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Posts
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Quote:Ah, but it is a common goal in games. In some form or another, there has been a tendency towards efficiency in every MMO I've played.Slainsteel is behaving poorly, because he seems to think that 'speed' or 'efficiency' is a common goal IN A GAME.
Back in DAOC (Albion side at least), there were classes that were frequently left out of groups unless they had to (Infiltrator / Scout). Some specs were shunned (Smite Cleric) because they didn't provide their needed role (healing).
Similarly, WoW players try to make things as efficient as they can by desiring people with the highest "gearscore" possible.
Don't think that CoX is any exception. Why do people bemoan bad PUGs? Slow? Inefficient? Frustrating? Why did people forming STFs require Stone Tanks (even though they weren't necessary)? They wanted to win, not fail.
Etc, etc. Yes, speed and efficiency are common goals in games. That is not debatable. What is debatable is what level of efficiency is desired; and that varies from person to person.
Quote:Play with PEOPLE, not BUILDS. See, gaming is a social activity, and slainsteel is Doing It Wrong.
(Note: I'm speaking in general here and trying to stay out of the argument at hand.) -
Quote:Ironically, it would've hit the weaker sets (Elec, Fire, pre FE buff mind you) hardest while leaving the stronger sets (Invuln, etc) unscathed. I also don't agree that a 50% increase in damage admittance is "not a big deal." I always found my (non-IOed) Elec Brute squishy. I still don't know how Scrappers put up with just 75% energy res.In GR Beta, they were actually going to lower the resist cap of Brutes to 85% at one point.
And personally, I don't see it really as a nerf, unless your playing a brute who's constantly being being shielded, as there is no secondary that will allow you to obtain a 85% Resist rating, except for Fire and Electric, andthat's only for their respective name sake resists.
Inwhich, it's really not that big of a deal. -
Quote:Not so fast:Power Surge is probably the main reason that I believe Unstoppable deserves a small buff. The two powers are nearly identical -- so similar, in fact, that Power Surge's AoE stun effect on expiration is an inexplicable advantage.
Power Surge has an effect that can help to cover the crash, in other words. Unstoppable doesn't.
Unstoppable crashes health and endurance.
Power Surge crashes health, endurance, and recovery.
Yes, Elec Armor has Power Sink, but that means you need a blue before you can even start retoggling. Keep in mind the hold is 1.0 accuracy and a 50% chance to hold a boss. I wouldn't feel any more comfortable crashing in the middle of a mob with PS than I would be with Unstoppable. -
That reminds me of the old "You just hit 100 targets at once. This is a bit excessive, just so you know." error back in the pre-I4 days. (I actually had a demo from... Thornkiller? that replicated it.)
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It's 40% unslotted. Half of that is enhanceable. With 3 heal SOs, it is roughly a 59% MaxHP boost.
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Quote:For the player base as a whole, I think you're correct. The question I'd raise from this statement, however, is where people who assemble these bleeding edge builds spend their time when on the characters in question.I would also bet real money that across the entire playerbase more player minutes are spent on mission content than task forces by a wide margin. So no matter how popular any one task force is, they are all swamped by the rest of the content overall. I would make that bet even after the advent of WSTs. People have a very skewed view of what the average player does or plays. Every time the devs released statistics about the game, from influence earning to leveling to archetype popularity to content running to alts to powerset performance conventional forum wisdom has always been not just wrong, but not even close.
I have no answer to that, though. -
Quote:That's not a fair statement. It's not necessarily the case that they "didn't want to work on it" as opposed to a priority issue: "How much time would it take to fix X? In the time T it would take to fix X, what could we do in the mean time? Is fixing bug X worth not working on feature Y?"Well then, I now dislike them being disabled more than before. From a design standpoint it was acceptable. Now I suppose I'll just have to live with the fact that they disabled taunt procs in auras because they were busy making Praetoria the center of the multiverse and didn't want to work on a bug.
For example, look how long it took to get Power Customization. It wasn't because they didn't want the feature, but because it would cost so much time/effort/money to do.
I don't know exactly how IOs work in the guts of the system, but I strongly suspect it's considerably more complicated than most would assume. It would mean fixing this bug would take more time than you'd expect. If you've never worked on a programming project before (no idea if you have or haven't), a "simple bug" can quite easily be the most insidious thing on the damned planet to fix. -
I don't have any idea. I've never played a Storm past lvl20 and I don't follow those ATs nearly as closely as I do melee.
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Quote:It does have a taunt component and will accept generic Taunt IOs or SOs. It will NOT accept Taunt IO set enhancements, because damage procs from Taunt sets were being placed in the power and that was not intended by the devs.Quote:Ya know, i am kind of surprised about the devs taking that ability away in that one instance because I still ahve some random defenders and trollers that run toggles that I have damage procs in and I'm sure that was not the "intended" use. One of them is choking cloud. Intended to hold baddies but I think I have 2 different procs in them that deal damage when they hit.
I believe that was why they were removed, not because they allowed taunt auras to (minor) deal damage. -
Quote:It's a portion of it, but some sets don't IO as well as others. Ice, for example, gets the short end of the stick. Sure, it can be softcapped and hit the hp cap, but it has next to no resistance (outside Cold, which is rare) and it can't "buy" a meaningful amount. What's worse is recharge doesn't help Hibernate due to NoPhase, so it's very susceptible to being burst down.has anyone hear noticed that the only arguement is how cheap a player is v.s. how great a tank is?
its funny how influence has some much influence when it comes to whats the "best"
Shield, another defense heavy set on the other hand, can earn a reasonable amount of resistance (~50%, iirc?) and can cap s/l res and HP while OwtS is active, making it less susceptible to burst damage.
Also keep in mind this thread has a lot of "survivability focused" builds (most notably the Elec ones) make compromises some (most?) may consider unpalatable. It would fit the bill of highly survivable, but whether or not that alone makes the "best" tank is another story, imo. -
Quote:Dangit Iggy. I used to think I could come up with some decent builds, but yours are downright mean. (Of course, I place a higher emphasis on damage (for solo / threat purposes) and I try to make them exemplar friendly... which is less relavent now with lvl50 content, but it's a hard habit to kick.)s/l/f/c/e/n defense softcap
35.4% psi defense
72.8 s/l res
14.6 f/c/e/n res
839% regen-121.78 HP/sec (1 foe in RttC)
3477 HP
I'll have to review my build to see if I could tweak it a bit.
Romans aren't that scary with SoW up. I've actually waited until ~25% hp, popped SoW, then regenned to full in a full crowd during ITFs. I think at the time I had ~720% regen (w/1 target) and ~3150 hp. My regen took a bit of a hit when they removed the enhancability part of Numina and Regen Tissue. -
Quote:Assuming that both Tankers have 45% def (ie: not factoring it in at all to these calculations, as they'd inflate numbers equally) and that the Invuln Tanker has the same regen as you w/o Energize (~263%) and has base res numbers to exotics (~31.2%, since I don't know where your higher than slotted res - Cardiac or set bonuses), a quick spreadsheet looks like this:The elec tank build I've made is,
- 81% s/l resist
- 90% elec resist/51% negative resist
- 58% Fire/Cold resist
- Energize comes up every 37 seconds and heals for 54% hp
- 479% regen with energize
- 130% from tanker base
Code:Effective HP Effective Regen Elec Inv Elec Invuln s/l 12828.95 35340 377.99 533.07 e 24375 5136.63 718.18 77.48 ne 4974.49 5136.63 146.57 77.48 f/c 5803.57 5136.63 170.99 77.48
The thing that I'd give Invuln a lot of credit for is having def resistance and Invincibility's scaling to provide a buffer against def debuffs (and tohit buffs) in large groups.
[edit: Whoops, I just realized I assumed you were softcapping to f/c, too. If you're not, Invuln will beat Elec Armor for those two, as well. (Assuming pure f/c damage.)] -
Quote:That's not true. An Electric Tank can take Weave and a Steadfast, too. The only def Elec Armor needs to account for is Invincibility and Tough Hide (~17.16% with 1 target). That's still a significant portion, mind you.Um, really? You do know that Dark & Elec both start with either no or very little defense so you have to build it from scratch? Invuln on the other hand starts with ~17% typed defense to all but Psi with one mob in melee if you slot Invincibility and Tough Hide... ~25% typed defense to all but Psi including Weave. Add the Steadfast unique and you're at ~28% defense to all but Psi. That's only 12% from the soft cap and that's before you start looking for further set bonuses. Electric would need to find another 25% in set bonuses to soft cap... more than twice the bonus that Invuln needs.
Quote:In my opinion, its in not factoring in +Health into your thinking. Assuming everyone has all the accolades, an Electric tanker will have +20% health, while an Invuln tanker will hit the cap with Dull Pain at about +71% health. Normalizing that difference, if you're going to compare Invuln resistances to Electric resistances, then the apples to apples comparison for Invuln's resistances should be something closer to about: 93% smash/lethal (yes: that is higher than the tanker res cap - that's due to being capped s/l + having higher health), and about 52-53% f/c/e/n/t. My guess is that Electric resistances end up for most builds with tough somewhere around 79% s/l, 56% f/c/psi. 90% energy, 48% negative. Electric wins on energy and psi, loses on smash, lethal and toxic, and basically draws on fire, cold, and negative. That is not an obvious net win for Electric. Its actually a net loss.
[edit: To be more specific, the MaxHP change went live in Issue 18, along with Bruising.] -
Quote:The nophase timer (unless it has changed) is 2 minutes, not 30 sec. Ironically, that's Hibernate's base recharge. The addition of the nophase debuff really hurt Hibernate.I have to laugh at this part even more than the Fire/.
Really? Don't roll Ice/? A set with a click soft-cap defense power, a damage taunt aura and a -damage taunt aura, max hit point/heal AND a tier 9 Phase that - with SO slotting and Hasten - is up almost as fast the 30 second phase rule allows?
Yeah. Don't roll Ice/...
The problem I have with Ice is that it is the most susceptible primary to burst damage. Shield, the other primarily defensive set, has significant resistance and is able to push 90% s/l with OwtS up. Ice doesn't have that.
Not saying Ice is tissue paper, but it's weaker in the aspect I think Tankers need to be strong at. -
Nope. It is a temp power with a limit of 1 total, not one per character. (I don't think they even have the tech to do that, atm.)
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If you haven't already read, Bruising also works by giving the enemy a temp power, which they use and debuff themselves. Since they're the caster, not you, the 20% debuff isn't effected by the Purple Patch. (It's still resisted by resistance, though.)
Also, while Bruising won't stack with itself, using a t1 power before it expires will refresh the duration.
The easiest way to factor in Bruising (and res debuffs in general) it to take your dps and multiply it by the 1.2 (or 1 + res debuff). This works even on targets with resistance.
For example, if your target has 50% smashing res, a 100 dmg attack would deal 50 dmg. If you apply a 20% res debuff, their res will be dropped to 40% (50% - (20% * 50%)). If you use the same 100 dmg attack, it will now deal 60 dmg, or 20% more (50 * 1.2 = 60). -
Quote:Actually, Burn used to provide status protection, but only for a short duration (10-20s?). As I recall, it was set to "not stack from same user", so recasting burn would momentarily drop your protection (and thus your toggles). I have an old demo of me fighting Babbage on my Fire/Stone Tanker where I'd consistently be held for a fraction of a second.Fire didn't have mez protection except Immob resistance from burn. All other mez protection was gained from pool powers. This was back when acrobatics was uber.
To be fair, Roderick did say it was in alpha or perhaps beta. I was about to post the exact same thing you did this morning before I read his post again to be sure. -
Quote:Note: I have nothing personal against anyone who prefers speed runs or shard runs, but the imagry this passage envokes strikes me as... wrong. The first thing that came to mind as a counter point? The Olympics - a lot of those events are about who can do X the fastest.Speed running during pregnancy has conclusively been linked to ADHD and "that annoying kid in the mall who won't shut up and stop bugging his parents for every shiny he sees" syndrome.
Speed runs aren't necessarily about ADD "getting the shinies fastest" (albeit a nice side effect), but also about trying to beat prior records (be it personal or other). -
Quote:I'd agree.Agreed -- if we are ignoring aggro-holding and just sticking to durability, I'd rate WP roughly equal to Inv. I personally consider it slightly less strong for certain encounters, but really it's stronger for other encounters, and in any case they're close enough that player preference will make more difference than the narrow statistical gap I am claiming exists.
When it comes to the raw ability to survive high burst damage, Invuln is kings (aside from Granite, which was tossed out). It has def, res (capped s/l), a heal, and +maxhp. It also has a lot of debuff resistance (most notably defense / end drain) which makes its survivability harder to strip away.
WP, on the other hand, isn't quite as hearty at surviving high burst damage, but it is much better at surviving damage for long periods of time due to RttC. It also has more rounded protection (ie: no hole to psi, and yes I understand Invuln gets psi mitigation through +def via Weave, Steadfast, etc) as well as stronger status protection (fear, confuse, +perception).
There are times I look enviously at Invuln's toolset on my WP, then I remember its shortcomings when looking at it objectively. -
Quote:I think this is the rub. It depends on what the performance spread between the coolest and most powerful power was. If the spread was small enough that I could justify the performance hit, I'd go for coolest. If the spread was too large, I'd probably go for power... either that or I'd argue with myself into indecision until later. Honestly, I've done all three of those.Well, assuming "the most cool looking power" is still something moderately useful, and "most mechanically strong" isn't absolutely horrible[...]
[edit: For example, a lot of people pick up Hasten, even if they hate the visual effect, because the power outweighs their hatred of glowy hands. (I don't mind said glowy hands.)]
[edit: Inverse is true for Flurry.] -
Quote:Thing is, Gauntlet can fire if you miss. All Tanker single target attacks are aoes with a single target component. Imagine Fireball where the smashing portion only hits the primary target. Just because you miss the primary target doesn't mean Fireball won't still roll against other targets in it's radius. So, if you miss target 1, the streakbreaker would force Gauntlet to hit target 2.This is a good point. If Gauntlet only fires off on a hit, then with a 95% tohit chance you still should never have 2 consecutive misses, or 1 miss followed by a to-hit roll. The second attack after a miss should still trigger the streakbreaker, because the attack before it missed.
I think this means that either Gauntlet fires off even on a miss, or it performs tohit checks but somehow doesn't have a taunt effect unless the source attack hits (which sounds unlikely to me, but may be possible with pseudo pets and/or temp powers as far as I know). -
Quote:I remember that... having roughly 2/3 my WP Tanker's health evaporate in one attack by a +2 Lieutenant was a nasty surprise.On the topic of absurd stuff, at one point there was a bug with Ninjitsu where it was damage capping whoever had it. It was applying a +100% damage buff (still does) so that it could simulate the hide crit. But it would stack with itself, and just add up to damage capped stuff instantly. I combined that with EM and AVs and have a screenshot somewhere of an AV hitting me for over 8000 damage.
Quote:Defusing Resistance: The only unresistable resist debuffs I know of are Vanguard Sword and Longbow Nullifiers, and I might even be wrong about those. ARE there other options? Are these mobs scary enough on their own to include into a custom group? Will the other mobs in the group dillute them to the point of ineffectiveness? -
I hadn't considered it before, but I think Tenzhi is probably right. To the best of my knowledge, the way Tanker single target attacks (ie: those eligible for Gauntlet) work is by having all their target specific effects have a radius of 0, while the taunt effect has a radius of X. So the attacks are AoEs, but only the taunt effect can hit anything other than your primary target. (This is why in I4 Tankers could hit multiple mobs with stacked mobs.)
This would imply that Gauntlet's AoE requires a tohit check, and I've previously noticed that AoEs can streakbreak themselves. So, I'd guess is a Gauntlet tick missed something forcing your second attack to hit. -
Quote:Cytoplasm = def buff (20%) / end / tohit buff
Enzyme = def debuff (33%) / end
Ribosome = res buff / end