Sarrate

Renowned
  • Posts

    1774
  • Joined

  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    Next step is getting the pseudo-pets to use the proper caps then.
    I wonder how much work that would actually take since all NPCs have a 400% dmg cap. Not sure if they'd have to make new NPC ranks for each different damage cap (400%, 500%, 850%) or what.
  2. Quote:
    Originally Posted by Windenergy21 View Post
    Quote:
    Originally Posted by Lohenien View Post
    any new numbers or is test down?
    AS i mentioned before the new scrapper number should be 188.86 damage. However if they are modifying the power to tankers to give it a slight increase as well, in comparison shield charge will probably have the same 200.20 damage that LR has, and the tanker shield charge will most likely match its LR version of around 141.?? damage.
    Just checked, Windenergy has the right numbers.

    Quote:
    Originally Posted by Frosticus View Post
    Of course now the very low damage ceiling really makes the brute version look crappy compared to the scrapper one.
    Normally, that wouldn't be a problem due to Fury... except for that sticky issue of psuedo pets only having a 400% dmg cap. So a Scrapper's BU + Shield Charge (95% dmg enhancement) > Brute's Shield Charge damage capped at 400%.

    [edit: By 'normally,' I mean for all non-psuedo pet damage powers.]
  3. Quote:
    Scrappers
    • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.

    Tankers
    • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Tanker damage modifier. The end result is a very slight increase in damage to this power.
    Patch Notes on Test
  4. Sarrate

    All Scrapper STF

    Quote:
    Originally Posted by New Dawn View Post
    I've heard of it being done once, on a test server and that was it. Edit: I've seen nothing on anything more than that. An all Scrapper Mo would be nice, has an all 1AT Mo been done before? I ask because I think we are more than capable of it.
    I've participated in an all Scrapper STF on Live over a year ago. (3 Darks, 3 SRs, 2 Invulns, iirc.) There were plenty of deaths on it, though, as we didn't have access to the IO changes since then (such as the grouping of typed def).

    Not trying to take away from your accomplishment or anything, mind you! I look forward to your AS-MSTF.
  5. Quote:
    Originally Posted by Coldmed View Post
    i said the heal was the same..never was talking about the recharge nor the benefits from using either

    your post is kinda snarky ..
    I elaborated because I could easily see someone misinterpret "the heal is the same" to be the same in all properties (rech, etc) and not just in heal size. I wanted to clear any possible ambiguity.

    There was no intended snark in my post, I'm sorry if you took it as such. It was not my intention at all.
  6. Quote:
    Originally Posted by Peterbilt View Post
    The Dev's need to create enhancements to make AoE larger. Now THAT would be sweet.
    Range enhancers will do this for ranged cones. So something like Fire Breath gets a lot bigger with extra range. AoEs and melee cones, however, are out of luck.

    Of course, as mentioned, the target cap is still in place.
  7. Sarrate

    WP/DM Help

    Quote:
    Originally Posted by FerideEdain View Post
    My problem is I keep going after the WP powers, and I'm struggling to find a balance. I know I can't tank on this char quite the same way I have on my Stone tank, but I'm still not sure how that works on a practical level.

    So, my questions are: Should I be going for a different balance between my primary and secondary? What powers should I really be taking and which ones aren't so hot? What kind of things do I need to know about playing a WP tank, as opposed to being a big hunk of rocky rock?
    This is a pretty personal question, and it spans all types of Tankers, not just WP/DM, or WP/, or /DM ones. It depends a lot on your playstyle and habits. For example, do you team more or solo? If you solo, you can be considerably more lax on your primary than if you group. (If you do PUG groups more often than groups with friends, extra survivability would likely be helpful) Another consideration since I16 is how you increase your difficulty while solo. Some people also use a "leveling build" then swap / respec later on to a more finalized build.

    Personally, I do a lot of soloing at low levels, so I tend lean a bit heavier on my secondary than you have so far. That's probably not much help, since one size / template doesn't fit all. You have to evaluate for yourself how you spend your playtime and go from there. (Make sure that you don't build yourself into a corner that you don't enjoy just because it's "better," though.)


    One more thing, while I tend to make planned builds before I start, I keep them flexible, knowing that things may change when I start playing. I might find my survivability needs more help sooner than I think, or a power I thought would be really great, isn't, etc.
  8. Quote:
    Originally Posted by Coldmed View Post
    as far as elec is concerned..i like it and yes its got better s/l resistance then a fire tank so there ya go. the heal is the same as a fire tank if slotted the same of course
    The heal size is the same, but that's the only similarity. Healing Flames heals 25% of your health every 40s unenhanced, while Energize heals 25% of your health every 120s with a 100% regen buff for 30s.

    (HF also has a 20% toxic res buff on it, while Energize offers ~60% end dicsount for 30s.)
  9. Note: Thunder Strike isn't a full fledged AoE, it's a st / aoe hybrid. While it deals splash energy damage, the smashing damage is still single target. It also has a smaller than usual radius of 7ft and is centered around the target, not you.
  10. Quote:
    Originally Posted by BlackBellatrix View Post
    I know for a fact that the procs work in auto powers like stamina and physical perfection. Just monitor your combat log if you have these slotted and you'll see. They are also the best place for them based on the way the proc works. Slotting it in another end mod power like lightning bolt gives ygr target of the power endurance, instead of the caster.
    This is because the proc is designed to give proc to the target of the power. If a power targets an enemy, they get endurance. In Stamina's case, the player is the target of the power, thus gets the end boost.
  11. Your assumptions are correct, but there are a couple wrinkles:

    *) Many posters will seek top end performance regardless of price.
    *) You will only get ~0.17666 eps from the first lvl50 EndMod IO. The second yields 0.1705 eps, and the third yields 0.0615 eps.

    Personally, I normally only 2 slot Stamina with two lvl50 EndMod IOs. They give "close enough" performance to the proc, but don't rely on chance. If the build is especially end hungry, however, then I splurge on the Perf Shifter proc.


    [edit: Note: The eps figures above assume only 100 max end. At 110 max end the eps for each lvl50 EndMod would be (1) 0.194333 eps, (2) 0.18755 eps, (3) 0.07222333 eps.]
  12. Quote:
    Originally Posted by Dispari View Post
    I think changing the RES bonuses would be a step in the right direction. Even if that was done, it would still be pretty hard to pick up any good RES bonuses. There are no bonuses or uniques that give RES to everything, unlike DEF. And the RES bonues that do exist are few and far between. I can't make any build without getting a bunch of DEF bonuses, but no build I make ends up having much more than a sprinkling of energy/negative RES. Even if the bonuses were coupled and doubled, you'd still have to go pretty far out of your way to get S/L RES (like knockback sets), and probably wouldn't even be able to get more than +20% max, and that may be a stretch.
    Well, to be fair, there is one, but good luck getting it. (It has a defensive analogue too, and both IOs give +3% to their respective mitigation.]
  13. Quote:
    Originally Posted by Leo_G View Post
    Ha, didn't know that. Was it always like that when they added it to AS? Curious no one ever mentioned that in all those threads in the open beta.
    No idea. I didn't even think about looking at that till just now. I new it functioned by granting a temporary power (I'd looked at that before), just never thought to look at the maximum. It's a little surprising, though, considering there is another unresisted tohit debuff that will stack from different users (Flash Arrow) and it's a lot easier to get off (ranged, autohit, no hide-requirement). Of course, Demoralize doesn't have a target cap...

    Quote:
    Originally Posted by New Dawn View Post
    Just to add that I would assume a vast amount of the tohit debuff is resisted.
    Most would be, yes, but not the Stalker demoralize:

    Quote:
    ToHit -7% for 8s PvE only [Ignores Enhancements & Buffs] [Non-resistable]
    Effect does not stack from same caster
    [edit: Hmm, post was deleted?]
  14. Quote:
    Originally Posted by Leo_G View Post
    8 stalkers stacking demoralize via AS can get something like (7.5x8)...-60% ToHit on anything including an AV?

    I'd say it's very possible to just coordinate it so you have 2 AS going off at any given time for -15% ToHit on an AV at all times. Add that to any +def a stalker would have + maneuvers and they'd be relatively safe (relatively, meaning *maybe* about as safe as resist/def capped scrapper team but not if those scrappers are also HP capped/near capped).
    Actually, the debuff doesn't stack:

    Demoralized
    Quote:
    Number allowed 1
  15. Quote:
    Originally Posted by UberGuy View Post
    This is supposition, I've always figured this is because DR "always works" in the sense that there's no random behavior involved in its mitigation, while even being defense capped you can still get slapped silly if the RNG doesn't come down on your side.
    Not only that, but it's much easier and more frequently broken through by things like def debuffs and tohit buffs. Autohit powers(Romulous' Nictus, Chill of the Night) are more common than unresistible damage (Manticore's Teleport Arrow).
  16. Quote:
    Originally Posted by Kractis_Sky View Post
    75% and not 66 2/3%? Since it's non-linear, do we know how to predict res/def equivolence? I tried looking on Wiki and Arcana's old guild but there is nothing helpful.
    Ah, you are correct, it would be 66%. That's insomnia and a cold talking.

    If you want to compare the mitigation you get from def and res separately, all you need to do is def*2 and you'll get the equivalent res. Now, if you want to compare them mixed together:

    Mitigation = 1 - (1 - res) * (1 - (def*2))

    For example, in the example above we know we have 0% res and 45% def, so how much mitigation do we have (taking the long way)?

    Mitigation = 1 - (1 - res) * (1 - (def*2))
    Mitigation = 1 - (1 - 0) * (1 - (0.45 * 2))
    Mitigation = 1 - (1 - 0.9)
    Mitigation = 1 - 0.1
    Mitigation = 0.9
    90%


    Now we know how much mitigation we need to equal (90%), how much def we'll have (35%), so much much res will we need?

    Mitigation = 1 - (1 - res) * (1 - (def*2))
    0.9 = 1 - (1 - res) * (1 - (0.35 * 2))
    0.9 = 1 - (1 - res) * (1 - 0.7)
    0.9 = 1 - (1 - res) * 0.3
    0.9 - 1 = -(1 - res) * 0.3
    -0.1 = (1 - res) * -0.3
    0.1 / 0.3 = 1 - res
    1/3 = 1- res
    1/3 - 1 = -res
    -2/3 = -res
    2/3 = res
    0.6666... = res

    Quote:
    Originally Posted by Aett_Thorn View Post
    45% Defense reduces incoming damage by 90%, not 95%. That's why, with the soft cap in place, against even-level minions, 1% Defense = 2% Resistance.
    Note, 1% def = 2% res for any mobs +5 or lower that don't possess tohit buffs or def debuffs. This only works in isolation, once you start mixing def and res, it's not clear cut.
  17. Quote:
    Originally Posted by Satanic_Hamster View Post
    It's the Melee one that's usually the biggest problem. It's acc is *******.
    It's autohit and therefore incapable of missing.
  18. Quote:
    Originally Posted by Roderick View Post
    I recently rolled a Shield/SS. My intention was to put Active Defense on auto, and put Rage on the same button I typically use for Build Up, then hit Rage whenever I stop doing damage.

    If I do it this way, will activating Rage during the crash still nullify the -Def, or do I need to get a little more recharge, and hit Rage before it crashes?
    If you hit Rage before the crash, it never hits you to begin with. If you use Rage again during the crash, it will eliminate it. If you're worried about survivability, it's best to use it before the crash to stop it entirely. Luckily, it doesn't take much extra +rech to do this. If you have 95% rech in Rage, it would take less than 15% global rech to allow you to fire it before it crashes consistently. (Assuming no rech debuffs, of course.)
  19. I was 90% done writing this post and I hit Back, losing all of it. Grrr... Let's try this again... this time, with Notepad!


    Quote:
    Originally Posted by BlackBellatrix View Post
    I know that with Adrenalin Boost and the RAs, on my Empathy duo, I get past the recovery cap but when I Nuke, it treats as if it takes the amount of recovery off my whole buff amount rather than just my Cap.
    I said could to emphasize that I could be wrong. Since I don't know how it is implemented, it could go either way. Until this knowledge is made available to us, we can't jump to conclusions about how it would work. It's a very real concern.

    (I just thought of a way to test it, followed by the realization it wouldn't work due to diminishing returns in PvP. D'oh!)

    Quote:
    Originally Posted by BlackBellatrix View Post
    I'm not sure that's neccessarily a bad thing but I could be wrong in terms of what the new expansion will bring for challenging content. I know releases has said that our end game characters will be able to get even MORE powerful so hopefully they come out with my challenge. My Fire/Kin with soft-capped S/L defense is much more sturdy than I think his role as a 'support' character would neccessitate.

    I know my Archery/MM Blaster will have little to worry about when I soft cap his Ranged Defense as well.
    As I mentioned before, a character dropping from 45% def to 40% def would require 50% res to achieve the same mitigation as before. That means for the cost of 1 power (CJ) and 1 IO (Steadfast) you'd need to get +50% res. I highly doubt the devs would ever make it that easy to stack that much resistance. Remember, characters dropping from 45% to 35% would need 75% res. (To make things worse, it would make some sets unable to attain the same mitigation. Invuln, for example, would be pretty badly hit by this. It could require as much as 85% s/l res.)

    Further, just because you'd have the same mitigation doesn't mean it would be identical in gameplay. One big example I can think of off the top of my head is debuff admitance. A character would be looking to soak up two to three times as many end drains, slows, etc. The worst of all of them would be def debuffs (which would make cascade failure much more of a problem) and mezzes (that would normally be deflected).

    (There was something else, but I can't remember what it is. )

    Quote:
    Originally Posted by BlackBellatrix View Post
    I just consider it more minor than other potential changes like removing/reducing IO set bonuses or raising the native hit chance of mobs.

    I do think Res caps for the ATs should be more like 95% for Tankers, the current 90% or even 85% for Brutes and 85% for Scrappers, if they do add more Res bonuses.
    Okay, it would be a minor change to make, but the implications on gameplay would be anything but minor.

    Again, I vehemently disagree with raising the res caps due to the non-linear way def/res scale in this game. It's just asking for trouble.

    Quote:
    Originally Posted by BlackBellatrix View Post
    Doh! I feel so retarded.
    Don't worry about it - defense mechanics aren't exactly intuitive.
  20. Quote:
    Originally Posted by Windenergy21 View Post
    For exact in game values:

    LR:

    Tanks: 414.47
    Scraps: 200.20
    Err... somehow, I doubt it.
  21. Quote:
    Originally Posted by BlackBellatrix View Post
    The only way I think they could make Defense less effective without hampering gameplay to a huge degree is to cap defense to 40% (though, let the extra beyond that eat up debuffs) on Scrappers and Brutes and 35% on everything else while simultaneous introducing a lot more and bigger resistance bonuses into sets. This would allow current build tweakers to get the same levels of mitigation by layering defense and offer different paths for other toons. I don't think increasing Scrappers' resistance cap would hurt either. In fact, I wouldn't be opposed to Tanks getting theirs bumped up to 95% to match the mitigation of 45% defense.
    (*) Woah, full stop. That would have a gigantic ripple effect. Any character that is currently softcapped would end up taking 2-3 times as much damage as before. I'm not just counting IOs, either. The simplest example is lucks. A very squishy character like a Blaster could not eat 4 lucks to get through a hard fight, for example. There are a lot of situations like that, too. Force Field, Cold Dom, Arctic Air, VEATs, Maneuvers, etc.

    I'm not sure exactly how the game stores its variables, but such a low hard cap on def could bring up another problem - mobs with +tohit / -def. Currently, players can get extra def above the softcap to act as a buffer against +tohit / -def. If they were hardcapped at 35% / 40% def, they wouldn't be able to raise their def higher to act as a buffer.

    I know you mentioned adding more / higher magnitude res bonuses, but that's not the same thing. A character going from 45% def to 40% def would need 50% res to make up the difference. Dropping from 45% def to 35% def would necessitate 75% res (current cap for most ATs) to have the same mitigation.

    (*) First, 90% res offers as much mitigation as 45% def already, raising the res cap from 90% to 95% would be the equivalent of having a def soft cap of 47.5%. As mentioned by others, current mitigation curves don't increase linearly. That "small" 5% increase in the res cap would be doubling the effective max mitigation. For example, instead of a tower buffed Lord Recluse hitting a tank for 580 dmg with Energy Smash (KO Blow), it would only hit for 290 dmg. Keep in mind the raw damage of that attack (with the Red Tower up) is 5800.

    For similar (but less extreme) reasons, I think that raising the res cap for Scrappers would be a good idea.

    ---

    I'm not saying a change in def/res mechanics will never take place, but there is no way I'd call it minor. I'd consider it a huge change that I wouldn't make without thinking it through very thoroughly... several times over.
  22. Barbed Swipe is one of (if not the) worst st attack out there...

    Barb Swipe
    Quote:
    Cast time 2.43 seconds
    * 2 * 12.51 Lethal damage over 0.60 seconds PvE only
    * 18.77 Lethal damage (after 1.1 second delay) PvE only
    3 * 6.26 Toxic damage over 2.10 seconds (after 0.5 second delay) (80% chance)
    So, it does a total of ~56 dmg (using this formula for terminating dots, double checked vs Arcana's, sorry Werner!), with a cast time of 2.64 (ArcanaTime modified). The final DPA is ~21.2157.

    Brawl deals 22.52 dmg with a cast time of 1.056 (ArcanaTime modified), for a final DPA of ~21.3257.

    So, Barbed Swipe costs a power slot, has the same DPA of Brawl, costs end, and has a longer cast time (locking you out of better attacks, further hindering your DPS). What does it have over Brawl? It recharges in 1.5s instead of 2s, and it has the following slows:

    Quote:
    * RunSpeed, FlySpeed, SpeedJumping -0.16 for 4s
    * RechargeTime -8% for 2s [Ignores Enhancements & Buffs]
    * JumpHeight -16% for 4s [Ignores Enhancements & Buffs]
    * +9.536s Immobilize (mag 0.33) PvE only
    Yippee. If you do take it for lower levels, respec out of it later, it's absolutely worthless higher up.

    Keep in mind, that vet reward powers really help at low levels, Sands of Mu (for the cone) especially.


    [edit: This was meant as a response to Local_Man.]
  23. Quote:
    Originally Posted by Umbral View Post
    The problem is that they can't attach an AT scalar to psuedo-pets because pseudo-pet is the exact same "AT" across all values. The only way to have pseudo-pets that have different AT scalars (as occurs with the healing pseudo-pets and some of the other damaging pseudo-pets, such as RoA) is to create different pseudo-pets that deal the different amounts of damage and have each AT's specific instance of the power call a different pseudo-pet. I'm not entirely sure why they've done this for some powers and not for others, but I'm hoping that they get to it eventually.
    Want to know the funny thing? Shield Charge for Tankers/Brutes summons a different pseudopet than Scrappers already.

    Scrapper Shield Charge -> Scrapper Pseudo Pet:
    Quote:
    * 133.46 Smashing damage
    * +0.64 Knockback (80% chance) PvE only
    * +0.64 Knockback (80% chance) If target is a player
    Suppressed when Knocked, for 10 seconds (WhenInactive)
    Tanker Shield Charge / Brute Shield Charge -> Tanker / Brute Pseudo Pet:
    Quote:
    * 133.46 Smashing damage
    * +13.5s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
    * +13.5s Taunt (mag 4) PvE only, not Raid mob (like Hami)

    * +0.64 Knockback (80% chance) PvE only
    * +0.64 Knockback (80% chance) If target is a player
    Suppressed when Knocked, for 10 seconds (WhenInactive)
  24. Quote:
    Originally Posted by Frosticus View Post
    I didn't realize it rolls a tohit chance on each jump. In fact I've been using it to hit really hard to hit targets like the raider FFgen's by hitting a foe next to it and the jump seems to always go over to the FFgen.
    It does need to land extra tohit rolls, but the jumps have higher than base accuracy that declines per jump.

    Jump 1: Accuracy - 2
    Jump 2: Accuracy - 1.5
    Jump 3: Accuracy - 1.25
    Jump 4: Accuracy - 1

    To put it in perspective, attacks with higher than normal accuracy (Controller st holds, Tanker t9 attacks, etc) have a base accuracy of 1.2.
  25. Quote:
    Originally Posted by Windenergy21 View Post
    If you check it, youll get the base defense that you can't enhance. Then after that you are supposed to get a defense bonus of 2.25% base for up to three teammates. If you check though, it is stopping the bonus at two teammates, not three.
    I believe I read previously (from Castle) that Phalanx does have a target cap of three - it's just that you count as one of the three. So I think it's WAI.