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Side Note: Active Defense wasn't a factor in your win; just 'ol Lady Luck. If she hit you with Soul Storm (her hold), it would've blown through it like it wet tissue paper. (It's MAG 100, strong enough to blow through Unyielding and Unstoppable with a little under 3/4 of its MAG to spare.) -
The ability to attack and move at the same time.
I know and understand some of the reasons why it isn't a feature, but that doesn't make me dislike that particular design any less. CoX is the only game I know where you cannot perform those two actions simultaneously, and while I've gotten used to it, it still doesn't feel natural. -
Quote:I know this is an (older) thread, but I wanted to clarify since when skimming I didn't see anyone else make this point:I have a inv/ss tank and I think that the damage stinks!
I am lvl 26 and my haymaker does aprrox. 60 points of damage
while my lvl 9 scrapper does 80 points of damage with crane kick!
why can an ordinary person do more damage than some one who
can punch throgh a brick wall?
HayMaker - A lvl26 would deal 46.63 base dmg. Fully slotted it would deal 93.26 dmg.
Crane Kick - A lvl9 would deal 34.52 base dmg. Fully slotted it would deal 67.314 dmg. That's ignoring the fact this is impossible, because even 6 even lvl TOs would only +48% dmg. At that point, it would deal 51.0896 dmg. That's also ignoring the fact you can only pick it up at lvl8, so at most it would have 3 slots. That means 42.8048 dmg.
On top of that, GP hit the nail on the head:
Quote:To the OP, you also should remember you are comparing quite different attacks. Haymaker and Crane Kick do quite different ST damage scales (Haymaker is 1.64, Crane Kick is 2.058)... Haymaker would be weaker than Crane Kick by a significant amount on Scrappers as well... if Scrappers ever get Super Strength, anyway. -
Quote:That screenshot doesn't show it well because there's only one debuff, but what is going on is it lists the debuffs at full strength under "Base Defense", then propagates the result to all other defenses.Pretty sure you just confirmed what I just wrote? Hence why I looked and saw the -40% and wondered why I wasn't resisting it?
Example -
Quote:Nope, they're reduced too.I seem to recall that defence debuffs are shown at their reduced amount?
[edit: Hmm, well, it's shown as full strength for Base Defense, but then the debuffed amount is listed for others. So, kinda.] -
Quote:I think you're very unlucky when you look at your combat numbers, then.I don't believe that resistance actually resists debuffs.
Reason: I get the same debuff amount on my resistance based toons as I do on my defence based toons.
I think it got repeated until it became truth, or that every time I look I just so happen to be facing an unresistable debuff.
Proof Res resists Res debuffs
Lethal Res: 66.79%
Lethal Res Debuffs: -183%
Final Res: 6.03%
Numberz: -183 * 0.3321 = -60.7743
66.79 - 60.7743 = 6.0157
Compare that to my energy resist (8.29% before, -159.53% after) under the same strength of res debuffs.
(Note: The debuffs in Combat Attributes are shown before resists.)
[edit: Compare that to what unresistible debuffs look like.] -
I remember the Glory Days. They were overrated.
Quote:Defense numbers were much higher than they are now. I think Weave was like, 10% defense. Of course, this was before the critter accuracy change, so GMs/AVs (+0) were rocking a 90% base tohit.I can't remember all the rules as they were, but I'm assuming you could slot six Enzymes for +300% defense. Yes, Fire has no defense, but you can grab the power pools. So let's say you take Weave, Combat Jumping and Manuevers. That's 9.8% unslotted. +300% gives you 39.2% defense from just three pools. There probably aren't many Fire tanks sitting at 39.2% defense these days?
(To give you an idea how wonky defense was back then, I saw a Blaster build (and demo record) with 45% def using Weave, CJ, etc. It was just enough to floor +0 minions.)
Quote:How about Healing Flames? Hmmm, looks like the best is four Golgis for +200% healing and two L53 recharge IOs plus perma Hasten. So 70% + 2*38.3% = +146.6% recharge, so recharges in 40 / 246.6% = 16 seconds, and heals for 1406 hit points, so 88 HP/S of healing. Plus whatever non-ED capped passive regeneration comes to. -
Quote:Their sonic grenades are location based, not target based. If you see the debuff on you (or are standing in the debuff field) you can escape it by moving out of it.If I recall correctly the Sonic Grenade the Nullifiers use actually emanates from a target as opposed to a location. You can confuse said Nullifiers and they'll apply the debuff to themselves but it ceases as soon as they die. That would also explain why the effects persist even if you get well away from the graphic that indicates the area of effect.
While nasty, they did reduce the potency of the debuff. It used to be an unresistible res debuff, but not it is resistible.
[edit: You still don't want to stand in it, though.] -
Headsplitter has a base damage of ~162.66. I'm betting you're looking at MIDs, which is averaging in its static 15% crit chance.
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Quote:Yes. What those links are showing is their "scale" damage, ie: the damage before modifiers. A Blaster has a ranged damage mod of 1.125 and a Corruptor has a ranged damage mod of 0.75. This means a Blaster will deal 50% more damage (before debuffs, Defiance, and Scourge) than a Corruptor.
For example, compare the damage of Blaster Fire Blast to that of Corruptor Fire Blast (excluded the dot, but it has the same proportion).
Corruptor: 41.71
Blaster: 62.56
41.71 * 1.5 = ~62.56
[edit: Btw, to find the final damage of an attack, you'd take Scale Damage * Damage Mod * 55.61 (damage of a lvl50 entity with a damage mod of 1). The damage listed in the collumn on your link can be a bit off due to things like built-in crits, chance for damage (like fire dots), etc.] -
Quote:This is the first time I've ever seen anyone make this claim.Nope.
Invulnerablity scrappers have good taunt auras. But Shields sure as hell don't, and neither does Willpower. The paucity of Shield and Willpower tanks, on the other hand, they might make a teammate's taunt aura seem better than it is.
But shield's taunt aura is just meh for aggro management. Honestly, it just sounds like you've made your mind up and want people to agree with you.
Against All Odds is significantly stronger than Invincibility. They both have the same duration and pulse time, but AAO has 8 debuffs (one for each damage debuff) and provides a damage buff (higher damage output results in higher threat).
It's one of the strongest (if not the strongest) auras in the game. -
Quote:I mean no offense when I say this, but the first thing that came to mind when reading this was Statesman's infamous "gameboy story."I let out a triumphant whoop, and realized that that was probably the most fun I had had soloing an Elite Boss in years.
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I personally haven't had any issues with the Protean fight. My friend (who doesn't know the game quite as well, but isn't an idiot either) had a heck of a time avoiding the Power Siphon due to animation rooting.
It was a more interesting fight than most, but I'd urge developers to be very cautious about adding too much forced movement to fights in the future. It can work well in some games, but due to animation rooting, CoX does not handle it very gracefully. Slow attacks already have a bad stigma in CoX, adding more movement based fights would make that worse. -
I never got around to IOing out my Invuln, but keep in mind a lot of the def debuffs out there come from s/l sources (swords, guns, Arachnos maces, etc). One benefit of having high s/l def is a) being less likely to be hit by them and b) a bigger buffer against them if they do hit.
Also, there are more attacks out there typed as s/l than the other damage types (ie: split damage types like Energy Melee attacks).
Is it better/worse than ignoring s/l def and aiming for exotic defense? I'll reserve my judgement for those who have more experience with such builds - just some food for thought. -
Quote:Note: The soft cap is 45% defense, but the hard cap is much higher. Defense above 45% isn't useful except in situations where enemies have access to tohit buffs and/or defense debuffs.Im in the process of leveling a DM/Inv. In mids i have the snl resist at 69.5% and snl defense in the mid 30's. I know the caps are 75 and 45. With the numbers i currently have, will that be tough enough? For what, i don't know. lol. Just want a tuff butt scrapper.
(You probably know that, but I just wanted to be clear the 45% "cap" isn't absolute.) -
Quote:Not to mention that at lower levels (ie <20) the AT modifiers haven't fully diverged yet, either (it'd be between 1.00 and 0.75).Well, there's also the fact that Fury's effect is HUGE at the lower levels before one can slot to the ED cap.
I'd absolutely agree that before all my attacks are perfectly slotted, Fury makes my underslotted Brute much more damaging than my underslotted Scrapper, same set or not.
And the new Fury is making it easier for my new Brutes to build and keep Fury than before. Lower levels are definitely easier on a Brute.
(As an aside, I bet if Castle were to do it all over, Fury would provide a smaller +dmg buff at low levels like the updaed Vigilance does.) -
Quote:Alignment power you get for reinforcing your alignment as a villain.What villain power are you talking about here? Also, it is pretty much impossible to ever have your fury bar at 100%
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Quote:The solution to those crutial first few seconds is to get to the spawn first. That can buy 5-10s, which is enough for 2-3 Taunts (depending on recharge), not to mention AoEs/cones. If you're keeping Taunt up on most mobs, then knockback isn't that much of an issue. Just rotate to Taunt the ones knocked back next cycle.That's with Taunt Sarrate. I am talking about mobs say 17 of them, during the first few secs. The first few secs where you have taunted 5 and aura'd some and hoped that gauntlet hit. Gauntlet is not autohit now is it? You can't promise that that is going to always be there. Something for any reason is not in your aura all of a sudden due to a KB can suddenly remember or think of someone else in no time. That no time whilst taunt is recharging which is what I am getting at but it aint sinking in anywhere with anyone. That time under great amount of tohit debuff in Dark Astoria when tankers don't have that many attacks anyway and so gauntlet aura could be poo. Under slow conditions, likely in DA as you only have to check out what them Shamans can be packing for powers.
As for tohit debuffs, Taunt is autohit (as you know), and several sets with stronger auras have a tohit check and pulse slower.
Quote:Yes it would threat level but the additional duration would actually better help keep mobs interested in you the moment they left your aura. That debuff is not enough. It doesn't do anything for threat really unless the taunt duration is there with it. I just think it would give additional time for anyone to get any suddenly lost npc back before that npc does something to someone. Sacrificing that if we had to for that extra taunt duraion would actually be better for aggro control.
By drastically lowering the top end to minorly increase the low end, you could make things currently possible impossible for those that care (ie: high end threat generation), while making the possible easier for those who don't. If I can hold aggro off aura Scrappers and Brutes (who don't Taunt), then I don't have to worry about holding aggro off Blasters at all.
What do you think that would do to my fun? (I'm not saying my fun is more important than anyone else's, but you can't make an argument on fun and ignore others' fun related concerns.)
Quote:I don't rarely pug at all and I do expect people to play how they like and not like to be told otherwise which can mean that often players will do things that can frustrate another player. Frustrations are something that devs can limit in a game. I do not think all auras should be too great neither but this one does not allow time for recoveries as much as others. It's nothing to do with build numbers that I would make a thread on this, it's to do with past forum comments so now I am trying to just hash this one out, not win it, just try to make sure that all that can be said is said.
I don't know how many WP tankers are out there losing aggro or keeping it. I just know that now and then some people with RTTC are losing aggro to Scrappers or Blasters and wanted to know if its counterproductive to fun in anyway. -
Quote:Okay, that's what I thought, but when you say things like:Reply to Sarrate.
You can probably dig up in search where I have said that I have kept aggro well enough tanking with a Willpower Scrapper objecting to a change needed in RTTC on account of QR. Gauntlet more. I don't like losing aggro to tanks. I tanked Lusca the other night having to keep tankers who were in that pug from getting killed. We had no defenders or controllers at all. It's therefore important that I personally don't lose aggro.
Quote:If I get the slightest bit of lag and am a bit late on recovering something that has spent 1 sec out of my aura somebody else may have a problem. 1,25 secs don't even allow for lag conditions.
Quote:I don't doubt it. I don't doubt it with most forumites. Would not RTTC be better with a slightly longer duration so that taunt is not so much of a needed power? If it doesn't make a difference to good players with good builds then would it not be more fun and paceful for players teamed with bad Willpower tanker players with bad builds if Willpower kept aggro longer?
It's not penalizing Willpower players who don't care.
As for balance implications of the change, all I know is that the short duration is intentional, so I'm not sure how much luck you'll have with that. (I wager that datamining WP Tankers would show that they aren't underperforming in Rewards/Time, so the devs probably won't be inclined to make any changes.)
I'll be honest, would I trust a random PUG WP Tank to hold aggro? No. Is that frustrating? Yes. (I rarely PUG, mind you.) Do I think all auras should be so strong that their targets will ignore everyone else except them just by standing there? Probably not. (It'd make more sense to lower the duration on auras and lengthen Gauntlet.)
From what I understand of the threat mechanics, I think it could use a lot of refinement - but that's so deep in the belly of the beast that it's highly unlikely. -
Quote:Sorry to nitpick, but builds do not have 350+ hp/sec passive regen, even with saturated RttC.WP is all about the Regen, which is simply amazing. You can find builds here with 350+ hp/sec regen and capped hp. It's all passive, so you don't have to blow billions on global recharge IOs and sets or crash after a few minutes.
Hp/Sec = (MaxHp * Regen) / 240
350 = (3212 * Regen) / 240
(350 * 240) / 3212 = Regen
26.15... = Regen
1.00 = 100% Regen
26.15 = 2,615% Regen
FH = 75%
Health = 40%
RttC = 350% (saturated)
Total = 465% unenhanced, 906.75% slotted (95% enh)
Assuming that you count the RttC double stack (which lasts only a server tick or so), that's still only an additional 250% (base) to 487.5% (slotted). That adds up to 1,394.25% regen. That's only halfway to what you claimed.
It's good, don't get me wrong, but not what you claim.
I count Taunt as a viable option - one I know from experience works. I've held aggro off everything but a Taunting/Confronting Scrapper (neither of which I've ever actually teamed with - I'm 100% positive I'd lose to a Brute, though). (Admittedly, I'm Fire Melee, but that could be a hindrance against AVs as I lack any additional debuffs.)
I always assumed you knew how to and could reliably hold aggro off aura Scrappers. Given what you're arguing here, was I mistaken?
Quote:Stonetanks really don't have that type of issue. I will test my Stone with my mates Scrapper to see but I am doubtful as Mudpots lasts 13.5s so a Scrapper would have to be able to beat that, now what I tested with Willpower happened to be a Scrapper with and without a taunt aura and going through different attacks. Given how easy it was without the aura with light attacks your just not going to get the same results with mudpots. Also the good thing about Mudpots is its visibility, people can confirm more so a npc has been affected and when it was last effected. -
Quote:Base, Taunt lasts 41 seconds. Slotted that increases to ~80 seconds. It's pretty easy to keep that duration going on far more than 5 mobs, especially if you have any amount of recharge in it (mine recharges in ~5.5s).If there are more than five targets (Taunt max), then any Tanker can lose aggro.
The trick on fast / aggressive teams is to get to the spawn 5-10s before your group to ensure get setup.
* Jump to the far side of the spawn while Taunting the closest
* AoE
* Use your attacks (if Taunt isn't up)
* Taunt a different portion of the spawn
* etc
[edit: Also, applying taunt effects generate threat, too. It's why Taunt (which deals no damage) will pull aggro off a squishy. It's also why Tankers can stand next to mobs and go afk while the group won't pull aggro off them (aside from WP against +2s or higher, iirc).] -
Chilling Embrace also applies 14 debuffs:
1) Run Speed
2) Flight Speed
3) Jump Speed
4) Recharge
5) Max Run Speed
6) Jump Height
7-14) Damage Debuff (one for each type) -
Quote:Burn could always miss. It just ticked so fast (5 times a second) you likely never even noticed it.Okay I have been playing my Spines/Fire a lot since i18 because of the burn changes but I noticed something immediatly...Burn was missing now. So I immediatly assume I can now slot it for accuracy right? Well...I can't. Then I look into it and see brutes and tankers can now slot it for accuracy. So I sent in a petition thinking it was a buy and I got the response, "Please bring all questions to the player question forums, thank you have a good day!" Which has nothing at all to do with me sending a message that says, "Scrapper's Burn is not accepting accuracy enhancements like the Brute and Tanker version."
So I guess my question is...is this a bug or did the Devs just decide to screw over Scrappers with this change? -
When you say "pure defense," do you mean "most survivable" or do you mean "uses the defense mechanic (ie: avoiding blows)"? From the context of your post, I'm guessing you mean the former, right?
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Quote:Unlike +Defense and -ToHit, +Resistance and -Damage do not stack linearly. As far as the game is concerned, +Defense and -ToHit are exactly the same. The same cannot be said for +Resistance and -Damage. The game calculates the damage to be done, then reduces it by resistance.As you know, mathematics is witchcraft, and the less you know of its baleful dark mysteries, the better a person you are.
Still, my understanding is that once a resistance set gets above 50% resistance, the curve starts swinging in its favor the same way that defense sets achieve exponential gains by approaching the soft cap. When you are at 50% resistance, 100 points of the resisted damage type turns into 50. Add another 5% to that, and you take 45 points of damage --- which equals a 10% reduction in damage taken. It would seem to me that for high resistance based builds, damage debuffs would be fairly powerful.
In other words, instead of this (if it worked like +Def / -ToHit):
DamageTaken = Damage * (1 - Resistance - DamageDebuff)
It does this:
DamageTaken = Damage * (1 - DamageDebuff) * (1 - Resistance)
So, suppose a character has 0% res and a 25% damage debuff is hit by a 200 damage attack:
DamageTaken = Damage * (1 - DamageDebuff) * (1 - Resistance)
DamageTaken = 200 * (1 - 0.25) * (1 - 0) = 150
That's a 25% reduction from what they'd take before the debuff (200 dmg)
Now suppose a character has 50% res and a 25% damage debuff is hit by a 200 damage attack:
DamageTaken = Damage * (1 - DamageDebuff) * (1 - Resistance)
DamageTaken = 200 * (1 - 0.25) * (1 - 0.5) = 75
Again, that's a 25% reduction from what they'd before the debuff (100 dmg).
Now suppose a character has 90% res and a 25% damage debuff is hit by a 200 damage attack:
DamageTaken = Damage * (1 - DamageDebuff) * (1 - Resistance)
DamageTaken = 200 * (1 - 0.25) * (1 - 0.9) = 15
Again, that's a 25% reduction from what they'd before the debuff (20 dmg).
Okay, another example comparing the benefits of -Damage for both a def and res based sets:
Character A - 25% def, 0% res
Character B - 0% def, 50% res
Attackers - 100 attacks for 200 damage
Scenario 1 - No damage debuffs
Character A: hit 25 times for 200 damage.
Total - 5000 damage
Character B: hit 50 times for 100 damage.
Total - 5000 damage
Scenario 2 - 25% damage debuff
Character A: hit 25 times for 150 damage.
Total - 3750 damage
Character B: hit 50 times for 75 damage.
Total - 3750 damage
So, on average, both sets will get the same benefit from the damage debuffs. -
Quote:PvP is a whole different thing entirely. I automatically assume PvE unless specified otherwise.I PvP, so Super Speed is always on unless I have no endurance (as is CJ or SJ depending on the character and what they're doing). Sprint does almost nothing for me so it makes no sense to add endredux slots just to keep it running for the sake of having a stealth IO in it. Another way to look at it:
* Super Speed uses 0.46 end/sec and grants you 350% runspeed.
* Sprint uses 0.29 end/sec and grants you 50% runspeed.
Even with the base, unenhanced numbers, Super Speed gives you 7x the movement speed bonus for 1.5x the endurance cost. Of course, Sprint does not suppress during combat, but that's what I have Hurdle and CJ for (I tend to "bunny hop" during the 4-second suppression period and then use SS to move to the next mob once the suppression period is over). I will sometimes turn on Sprint to boost my run speed when I'm covering very long distances (like getting across PI or IP or other large zones) but I never use it during combat.
(Side note: I find it odd that there is no suppression listing for SS in PvP... you'd probably want it on so you could move at max speed instantly, but still.)