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Posts
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Quote:Just checked, Windenergy has the right numbers.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.
Quote:Of course now the very low damage ceiling really makes the brute version look crappy compared to the scrapper one.
[edit: By 'normally,' I mean for all non-psuedo pet damage powers.] -
Quote:Patch Notes on Test
Scrappers
- Shield Defense - Shield Charge: Modified this powers 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 powers 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.
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Quote: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).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.
Not trying to take away from your accomplishment or anything, mind you! I look forward to your AS-MSTF. -
Quote: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.i said the heal was the same..never was talking about the recharge nor the benefits from using either
your post is kinda snarky ..
There was no intended snark in my post, I'm sorry if you took it as such. It was not my intention at all. -
Quote: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.The Dev's need to create enhancements to make AoE larger. Now THAT would be sweet.
Of course, as mentioned, the target cap is still in place. -
Quote: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.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?
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. -
Quote: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.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
(HF also has a 20% toxic res buff on it, while Energize offers ~60% end dicsount for 30s.) -
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.
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Quote: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.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.
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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.] -
Quote:Well, to be fair, there is one, but good luck getting it.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.
(It has a defensive analogue too, and both IOs give +3% to their respective mitigation.]
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Quote: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...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.
Quote:Just to add that I would assume a vast amount of the tohit debuff is resisted.
Quote:ToHit -7% for 8s PvE only [Ignores Enhancements & Buffs] [Non-resistable]
Effect does not stack from same caster -
Quote:Actually, the debuff doesn't stack: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).
Demoralized
Quote:Number allowed 1 -
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).
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Quote:Ah, you are correct, it would be 66%. That's insomnia and a cold talking.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.
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
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. -
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Quote: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.)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? -
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: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 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 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: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.
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: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.
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.
Don't worry about it - defense mechanics aren't exactly intuitive. -
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Quote:(*) 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.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.
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.
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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. -
Barbed Swipe is one of (if not the) worst st attack out there...
Barb Swipe
Quote: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.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)
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
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.] -
Quote:Want to know the funny thing? Shield Charge for Tankers/Brutes summons a different pseudopet than Scrappers already.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.
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)
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) -
Quote:It does need to land extra tohit rolls, but the jumps have higher than base accuracy that declines per jump.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.
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. -
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.