Sarrate

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  1. Sarrate

    Damage output?

    Quote:
    Originally Posted by Biospark View Post
    Hmmm, maybe this was the change I am referring to.
    I was not playing tanks as often back then, but my SG Leader sure was, and I recall that something changed in regards to his endurance usage that made him very happy.
    It was sometime right after they took the root penalty off Unyeilding.

    Anyway, long time ago, and my memory is bad.
    Actually, I do remember an end discount, come to think of it. It wasn't, however, specific to Tankers. When ED hit, a global end discount was given to everyone* to compensate for the fact attacks did less damage and they had less recovery (no more 6 slotted Stamina). (Of course, ED also means more people would actually put end reducs in their attacks, but that's beside the point.) It was in response to ED, rather than Tankers specifically needing help.

    * I seem to remember Arcanaville saying that Blasters were already set at the same level everyone else was dropped to, but I don't have any knowledge of that myself.
  2. Sarrate

    Damage output?

    Quote:
    Originally Posted by Arcanaville View Post
    The bug was that it stacked with itself, so Ninjitsu critters were always at the damage cap. But the current version still buffs, just not quite that high. it also correctly suppresses, which I think the original version was not set correctly to do.
    Oh, I know what the bug is, I was just saying at release the spawns would've been unusually nasty because of that bug.

    Quote:
    Originally Posted by Arcanaville View Post
    Still, with rage and hide a custom LT would be at 280% total damage instead of 400%. That's still kinda high. Picture a level 50 mission full of invisible rage-buffed Lts that will do ... 449.76 damage with a scale 1.0 attack like Punch. That's at even con, not +2. If you are unlucky enough for them to open with KO Blow, that's 1601.16 damage heading your way.
    It's been a while since I've stepped into AE, but last I checked, mobs didn't use BU like powers unless they were aggroed, then it wasn't a guarantee they'd use it before an attack.

    I'm not saying that the mobs wouldn't be stupid hard or that they wouldn't wipe the floor with "normal" players, mind you. I'm just nitpicking, sorry.
  3. Sarrate

    Damage output?

    Quote:
    Originally Posted by Biospark View Post
    I also agree that if my blasts do half the damage of another AT, its simply logical that the cost should be less as well. Tankers, iirc received a endurance cost reduction on their attacks for the same exact reason. I have been waiting for the Defender discount for quite awhile. To the point that I have even suggested that defenders get a stacking bonus effect similar to blaster's inherent, but instead of dps increase, we get a endurance global reduction. Sure would make soloing easier. Would also be nice on teams.
    I don't recall Tankers ever getting an endurance discount due to having a lower damage scalar. A *long* time ago their damage was buffed from ~0.65 to 0.8, effectively raising their DPE, but their end wasn't cut.

    (If someone can point me towards proof to the contrary, I'll freely accept it.)

    Quote:
    Originally Posted by Arcanaville View Post
    ** A mission full of Extreme SS/Ninjitsu LTs would probably turn a lot of less experienced players into smears on the wall before the end of the mission.
    Well, to be fair, Hide was bugged to hell and back.
  4. Thanks everyone.

    Quote:
    Originally Posted by The_Masque View Post
    For the record 99% of the things I get in trouble for is Sarrate's fault.
    And I never get caught!

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Happy bday, Sarrate. Hope you're doing something fun.
    Sadly, work ate up most of the day. Tomorrow, though, I plan on seeing Avatar (at imax) with some friends.

    Quote:
    Originally Posted by MadamePistacio View Post
    Happy Birthday Sarrate! I'll send you another awesome birthday recording later- I know you are thrilled!
    I'll quote you on that!

    Quote:
    Originally Posted by Desmodos View Post
    Happy Birthday Sarrate.

    I was gonna grant you the ability to divide by zero...but that didn't work out so good. The TARDIS must be out of range. In the mean time, this will have to do:

    <image removed>
    Those cats are in my cake, eating it before me. That's it, I'm putting it through the wormhole now!

    Quote:
    Originally Posted by Eric Nelson View Post
    Happy birthday, Serrate, it was great having a chance to meet you at Hero Con this year!
    Indeed! That was a lot of fun. Hopefully I'll be able to go again next year.
  5. Happy (early) Birthday, you two!


    (I can't think of, or find anything witty to say. Google, you have failed me!)
  6. Quote:
    Originally Posted by Deus_Otiosus View Post
    But Dechs' point still stands, the Brute soaks up Fulcrum/Painbringer/Forge better than the Tanker ever could.
    Quote:
    Originally Posted by JuliusSeizure View Post
    Even more to the point, a Fulcrum Shifted Tank at the damage cap isn't that far ahead of a Brute at 90% Fury with 95% Damage socketed in its attacks.

    Throw a similar fulcrum shift on the Brute while adding Rage, Soul Drain, or Build Up, and its a smashing good time.
    Quote:
    Originally Posted by Dechs Kaison View Post
    My point was that there exists no set of circumstances where will a tank do more damage than a brute, all other things being equal.
    Right, I never said that Brutes weren't better at dealing damage than a Tank, I was merely pointing out that a Tanker does have a higher damage mod than a Brute for the sake of accuracy, not because I thought you were trying to be deceptive, or anything.

    Yes, all other things being equal, the Brute will deal more damage than a Tank. I agree, and that should be how it is. (I think giving Brutes the 90% res cap was a mistake.)
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    Probably because you can Fulcrum/Painbringer/Forge the brute to even higher levels of damage? They do have a 750% damage bonus cap, as opposed to the 300% on a tank, in addition to the higher base damage.

    No matter how you slice it, the brute will always do more damage than the tank in the same situation.
    [/quote]

    Actually, Brutes' base damage is lower than Tanks. Tanker base damage is 0.8 while a Brute sits at 0.75. Pretty minor, but it is indeed lower. A Brute needs ~6.5% Fury to equal Tanker base damage.
  8. Quote:
    Originally Posted by BrandX View Post
    Well, that's simple really.

    I like to occaissionally go into PvP zones/arena. WP is my favorite set of all defense sets. Recon would be of more use to me in PvP, than RTTC (lack of foes in melee range...the fact that it gets detoggled).

    If it meant having to use Recon in PvE, I could manage just fine.
    Ahah! That makes a lot of sense. I personally much prefer RttC (since I do more PvEing than PvP), but your reasoning makes sense. Curiosity sated, thanks!
  9. Quote:
    Originally Posted by Arcanaville View Post
    The break-even point between fully slotted reconstruction and fully slotted RTTC, setting aside the -tohit debuff, is about four foes in range of RTTC. Fully slotted reconstruction returns about 50% health in 30 seconds, which is about the equivalent of the health recovery increase of a +400% regeneration buff. RTTC gets to +200% with four foes unslotted, and about +400% slotted.

    Not everyone plays a scrapper in such a way that they average four foes surrounding them averaged across their entire time in combat. In fact, that's not easy to do for any player, especially when running conventional mission content. Four sounds like a small number, except to average four you have to start off fights with a lot more (perhaps double that or more), just to average out the decrease you'll tend to see due to actually defeating targets, plus moving from spawn to spawn.

    RTTC has a better maximum possible performance for experienced players, but I wouldn't be surprised if Recon had similar or better average performance for the average player.
    You made a little oversight in your calculation - you assumed that Reconstruction is a 50% heal. Reconstruction is only a 50% heal versus base hp. WP sports HPT, which is a +30% maxhp buff. Since Reconstruction doesn't scale up as maxhp rises and regen does, Reconstruction's average regen drops from ~400% to ~308%. That only requires 2.3 mobs in range to break even.
  10. Quote:
    Originally Posted by BrandX View Post
    I actually wish at times that my scrapper had Reconstruction instead of RTTC.
    Excuse the thread tangent, but you're the first person I've ever heard of say that. May I ask why you wish Scrappers had Recon instead of RttC?
  11. Quote:
    Originally Posted by Leo_G View Post
    Just to set the record straight about Stalkers: It's not really true what you're saying about defense. Stalkers don't *lose* defense from their secondary. More often than not, they *gain* defense such as in Super Reflexes (loses out on passive resistance but gain more base defense via hide) and Regeneration's case (who does lose great utility from Quick Recovery but gains some +def via hide). They have the same armor numbers as Scrappers or Brutes with the difference being they have a lower base and cap for HP (and brutes having higher res caps than either).
    The actual values of the armors may be the same, but having 89%/80% the base hp of Scrappers/Brutes and ~66.9%/50% the maxhp is a very large decrease in survivability. There are two problems caused by this.

    First, since Stalker base hp (~1200) is so close to their cap (~1606) it means +maxhp buffs are easily trivialized. A Stalker with Accolades can only get around +14% more maxhp before they cap. This means powers like DP, HPT, and Overload don't yield nearly the benefit they do on the other ATs.

    Second, it means Stalkers are much more susceptible to burst damage. Stalkers tend to favor defense oriented sets where their biggest danger is spike damage. If you dodge 90% of what comes your way, but can't take two consecutive hits (hyperbole) - someone who can dodge 90% of attacks but can survive 3 to 4 consecutive hits is a large survivability jump.

    At any rate, there have been defensive set changes - for example, WP losing RttC in favor of Reconstruction.

    Quote:
    Originally Posted by Leo_G View Post
    As for the damage, it's the same as Scrapper: set by set.
    Stalkers have a lower base damage mod than a Scrapper (1.0 vs 1.125), but they do have a higher crit rate. I'm just mentioning it because it's technically not exactly the same.

    Quote:
    Originally Posted by Jabbrwock View Post
    Tanking is a binary proposition - either you're good enough, or you're not. Either you control the aggro and don't die, or you lose control of the aggro, or you die. Or both. There are no bonus points dealt out for overperformance with tanking. If you're still alive at the end of the fight, and you kept the baddies from murdering your teammates, that's that.
    Yes and no. You're correct in saying that if a character can hold aggro and not die, then you don't need more survivability. On the other hand, if you survive every fight by the skin of your teeth, it means that if anything deviates from the norm, things will go south really quick. One spawn may be fine, but if two are too close to one another? What if there is an ambush? A spawn with more bosses than usual? A 'tank' that is just barely making by will likely die while one with some reserve will handle it much better.

    Now, if you're on a buffer overrun team it's very possible a Brute will have excess of what they need. However, there is a place for having more than the bare minimum.

    Quote:
    Originally Posted by Jabbrwock View Post
    There are always bonus points dealt out for dealing more damage.
    Yet people hate corpse blasting.

    Quote:
    Originally Posted by Jabbrwock View Post
    That's the problem. The only way Tankers can really hold their own against Brutes is if there is stuff in the game that Brutes just plain can not tank. Maybe we'll see that with the new content coming in GR. I'm willing to wait and see, but I'm quite sure that with current content, I would rather have a tanking-specced Brute tank for my team than a Tanker, because the Tanker's extra capability is pretty much wasted, and the Brute's extra damage isn't.
    Let me reiterate that we don't know all the changes that are coming with GR, so any assumptions made now are premature. There could be powers/abilities given to certain ATs that make them more desirable. There could be a much different design philosophy compared to before. Another possibility is direct changes to ATs as they extist now. (Maybe Brutes will have lower taunt duration mods, for example.)

    Until we know more, we can't make educated decisions about how things will work in Going Rogue.

    ---

    Oh Bill Z, to answer your question, yes, I'm looking forward to it. I wish I didn't have to wait so long to learn more info, though.
  12. Sarrate

    Nemesis?

    Nemesis, by themselves, aren't any more accurate than other mobs. Their Lieutenants, however, have an exceptionally nasty version of Vengeance. When they die, all mobs within an 80 ft radius get a stacking +30% dmg, +20% def, and +30% tohit buff. Since you have a softcapped build (45% def), a single stack of Vengeance would give you an effective 15% def. Two stacks would be -15%. Three stacks gives them DE Quarts level +tohit (90% vs 100%) and pretty much cap their tohit against you (and deal almost double damage, to boot).

    I have not played an SR to the level where I'd face Nemesis, so I'm afraid I can't offer you any advice / tactics for handling them other than "kill Lieutenants last." (You'd still be in a tough spot against multiple Lieutenants, though.)
  13. Quote:
    Originally Posted by Nihilii View Post
    Rage gives +80% for Brutes and Tankers, it'd give +100% for Scrappers. Brutes operating at ~350% damage (using 75-80% Fury) get to 430% with Rage, a ~23% increase. Tankers operating at ~195% damage get to 275% with Rage, a ~41% increase. Scrappers operating at ~195% damage get to 295% with Rage, a ~51% increase.
    That's not even mentioning the fact that Scrappers start with a 50% higher base damage mod than Brutes. Scrappers would be basically double dipping for benefits.

    Also, Castle toned down Greater Fire Sword when it was ported to Scrappers (he forgot to adjust the rech/end costs, though) , so that's probably the upper threshold for damage in a single hit he wants to give Scrappers.
  14. Sarrate

    Brutes on paper

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    But defense is too powerful... and easy to get...
    Too easy to get? Absolutely.

    Too powerful? I'm not so sure. It's great because everyone can hit the same 90% mitigation mark, avoid secondary effects, etc... However, the RNG not going your way can still get you killed, not to mention autohit powers, large tohit buffs, cascade def failure, etc.

    I don't remember people saying that def was overpowered before IOs. I think it's just a function of how easy it is to get large amounts of it.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    Regardless of that, I don't see brutes replacing scrappers or vice versa. The differences between the two while solo mostly boil down to style differences.
    Agreed. I have yet to find a Brute combo that does anything for me, but I don't deny their potential. (To be fair, I haven't done much searching recently.)

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Regarding brutes versus tanks, however, I would much rather have a brute on my team than a tank. I'm very curious as to what, if anything, is done to make tanks more beneficial to teams when a team can buff a brute into tank levels of mitigation while it retains scrapper level damage output.
    Thing is, not all teams can do that. There is something to be said about being resilient without relying on specific buffs to stay upright.

    Besides, the doom is a bit premature. I believe at Comic-Con there was a CoX panel where Posi said one of the things on their plate was giving us the ability to make "stronger level 50s, with challenges that make existing content look like a piece of cake" (paraphrased). You could make a lot of theories off of that statement.

    Too many unknowns at this point.
  16. Sarrate

    Power Sink

    Power Sink is autohit.
  17. Quote:
    Originally Posted by Ultimo_ View Post
    The trick is to make it clear if this is a bettre idea than leaving things as they are.
    Actually, if I recall correctly, you'd have to not only prove it was better than the situation now, but prove there is basically no other option to fix the situation.

    By all means, feel free to pursue that line. I'm just letting you know it is going to be extremely hard to win.
  18. Quote:
    Originally Posted by Ultimo_ View Post
    I know I've said this elsewhere, but I'd love to see a ranged attack in the set. I've always thought every melee set should have at least one. The question would be, which power do you drop in favour of the ranged attack?
    The problem with this suggestion is it runs face first into the "Cottage Rule."
  19. Quote:
    Originally Posted by spiritfox View Post
    4) Aid self and willpower, genius idea or stupid idea?
    I'm just going to take this one, since the others have been handled pretty well. Aid Self for WP (in PvE) is a poor option. There are several reasons for this:

    *) The heal strength is based off your base hp. It is a 20% heal unenhanced, so it will always heal ~267.6 hp (unenhanced) even when you can have a max greater than 2000. In other words, it doesn't scale. (This is also why green inspirations are one of the worst for WP.)

    *) Speaking of scaling, Tough/Weave is a much better combo to get for WP because of this. Mitigation in CoX scales nonlinearly. As you approach 45% def or 75%/90% res, each point increases your survivability more than the previous point. So you'll notice a big difference adding Tough/Weave onto your already decent res/def base. (It's also why lucks are better than greens most of the time. I only keep 1-3 greens for emergency situations where I'll die if I don't heal now.)

    *) Unlike Tough/Weave, Aid Self is active, requiring you to slow down / stop attacking in order to use it. Considering the survivability it offers is equal / lower than Tough / Weave, I don't think it's worth the offense hit.


    Note: My experience with WP comes from Tanks.
  20. Quote:
    Originally Posted by Eva Destruction View Post
    Shivans require entering a PvP zone, and HVAS require participating in a mothership raid. While they are viable tactics for people who don't mind getting them, they shouldn't be required.
    Technically, you can earn the HVAS just by killing Rikti, no raid required. Granted, doing a raid is the fastest way to earn one.

    Quote:
    Originally Posted by Eva Destruction View Post
    I got really, really tired of having to run to Bloody Bay every other day when my Corruptor got into the 40s, because of all the EBs I couldn't solo and couldn't avoid. Of course this was before IOs and before mission drops, so now I wouldn't have as much of a problem, but still...
    May I inquire what kind of Corruptor you have? I don't have many villains (I do have a 50 Dark Blast/Rad Corruptor, though), but I've played a fair share of support characters, so far I think they could all solo most EBs with a tray of insps, but without Shivans/HVAS. (My Sonic/Elec would no doubt be the weakest at it.) My Dark Miasma / Rad Defender was able to take out Anti-Matter, despite his def debuffs and stuns (Cosmic Burst) using just inspirations.

    Could they take out Noferatu using just inspirations? That I'm not sure about, but I'm somewhat surprised that you needed a pet for every AV post 40, villain side. (To be fair, I haven't seen all the 40+ villain content.)


    [edit: Btw, I mentioned Shivans/HVAS not as the end all solution, just another solution to add to the pool.]
  21. Quote:
    Originally Posted by Eva Destruction View Post
    Agreed. This is why I have a problem with the prevalence of AVs in newer content. People who can't solo EBs don't really have an option other than to wait for a mission drop, they can't pick and choose content to avoid them.
    There is also the option to drop Shivans and/or HVAS on them, as well. Defenders in particular will turn those pets into killing machines.
  22. Quote:
    Originally Posted by MinMin View Post
    They got drastically reduced AoE radii. In the case of Mud Pots, down to 7' which is melee range. Fissure is only slightly more.
    I can't verify this in game, but I don't think Mud Pots got nerfed at all. If it's anything like the Tanker / Brute versions, then Dominator Mud Pots has an identical radius of 8 ft. Small, yes. Nerfed? Nope.
  23. Quote:
    Originally Posted by vernichterhelge View Post
    but what is when the 120 sec are over at the moment when you are mezzed? (the chances are low but its possible)
    the IO is not be active until the mezz is over which will not happen if it is in an autopower (these are always active)
    The Regen Tissue proc (as well as the Numina / Miracle procs) will pretty much always be active in PvP if they're slotted in a passive or toggle. Every 10s when either are active (toggle/passive) the proc refreshes the duration to 120s.

    While purely defensive toggles like Integration suppress when held, the only way for it to cause the proc to fall off is to be held for two minutes straight (the proc duration). Otherwise, even a split second of activity would allow a tick through to reset the duration to 120s. Considering there is hold/cc suppression this is impossible.

    I'd place it in the power that has the highest heal enhancement, since that enhances the proc's +regen value.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    EDIT: Can someone tell me how to copy/paste from excel in a way that it looks good on these forums??!?!
    There is no good way**. The main problem is the text/spaces within the [code] tag isn't static - it will vary depending on the font you're viewing. For example, if you zoom in (ctl + in FF) the table will look different compared to when you zoom out (ctl - in FF). It's obnoxious as hell.

    It was something I did bring up when talking with Ocho at HeroCon - he is aware it's messed up. (No idea when he'll get the time to actually change it to something that works, though.)


    ** The closest you can get is taking a screenshot of your spreadsheet, cropping the image, uploading it, and linking it in your post. It'll look right regardless of fontsize, but it's a pita to maintain, too.
  25. Quote:
    Originally Posted by Fireheart View Post
    Yes, the 'problem' is that Energy Transfer doesn't just burn Endurance - there is also a noticeable Hit Point penalty (167 HPs at L50). 'Wasting' energy just makes you tired, but wasting a 'pound of flesh' is much more alarming! Granted, a full-up Tanker has enough health to barely wince at that loss - If he destroys his enemy in return.
    Also, we're not talking a power that animates in under a second, where you just retarget and drop your hammer on the next enemy. We're talking about queuing up a 'Nuke', spending the Endurance, spending the Hit Points, and spending 3 seconds, rooted and staring at your own hands - and having it all go to waste.

    I HATE that!

    Be Well!
    Fireheart
    I believe Sailboat's point was the mob was dead either way. There are two scenarios here:

    Scenario 1
    1) Energy Transfer hits, killing the enemy.
    2) Teammate hits after ET, and corpse blasts. (Attack would have killed the target.)

    Scenario 2
    1) Teammate hits, killing the enemy.
    2) Energy Transfer hits after your teammate, and corpse blasts. (Attack would have killed the target.)

    It doesn't matter if you hit first or second, either way you're wasting hp/end on a target that was already dead. That, I believe, was the point. It's just a perception issue, albeit an annoying one.