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Posts
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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.
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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.
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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.
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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. -
Quote:But I still want a fire/dark with current fluffyThat, 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.
Take him villain and be some sort of demonic....thing. -
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.
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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.
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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.
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Quote: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.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.
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. -
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
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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?
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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. -
Quote: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.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.
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. -
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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.
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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.
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Quote: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.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.
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Quote: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.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
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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. -
Thanks for the response. Just saw a lot of post i19 updates and I keep thinking they'll be to add in alphas.
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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?
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Quote: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.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)
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.