Sarrate

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  1. Sarrate

    Electric Armor

    Quote:
    Originally Posted by Desmodos View Post
    OH NO YOU CAN'T. Not now. Not after having to hear you rain on my parade for months


    I probably wouldn't make an Elec Armor Scrapper (ungh, 75% res cap), but a Brute or Tank? Maybe.
  2. Sarrate

    Electric Armor

    Quote:
    Originally Posted by BrokenPrey View Post
    Instead of a ~120% end discount like the brute version, it has a 60% end discount, but a 100% regeneration increase and a hefty heal (468 HP @ level 50 unenhanced) The end discount and regeneration buff last 30 seconds, and the power recharges in 2 minutes. Doesnt look like there's a crash or anything. No word if the recharge time is unenhanceable like SoW.
    That's pretty darn cool, actually. I wonder if the heal (25% base) and regen are enhanceable.

    I could see myself actually considering Elec Armor with a power like that.
  3. Sarrate

    Lil'Slugger

    Quote:
    Originally Posted by Heraclea View Post
    It's easy enough to slot up Mace for knockback instead of knockdown. Jawbreaker, Shatter, and Crowd Control will all accept +Knockback buttons that will convert the knockup/knockdown they have against even level mobs into knockback. The several knockback sets are quite inexpensive and will also do the job with nice bonuses.
    Another option to add knockback to your powers is the Stupefy (stun set) KB proc. It has a gigantic knockback of MAG 6. That's around 3 times as strong as ED softcapping knockback enhancement in your knockdown attacks (Shatter/Crowd Control).
  4. Quote:
    Originally Posted by VictoriaHunt_EU View Post
    Okey thanks, was just checking, because Hero Designer did not count Combat Jumping values.
    Is it toggled on (green light on the right side of the power)? I ask because I don't think it defaults to on when you pick it. If it's not, turn it on by clicking the circle on the right and it should light up.

    (No offense if you knew any of the above already.)
  5. Quote:
    Originally Posted by Shannon_EU View Post
    Oh no Sarrate, I realised what you did and didn't say. I am merely being vocal with a thought. I do that alot. I do not know what is known US side and what is not known. I am datamining in a way.
    Ahah! Gotcha.
  6. Nope, you've got it right. MIDs calculates PF to always have at least 1 ally in range by default. Turning it off and adding 3.75% to your defense will mimic a solo situation. Alternatively, you could also go into the database editor and change the minimum targets for PF from 1 to 0. (I don't have MIDs in front of me, so I can't tell you exactly where the editor is, though.)
  7. Quote:
    Originally Posted by Shannon_EU View Post
    You don't have to have mezz protection to deal with GW though. I don't understand the insistence of empaths but each to their own.
    Well, I did say:

    Quote:
    The only way to be hit with it and not get held is to have CM (or equivalent) stacked enough so you have over MAG100 hold protection.
    I wasn't saying that CM was the only way to deal with her by any means, just the only way to not be held when (if) you get hit with it. For the longest time I never had any +status protection when dealing with her, just soft capped defense and killing her fast. I still have no qualms with doing it that way.
  8. Quote:
    Originally Posted by dave_p View Post
    Yeah, I know it's a mag 100, but it's a lot easier to get to 100pts of protection w/Stone than WP, though both need significant buffing, since you can start at like 34~35 instead of 12~13 (again, SoW gets you to 35, but isn't perma, and a lot of ppl skip it anyway). As for Malta, I haven't actually gotten mezzed playing my WP tank (or any tank), but you're only talking about like 2 points of difference, so really, it's just 1 extra attack that gets stacked on you. I certainly have been mezzed though 12 points of protection on tanks before so the option of going into "full defense" is nice to have. In this regard, I don't think we're disagreeing any.
    Nah, we're good.

    Aside from Sappers, I really don't have any issues fighting Malta on my WP Tank. When I was soloing the last mission of Daedalus's arc, I was herding them after killing the Sappers. I have ~39% def to s/l and 42% to the f/c/e/ne, so most of the stuns miss me anyways. (I should have 42% s/l and 45% f/c/e/ne, but I'm missing the PvP IO. I was working towards it when it was still just "omg expensive" compared to the current "bankrupt your whole account" expensive.)

    (Probably something else you know, but SoW can be used to breakfree of Malta stuns so long as a Sapper hasn't drained all your end. Personally, I'd never be without SoW on a Tank. It's too awesome against LR and the Cimerorans to skip.)
  9. Quote:
    Originally Posted by Haruu View Post
    My vote has been and always will be: give all of fitness to each person at level 1. Every single build I have seen that isn't WP or Regen has 3 fitness powers in it, ending with health and stam. Every last one, and alot of regeners and WPers use fitness too. This also opens up another pool choice instead of the standard 1-3 travel, fitness, and possibly med/leadership/fighting/conceal that everyone uses.

    if not that, then why not just boost recovery and regen rates by the exact amount health and stam tripple slotted add, and get rid of the pool. Sure some people wont have numia's on health and will drop it somewhere else (rest maybe) but otherwise it affects noone to make this sort of change.
    That'd be a pretty invasive change. While welcome at low levels, it would have a non-trivial impact on other builds. People can slot a lot of things into Fitness. They might slot Swift for runspeed and go without a travel power, or they might slot it for flight speed on a character with Hover. There are a lot of set bonuses that people can get out of Health, too (+maxHP, +regen, +recov, +rech, etc), same with Stamina (+maxHP, +rech, +recov, end proc, etc).

    It may open up power slots, but some people would feel forced to take a different pool to compensate. If an SR character wanted to slot the Numina, Regen Tissue, and Miracle unqiues, they'd have to take Aid Self and slot the uniques in there and use it once every two minutes. (You can't slot those IOs into Rest.) Aid Self violates a lot of character concepts; not only that, but if someone had AS and Health, they'd be pushed towards suboptimal slotting for AS just to fit the uniques.

    (Ironic that this would remove as much customization as it would promote it.)


    I can understand why you'd want them to make it passive, but it would create a lot of problems for many IO builds... Far more than making Brawl unslottable.
  10. Quote:
    Originally Posted by dave_p View Post
    Granite + Rooted = more mez protection than IW alone. SoW evens the score, but it's can't be up all the time like Granite can. I mention this, cuz I got held through IW, a few outside buffs & a bunch of BFs while tanking GW last night on my WP/SS. It was on a lucky shot and we got her anyway, but it was still a bit galling. Also, I've noticed my WP scrapper at least getting mezzed a LOT against Malta of late, and then there's AE mobs. Having the option of always having like 35 pts of mez protection is really nice.
    Two notes:

    If Ghost Widow lands Soul Storm, any tank will be held, including Granite + Rooted. Her hold is MAG 100. The only way to be hit with it and not get held is to have CM (or equivalent) stacked enough so you have over MAG100 hold protection.

    Also, Scrappers have lower status protection MAG than a Tanker.

    Not saying the point is invalid, but just a clarification.
  11. Quote:
    Originally Posted by Braeden View Post
    I've been considering making a DM/Inv or DM/WP once we can customize our power colors. But you raise a question that I've always had about Invulnerability: How would you recommend plugging the "Psi hole"?
    I personally wouldn't go out of my way to plug it and would make psi damage dealers priority targets. I'd also keep ToF around to fear them if there are multiples. I'd much rather have higher def to everything else and higher rech (for things like Soul Drain) than spend a lot of slots on psi damage. That, or I'd just eat lucks (heresy, I know).

    (Keep in mind, I haven't re-IOed mine to be I13 compliant because I could never fit in everything I wanted into it.)
  12. Quote:
    Originally Posted by SinergyX_EU View Post
    Does WP have end-drain resist btw? My granite runs only 3 toggles, i wonder what the other 5 would be? (FA, assault, weave, manuevers and err?) Or that was non-granite based? wich is indeed a end-nightmare.
    Scrapulous was saying that everyone was comparing WP to Granite, rather than Stone Armor (which I was guilty of). Stone could skip in / out of Granite as the situation dictates. The 8 toggles I cited was out of Granite (Stone, Crystal, Brimstone, Minerals, Rooted, MP, Tough, Weave).

    Also, no, WP does not have any end drain resistance.

    ---

    As for a video of WP Tanker survivability, it's funny you mentioned that. Powerforge (sorry for using you as an example) recently posted a video of him Tanking the entire Praetorian crew (10 AVs). The video is listed in his sig (which you can get to from the link above).

    Note: He does die at the end, but that's after 5-10 mins (or more) of tanking them (time wasn't at 1x speed the whole time). He died at the because he somehow got held. I'd say that is substantially higher than the necessary survivability for 99% of the game.
  13. Scrapulous, that is a fair counter example, thanks! the only thing I'd refute is the fact the Stone Tank was running more toggles (8 vs 6) and burning far more endurance (mudpots alone is around the same cost as all 4 of WP's base toggles combined.)
  14. Quote:
    Originally Posted by SinergyX_EU View Post
    Since when is damage used for agro? Afaik each attack has a static ammount of threath generated. And what are the odds today that you are not running with a kin, making a perma FS pretty often cap out damage anyway. 30% noticable? Unlikely.
    The threat a Tanker generates is anything bit static, Castle made a long post about it a while back. Taunt (the mechanic - which includes Gauntlet) is a giant threat modifier. One of the factors is damage. The more damage you deal, the more threat you'll generate. It is ironic that a Taunting (the power) WP will out threat a Stone Tank in Granite (ex: against an AV) because it can Taunt/attack faster and deal more damage, too.

    (Mudpots is still better for aggro in the general case.)

    Quote:
    Originally Posted by SinergyX_EU View Post
    At the end, pretty much any primairy can stay alive in majority of endgame stuff, its mainly the preference of the player what makes the difference. Some are better at one thing, others at some other thing. I choose granite, the less i worry about myself, the more i can focus on keeping my team alive.
    This is why people said they don't think the penalties are worth it. Why suffer debuffs if any primary could survive most times? I'm not saying, nor do I think anyone was saying "don't ever play Stone Armor." If you enjoy the set, then by all means, play it!

    [edit: WP has it's own unique playstyle that isn't for everybody. I like it, obviously, but I wouldn't recommend it for everyone.]
  15. Quote:
    Originally Posted by Starsman_NA View Post
    Quote:
    Originally Posted by Heraclea View Post
    Could just make Brawl unslottable like the veteran and origin attacks. If Brawl accepts slots and cost no endurance, I would probably slot it.
    Would make Brawl useless in the high end, and I don't think that was Arcanaville's goal other than it being sub-optimal dps-wise.

    Making the power not allow IO Sets would be a bit more acceptable
    Except, it currently accepts set IOs, so if some is using it as a set mule now, you'll potentially break their build. It'd be probably be a small change in the grand scheme of things, but I'm sure they'd catch some flak for it.
  16. Quote:
    Originally Posted by Golden_Girl_EU View Post
    1 - Go to "User CP"
    2 - From the list on the left side, select "Edit Options"
    3 - Scroll all the way down, and choose "Enhanced Interface"
    4 - Weep with joy at the greatness of the new forums.
    I've tried that, but it doesn't let me do things that respect white space. As an example I want to make a table that shows the accuracy buffs of higher rank mobs:

    Rank Accuracy
    Minion +00%
    Lieutenant +15%
    Boss +30%
    AV +50%

    Everything gets smashed together. That's what the [code] tag was great for. If you can show me a way to get the forums to not ignore whitespace, I'm all ears.
  17. Quote:
    Originally Posted by Arcanaville View Post
    I'm already on record advocating DPE normalization between archetypes (which I think is an intrinsicly more fair approach overall), but I've often wondered if the "wait for endurance" mechanic shouldn't have been softened by making Brawl cost little or zero endurance. Brawl has a relatively low DPA; at low levels its an interesting power but at higher levels (prior to the advent of IOs) it was largely an orphaned power (although some Tankers and Brutes still used/use it for aggro/fury reasons).

    Perhaps the best way to resolve the psychological issue of waiting within the balance limits of the game is to simply remove the endurance costs from Brawl and the Origin ranged power, and perhaps boost the origin power's damage slightly. That would ensure low level players would always have an attack available (within the limits of the recharge of the two powers, which is relatively short), even if they ran out of endurance (and at least one of them ranged). If the DPA of the two attacks is sufficiently low relative to primary/secondary/pool attacks, they then eventually become mostly irrelevant at higher levels when they aren't capable of significantly contributing to the average DPA of normal attack chains.

    Interlacing them with primary/secondary attacks would generate continuous attack streams that weren't exclusively focused on Brawl/Origin, but burned much less endurance, so this doesn't preclude using the "real" attack powers altogether. The main objection, that brawl and the origin power are either boring or inconsistent with the rest of the attacks, is an issue that I16 could theoretically address.
    The only potential problem I can see with that is proc slotting Brawl, but I haven't done any hard comparisons to see if that holds true. Other than that, I really like it. It increases interactivity pretty much exclusively at low levels without any more potentially game breaking changes. It'd be a slight bump to damage, too.

    I approve.
  18. Quote:
    Originally Posted by BillZBubba View Post
    Wouldn't that break "the rule."

    Are there any other attacks from an attack set that Don't crit?
    Yeah, it does kind of break the rule, but Lightning Rod is a pretty unique power. If I recall correctly, it doesn't even deal full damage to everything in its radius, the different bits of damage have different radii. Actually, that may be the reason it doesn't crit, to avoid cumulative crit chances for mobs close to the epicenter if different ranges should deal different crit damage. (I think there is a way around it, but I'm not positive.)

    At any rate, I'm not saying I don't think it should crit or that I'd object to it critting. There is just precedence for it to not crit, so it wouldn't surprise me if it didn't is all.
  19. Quote:
    Originally Posted by Hejtmane View Post
    It does not crit because it is a pseudo pet lighting rod should not crit when we get that for scrappers as well due to the pusedo pet summoning way they use the power
    Technically, they could make it crit by making a unique pseudo pet for us. It has been done before (like Rain of Fire Scourging for Corruptors), but it doesn't have to. I wouldn't expect for Lightning Rod to crit for Scrappers, either, since it doesn't crit for Stalkers (who have always have a chance to crit).
  20. Quote:
    Originally Posted by DSorrow View Post
    Correct me if I'm wrong, but shouldn't that work out to 7.5%? The equation being (5% * [1 + 0.2 + 0.3]) = 5% * 1.5 = 7.5% with the multipliers both being accuracy and thus adding to rather than multiplying each other. Also sorry if my question didn't make any sense because I'm not really familiar with mathematical terms in English...
    Nope, the accuracy effects are multiplicative. The formula for critters according to Arcanaville's Guide to Defense:

    Bounded[ (InherentAttackAccuracy) * (RankBuff) * (LevelBuff) * Bounded[ (BaseToHit + ToHitBuffs - ToHitDebuffs + Defense - DefenseDebuffs) ] ]

    I colored the relevant part orange. I've verified this to be true many times when calculating enemy tohit. Don't take my word for it, though - I encourage people to test these things for themselves. Soft cap yourself (use purples if you have to) against a single enemy and check he numbers yourself. (Make sure tohit rolls are added to your chat tab.) Try it against several different enemies, too (+1 boss, +2 lieutenant, etc) to make sure it's not a fluke.

    Also, it means if the enemy is using an attack with heightened accuracy (like KO Blow or something) that will get multiplied in as well.


    Btw, your post made perfect sense, so you have nothing to be self conscious about. (I envy those who can speak two languages.)
  21. Quote:
    Originally Posted by Starsman_NA View Post
    It should be noted that where others take the survival IO approach to attempt get close to Granite levels of survivability, a Granite build will use this approach to just invest in high recharge and mobile builds that overcome Granite's penalties.
    This is true. I really haven't spent a lot of time working on Stone builds, but it seems unlikely that it will ever cover all the debuffs. Granite is -65% rech, -30% dmg, and -X% movement speed, not to mention it can never jump** or fly.

    Even if it is possible for Stone to completely negate all of Granite's debuffs, WP isn't being stopped from increasing their rech (LotGs/Hasten) or movement speed (Sprint), either.

    I would be interested in seeing what people could do with a no influence spared IO build for Stone Armor.


    ** Unless you have 15+ Kins casting Inertial Reduction.
  22. I recently realized the [code] tag no longer works on these forums. This is a pretty nasty problem, considering it was the way a lot of people conveyed numerical results, tables, and other whitespace sensitive information. If possible, could that tag be enabled / added? Or is there an alternative I'm unaware of?
  23. Sarrate

    New forums!

    Quote:
    Originally Posted by VoodooCompany View Post
    you could try
    indenting stuff
    maybe?
    It doesn't work like that, Voo. Every time you change alignment text goes onto a new line, which isn't desirable. Let's say I wanted to make a table for how much accuracy uplevel mobs get:

    Lvl Accuracy
    +0 +00%
    +1 +10%
    +2 +20%
    +3 +30%
    +4 +40%
    +5 +50%

    Normally that'd be formatted with a tab between the columns to make it easy to read, now I'm stuck with a single space. It gets worse when the columns aren't the same size, for example:

    Rank Accuracy
    Minion +00%
    Lieutenant +15%
    Boss +30%
    AV+50%

    Yuck! If you know a way for the forum not to ignore whitespace, I'd love to know. I just haven't seen it. (I haven't tried the WYSIWYG editor, though...)

    [edit: Nothing useful in WYSIWYG.]
  24. Slotting those powers for damage isn't bad, per se, it's just a question of priorities. With standard IOs, accuracy and recharge take priority. After that, it's a question of where else you could spend those slots and get more benefit than a little extra damage from SD and DC. I'm almost certain you'll always find someplace to get more bang for your buck.

    If you start talking about set IOs, thing start to change because the sets you'll slot into the power will almost certainly have damage enhancement - the trick then is to keep the recharge enhancement high while using sets. (Obliteration as Umbral mentioned, is a good set because it has a lot of recharge.)


    [edit: If you're trying to build for AV soloing and have a set that can manage to survive herds of enemies, slotting SD/DC for damage could be counter productive because it would kill your fuel in a hurry. This is a very specific application, though. I'm only mentioning it for completeness sake.]
  25. Sarrate

    New forums!

    I recently found out that these boards don't have (or aren't allowing) use of the [code] tag. How am I supposed to post nice, easy to read tables for my maths without it?