is fire...it has great damage built in...but little utility <.<

    Opinions?
  3. Player99

    +Regeneration

    I find that +hp and +regen on a Res based set actually works pretty well...

    Look at it this way:

    You take less damage, with more HP while taking less damage, and what little HP is removed from your Health Bar comes back even quicker.


    The best part is that its consistant, no cascading failure
  4. now, If i were to break it down to about, 28% res, in return for like 6% def, would it be a significant improvement?

    (so far my blaster is tougher than I once thought )
    ~~~~~~~~~~~~~~~~~~~~~~~~
    on topic:

    Healing is definatley valuable, as is any other form of buffage. The problem is really just all the neglect of other sets throughout the years in favor of healing (due to the run-off from other MMO's who *need* healers), which created a hatred of healers within the group of non-healers, due to the biased picking of the healing sets over anything else
  5. [ QUOTE ]
    [ QUOTE ]
    Funny, i allways saw Resistance as "technical HP", meaning if you have 30% resistance, you have 30% more hp

    meaning, one has 1000hp, and recover .5hp/sec

    1000/100=10 x .5= 5 hp/s

    now, add 30% res:

    1033.33/100=10.33 x .5= 5.16 hp/s

    5.16/5= 1.032

    thats only 3.2% more effective than no res if it's at 30%, meaning that migitation is only effective when in great amounts (Capped res) or coupled with other forms of migitation

    [/ QUOTE ]

    You can't do that.
    Having 50% Resistance does not give you 50% more "effective HP", it *doubles* it.
    With x% Resistance, you divide by (1-x%), not multiply with (1+x%).

    If you have 30% Resistance, your "effective HP" is 1/(1-0.3) = 142.9% of your base HP.


    (also, increasing 1000 by 30% gives you 1300, not 1033.33)

    [/ QUOTE ]

    Thanks for fixing that....got the numbers all wrong

    so, its actually more than what I reasoned?

    so, the hp/sec of this would be:

    30% res, 1600 hp, 1.6 regen rate

    1600 x 1.429 = 2286.4

    22.864 x 1.6 = 36.58 hp/sec

    that would be correct?
  6. what do you mean we dont do enough damage to protect ourselves? I can 2 shot entire mobs regularly with BU+ aoe+ aoe :P
  7. Player99

    Electric/FM=FTM?

    end drain is easier if Powersink is used first, as then they do teh zappy dance, allowing for a SC as they finnaly actually aggro onto you, and come out of Zappy Dance
  8. <QR>

    Funny, i allways saw Resistance as "technical HP", meaning if you have 30% resistance, you have 30% more hp

    meaning, one has 1000hp, and recover .5hp/sec

    1000/100=10 x .5= 5 hp/s

    now, add 30% res:

    1033.33/100=10.33 x .5= 5.16 hp/s

    5.16/5= 1.032

    thats only 3.2% more effective than no res if it's at 30%, meaning that migitation is only effective when in great amounts (Capped res) or coupled with other forms of migitation

    EX:

    Add some fancy set-bonus shenannigans and health, etc to turn that .5 into a 1.5 hp regen rate:

    1033.33/100=10.33 x 1.5= 15.49 hp/sec

    coupled with another form, it is over 3x as effective as the Resistance alone.

    Tack on say, 15% DEF, and now attacks have only a 35% chance to hit you, and when they do, they must either be strong enough, or lucky enough to break 16ish DPS (anti-hp/s)

    hope this made sense, and also that this math can be applied easier to the OP's
  9. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Now also, so far every time I try to tesla cage a boss it fails, even with BU/aim...
    Am I missing something here? How does this mechanic work?

    [/ QUOTE ]

    Bosses require more than a single hold to lock them down. Hence the need to double
    stack Cage or use it with another hold as others suggest.

    Also, Short Circuit along with Ball Lighting and a couple extra shots can drain a boss
    down so it can't fire as often, which helps a lot - even before getting power sink.

    Finally, an important thought (in my mind) for all blasters is aggro management - especially
    when coming from an AT like a Tanker which often doesn't even think about that.

    Plan your battles a bit and be selective about when and who you attack, so you don't
    aggro more than you can handle and things will go noticeably better, I think...

    Unlike your tank, remember that thou art squishy and taste good with ketchup


    Regards,
    4

    [/ QUOTE ]

    Hmm so what your saying is that even though I use Tesla cage, and it does "Nothing" that I've seen thus far, if I increase its duration to exceed its recharge a second application will land provided I don't miss? And this means my first application is guaranteed to fail every time?

    [/ QUOTE ]

    for a boss, yes.

    Tesla cage has a hold power (Mag) of 3, it takes 4 or more to hold a boss, so if you can manage to have TC last longer than it's recharge, then you can have a mag 6 hold on the boss, holding him
  10. what you gotta do is powersink or ball lightning first.

    more often than not baddies will be in the "zap dance" animation before actually getting to attack you, giving you time for short circuit.

    additionnally, BU-. Ball lightning travels slow enough that by the time BL hits, Tesla can be applied safley to an LT, then you can hop in and Melee the minions (any combo of blast->melee with elec/elec should 2 shot a minion with the damage boosts following BU and Defiance, and thats without having BL do it's damage)

    that will leave the LT easily taken care of, with AIm available if necassary

    As for bosses: Jump past them with a kited Thunderstrike, it will Kb them and do decent damage, follow up with some blasts and hit Aim while jumping to melee again for havoc/charged brawls. During this time Voltaic Sentinel (i reccomend this, he does amazing damage over time) will be helping plink away. During a boss fight dont be surprised if the little guy contributes like a 1/4 of the damage.

    also, immob them. many bosses have hard melee powers that can mess you up, with usually mediocre ranged. Keep them at a distance and jump in with a hard hitter (havoc punch) while they do a ranged attack to prevent them from hitting with a melee
  11. Blasters are seen as the squishiest At because we have no "natural" defense ala debuffs, forcefields, armors, etc, etc

    We have to activley defend ourselves by picking our targets, knowing what power to use for what, and when to strike.

    Fortunatley, we hav ethe best damage in the game, and its pretty easy to blow up any threat
  12. [ QUOTE ]
    [ QUOTE ]
    if anything you'll be seeing tons of Trollers and Blasters redside replacing Corrs and Doms

    [/ QUOTE ]
    I love all these wild speculations about stuff being replaced. Everyone seems to think that the ATs they personally enjoy will be replacing all the ATs on the opposite side.

    Though I have to admit, it'd be really funny if it all became true and redside was all Defenders, Tanks, Controllers, and Blasters while blueside became all Brutes, Corruptors, Doms, and MMs.

    [/ QUOTE ]

    its just that, effectivley Controllers have the sam Bufffing as a Corr, and provide better control than a Dom, making those rolls obsolete whhen looking for a Corr or Dom for a team, when the troller is available.

    As for their damage contributions via ranged damage....

    BLASTERS!!!!!!!!!!
  13. [ QUOTE ]
    Eh, no. If I can play a heroside dom, brute, or corruptor.... Well let's just say my controller, tanker, and blaster alts are shaking in their boots.


    [/ QUOTE ]

    [ QUOTE ]
    Well let's just say my controller, tanker, and blaster alts are shaking in their boots.

    [/ QUOTE ]

    [ QUOTE ]
    controller and blaster alts

    [/ QUOTE ]

    these guys are awesome tho...

    if anything you'll be seeing tons of Trollers and Blasters redside replacing Corrs and Doms
  14. how is VS op? it was sucky pre-io +rech discovery, and was brought up to be "ok" with io slotting...
  15. This arc has been like my baby for the last....5 days off and on :P


    Arc Name:Saving the Virtual World
    Arc ID:14377
    Faction:heroic
    Creator Global/Forum Name:Player99
    Difficulty Level:medium (up for debate :P)
    Synopsis:
    The virtual-reality of the HERO program, a computer technology that can "download" attributes onto living beings via entering it, is being compromised by the evil native being called Y2X, who shows viral-like properties.

    How did it get past the powerful firewalls, and what does it want with the HERO program sepcifically?

    Play to find out!

    Features
    All custom baddies and optional "Natives" to rescue, and fight by your side!
    4 missions of scaling difficulty (gets harder as you go on)
    Boss battle

    Estimated Time to Play: about an hour




    tell me what you think
  16. On a brighter note, new PvP seems like i good idea IMO, balancing the battle-field so that n00bs have a chance against teh fotm, uber-pvpers sounds just dandy :P
  17. yeah, everyone's trying to log on, seeing if they can, which just furthered the problem

    the vicious cycle should end as people go to bed :P
  18. somethign definatley happened to a server at the worst possible time :/
  19. Its taking forever...whats up with that? <.<
  20. Welcome aboard Synapse!

    seeing as we now have an elec blast rep in the powers depatment.....any chance of buffing elec a bit so it performs on par with the other blasts outside of some certain combinations? :P
  21. isnt there a power that when toggled on, has damage defended unde rthe "absorbed" message?

    keeping to that theme, why not have one of the powers have this:

    "Any incomning damage has the chnace to be absorbed by your energy sheild, and converted into your own energy"

    in short, it would have a good chance of urning portions of incoming dmage into HP

    how:

    perhaps here could be a way to make 50% of incoming damage "illusionary" while the toggle is on, and after a .5 sec delay, turned into hp?
  22. actually, the easiest way for this to work would be to have the elementals as 4 seperate pets, like the thugs->arsonist set up, but a randomizer is set to which two are summoned with each summon.

    [u]Note[u]
    I am making a topic of this for further discussion
  23. [ QUOTE ]
    Interesting suggestion, although I don't think that a pet with random powers would work, I think that falls into power customization even though it's random and not player selected. Also, I'm sure some people would dismiss/resummon in order to switch out pets until they get two of the pet that's the least resisted on the map they are on.

    [/ QUOTE ]

    If they want to waste time resummoning again and again to get their ideal pet then thats fine by me, whatever floats their boat

    As for the random powers, why couldnt they work as long as they mesh well together?

    I think i did at least an ok job of having teh Elementals have powers that would work well with each other and the other pets in most situations, regardless of what types are summoned

    elec is general, ice is damage, toxic is debuff, earth is control

    and each has a little bit of each other in it, as long as there isnt any huge balance issue then I dont see why there cant be randomized pets like this
  24. seeing as we dont really have a heavy mutant/magic/sci primary, and one that mixes melee and range heavy pets, so ive come up with a new set:

    [u]Monsters[u]
    You can summon mighty monsters that will do your bidding. Monsters make for very powerful pets, with impresive ranged and melee capabilities, but be careful, they may need a bit more careful watch than other minions.

    1) Throw Spines (Thorny darts animation, damage:moderate rech:fast, foe -spd, minor toxic dot)

    2) Summon Beasts: Beasts are the frontine of any monsterous mastermind's army, they are vicious melee combatants and can tear apart any enemy with their deadly claws
    [u]details[u]
    Look: Fire imp skeleton, scaled to 5ft tall at head. skins randomized from monsterous fur, reptillian, and skin, and also randomized tints from brown, grey to dark greenish.
    heads will be a variation of the warwolf/behemoth head model, only reskinned/colored if necessary to fit reptiallain and/or "skin" textures
    [u]Powers:[u]
    Base: Superleap
    Durability (auto +5% def s/l, +5%res all but psi)
    Swipe (see claws), bite (Moderate lethal/smashing damage, fast recharge)
    1st upgrade: Slash, Follow-Up (+10% damage per sucessful attack, duration: 10 sec rech:12 sec)
    2nd upgrade: Eviscerate (damage: 50 lethal damage at lvl 50, rech: 30 seconds)

    3)Impale (moderate damage, rech: moderate, foe mag 3 immob, minor toxic DoT)

    4)Train Monster (fisrt upgrade power)

    5) Spine Burst (PBAoE, minor lethal damage, high toxic DoT, rech: 40 seconds)

    6) Summon Elementals: You call forth up to two powerful elemental creatures. Elementals are special monsters that harbor the power of a force of nature within their bodies. There are four different elementals: Electric, Ice, Toxic and Earth.
    look: Fire imp skeleton, sized to 6'6", "skin" and reptilian, colors: earth:brown, elec:dark blue, ice:white, toxic:green.
    [u]Powers:[u]
    Base: Durability, superleap, bite
    Elec-lightning bolts, ball lightning
    Ice-ice bolt, ice blast
    Toxic-Thorntrops, Fling Thorns
    Earth-Fossilize, Stone Prison
    *all powers modifyed by ranged and aoe pet damage modifiers.
    1st upgrade:
    Elec-Short Circuit, Zapp
    Ice-Shiver, Bitter Ice Blast
    Toxic-Envenom, Weaken (3/5 mm debuff power)
    Earth-Hurl Boulder, Mudpots
    2nd Upgrade:
    Elec-Shocking Bolt, Powersink
    Ice-Ice Breath, Bitter freeze Ray
    Toxic-Self Noxious Gas (2/5 mm buff), alkaloid
    Earth-Tremor,Stalagmites
    *All elementals will bring something to the table, elec is more aoe, ice is more single-target, toxic is a debuffer, and eath has control, each summon will be randomized to it's element

    7)Frenzy (PBAoE Pet +30% dam buff, 30% tohit buff, 30% rech reduction buff, rech: 300sec unenhanceable)

    8) Summon Dragon: Arguably the most powerful monster at your disposal, the dragon is at home in both melee and range, using its deadly fire to incinerate it's foes.
    Look: Reptillian skin texture, warwolf skeleton, reptillian skinned warwolf head, draconic wings, reptillian tail, colors switch from grey, black, dark-red
    [u]powers:[u]
    Baseurability, Flight, Bite
    Scortch Slash (moderate fire/l damage, swipe animation), Fire Breath
    1st upgrade:Fireball (fired from mouth, head-jerk animation), Incinerate (bite animation)
    2nd upgraderagon Breath (flamethrower with 5% chance of double damage, rech: 20sec) Greater Fire Sword (slash animation, rech: 10sec)

    9)Enhance Monster (2nd upgrade)


    any thoughts or suggestions would be greatly appreciated