Sarrate

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  1. Sarrate

    Attack chains

    Program? Generated attack chain? Why, back in my day, we made attack chains the hard way. We used paper, math, calculators all mixed together with a bit of insanity. Youth these days, so spoiled!

    *furiously waves cane in the air*
    Get off my lawn!


    (Sorry, sounds vaguely familiar, but I honestly don't have a link for you. I seem to remember it being made for Doms, though.)
  2. Quote:
    Originally Posted by PhilBilly View Post
    1) How good is Unstoppable an do you usually die after it wears off?
    I've only ever used it as a Scrapper, but I rarely died from it. I'd usually either bail out of combat / use a phase temp power / magus / inspirations to survive. Some of those options aren't as palatable for the Tanker playstyle, though.

    Quote:
    Originally Posted by PhilBilly View Post
    2) How do you manage when you have a scrapper who continuously breaks from the group and runs into his own group?
    There are a couple things you could do:
    *) Don't worry about them, if they die, it's their fault.
    *) When they do that, catch up and let the group / scrapper deal with that spawn as you hit the next. (I generally only do this when teaming with friends who I know can handle it.)
    *) Don't give the Scrapper time to move ahead in the first place.

    The last one is my preferred choice. What I tend to do is wait till the spawn is getting close to defeat then moving on while the rest of the group cleans up. This takes some practice/experience to know when is the right time to move on without them, but it works really well when you've got it.

    Quote:
    Originally Posted by PhilBilly View Post
    3) Do you kill 1 bad guy at a time or do you continuously look around aggro any baddies that are attacking your teammates?
    I'm almost always on the lookout for loose mobs to taunt / reaggro. While I prefer to go after high priority targets first (could be dangerous bosses, or nasty minions like Sappers), keeping the attention off squishies is a higher priority.)

    Quote:
    Originally Posted by PhilBilly View Post
    4) How do you hold aggro of a large group. I have taunt and use it and I have a taunt aura but it still seems like te bad guys spread out to my teammates.
    For me, I generally get to groups 5-10s before a group, so I have time to setup. I jump into one side of the mob while Taunting the other. Then I use AoE(s). If the spawn is spread out enough, I might taunt one side (ie: left), jump into another and AoE (ie: middle) then jump to the next and AoE or Taunt (ie: right). Basically my goal is to get taunt applied to all of them from the start, then moving on to actually defeat them. If mobs are staying at a range, Taunt them. the range debuff will often force them to get closer, maybe not melee range, but still.

    The more I have trouble with losing aggro, the more often I'll Taunt - even baddies in melee range. (Then again, I'm WP. It should be much easier for you as Invuln.)
  3. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by The_Masque View Post
    Lets try for this Sunday (yes its double xp) at noon Eastern. We will be 'testing' things so people should be prepared to reset on the last mission or to stop attacking and let the AVs regen back to full.

    I'd like Sarrate or Ele to tank, they both seem to be able to multi-task enough to taunt and check stats with the power analyzer.

    I'd like to try to get a good mix or both Def and controller debuffs so we can toggle them on and off to make sure they are working 'as intended'.

    So maybe Coz on therm troller or rad troller.
    Ryxx on anything.
    I will be on my dp blaster (wot?!).
    1) I'd feel more comfortable if it was an hour or two later. (Work and a general tendency to stay up late has had my sleep schedule pretty whacked for the past couple weeks. I've been sleeping in pretty late on weekend as a result.)

    2) I think having the tank / power analyser being separate people would probably be a good idea. Remember that when using the analyser your "real numbers" are replaced with the target, so you can't ensure you're at/above the softcap while doing it. (Granted, entirely possible to build a team with so much defense it may not matter, but it's something to keep in mind.)

    3) Dirty PLer.
  4. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by _Mojo_ View Post
    And a last tidbit about the soft cap, when you're at the soft cap (45% with no underlying factors) an AV has a 7.5% chance to hit you unlike the regular 5% chance to hit against other mobs.
    Against a +0 AV, yep, you're correct. It gets worse as the level gap increases:

    +0 AV - 7.5% floor
    +1 AV - 8.25% floor
    +2 AV - 9% floor
    +3 AV - 9.75% floor
    +4 AV - 10.5% floor
    +5 AV - 11.25% floor
  5. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by The_Masque View Post
    Thanks Slax, still gathering infomation and planning on running a STF this weekend (what a TF on double xp?!?) Hopefully, I can find a wp/fire [color=orange]brute
    with the initals B.P. to come along and help sort out this mess. Ele, Ryxx, Coz you guys up for a run this weekend?

    I still think there is a posibility that defender debuffs are working on the AVs while 'something' may be amiss with controller debuffs on them.[/QUOTE]

    Brute? Pfffffft! Going Rogue isn't here yet, silly!

    Quote:
    Originally Posted by The_Masque View Post
    I only speak the truth!
    *looks at the above quote*
    Irony.

    Quote:
    Originally Posted by The_Masque View Post
    I 'think' there maybe some misconception also out there about what is softcap. My understanding (please correct me Des, Sarrate, and others) is that 45% gives soft cap NPCs however when you are fighting AVs I think you need a higher defense % then 45. I am just thinking back to advice Sarrate used to give me and I think he said he shoots for 60% or higher def when he is tanking the Patrons and LR. Either that or as usual he was trying to teach me and I was being a bad student and passing notes at the time.
    The soft cap works for all enemies so long as:

    1) They are no higher than +5.
    2) They don't have tohit buffs.
    3) You aren't def debuffed.

    There are no +6 enemies in the STF (or anywhere at lvl50, mob tables only go up to lvl55 iirc), so we don't have to worry about #1.

    There are a few AVs with tohit buffs in the STF. Going from memory (I may forget some):
    • Silver Mantis - Build Up (bugged AI, won't use it under heavy fire)
    • Black Scorpion - Rage (bugged AI, won't use it under heavy fire)
    • Mako - Followup (uses it freqently, but most Tanker sets won't be too scared of his mostly lethal damage)
    • Lord Recluse - Blue Tower
    Most of those are buggy or not too scary. The only real exception is Lord Recluse, who has +30% tohit with the Blue Tower up. (Think of +tohit like unresistible -def, they'd be mathematically equivalent. So, if you have 45% def, it's only really working as 15% while the Blue Tower is up.)

    Def debuffs are a lot more common. Again, from memory:
    • Thorn Tree - Pretty much everything.
    • Silver Mantis - Pretty much everything.
    • Scirocco - His sword attacks, tornadoes.
    • Mako - I'm pretty sure his Slash attack has a def debuff componenent, never checked for it specifically since I pretty much never tank him alone.
    • Lord Recluse - His leg attacks.
    While there aren't a higher number of AVs, there are more powers between them that debuff def and they're actually used, despite the buggy AI.

    So, I basically aim for 45% def and eat inspirations if I drop below that for the AVs. well, some aren't scary enough to warrant it, but I'm aware that I'm not softcapped and ready to eat purples if I need to. When fighting the herded AVs, you have to be really quick to react - it's really easy to be doing fine, then take a buttload of damage / get held by GW because you weren't paying attention. Then against Recluse I make sure my def is at 75% or higher. (Normally handled with a combination of buffs, lucks, and Magus.)

    < /verbose >
  6. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by Peterbilt View Post
    Didn't have the analyzer power but we ran this the other day and we could barely touch GW and had to quit. We might have had too many scrappers and too much melee because, on top of her regen, she was healing 3,000 HP x2 whenever her power came up, which seemed like every 15 seconds or so.

    If she's regening at 3k then it becomes imperative that a cold def comes along to slow that down a bit.
    Just to be clear - her regenerating that much health from hitting targets with Dark Regen (45s cooldown) wouldn't be surprising. In order for 2k-3k hp/sec to be showing up via Power Analyzer / Survailence, it would have to be passive regen, not a click (which is just visible once).

    Also, the best way to slow down power activations is actually Kin - Siphon Speed's recharge debuff is unresistible.
  7. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by __3D__ View Post
    Im not sure if this is still a issue with some folks, but ill tell yall what happened to me anyhow.

    2 weeks ago a friend of mine run a STF which i joined, we were heavy on debuff, mostly controllers, no scrappers or blasters. But these are people that routinly run all troller or all def STFs so we were not overly worried. Everything was smooth til we got to the patrons, we herded up all the patrons and started on GW. She took us an hour to put down. Emo-Boy was only slightly easier taking about 20 mins. It was a big hot mess.

    So the next nite I decided to run a more balanced team to see what the problem was. The line up was:

    Stone tank
    Elec tank
    Cold Def
    Rad troller
    Therm troller
    TA Def
    Energy Blaster
    Mental Blaster


    I thought with this team i would have all bases covered, but again when we hit GW she seems to regening health at a very very high rate. One blaster had the survillance power and mentioned 2-3k hp/sec. She took 40 mins to put down.


    The other nite i ran another STF to see if there were still any issues, i put together a well rounded team and we plowed thru the TF, the patrons and LR. No issues. 1:12 with 3 deaths.

    I have heard from some people that they still have problems, others stay everything is fine.
    I'll be running more this week to find out.

    Hope this helps
    Holy crap!

    If she was truely regeneration 2-3k hp/sec, then that is all kinds of wrong. A normal lvl50 AV has ~28k hp and regens ~93.33 hp/sec. I don't know how many hp a lvl54 AV has, but even with 30k hp that should only be in the 100 hp/sec range. In order for her to regenerate "just" 2k hp/sec, that'd require that she either have 600k hp OR 2000% regen (assuming 30k hp) OR a combination of the two.

    If she has 600k hp, that would mean she around double as many HP as Reichsman.

    If she has 2000%, that means she'd be regenerarting 5% of her health every 0.75s.

    None of those sound even remotely close to reasonable. Next time someone uses a Power Analyzer or Survailence on her and sees a regen rate like that, screenshot it, because it has to be a bug.
  8. Sarrate

    Taunt. Why not?

    Quote:
    Originally Posted by Aett_Thorn View Post
    I like how he justifies not taking Taunt on Brutes with pretty much the same reasons that I gave in my first post here, but then doesn't seem to get the same logic applies to many Tankers.
    I understand what you're saying, Aett, but there are a few complications in the Tanker vs Brute comparison. First is Tankers (and most Hero ATs) have a role that they perform very well. While they have auxilerary roles (such as damage), they're not nearly as strong or well defined as their primary. Due to taunt mechanics, as you're well aware, it's becoming easier and easier for other ATs (Brutes/Scrappers to overwhelm Tanker's ability to generate threat. Once that happens, the Tanker has to fall back on its weaker roles.

    Brutes, on the other hand, are normally viewed as a damage AT with aggro holding capabilities. So a Brute not holding any aggro will deal more damage than a Tank (even counting the Fury drop from not holding aggro), meaning their overall group contribution drop is lower. In other words, which would perform better, a group with 4 Tanks OR 3 Tanks/1 Brute OR 2 Tanks/2 Brutes, etc.

    To compound things, I think a Brute has superior threat generation to a Tank, all things being equal (no taunt vs no taunt, taunt vs taunt). If a Tanker and a Brute were attacking a mob, the Brute would eventually win since they have the same taunt durations and more damage. (It also means they can hold AV aggro easier than a Tank without Taunt since they have moer threat generation outside of taunt mechanics through damage.)


    Dech Kaison sums up my sentiments pretty well (emphasis mine):

    Quote:
    Originally Posted by Dechs Kaison View Post
    But then I got on an STF with a shield scrapper. I found that I couldn't get aggro, let alone keep it, without taunting. Since then I've kept it, and started using it more often.

    Now I don't have to run to the idiot blaster/defender/controller that grabs the wrong mob. I also find taunt to be invaluable for bringing the stubborn ranged mobs close enough to hit with AoEs. This is a way of herding without actually herding. I never lose aggro to scrappers and tankers that don't have taunt. I also learned a nifty trick: when a teammate's HP dips into the orange/red, just clicking on him and using taunt usually grabs the attention of whatever was hitting him. It's a very quick way to save a squishy, much faster than trying to find out what's hitting him and then run to it.
    When I play a Tanker, I want to tank. I don't see any other power adding as much power flexibility for the role than Taunt. (Helps with AVs, characters with taunt effects, ranged enemies, clumping, etc.)


    Having said that, if someone doesn't want it, it's their perrogative. They may have a different criteria for performance/fun/whatever. Some people may build Tanks for other reasons (farming, AV soloing, etc) where Taunt would be a wasted power.
  9. Sarrate

    Taunt. Why not?

    Quote:
    Originally Posted by Aett_Thorn View Post
    Tankers have other aggro control tools at their disposal, including Gauntlet and their aggro auras, which should still let the Blasters and Scrappers go balls to the wall on damage, and be fine.
    Quote:
    Originally Posted by milehigh77 View Post
    So my tank does not need taunt if i'm the only tank on a team fighting an av?

    That's great news.
    Quote:
    Originally Posted by Aett_Thorn View Post
    No, it doesn't. But it is quite useful. That does not make it necessary.
    Just a few notes that kind of touch on all of these:
    • If you're playing a Tank with a strong taunt aura (Ice, Invuln, Shield), then you'll miss Taunt less than other primaries.
    • If you're teaming with another taunt capable character (any Brute, Invuln/Shield Scrappers), it's highly possible / probable they will steal aggro from mobs.
    • If you're fighting an AV with either of the above and you don't have Taunt, you won't be holding aggro. Their threat generation will completely outstrip yours.
    • Taunt is effected by the Purple Patch, so higher level AVs will shorten the duration of taunt effects. Keep in mind that Gauntlet / taunt auras are already not guaranteed to apply when fighting AVs. (This is very important for, say, the STF. Good luck holding aggro without it.)

    In my opinion, you can't tank the spectrum of the game without it. Whenever the game throws you a curve ball (ie: taunt capable characters, multiple AVs, wanting to reposition an AV without losing aggro, etc), you're stuck. One of the worst feelings as a Tank, to me, is being stuck fighting an AV/GM and being relegated to a damage role.

    Having said that, depending on what you expect out of your Tank (as well as who you team with, playstyle, etc). It's something you'll have to try for yourself. I tried to play without Taunt, but I couldn't do it, even in regular missions.

    Obviously, I'm biased towards Taunt.
  10. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by Vivace View Post
    I won't hurt you, Sarrate. Today, at least.
    Oh, okay. Whew. When you decide to hurt me, could you give me some advance notice so I know when not to be around? That'd be super, thanks.

    Quote:
    Originally Posted by Desmodos View Post
    I was referring just to the debuff, before factoring resistances. Mainly because that's how Ryxx depicted it. But point taken.
    Ahh, I misread what you said then.

    Quote:
    Originally Posted by Elegost View Post
    And that tower is totally orange, not yellow.
    It was a joke Ele. :P

    I always said it was Orange and Voodoo vehemently disagreed. I was trying to use a bit of Bugs reverse psychology, but he side-stepped my trap with silly things like "evidence." Hah!
  11. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by Toril View Post
    Last nights run went really well. I didn't drop til the last mission and that was when my defense somehow dropped when fighting with Scirocco...

    And then there was LR. That was an interesting cluster.
    Scirocco has two ways of debuffing defense:

    1) Tornadoes - These are autohit and he summons more than one of them at a time. While you're fighting him, be ready to eat purple inspirations to compensate. They may disperse on their own and not mess your defense the whole time, but it's better safe than sorry.

    2) Melee hits - Like most sword powers, each attack debuffs defense. Not nearly as scary as the tornadoes, but something to keep an eye on.
  12. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by Desmodos View Post
    I've been advocating for awhile, that Scirocco may be a greater threat than Ghost Widow. It all depends on how many Dust Devils (tornadoes) he drops. He can drop up to 5 at a time.
    Not really the place for an in depth discussion on tactics (the main point is whether or not it's bugged), but I'd almost always say taking down GW first is the best. Scirocco's def debuffs can be problematic, but compensated by lucks. Ghost Widow, if she actually holds the tank, is worse in that regard - not to mention her other nonsense like Black Hole. It can be worked around with +status effect buffs like CM, but that also eats a lot of the buffer's time, hindering their damage output, and the speed of killing the AVs.

    Quote:
    Originally Posted by Desmodos View Post
    So we just stop at the first calculation? Making it 48% resistance debuff?
    As I understand it (and again, I don't way to say I'm 100% right on this until I test it), you'd reduce the number by the Purple Patch, then by enemy resistance. So, I think it'd be something like this:

    FinalMobResistance = MobResistance - ( (1-MobResistance) * PurplePatch * ResDebuff)

    So, a +4 with 50% resistance taking 100% of res debuffs:

    FinalMobResistance = 0.5 - ( (1-0.5) * 0.48 * 1 )
    FinalMobResistance = 0.5 - ( 0.5 * 0.48 )
    FinalMobResistance = 0.5 - 0.24
    FinalMobResistance = 0.26

    Debuff goes from 100% to 24%, mob goes from 50% res to 26%.

    Quote:
    Originally Posted by Desmodos View Post
    FYI 48% is not enough to floor her while Shadow Fall is running.
    Floor? Of course not, I doubt you'd floor any of the AVs, even those with no resistance at all. The resistance floor is -300%, if memory serves. If you mean bring them down to 0%, well, that's another matter entirely.

    Quote:
    Originally Posted by Elegost View Post
    Sarrate, what causes their regen debuff resistances? Is it just a multiplier value between 0 and 1 they threw in to make those powers less powerful? That's crap we've been wanting forever but don't have :[
    Des already answered this. It's pretty much been common knowledge for a while, Ele.

    Quote:
    Originally Posted by VoodooCompany View Post
    I don't even remember which side I was on. Whatever Sarrate says.......I'm against.
    You were crazy and thought it was called the Orange Tower.

    Quote:
    Originally Posted by The_Masque View Post
    We may have 1 piece of the puzzle right here. I believe if my information is right: lastnights STF with Hamster had a nrg/nrg blaster and a sonic/x blaster, the emp was emp/dark, I am not sure what Hamster was or the tank or what scooters blast powers were, but from what I am seeing, GW would resist the nrg, and dark alot which would leave only the scrapper type damage and he may not have been in melee due to her heal.
    Keep in mind that the Sonic has resistance debuff, so even if their damage type is resisted, they're helping everyone. I'm not sure if that's really the problem, though. We certainly never really cared who brought what kind of damage types before. Heck, we've still killed them fairly fast when I was on my dang /Elec Defender.

    ...Viv, please don't hurt me. I'm speaking Defender here. D: (Maybe, if I'm lucky, the numbers here scared her away and I'm safe... maybe.)
  13. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by Desmodos View Post
    I'm not on Sarrate's level of number crunching, but here's the quick and dirty version.

    STF AVs are +4 so Purple Patch rules apply first. So basically a +4 mob has as 48% resistance to the debuff.



    Then we can factor in the AV resistance modification. For a lvl 54 AV it happens to be 87%



    So against an +4 AV your 92.5 damage resistance gets reduced to 6.25% damage resistance.
    AV resistance does not cover resistance or damage debuffs - it's why they're so damned good against them. The only things that resist it are resistance and the purple patch.
  14. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by _Ryxx_ View Post
    *The -Def looks alright to me (people do need to stop Dogging on TA, it actually has alright Debuff numbers.
    Note, I consider -def to be one of the weakest (if not the weakest) debuff you can have against AVs. It is extremely resisted (something like 3.9% base effectiveness against a +4 AV, so -50% def = [-3.12%] def, yay).

    Quote:
    Originally Posted by _Ryxx_ View Post
    *The -Regen could have been the issue. Except for the occasional EMP Arrow or EMP Pulse (if used at all), Lingering Radiation is the only -regen power, which does -500% regen. [A Strong (high recharge) Dark Defender has the strongest -Regen IMO, with -500% from Howling Twilight and -50% every time Twilight Grasp is fired. Also, a Kin firing Transfusion every couple seconds with the same -50% helps a lot.]
    For the same reason as above, I think the -regen from Transfusion and TW to be fairly superfluous. Regen debuffs are resisted just as strongly as defense, but things like Lingering Radiation are powerful enough to still make a dent. AVs regen MaxHP/300 hp/sec. So, if a lvl54 AV has 30,000 hp, it will regen 100 hp/sec.

    This means a 500% regen debuff (31.2% after resists) is negating 19.5 hp/sec regen (or 31.2 dps after resists, etc). By comparison, a 50% debuff (3.12% after resists) is worth a meagre 3.12 dps. You're better off just using an attack - yes, even as a Defender. (As a Kin, I'd spam SP instead of Transfusion.)

    [edit: Fixed.]
  15. Sarrate

    STF Bugged?

    Quote:
    Originally Posted by The_Masque View Post
    Run 1) Gathered up all 4 AVs, debuffed BS, killed GW, Scir, Mako, then BS. Took longer then people expected there was some discussion as to why they didn't melt with all our debuffs. We had 2 Rad controller, a thermal Controller, and a kin controller. Finished in 1:45 or something.

    Run 2) Gathered up all 4 AVs, debuffed BS, killed GW, Scir, Mako, then BS. They dropped fast. We had 2 cold defender, 1 kin controller, 1 rad controller. Finished in 1:15 or something.
    Just to make sure I'm reading this correctly, that's taking 1 hour 45 minutes to complete, and not 1 minute 45 seconds to kill the AVs, right? I'm 99% positive you mean the former (since the only way I've seen the AVs die that fast was with nukes / shivans), but I want to amke sure.

    Just out of curiosity, what kind of tank was tanking the AVs? Ele's Granite? Reason I ask, is it may be possible that Ghost Widow was hitting people with her heal, since you didn't have any +def going. A granite could easily survive the damage, even if it's defense was trashed (which Scirocco's tornadoes have a tendancy to do). (Also, not trying to say Ele doesn't watchi his numbers / pop inspirations, mind you; I'm just making guesses.) Of course, healing back damage is a lot different than not taking a lot... The second run is also a lot harder to try to explain. Two colds should would soft cap anything, and give a nice buffer to anything with +def to begin with.

    Quote:
    Originally Posted by The_Masque View Post
    Hmm, thought of another thing. Maybe Sarrate or Elegost can post what GW resists are like and to what damage types. Maybe we are stacking the teams with the damage type she is resisting the most.
    There are a few ways to find out the numbers:

    1) Power Analyzer - This would be the best, since it would display what the AVs actually have without any ambiguity. Of course, this would require that you go through the STF up to them to see. (Alternately, you could place GW into an AE arc and check there, but there is a possiblity the AE version is different than the STF version. I don't think so, but just be warned.)

    2) Celux (Culex?)'s Spreadsheet - Search the guide forum for posts made by Celux (Culex?) and download the latest version of the spreadsheet. It has resistance / defense numbers for most mobs in there. Slight chance that they could be off if she was buffed.

    3) Try to peek at them in game by typing something like the following: [Ghost Widow.Resistance] - If you get it right it will be clickable just like typing in [Brawl] would be.
    Note - These aren't always accurate, since they're displaying the power using player modifiers rather than AV modifiers. They could be different when AVs use them.

    The best solution would be #1 during the STF.

    Also, you're absolutely right, AVs with resistance resist res debuffs. Off hand I think that GW has high NE / Psi res, not sure about other types. I doubt your teams were heavy on either of those damage types, though.

    Quote:
    Originally Posted by The_Masque View Post
    2) Why are all teams not seeing this? It -could- be that debuffs placed directly on GW are not taking affect. However, debuffs placed on a target standing near her are taking affect. It could also be that lately people have been running alot of controller debuffs rather then defender debuffs.
    I'd find this unlikely, but weirder things have happened. I'd want to do a few tests on normal mobs to ensure that I have the mechanics down pat before posting a formula to test against. I'm pretty sure I know what it is, but I don't want to give false data and be a cause for false "zomg it's broken" talk.
  16. Quote:
    Originally Posted by Psiphon View Post
    I believe that there are a couple of psi powers that a non-positional but not many and not enough to cause a problem.

    I run my SD/SS Tank at +2/x8 and can solo Carnies and Arachnos, I've also soloed the Clockwork King (EB) and Psi Clockwork on the same setting without issue.
    The basic gist: Psi Blast is avoidable with positional defense. Mind / Illusion Control powers are not.

    Interestingly, Carnies use non-positional attacks more frequently than not. The only mobs with psi attacks are Illusionists, Master Illusionists, and (Dark) Ring Mistresses. Of those, only the (Dark) Ring Mistress are flagged positionally.
  17. Quote:
    Originally Posted by Grey Pilgrim View Post
    Hmmmm, I thought the resist inspirations were stronger than that. I guess I should only need one of those tier 3s at once, since Grey is at about 70% resist to Smash/Lethal before the insps... unless it's worth getting another 20% to that toxic attack for me. What do you think, Sarrate?
    Well, if you're sitting at 90% res (s/e) and 75% def (all positions) then you should be fine without capped toxic resist. Keep in mind I've never tried tanking him with a Fire Tank (she is built offensively rather than defensively) - but I don't see a reason to blow an extra precious inspiration every minute for it - especially when you were likely blowing 3 per minute as it was (2 t3s and an orange, it sounds like?).

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I do find it odd that you don't need heals.
    I'm WP, so things are slightly different. Some napkin math:
    • I have ~3170 hp and regen ~91ish hp/sec.
    • You have ~2400 hp and regen X hp/sec. In addition, you have HF which is a ~937.5 hp heal every Y seconds.
      • Making up some numbers, with 250% regen, you'd have a passive 25 hp/sec regen. If you can use HF every 18 (don't forget you have to include the cast time, since recharge doesn't start till the power is done activating), that's an additional ~52 hp/sec. Total of ~77 hp/sec. Lower sustained regen and being more susceptible to burst damage. (There is also the fact WP can have up to 3 minutes of s/l res cap w/o insp use from SoW and Magus.)

    What would probably work really well for you would be 1 Thermal / Sonic and 1 Cold. That would give you capped s/l res and be a single t3 purple away from the 75% def threshold. That would allow you last longer with running out of inspirations, and pack a few more panic insps (a few more greens, maybe). Also, if you take down the Blue Tower, you'd be very close to softcapped, and may not even need lucks after that, except if you get debuffed.

    Btw, from a min/max perspective, buff sets with strong offensive capabilities are better choices than those without. (For example, Cold would be a better choice than FF.) The reason is this helps kill things (AVs/Towers) faster, which means you have to deal with them for shorter periods of time. With the same mitigation numbers, it's a lot easier to survive the Recluse with the Red Tower up for 3 minutes than it is to survive for 5. Do you need them? Nope - my first STF ever was on a team with 3 Tanks, 2 Scrappers, 1 Blaster, 1 FF Controller and 1 FF Defender. That said, it took a lot longer.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    From a discussion way back when, I was under the impression that having 75% defense to melee, AOE, and ranged was enough for Recluse's attacks. Does he have any that bypass those? I didn't think so, but I guess I should not assume that at this point.
    I'm almost positive all his attacks are flagged with a position.
  18. Quote:
    Originally Posted by The_Masque View Post
    Quote:
    Originally Posted by Desmodos View Post
    I haven't looked a Fire Tanker builds in a really long time, but is that even possible?
    Maybe with frostwork? I think some PvP IOs also give a nice chunk of HP like 2.5% not sure if its the pve bonus or the PvP bonus off the top of my head.
    With Frostwork (or two), yes, definitely possible. Without Frostwork? Not a chance in hell. Tankers cap at roughly +71% hp. If you count 20% from Accolades, that's still +51% hp you'd need to makeup from IOs, which simply is not happening. You could scrape together maybe 20-30% tops, but after that, forget it. (Preacher has about +20% from IOs, the Accolades, and HPT, he still isn't quite capped, ~3170ish iirc. The cap is ~3212.)

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I do wish Healing Flames healing went up with your max HP... but its percentage heal is off of base health before bonuses (think Sarrate pointed that one out for me a couple months ago).
    On the other hand, it does scale with +recharge, while +regen does not. Of course, the counter problem is sets with click heals eat up animation time healing while regen is passive. Then again, regen can't be spiked or saved, but it's constant (can be a good or bad thing).

    Pros and cons to both, really.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Not sure what I was at for toxic. Robusts are what, 33% resist to all? So probably 66% to toxic, plus whatever Healing Flames had going... I would think I had at least an application in there, as this "4 strikes of doom" episode happened after one of the towers had been engaged for a bit.
    Resistance inspiration aren't that stong. The different tiers grant 10% / 15% / 20% resistance. So two t3 orange and one application of Healing Flames (20%, iirc) adds up to the 60% resistance area. That would make 1000 toxic damage deal just as much as 4000 smash (that you were capped to). That alone won't kill you, but it's something to be aware of. (I don't think it's necessary to cap toxic res - it would cost faar too many inspirations to keep up.)

    Quote:
    Originally Posted by Grey Pilgrim View Post
    For number monitoring, I watch a lot. I have Grey's defense up to about 22% defense to melee, AOE, ranged, and psychic, so I monitor all of those, and his resist to smashing and energy (since my lethal resists are on par to the smashing ones, and energy to dark). I also monitor health as a percentage, hit bonus, etc. So I have plenty of numbers to watch. From what I recall, I was at 75% defense to all those defenses I monitor, and 80-90% resists to smash/energy (which would be the same for lethal/dark).
    Quote:
    Originally Posted by Grey Pilgrim View Post
    Probably doesn't matter too much at this point. I know where I need to be at for defense and resistance from what you have told me before, Sarrate, and I'll be sure to stock more Tier 3s than I had. And try for more support than a Rad's healing aura can provide, heh.
    If you were at 90% res and still rocking 75% def, then it was phenominally bad luck. More support than a Rad can offer would be prefereable, but I only aim for those stat - definitely not heals. (Heck, I never have more than 30-40% energy res because Recluse only has two energy attacks, both of which are ranged and generally not used in melee. At least while the Blue Tower's +rech buff is up.)

    If you're having survivability problems, another avenue would be to take down all four towers, starting with the red, then blue. Reclue's offense does go down several notches when his recharge isn't capped - even if you're flooring him.
  19. Quote:
    Originally Posted by Vivace View Post
    Of course I do. It's when you're still reciting them 15 minutes later that I have to break up the numbers party somehow.
    Aww... Well, one of those cases of too much of a good thing I suppose.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Sarrate, I am trying to explain it as best I can from what I can remember.
    Absolutely, I completely understand that. Many times something has gone wrong and I didn't know why; it wasn't until the next run or two through it (not necessarily the STF, either) that I was paying attention to differnt things I had considered potential problems.

    (AE Example: I was fight some mobs with a few Dark Miasma users in the mix. For some reason, I was taking an unusually high amount of damage while fighting them. It took me a while to realize their Tar Patch was unresistible - kinda like the old Longbow Sonic Grenades.)

    The reason I've been saying what I have is to try to fill in the gaps of what you remember and give you ideas on what to look out for next time. (ie: def debuffing, toxic damage, etc) If you don't, I highly recomment you monitor at least one of the defense types or positions. It makes it really easy to see when you're going to be in trouble - Recluse or otherwise.
  20. Quote:
    Originally Posted by Vivace View Post
    ...and there goes Sarrate with numbers. I was waiting!
    I know you miss them, don't deny it!

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Sarrate, part of the problem is I didn't get a good enough buffer to help me out while fighting Recluse. Heraclea was there with a Rad/Rad, but that obviously wasn't enough... rad can't do to much. I'll probably just aim for getting an Emp after this, or at least someone that can get some shields on me besides a rad... as a rad and a kin weren't enough. I think shields would help, as Healing Flames was enough while I had my Archmage power running.

    I had previously used Healing Flames and it was still recharging when I got the 4 hits of doom, and I don't think I was quite at full health then. Things were probably more loosey goosey than they should have been vs. Recluse, but we weren't in a Master's run anymore at that point. If we had been in a Master's I probably would have figured out some more things to do at that point (I didn't have all tier 3 inspirations, which helps).
    Something more went on than what you're describing here, GP. You previously stated that you were at the res cap and 75% def, flooring Recluse. It doesn't matter how you got those stats (power set, IOs, buffs, inspirations, etc), you're just as survivable as someone else with those stats, but in a different fashion. The biggest thing boon buffs bring is they require less inspirations to keep your survivability up - which means you can handle Recluse for longer periods of time before running out. (If you tank Recluse by one of the four pillars in the middle of the platform, teammates can hand you inspirations while out of LOS from Recluse.) If your survivability was dramatically different after Magus dropped, are you sure you were still res capped / flooring Recluse?

    From what you're describing, Recluse hit you a couple times forcing you to used Healing Flames, after that (but before HF recharged) he hit you 4 more times in a row. That'd be what, about 6 of his hardest hitting attack within a span of 15-20ish seconds? Considering each of those attacks have a ~2.3ish second cast time (6 back to back would take 13.8s before including recharge time). The only thing that makes sense to me is that he hit you with a def debuff and you were taking toxic damage, which I bet you weren't res capped against. (So the attack that deals toxic damage, while weaker than his KO clone, did more damage total due to avoiding your 90% res.)

    Either that, or the RNG really, really hates you. (I've never seen Recluse hit that often if he's floored.)


    Note: I'm not saying you should be able to do this without buffers / etc. Those are always welcome. Rather, I'm saying the circumstances of your death seem to be missing something (not intentionally).

    Quote:
    Originally Posted by Grey Pilgrim View Post
    And ugh, I don't think I'd want to fight all 4 patrons at once... too many variables there for my liking (I'm okay with two, though). GW or Scirocco on their own offer enough of those. I'm sure I'd be okay on a dream team with some of you, but I don't usually get that when I'm on a TF.
    On a non-optimized team? Yeah, maybe not. On a min/maxed team? Absolutely! Just keep an eye out on your defense... Scirocco is a jerk like that. (Tornadoes = autohit -def debuffs)


    [edit: Note: I was falling asleep while writing / rereading this, so if this comes off poorly, it's because I should be in bed sleeping instead of posting on the forums. Sorry.]
  21. Quote:
    Originally Posted by Elegost View Post
    Quote:
    Originally Posted by Grey Pilgrim View Post
    Maybe I'm still stinging from getting hit 4 times in a row when I was at resistance cap (and 75% def to all) while fighting Recluse, but I do see that as worse.
    Was the blue tower up?
    The Blue Tower gives Recluse +30% tohit, raising the soft-cap for that fight to 75% defense (45 + 30 = 75). If GP was at 75% def, he should have been safe... however some of Recluse's attacks have def debuffs, so if GP got tagged by one of those, Recluse was no longer floored and would have a much easier time hitting him the second, third, and fourth time.

    A def debuff as small as 10% (going from 75% def to 65%) would raise Recluse's tohit chance from 11.25% to 33.75% - three times as much as before. I don't know how strong Recluse's def debuffs are off the top of my head, but they're definitely not something to ignore casually. I always keep my defense monitored for this reason.

    (Also, something isn't adding up, damagewise. As far as I'm aware, the hardest hitting attack Recluse has is hi KO Blow clone, it hits for around 5800 smash damage before resists, 580 after. If he hit 4 times in a row, that would total 2320 damage. A single application of Healing Flames would've compensated for that. If I had to guess, I'd say he landed an attack with his legs that 1. debuffed your def 2. you weren't res capped to. If you had +40% res from outside sources, you would've needed to have HF double stacked to be at the toxic res cap.)

    Quote:
    Originally Posted by Grey Pilgrim View Post
    the haphazard nature of aggro'ing the patrons
    There is an easy solution to this: fight all four AVs at once. No surprise aggro that way.
  22. Quote:
    Originally Posted by VoodooCompany View Post
    For the LGTF, the only "hard" part is Hamidon. While I'm not sure, but I doubt it, his globs of goo can't be defense'd against. While it wouldn't be impossible, I'd imagine it'd be the hardest of the Masters to get overall? Tack on the utter neutering the Greens can do to a team as you get rid of the Mitos, and it just wouldn't really be worth it. *shrug*
    Pretty much. Hamidon's (and his mitos) attacks aren't flagged as having a type or positional component. I believe the only kind of defense that works against it is "base defense", which works against everything. Unfortunately, I'm 95% sure that all kinds of base defense have been removed from the game. :P

    Of course, Hamidon would be a moot point for a MoLGTF run - you could always bring EoEs.
  23. Quote:
    Originally Posted by Heraclea View Post
    He was 3 slotting it for accuracy; I was recommending 2 slotting it for accuracy, which is pretty much standard for me for anything at generic IO levels.
    Ahh you're right, I misread that. My apologies.
  24. Quote:
    Originally Posted by Heraclea View Post
    2 recharge, 2 acc, and 2 heal would be my recommendation for a SO build. It does a fair amount of damage now, but slotting up heal means that it can restore up to 20% of your health, pretty handy for a tanker.
    Note: Siphon Life (and all self heals that I'm aware of) use a table based off the base hp of the AT, not your current maximum. So Siphon Life heals you 20% of your base hp. An SOed WP Tanker with HPT 3 slotted for health has 130% normal hp, so SL would only heal ~15.38% of their max. The more maxhp you stack (Accolades, IO bonuses, etc), the lower that percentage becomes.

    I'm not saying that Siphon Life's heal isn't still good - it certainly is - it's just a bit diluted with WP.

    Quote:
    Originally Posted by Heraclea View Post
    Soul Drain has a built in accuracy bonus, 90% opposed to 75% elsewhere, so you can free up a slot for elsewhere.
    I'd still slot Soul Drain with Accuracy. Yes, it has a 20% accuracy bonus, but I wouldn't slot any attacks with just 20% accuracy. Likewise, I wouldn't leave Soul Drain with just 20%.
  25. Quote:
    Originally Posted by JAXMAN View Post
    I find that the auto attack tends to fire off and root me when i want to be repositioning for using AoEs and it recharges so fast it usually happens again as I have to move after being rooted.
    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    I like to have total control of what I'm doing.... so I rarely have anything on auto
    This pretty much sums it up for me. I dislike the game doing things for me because it invariably does it when I would want to be doing something else.

    The only thing I could see myself autoing is click status protection (having status protection is almost always more important than whatever I'm doing) or maybe Hasten, if I have its downtime to something minimal. If not, then I like the ability to save it until I'm in a crunch, if I so desire.