Sarrate

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  1. Quote:
    Originally Posted by ShoeTattoo View Post
    Earlier today I plugged all the numbers for all the assault sets available in City of Data (Red Tomax) into a spreadsheet, and then did the same for earth assault by pulling numbers from the "secondary sets" screen for new characters.
    Problem: City of Data still hasn't been updated, it's still using the pre-Dominator buff numbers. (It's very easy to check, Power Push is still listed as doing trivial damage instead of being a full fledged damage power like it is now.) This means that the numbers you've computed are still using the Dominator's old damage mods (melee: 0.75, range: 0.65) instead of their new ones (melee: 1.05, range: 0.95). So all the numbers for all the Assault sets would need to be multiplied by 1.4 (1.05 / 0.75) for melee and ~1.46 (0.95 / 0.65) for range.

    (This also explains the DPE for Earth Assault being higher than the others, when it is the same.)

    Quote:
    Originally Posted by ShoeTattoo View Post
    power name: lvl 50 damage, single target DPE, single target DPA

    stone spears : 52.83, 10.16, 25.16
    stone mallet : 95.76, 11.23, 59.85
    tremor : 58.39, 3.47, 17.69
    hurl boulder : 86.64, 10.16, 34.66
    heavy mallet : 133.13, 11.23, 81.67
    knockout blow : 207.87, 11.23, 138.58
    mud pots : 10.51, 6.74, 2.59
    fissure : 61.81, 4.07, 29.43
    One other thing I can tell from your table, you're just using the raw activation time for your calculations. There is another wrinkle to DPA calculations you'll want to use called ArcanaTime. The short version is that even is a power only takes X time to complete, it will take X+Y time until your next power can fire due to the the server needing an extra clock cycle to clear it. The formula you'd use is this:

    ArcanaTime = ( ROUNDUP(CastTime / 0.132) + 1 ) * 0.132

    So, using Brawl as an example:

    ArcanaTime = ( ROUNDUP(0.83 / 0.132) + 1 ) * 0.132
    ArcanaTime = ( ROUNDUP(6.28787878) + 1 ) * 0.132
    ArcanaTime = ( 7 + 1 ) * 0.132
    ArcanaTime = 8 * 0.132
    ArcanaTime = 1.056

    (This actually deflates faster animating attacks significantly more than slower attacks.)


    Of course, let's assume that Earth Assault deals dps in the same ballpark of other sets. I believe Earth Assault has 4 powers that cannot be used while in the air. (I've confirmed Stone Spears and Hurl Boulder, but I put off Tremor until later and I'm not high enough to check Fissure.) That's a very hefty disadvantage.
  2. Sarrate

    wut?

    Quote:
    Originally Posted by Weatherby Goode View Post
    Also: Bone Daddies are nasty. Always were.
    I remember when they use to have Shadow Maul... *twitches*
  3. Quote:
    Originally Posted by LostHalo View Post
    Yes.

    Scrappers/Brutes: 3.75%
    Tankers: 5%

    As far as I remember, it's enhanceable as well.
    You only get that bonus while you have a mob in range of you. Here is how Invincibility works:

    For each target in range, Invincibility gives you:
    • 5% / 3.75% defense
    • 1% / 0.75% defense
    The first is set to not self stack. This means that you'll only ever get 5% / 3.75% due to it for 1 mob or 10. This is why people call it the "first target bonus." The latter will self stack, so 1% / 0.75% for one mob, 2% / 1.5% for two, etc. Add the two together and you get:

    1 mob - 6% / 4.5%
    2 mobs - 7% / 5.25%
    3 mobs - 8% / 6%
    ...
    9 mobs - 14% / 10.5%
    10 mobs - 15% / 11.25%


    [edit: So if you don't have any mobs around you, you get no extra defense.]
  4. Quote:
    Originally Posted by Clouded View Post
    Don't forget you have a primary too Sarrate and depending on the set you might find range damage in the secondary to be redundant.
    That's true... Hrmm, one moment...



    There's a screenshot of my comparison of readily available ranged powers in primaries versus the two ranged powers in Earth Assault. (I don't trust the [code] flag. It scales based on font size. ) The damage is in unenhanced, raw damage scale.

    Things to note:
    • Many of the powers that are stronger are the st holds, which I presume would be slotted as such versus damage. This means that the true attacks from EA would be better.
    • The powers from primaries in general have horrible DPE. Even if you can get decent DPA out of them, sustaining it will be a challenge.
    • A lot of the powers are dots, so again, even if long term DPA isn't bad, it may not be helpful in shorter fights. (ie: Using a lower DPA attack like SS taking 2.1s may be better than using a 1s cast power that takes 3s of dot to kill.)

    Again, I'm not an experienced Dom, but it still seems iffy.
  5. Pardon my ignorance; I've never gotten into playing a Dominator before, but I've been looking forward to Earth Assault. (I've also been reading the issues you guys have brought up, too, which sadly makes me hesitate...)

    Havng said that, if you skip Spears / Hurl, what do you do when you need to deal damage from range? You can't always be able to get into melee, can you?
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    Electric Manipulation Thunder Strike is a ST with splash damage, Electric Melee's version is a true AoE, everything hit by it takes full damage. So you were both correct and incorrect.
    Are you sure? It's been a while since I played my lowbie Elec Melee Brute, but I'm almost positive the Elec Melee version only splashes the energy portion as well. (It's entirely possible they changed that for Scrappers, though.)
  7. Quote:
    Originally Posted by Twisted Toon View Post
    Blasters can't get +damage, +Damage Resistance to all types, and +Mez protection, just for having other team mates on the team either. That is where the Kheldian's true strength is.

    With the team that my Warshade routinely runs with, he has +20% Damage resistance to everything, and has +80% damage. He doesn't need to change forms to deal decent damage or to be able to take it.

    My biggest complaint with the Warshade is the fact that I need a living opponent near me to rez. They don't normally last that long with that team.

    Remember, the Blue side was intended more for teaming than solo play. The Kheldians are a very team oriented AT.
    Actually, Blasters can get +dmg quite easily from three different sources teamed or solo: Defiance, Aim, Build Up.

    At any rate, in my opinion (putting aside balance for the moment), I don't feel Peacebringer's inherent, Cosmic Balance, is strong enough to outweigh the nuances of the AT. I'm not saying that CB is weak on a full team or that it needs to be buffed (it could be argued its strong enough to necessitate weak solo performance) - I'm saying that the mechanics of the AT are simply that clunky to me. I could probably make an all human (or mostly human) build and enjoy it more - but that tells me the forms are broken.

    Again, that last paragraph was just my own opinion. I like hybrids and I want to like Kheldians. At this point, however, I just can't.

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Dwarf and Nova both have a +recovery buff that's only 10% lower than Stamina... (15% vs. 25%)
    As an absolute difference of their base performance, true. Compare them slotted and that difference is 19.5% (48.75% - 29.25%). If you're looking at a relative difference, Nova and Dwarf form recovery bonuses are only 60% the strength of Stamina (15 / 25 OR 29.25 / 48.75).

    On top of that, it means the player has to use 2-3 times as many slots - slotting Nova, Dwarf, and/or Stamina for End Mod. That's a lot more investment for less performance on an AT that is already starved for slots. I consider the recovery buff to be nice at low levels, but eventually a burden at higher levels. (Warshades are a little different due to Stygian Circle vs Peacebringers with CP.)

    Hmm, I just had a thought... what if the forms gave a temp power (limited to 1 per character) with a long / no time limit recovery buff? It would still be weaker than Stamina, but at least it wouldn't require as many slots. Sorry, I've just been in brainstorm mode since I wrote that post and I'm kind of thinking out loud.
  8. Quote:
    Originally Posted by _Ryxx_ View Post
    Never taken taunt this early before, and I'm loving the free end cost on it now.
    Pssst, Ryxx, Taunt has always cost 0 endurance you noob.
  9. Sarrate

    Comments on I16

    Quote:
    Originally Posted by Defenestrator View Post
    1) I wish they would show you the base colors of the power on the "Original" screen. I would have loved to get my blaster's Energy Melee attacks to match the Energy Blast powers. Instead I had to guess.
    I seem to remember BABs responding to this saying it wasn't possible because the original ones used unique colors / fx scripts / etc that weren't identical to those available to us in Power Customization. I have no link for that paraphrasing, though.
  10. Sarrate

    Taunt Spammers

    Quote:
    Originally Posted by Carnifax View Post
    Actually the fact you were WP doesn't help you. The WP Taunt Aura is slower at ticking than the others and so is worse for holding aggro.
    Sorry to be nitpicky, but the speed that RttC ticks isn't the problem - it's autohit and ticks every 1s. (The only aura that ticks faster is Ice/CE, at 0.5s.) The reason RttC sucks for holding aggro is actually the duration. The standard for taunt auras is 13.5s, with some sets lasting longer (Inv and Shield/AAO are both ~16.875s). By comparison RttC's taunt lasts 1.25s. That is not a typo - it is literally less 9% the strength of the others from raw taunt duration. When fighting up level mobs it can (and will) expire before it ticks again.
  11. Quote:
    Originally Posted by Bill Z Bubba View Post
    Transformations should be instantaneous.
    That'd help, but it would still be clunky. That would cost 3x the button clicks (deform, power, reform) and the lag associated with them compared to other ATs. Would be better, but still clunky.
  12. I wouldn't slot my attacks for threat. If you want extra aggro management, slot your aura and Taunt with taunt enhancers. (Auras can't take taunt sets, but they can still use SOs/generic IOs.) After that, I'd slot my attacks as normal.

    Why?

    Well, taunts are a gigantic threat multiplier and their durations don't stack - the longest will always be used. So if your aura has a higher duration (through slotting) its duration will be used instead of Gauntlets. Since auras pulse every 0.5 - 2s (depending on your primary) they will be pumping out a lot more threat. Likewise, Taunt's taunt will trump all of the above.

    Once you have a taunt applied, the damage (and debuffs, etc) is amplified by taunt. The more damage you output, the more threat you'll generate.

    There is no one enhancer in a t1 attack that will make you great at holding aggro. (Gauntlet radius on those attacks are crap anyways.)
  13. I'm not sure how to answer this, you don't want to power game, but you're asking for results that require a certain level of power gaming to attain. Are you just looking for some more modest goals so that you have more flexibility elsewhere? Is it a conceptually driven build (the focusing on regen bit)?

    I'd like to help, but I'm concered what I'd say would be too "power gamey" and potentially ruin your fun.
  14. Kheldians should be able to handle bosses by the 30s. It may take some inspirations for the nastier ones, but it shouldn't be insurmountable by any means. To be fair, though, in the 30s you face Shock Treatment, an Elec Brute with super high energy res, end drains, and a god mode from hell. Since Peacebringers deal energy damage... yeah.


    On the topic of Kheldians and forms, I think they're interesting, but very limiting. It's not just the slot crunch, but it's how they disable outside powers. Nova Form is supposed to imitate a Blaster, yet they can't...
    • use Build Up without wasting ~25% of its duration.
    • use any control powers like a Blaster could. (Ex: Tesla Cage, Stunning Shot, Freeze Ray, Siren's Song, etc.)
    • use any utility powers. (ex: Power Sink, Drain Psyche, Boost Range)
    • use any of their melee powers.
    • use any mitigation shield like Blasters can get from their Ancillary.
    Dwarf Form is supposed to imitate a Tank, yet they can't...
    • stack extra mitigation from pools. (Ex: CJ, Tough, Weave)
    • use control powers (Fault, Ice Patch, Stun)
    • use Build Up without wasting ~25% of its duration.
    • use all their mitigation powers. (Ex: Essence Boost / Reform Essence / Quantum Flight)
    That is on top of other QoL powers they can't use such as...
    • Health/Stamina for extra longevity and end management.
    • Swift/Hurdle/CJ for combat speed and mobility.
    Yes, I'm aware that Kheldians get a wide variety of powers to choose from. A Blaster can never stop and say "I need status protection now" like a Kheldian does, but the necessity to form change to do almost anything other than blast / tank (status protection) is very annoying. Want to use BU? Drop form, BU, form change. Need some extra control? Drop form, use control, shape change again. Need some utility? Drop form, use utility, shape change. In my (albeit limited) experience, that adds a lot of extra cast time, which can really bog down fights. There is absolutely no fluidity to me.

    I wish there was a bit more leniency on what powers were usable in forms. For example, I don't see any reason why BU shouldn't be usable in either form (esp Nova). Maybe allow a utility power (like CP) in Nova while a survivability power (Essence Boost) in Dwarf. (Maybe do the same type of thing with pools?) What I probably would have done if I was designing Kheldians was not to make forms give extra attacks/powers, but that they would allow certain powers to be usable in that particular form.

    Nova Form would no longer give Bolt, Blast, Scatter, and Detonation. Instead, it would allow the human blast powers (Gleaming Bolt, Glinting Eye, Gleaming Blast, etc) to be used in Nova Form. Likewise, Dwarf would be allowed to use powers such as Radiant Strike, Incandescent Strike, and Solar Flare. This would mean less powers need to be slotted, and you wouldn't have to skimp as much on human powers if you want to make a solid Tri-Form.

    I know that it's not likely at all, but I keep wishing that's how they were made. I'm a sucker for hybrids. (I loved DAoC Friars, if anyone remembers them.) So I figured I'd like Kheldians as well... sadly not. They're too dang clunky and restrictive (build wise) for me.


    Note: My Kheldian experience is a lvl12ish Warshade and a lvl33ish Peacebringer (SOs/generic IOs), so I'm not an expert. However, I did do a decent chunk of research (guides, power descriptions, videos, etc) on how they work.
  15. Sarrate

    Total Focus

    Quote:
    Originally Posted by perwira View Post
    Would it then make more sense to choose the Electricity Mastery epic set and use its Shocking Bolt attack with TC to combine Hold effects? Because these are both duration over time attacks, would the Hold mag in these two attacks stack? If so, this looks like a far more attractive choice than PBU/TF from Power Mastery. Your thoughts?
    Tesla Cage + Shocking Bolt will stack and hold a boss, yes.
  16. Quote:
    Originally Posted by Dominicus_Saxon View Post
    Alright, thanks for the help. The reason I slotted things like 6 end mods for Stamina and Quick Recovery is that someone else had told me 6-stacking on those powers work. I wasn't sure since I had always heard that 3 is about the most you want of one kind in each but figured a lvl 50 tank would know.

    Just to confirm, take 3 slots out from Stamina and Quick Recovery and put those slots somewhere else ?

    Can someone else also confirm this would be the best course of action ? Thanks.
    Yes, only 3 slot them. The reason for this is Enhancement Diversification. Basically, after 3 of any given enhancement type, you hit severe diminishing returns. It's something like this (schedule A enhancements):

    1 - 33% (+33%)
    2 - 66% (+33%)
    3 - 95% (+29%)
    4 - 100% (+5%)
    5 - 105% (+5%)
    6 - 110% (+5%)

    As you can see, the last three offered a very minor increase. As a general rule, it's simply not worth it - those three enhancers could give a much bigger boost elsewhere.
  17. Quote:
    Originally Posted by Call Me Awesome View Post
    Yep, that's a bug in Mid's, you can correct it by editing the powers database. The new version of Mid's when it's released is supposed to fix this along with many other corrections and all the additions for issue 16.
    Looks like there was actually MIDs release today. Haven't tried it myself, though.

    Quote:
    Originally Posted by Call Me Awesome View Post
    Anyway, on a tanker you get 5% defense from Phalanx PLUS 3.5% or so per ally in melee range. The ally buff is enhanceable, the base 5% is NOT enhanceable. So your tanker will always have the 5% buff from Phalanx, the ally bonus rarely applies thanks to just how close you have to be to each other.
    You're correct on the mechanics, CMA, but Phalanx Fighting is only 3% per teammate.
  18. Quote:
    Originally Posted by taekoUSA View Post
    Just put a Taunt enhancer in invincibilty, and you won't need Taunt.
    Unstoppable is nice for your confidence, but you won't get much use from it .
    Build up is not needed.
    Quite honestly, it's really hard to muck up an Invulnerable tank.


    Taunt only works on 5 mobs.
    You have AoE attacks/aura will will work on more than 5 mobs.

    My first tank had taunt. It was very helpful for me as a noob tank to just spam spam spam taunt all over to help manage aggro. But, now none of my tanks have taunt. I find I am a better tank without taunt. I use my complete line of powersets to manage aggro AND now I am actually contributing damage. Most importantly, I am enjoying playing a tank more.
    Spamming taunt was getting boring, and I could never go back to that ever again.
    Taunt is a crutch and can lead to your team mates acting stupidly. But, if you feel you need it go for it.
    (*)This post strikes me as a little strange. You say that Taunt is a crutch and leads players doing stupid things (because the Tank is holding aggro so well?). On the other hand, Taunt isn't needed as you can hold aggro without it. In the end, if both Tankers are holding aggro equally, how exactly is the one taunting encouraging poor play while the taunt-less Tanker isn't? The only explanation I can come up with is the taunt-less Tanker is holding aggro less well.

    At any rate, I disagree that Taunt is a crutch. It's no more a crutch than buffs/debuffs, status protection, controls, etc. Taunt is a tool. Like any tool, it can be misused (ex: spamming it without doing anything else), but that doesn't make it a bad tool. (Besides, let's be honest, bad teammates will do stupid things whether or not you have Taunt. :P)

    (*) Number of mobs hit doesn't devalue Taunt by itself - Taunt has many aspects that really can't be duplicated elsewhere. The duration of Taunt is unmatched, meaning you will generate a lot more threat with Taunt than any other power. (This is useful in cases such as fighting to hold aggro off Brutes/Tankers/Scrappers with aggro auras.) It is autohit, where auras and Gauntlet require tohit checks against AVs/GMs (important for something like the STF). It is ranged, so you can use it to pull aggro off teammates without the possibility of losing aggro on the herd around you already. Lastly, Taunt has a -range component, which can be used to help clump mobs together, even if there are no walls to break LOS.

    I'm not saying that you have to pick up Taunt, or that you (generic) have to spam it over and over to be effective. What I am saying is it is a very powerful tool that shouldn't be downplayed simply because it only hits 5 targets. Personally, the farthest I lasted without Taunt was lvl30 on my Ice Tank. I missed the utility it offered to progress any further without it.
  19. Sarrate

    Is Rage bugged?

    Quote:
    Originally Posted by Lohenien View Post
    Hmm does it? Lets see, assuming an Ice tank with 45% s/l def and a fire tank with 50% s/l res.

    Assuming even con minions hitting for 100 smashing per hit:

    ((50-0) * 1) = 50% * 17 * 100 = 850 damage with 0 res and 0 def
    ((50-45) * 1) = 5% * 17 * 100 = 85 damage for the ice tank
    ((50-0) * 1) = 50% * 17 * (100-50) = 425 damage for the fire tank

    ((50-45+20) * 1) = 25% * 17 * 100 = 425 damage for the ice tank
    ((50-0+20) * 1) = 70% * 17 * (100-50) = 595 damage for the fire tank


    ((50-45+40) * 1) = 45% * 17 * 100 = 765 damage for the ice tank
    ((50-0+40) * 1) = 90% * 17 * (100-50) = 765 damage for the fire tank

    It appears one crash is worse for a non tough fire tank than it is for an ice tank and a double stacked crash is equally bad. Against +con foes I'd imagine it is much worse for defense toons, but it's not like there arent things you can do to mitigate a crash (inspirations, heal powers, timing crashes to not be in mid fight).
    Note: The Ice tank suffers 5 times as much incoming damage due to the crash, while the Fire Tank only suffers a 40% increase. If you include Tough for the Fire Tank (popular choice), the resulting numbers are 255 dmg base and 357 dmg after the debuff (still a 40% increase).

    Also, since you're using final tohit instead of raw mitigation, the increased incoming damage may be lower on the Fire Tank than computed. For example, a +1 boss will be over capped on chance to hit, only allowing for a 32.86% damage increase.

    [edit: Actually, it might happen with mitigation too. Sorry, I'm not thinking straight. Ungghh.]
  20. Quote:
    Originally Posted by MadamePistacio View Post
    I hear you Sarrate, but you are talking about one attack villains get versus a power that will allow you to completely skip fitness and use another powerpool (if you slot properly).
    It's not just 1 attack, it's 1 attack, 1 debuff, 2 aoe immobs, and 2 hefty survivability powers (if you count Stalkers). [edit: ] Will they be as generally useful as something like PP? Nope, but they also provide niche powers unavailable elsewhere.

    I don't personally see PP as a fitness replacement. It can't be taken until 47 (important for leveling up or if your char exemps, I know you said you have a couple that don't), is only half of Health/Stamina's strength (3 sotted PP = 0 slotted Stamina), and it requires 2 powers to take anyways. (It saves you 1 power, but that means no Swift/Hurdle. Slooow movement!) Not saying it can't be done, but I can't see myself ever skipping Fitness to take it.

    I'm not saying that Hero or Villain side have it better than the other, just that they're different. So different builds will benefit (or suffer) from those differences on a build to build basis.
  21. Quote:
    Originally Posted by MadamePistacio View Post
    I feel like it is totally OP and it's a bit unfair villains do not have an equivalent. That being said, I have a few scrappers I play that I do not exemp with that will be picking this up
    On the other hand, Brutes get some sick abilities Scrappers/Tankers can't. For example:
    • Gloom - Better st attack than those found in many primaries. So if you're looking to max out st attack chains, this is a very powerful tool.
    • Darkest Night - Just an awesome all around debuff, great for extra survivability.
    • Electric Fences [edit: OR Web Envelop] - Targettted AoE immob that Tankers/Scrappers don't get. (Cone immob isn't nearly as friendly to use.) Burn anyone?
    • [edit: Hibernate / Shadow Meld and possibly Water Spout (knockup), if you want to count Stalkers.]
    I'm not saying that the balance is perfect, mind you, but it's isn't a completely one way street. Dark Mastery for Scrappers is getting Nightfall. Woo, take that Brutes. :P
  22. Unless he is fighting mobs with -def (you said he wasn't) or +tohit (not mentioned) and the mobs are +5 or lower, 45% and 55% def are identical mitigation due to the soft cap.
  23. Quote:
    Originally Posted by Nihilii View Post
    Looks like you got her stuck in a AI glitch too, she never used build up in the parts I watched (did skip forward a bit though, so correct me if I missed it). I didn't even know that was possible without attacking constantly (like Powerforge discovered first). If it is possible to get her to not use build up without having to attack constantly, that does change things quite a bit - my own defeats at 48% def were usually after I missed the AV combo and then missed VS with its 2.4s animation, letting her pop BU and waste me.
    Oh, she used BU (I skipped too, but I saw it used twice), and almost always wiffed right afterwords. What's most puzzling is one of those times it was right after hitting him, so she had a fresh def debuff, BU, and still managed to miss. Maybe the build is s/l def softcapped with one targets, giving him around 55% def when surrounded (not counting the brief double stack).

    Of course, he is running 7 toggles (incl Maneuvers), so it seems like it wouldn't leave (as) much room for offense. Without that, the best one can hope for is a stalemate. (Which it seems he managed, defensively.)
  24. Sarrate

    Phones?

    Quote:
    Originally Posted by MedievalPower View Post
    iPhone. I love it most of the time. The interface is pretty slick. The software keyboard works very well. I had a palm treo before this with a hardware keyboard and was concerned that I was going to hate not having a hardware keyboard. It has not been an issue at all.

    I use it a fair amount for web access. Even when I'm at home.

    Downsides: web browsing can feel a little sluggish sometimes and it doesn't support flash. MMS is also currently not supported but that's supposed to be fixed in a couple weeks.
    Same here. I actually had a lot of concerns about it at first, but after having it a couple months, I'm glad I got one. Well, it also helps that they actually have a discount for my plan through work, but I didn't find out about that till after I bought it.

    The lack of flash support on it is a bummer, though. How am I supposed to do mybrute fights without it? That reminds me, any luck with their youtube app? Pretty much without fail, they always stop loading about halfway through - even when connected to wifi. I don't get it.
  25. Quote:
    Originally Posted by EnigmaBlack View Post
    I can't recall ambushes heroside. Are you saying we can add them with the I16 changes?
    Ahh, apologies, that was very unclear on my part. No, you can't add ambushes to missions or anything like that, but you can set missions to spawn for 8 people (and thus, lots of mobs). So it doesn't help that mission in particular, but you can get the "knee deep in mobs" feeling elsewhere - even solo.

    </hijack>