Pyro_Master_NA

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  1. Pyro_Master_NA

    Emp Defense

    Range. As a ranged character, your attacks have more bonuses that grant range defense, so it will be easier. Also, if you can stay at range, not much will hit you, but with s/l, there are some attacks pegged as only fire/dark/nrg in the game, which are more common than you might think. And besides, as a cold/emp, you really have no reason to be in melee range anyway.
  2. Quote:
    Originally Posted by Spiritchaser View Post
    For your encore, how about some 4X8 arachnoids?

    j/k
    Evil little Spiritchaser.
  3. Quote:
    Originally Posted by Deus_Otiosus View Post
    The reason you don't see it mentioned as much is because Rad E + Sonic Blast is generally considered to be better on a defender.
    Yes, a fire/rad would deal more than a sonic/rad would. However, that is talking in a solo situation. If he plans on teaming a lot (which would make ST less effective) then sonic blast would make them team as a whole do more damage than if he were fire.
  4. Quote:
    Originally Posted by Pareto View Post
    What would be the optimal duo combination when it comes to corrs? Fire/Rad and Ice/Rad? A matched pair of colds?
    I doubt it's the best (but really, that comes down to preference) but I like the idea of a fire/traps and an ice/traps. Just about nothing will be resistant to both, and double traps just sounds like easy mode.
  5. Quote:
    Originally Posted by Bosstone View Post
    Bah. I see it every time I Rest.

    No you don't.

    http://paragonwiki.com/wiki/Maximums#Maximum_6

    Mids says 1900% regen. So close, but no ciggy.

    EDIT: Mids says 1900 regen on rest.
  6. Quote:
    Originally Posted by Pyro_Master_NA View Post
    That, combined with shadow fall would create a HUGE amount of psuedo defense for them. I realize that dark already has a bit of that, but since fluffy can't be told where to go, controlling who gets that debuff isn't as easy as a chill of the night port would be. Fire/darks could afk in melee with TG on auto on boss and come back with everything dead and the player at full.
    But I still want a fire/dark with current fluffy
    Take him villain and be some sort of demonic....thing.
  7. Quote:
    Originally Posted by DreadShinobi View Post
    If they ditched the pet it would probably be replaced with Chill of the Night, ie the PBAOE -tohit -dmg debuff that the dark servant has, and originally what the dark servant was before it became a pet.
    That, combined with shadow fall would create a HUGE amount of psuedo defense for them. I realize that dark already has a bit of that, but since fluffy can't be told where to go, controlling who gets that debuff isn't as easy as a chill of the night port would be. Fire/darks could afk in melee with TG on auto on boss and come back with everything dead and the player at full.
  8. Quote:
    Originally Posted by FizRep View Post
    Some quick minion/Lt damage numbers would make this formula useful for my purposes. Maybe an overall comparison of Time To Defeat for capped Defense, Resist or Regen.
    That formula sounds right (haven't checked it myself, but looks about there) but your statement here is a little too hopeful. See, softcapped def and capped res happen rather easily in some way shape or form, but capped regen is VERY rare, and I'm rather certain that even an IH popped AB boosted regen scrapper won't be hitting the regen cap. I'd wiki it, but I have other posts to skim through and only a few minutes to stay on right now.
  9. Quote:
    Originally Posted by Griff Mender View Post
    Leeroy Jenkins
    Isn't going Leeroy part of the tutorial for scrappers?
  10. For the best control synergy with elec, try /rad. Elec gives you an endurance gaining toggle, and requires melee, which is PERFECT for choking cloud. So after they are drained dry of enurance, they get held, lingering radiation can floor their recharge, EV and RI can neuter the enemies, and on the off chance that doesn't work, EMP will hold them all without fail and drain them dry at the same time. And for sh!ts and giggles, you can asplode your teamates, which is always a blast.
  11. Quote:
    Originally Posted by FizRep View Post
    What about if we assume that the player doing the fighting is a level 50 Scrapper, without accolades, fighting even-con minions and Lts? This way there is a constant stream of damage coming in rather than big spikes. We could, as an exercise, choose a common faction (such as Freakshow) and if somebody has the numbers on the average dps of said minions and Lts we could guesstimate just how many of these foes a max regen character of this type could fight. Then, using the same enemy DPS metric, we could compare a hypothetical softcapped defense Scrapper with no damage resistance fighting these baddies and compute the max number of foes he could face and keep the incoming DPS equal to his regen. We could have a very very rough idea then of comparable defense to regen numbers.

    It would be of limited use to be sure, but interesting.
    The problem with that, is that DPS will work on regen and resistance, but on def, number of attacks plays a role as well. And even with LT and mins, the initial alpha from them will hurt the regen character quite a bit. There simply is no direct comparison. And besides, def and resistance both reduce damage, and so the formula for them is multiplying by a decimal to find damage taken, but regen is subtractive, so comparing them would be impossible.

    To put that last statement into numbers:

    Defense character: 45% defense, so 5% of attacks are hitting, multiply 100% incomming damage by .05 and you get your dps dealt to you.

    Resistance character: 90% of incomming dps is negated, so multiply by .1 to find dps dealt to you.

    Regen character: You heal say, 75 hp/s, so subtract that from the dps being thrown at you. If said dps is above 75 hp/s, then you will slowly (or quickly, depending on how much higher) be defeated. If said dps is lower than 75 hp/s you will stay relatively close to 100% health at all times.

    So regen is a static reduction. Now lets look at this.

    Defense character is rolled against 100 points of damage through 10 attacks form surrounding enemies at 10 points of dmg a piece (scenario 1). Say 30% defense, he takes 2 of the attacks and 20 dmg. Now 1000 points of damage from said 10 enemies in 10 attacks (scenario 2). He takes 2 again for 200 dmg. He still negates 80% total.

    Resistance character has 50% res, takes scenario 1. He gets 5 hits and 25 pts dmg. Now same character takes scenario 2, and 250 pts, still 50% negated (using 50% tohit of enemies).

    Now regen takes scenario 1. He takes half the hits, so 50 incoming damage, and heals it up, he is A.OK. Now he takes scenario 2 and 500 pts of damage, still the same 75hp/s regened, even though damage attempted to be dealt is way higher.
  12. I don't think a dark control set would ever happen. However, I really want a fire/dark miasma troller and a fire/dark assault dom
  13. Pyro_Master_NA

    Woot First GM

    The only problem I had with WL on my fire/rad was taht his minions kept killing my imps. It was in PI though, so will the minions be below 50 if I find one somewhere other than PI?
  14. As many have stated, it is not a direct conversion.

    Reason being, regen restores damage, and is therefore only used after damage has been taken, but def/res prevents the damage, and is used before the damage is taken. Def/res reduce the damage, regen doesn't. So if something can hit you in 2 shots and kill you, regen won't do anything really, but x amount of resistance will lower the total damage and make you live, while def will make you take no dmg at all and live. Regen is best used when some res/def is already in play, to restore the lowered amount of damage taken. So the more def/res you have, the more useful regen will be at getting you to the "immortality line" others have mentioned.
  15. Pyro_Master_NA

    RoA....wow!

    Quote:
    Originally Posted by brophog02 View Post
    Correct. It is not knockdown, as defined by the game, and in some cases it can actually increase the distance between adjacent enemies. There is always an angle of deflection to be concerned with.
    But that angle of deflection is based on the angle of your character and your target only. Ranged AoE KB powers are not radial in their KB, they all go away from your player. So if you are directly above your target, then the KB is knocking them to the ground right below their feet. If you try even a little bit to get above them, the angle will be negligible, and as someone else said, your a blaster, shoot from range.


    Quote:
    Originally Posted by Supermax View Post
    That won't work for me. I play blasters as blappers for the most part, so hover is way too slow.
    Have you tried it post i19? It goes a LOT faster than it previously did. And as for people with cj/hurdle, or ss, so what? You don't need THE first hit to be effective, and if you really feel the need to be there first, leave the previous spawn when there's just a few enemies left.
  16. Pyro_Master_NA

    Soloing Dr.Kahn

    Quote:
    Originally Posted by DarkWanderer View Post
    If this could be done, It would be ridiculous.
    Silverado, I think that's your que.
  17. Pyro_Master_NA

    RoA....wow!

    Quote:
    Originally Posted by Airhammer View Post
    Get Hover....

    Hover above.. Shoot down.. Knockback is now Knockdown.. Problem Fixed...
    Psuedo KD. Best thing to happen to my RL firend's en/en blaster.
  18. Just want to say, Silos arc solo on heroes is really fun, and it isn't all that hard if you can solo a "standard" AV. The pets/heroes help out a LOT.
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The -resistance does not stack.

    There is however still some advantage to using it anyway for the damage. It deals almost as much damage as Frag Grenade or Supression and has a larger AoE and lower endurance cost.
    And since it debufss toxic resistance double the amount of other damage types, it will get a higher return from its own debuff than frag and supression.
  20. Quote:
    Originally Posted by ultrawatt View Post
    Just did some maths, looks like your right. With fury, enhancements and FE a brute can end up dealing just a little bit less than a scrapper's pre-crit dmg (that means i didnt factor it in and average it and stuff) with an equal amount of enhancements and FE. Maybe later today i will come up with some better maths.
    Keep in mind that is with equal enhancement values as well. Most scrappers will ED cap their damage slotting, while a lot of brutes rely on fury to boost damage, and use enhancements for endurance and recharge to create that endless flurry of attacks, thus keeping fury. So assuming equal enhancements is not really the best way to go about that math.
  21. Quote:
    Originally Posted by Silverado View Post
    Benumb is a reverse Power Boost. It does both of the things you mentioned (lengthening our mezzes and shortening theirs) by debuffing the mez strength attribute on the enemy. It also debuffs their ability to heal, their ability to buff or debuff tohit and defense (and other assorted buffs/debuffs) on top of lowering their damage and regeneration

    A few examples:

    If you were to benumb Ms Liberty, her Dull Pain power will be a much smaller +heal/+hp than normally

    If you were to benumb Mynx, her Elude will become a relatively minor defense buff

    If you were to benumb Silver Mantis, the tohit buff on her Build Up will be a lot smaller

    If you were to benumb Ghost Widow, her hold will still be mag 100, but the duration will be lower

    If you were to benumb a Spectral Daemon Lord, their tohit debuff won't be as crippling as it normally is

    etc...
    Thanks, that sums up what I wanted to hear rather nicely. Think I'll try out a /cold troller now, just gotta find a primary I want.
  22. What exactly are the effects of benumb? I thought it was a large damage debuff, a large regen debuff, a minor end drain, and a lessening of the enemies mez powers effectiveness. However, due to a recent defender thread, it came to my attention I may be wrong about the last part, and if I am, I may be swayed to roll a /cold controller.

    The thread stated that rather than reduce the targets ability to mez us, the players, it instead made it easier for the players to mezz them. Someone please confirm which way it works, because if it works like I hope, then getting through PTOD will be considerably easier....well, possible in some cases.
  23. Pyro_Master_NA

    Alpha Mids'

    Thanks for the response. Just saw a lot of post i19 updates and I keep thinking they'll be to add in alphas.
  24. Pyro_Master_NA

    Alpha Mids'

    Does anyone know if Mids' will be able to show Alpha Slot bonuses any time soon or ever at all? I assumed it would have been shortly after i19 was released. Not complaining that it hasn't been done, I'm just wondering if anyone has a clue IF it will be done, and if yes, then approximately when?
  25. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Its not a flat damage bonus to everything which is why it doesn't show. IIRC it gives a 100% to Fire based powers for 30 seconds. I believe it was about 80% for 10 seconds for non fire type. You'd really only notice it on a Fire Melee/Fire Armor toon (This is a guess all 3 of my Fire Armor toons are not Fire Melee)
    The first sentence here is right, but the rest is not. You described the old fiery embrace. It isn't a damage buff in the sense most people are used to, but instead it adds fire damage to each attack. I'm not certain on the exact numbers, but I'll give an example.

    Let's say my footstomp does 200pts of smashing dmg. I hit FE and now my footstomp does 200 pts of smashing damage, and 100 pts of fire damage as well.

    It will not show up as a % damage buff, because it isn't buffing the base damage, it is adding a second damage component. Think of it as having a "chance of fire damage" proc that has a 100% chance of going off on each attack for the duration of FE.