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Sorry about the lack of responses to this. I've never heard of this, and don't know anything about it, but I'm interested in seeing what the consensus is.
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Quote:Important corollary to Aett's point: even if you have infinite buying power, you don't have infinite slots to put those IOs into. So in any csase where a character has some defense already, if you work on that sort of defense, you can be more effective with your other powers (especially your offense). Even if the other build offers very good offense, the build that soft-capped more easily has more slots for offense, or better-filled slots, rather. Granted in some cases it's a small difference, like an attack recharging 3 tenths of a second faster, but if you're talking peak performance regardless of cost, small differences are what you came to talk about.The first factor is whether or not you have any innate defense. For example, if you are an /SR scrapper, then it's easier to go positional. If you're an /Invuln, it's easier to go typed.
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Quote:Note that it's [still] possible to frankenslot single-target attacks cheaply, and level 25 is a good level to do so -- I can hit the ED cap for damage and recharge while also getting acceptable accuracy and end reduction. This is because melee sets offer an unusual amount of diversity; I haven't managed to do as well with the ranged sets, the PBAoE sets are too expensive to be considered "cheap," and of course it's out of the question with the small, bad selection of targeted AoE sets.As a side effect of our sped up animations, MA burns a lot more END than it did before for a given time frame.
I found that frankenslotting the attacks for end red even at level 25 on my latest MA helped alot.
Single-target melee is, however, the strong point of Martial Arts. -
And damage output. "The best defense is a good offense" works fairly well in COH/V. My Fire/Fire/Pyre Tanker, for example, only has to live longer than the spawn, and she can make that a pretty short time indeed. Then Healing Flames fixes everything before the next spawn.
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Quote:Isn't it just like any other road project...most of the workers are on the trail working hard, but there's always one off to the side goofing off.A trail of caltrops
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I had a differently-annoying sort of "encounter" with an ITF last night.
I log on to a 50 which has been parked in Cim for the day job. I get a /tell out of the blue; the guy is forming an ITF and wants to know if I'd join.
Hrm. I check the time, estimate that a PUG ITF will take 90-120 minutes in my experience, look at my character and determine this isn't one that can earn Incarnate shards. So I type out a sentence saying I'll join if he doesn't mind my switching characters, and send it by return /tell. Elapsed time maybe 2 minutes of cogitation and typing, tops. Probably closer to one minute.
"Oh," he replies. "That didn't happen. I couldn't find enough people."
Yes, you may have noticed, he's talking in the past tense for some reason. It turns out this guy expects to talk a bunch of strangers into spending perhaps two hours cooperating for a major Task Force, but if it takes longer than a minute or two to find everyone and organize it, he's not going to bother.
Some questions spring to mind. Has this guy been able to start a Task Force from cold calling strangers in under two minutes at some point in the past? Maybe he's just been spoiled. Why the past tense? Is he living at an accelerated rate like that old Star Trek episode? Maybe the player isn't a "he" at all, but a Valley Girl: "Honestly, the ITF is SO two minutes ago."
I don't get it. if you're going to give up and move on before I can even finish typing, I -
Quote:I am not sure how much wiggle room I have as 45% isn't the soft cap to +4 AVs I believe it is closer to 52% add on top of that most AVs have some sort of +to hit ... well you see where I am going.
45% is the soft cap to game mechanics, AVs or no AVs. What that means is that 52% gets you no benefit whatsoever that 45% does not against opponents regardless of level up to +5.
Now some AVs may well have powers that add to-hit (like Build-Up) and for those more defense is useful...but those powers generally far exceed anything 52 or 58% would help you with.
Now I do like to have a cushion against defense debuffs myself, since Inv has good but not perfect defense debuff resistance, but I find a 5% cushion adequate (thus 50% defense). If you want to keep your defense high as a cushion against debuffs, that's fine, but it's a mistake to think higher-level enemies have a "different" soft cap. -
Quote:You mean like you said before in some other thread? Because I'm going to have to quote you AGAIN, apparently:Like I said before, and like Silverado just said, BL while they get up and begin to gather.
Quote:Yes, footstomp's range is one of my favorite parts about it. I can run in and hit it before groups get clumped, and then hit ball lightning while they start to clump, and burn them when they get in close. Claws has to stand around a few seconds and let things come to you first, and won't hit them all even after they do.
As for using Ball Lightning first, you're seriously suggesting that's an advantage Super Strength has over Claws? It's not in the Super Strength power set that Footstomp is in. A Claws character could take the same patron pool and have BL just as easily and use it while waiting for them to clump. -
Quote:When *I* Footstomp a crowd, they all fall down, and I have to wait a few seconds for them to get back up before they start to tighten up the clump around me, so I wind up waiting anyway.Yes, footstomp's range is one of my favorite parts about it. I can run in and hit it before groups get clumped, and then hit ball lightning while they start to clump, and burn them when they get in close. Claws has to stand around a few seconds and let things come to you first, and won't hit them all even after they do.
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I made it on a Scrapper because I figured if I want to focus on the blades and combos, they might as well be the primary, and I'm not so much a villainside fan (also I felt, possibly wrongly, that Stalkers would limit my use of the blades and Brutes would make me feel too much pressure to keep Fury up to enjoy what I was seeing onscreen. But those are personal quirks and likely not universal.)
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Thanks for confirming. But why is it there?
Someone suggested to me in-game that it's to limit profiteering. But it seems to me that a typical user who is buying IOs for himself, not for resale, would want to buy a whole bunch at once after a respec, for example, and not carefully extract one every 20 hours and hoard them in a tray until the respec...whereas a user intending to market the IOs could indeed dole out a large supply of alignment merits as one regular purchase a day as part of a long-term strategy. And the ability to earn them in the first place is already limited to a steady rate by the fame point system.
I'm not really worked up over this, but it just seems like such a strange rule to have devised. -
Alignment merits too? Heh, I guess one can throw away the rewards of a heroic reputation; we've seen it often enough. Just admit to taking steroids, have an affair while your spouse is dying of cancer, be caught making racist remarks, stab two people and get acquitted...there are plenty of ways. Or just click too fast.
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Quote:Most likely the reason that yellow recipes are not available with alignment merits is because they're available with Regular merits/AE tickets.
I guess that's a reason NOT to convert one's reward merits into alignment merits, then. I'll have to remember to keep some regular reward merits around in case.
Quote:I've not encountered a limit on buying stuff with Alignment merits the only limit I'm aware of is the 20 hour restriction from trading in 50 Reward Merits and 20 million inf.
Quote:Once a purchase with Alignment Merits is made, there is a 20 hour timer before another puchase can be made. -
I just recently started accumulating some Alignment Merits (I know, I'm behind the curve). I have some questions about them:
It appears that not every recipe is available? I get the impression that the yellow/uncommon sets aren't available? Is there some rationale for that? What if I wanted to buy a specific level of uncommon set IO and it wasn't avaialble on the market for weeks at a time, wouldn't it be reasonable to let me drop an alignment merit or two on it, even though that would be a "waste" of their value?
Also, it appears there's a limit not only on how fast you can acquire them, but how fast you can spend them? A 20 hour limit on purchases? Has anyone given a rationale for that? If a given character banks 12 Alignment Merits, is there something unbalancing about letting the player spend them all in one sitting to buy a full set? -
Quote:Wheel barrel? Wheel barrel? Are you trying to say wheelbarrow? Wow.So thanks for the hyperinflation where everything cost the proverbial wheel barrel of cash to buy
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Spin is really, really, really good -- it's super fast recharging and does among the top damage numbers for Scrapper PBAoEs. You can easily get it to recharge in 4 seconds (With Quickness, an SR Scrapper can get it to 4.27 seconds recharge without a single global set bonus). A really good PBAoE every 4 seconds is knee-bucklingly awesome.
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One thing that's funny about this game is that I've played medieval games with swords and bows that totally lacked the satisfying feeling those powersets have here. In good old Diablo 2, we used to obsess about better swords, but actually using the sword usually consisted of repeating the same single move over and over rapidly (no cooldown/recharge issues, you see) until the tiny flicking blade made the monster fall down.
Here, I select between powerful moves, and chain them together to knock foes down with powerful strikes or toss them like ragdolls. The sword swings like it's heavy and sounds like it hurts. My crits here are noticeable and usually mean immediate victory, not just a statistical increase in kills over time.
In some games, arrows are just little sticks that remove hit points. Here, BOOM, I hit him with a fire arrow, he shudders, and flame splashes everywhere and he continues to burn.
This game is about so much more than medieval weaponry (heck, we're routinely invaded by space ships, and can call down a Warburg rocket from orbit), but even so, it makes medieval combat cooler than most medieval games. -
What if it's not an archetype, a powerset, or even a particular power, but a status effect?
I love knockback/knockdown/knockup (even moreso since they put ragdoll physics in the game). I have many characters with some kind of knock- effects, and I have several built specifically around exploiting knockdown/knockback: an Ice/Storm Controller, a Storm Defender, a Shield/Axe Tanker, a Forcefield/Energy Defender, an Electric/Shield Scrapper, and my new Energy/Energy Blaster. I even put a Ragnarok knockdown proc in my Spines Scrapper and another in my Fire/Fire/Pyre Tanker's Fireball, just because they were missing out on it.
I have used lots of control and debuff powers over the years, and I enjoy them; I like putting Rad debuff toggles on an enemy and greatly weakening him, or encasing a foe in solid stone to hold him. But even though those effects arguably work better than knock- powers, I don't find myself exulting like I do when I see enemies falling down or going flying.
Talking smack to my monitor works better with knockback too. "You've lost a significant percentage of your to-hit!" doesn't work nearly as well as "You're on your ***!" or "You're goin' DOWN!" or "See ya!" as a foe sails off a ledge. -
Quote:Most impressive. Thanks for the debunk!What you are thinking of has been dismissed by a number of sources.
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Quote:Not any more, according to this:Won't the answer vary depending on what accolades the toon has?
For instance, say the toon has the extra endurance from Portal Jockey and Atlas Medallion. They'll get more benefit from Stamina itself AND the IO's put in it than a toon without, but regardless of maximum Endurance the proc's benefit remains static.
Quote:Another thing to remember is that the 0.2 number is not a constant anymore. A few months ago, the proc changed so that instead of a set +10 end, it gave 10%. Characters with extra end from accolades and such will get more.
I don't know if Mids reflects this change or not. -
Perhaps I should clarify -- I'm down with this. I understand there's more than one way to keep this cat from being skinned, so to speak, and I prefer a game where different approaches are viable. More power to you. As I said, I didn't intend to offend.
I do feel, however, that Shield Tankers are notoriously close to being soft-capped right from the start. It's relatively easy to male a Shield Tanker very strong defensively. Conversely, the strong damage buff from AAO (and in this case also the very good Soul Drain) means they have offensive potential as well. I think you could have this particular cake and eat it too. -
Quote:And those powers will perform even better with six slots.This line of thinking was the norm when SOs were the best anyone could slot. Now, powers can be enhanced far beyond anything you could do with SOs when you use IO sets, and with fewer slots.
My builds typically have six-slotted attacks, LOTGs, and survival. You don't necessarily have to give up significant durability. -
Quote:No doubt the Dominator has more control; I think the point was that the Blaster has a ton of control for a Blaster, and still does Blaster-sized damage.you might be able to hold a boss in 2 shots with the blaster, but with the dominator, you can hold the hole spawn plus a boss in 2 shots, or just 1 shot under domination. you also have a pet at lvl 32 which will control and deal damage for you.
also, the dominator can be safer in melee with an arctic air/chilling embrace/glacier/GIS/melee type build. -
Although most of the rest of this old discussion is now incorrect, because the Devs changed the bug that enhancement in +recovery powers made procs perform differently, there's still some useful math in Muon Neutrino's post:
Quote:Stamina is 25% recovery, PP [Physical Perfection] is 12.5% (I think). So, 3 slotting level 25-30 endmods for ~95% enhancement is an extra 23.75% recovery from stamina and an extra 11.875% recovery from PP.
If you instead slot two level 50 endmods (83.3% enhancement after ED), the additional recovery is 20.83% from stamina and 10.415% from PP, for a difference of 2.92% recovery from stamina and 1.46% from PP. That translates (with base 112 endurance) to 0.055 less end/s from stamina and 0.027 less end/s from PP.
That, however, frees up two slots. If we use one of them in PP for a performance shifter proc (remember, it's not unique), that's a net gain of 0.173 end/s from PP. If we put the other in health for a numina's unique, that's a net gain there of 0.132 end/s.
So, while I don't think there would be much difference with level 30 endmods, once you're able to slot level 50 endmods doing the following:
Health: miracle unique, numina's unique
Stamina: 2 level 50 endmods, perf shifter proc
PP: 2 level 50 endmods, perf shifter proc
would work out to about 0.305 end/s more recovery than the other setup (assuming about 112 max end and that I've done the math right). Of course, you're paying for a numina's and an extra performance shifter proc to get that, but if cost is no object, it would be superior.