Seldom

Shady Shyster
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  1. Quote:
    Originally Posted by Kelenar View Post
    It's the approach I'd take. There are just entirely too many variables to consider with debuffs and mezzes to really get meaningful numbers out of it, apart from highly-controlled situations like fighting a single target... and more esoteric powers get even worse. How much damage resistance is taking the alpha strike with Seeker Drones equivalent to? The answer is a resounding 'lol, I dunno.'
    In this case, the drones survivability would as a distraction would be used to subtract from the oncoming dps...so what %of the time would they be refocusing said DPS? This is based off of how long it takes to kill them, and how fast they recharge. The fact that they have a stun chance/-dam/-tohit in their radius would mean that one would have to see how many that radius would hit in a mob on average, how long/strong the -tohit/-dam would be, and how many, on average, would be mezzed for how long.
  2. @Dechs...Gotcha.

    Res/defense, then, are easy enough to calculate. They're based off of crunching the numbers of how much incoming damage there is, and it's accuracy, and comparing that to how much an armor will reduce/deflect that. While +res/+def powers skew the recieving scale, the debuffs -dam/-tohit change the incoming scale. The only trick is perhaps taking into account how much the foes resist these effects. All that seems easy enough.

    +regen is basically the opposite of damage over a time period. Heals can be averaged into a regeneration-like value, based off of their recharge.

    Wouldn't mez, then, be somewhat similar to how heals work? Disregarding immobilizes, all other mez stops an enemy from attacking you for a certain time. As such, the calculation would be what % of the time is an enemy incapacitated? If the power recharges in 30 seconds, and lasts 15, that's 50% damage survivability, assuming it hits. With full accuracy you're right about the 5% hit chance, but that doesn't apply vs. the second mez laid down. I'm betting the chances or two powers @95% accuracy missing the same target is a bit low.

    The perma-dom, especially a perma-Mind dom sporting 3 AoE controls on fast enough recharges, is an extreme example. But since you brought in a dark armor character, I wonder how oppressive gloom and cloak of fear stack up? Or a dark miasma character that has an AoE fear/-tohit alongside +res and -dam/-tohit.

    Hm. Fear is an odd one, as it's basically a -rech in function...for a certain duration, the enemy can only cower. Every 10 second, or when damaged, they have an action chance before they are returned to the cowering status. This continues until the fear duration is up.

    Yikes, that gets complicated in a hurry.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    It's resistance in the sense that 50% or 75% or 100% of the mob is locked down and not attacking. I would say to never go above 95% because the chance to miss is always there.
    Hm. The trick is that with a 95% chance to hit, you will probably hit 100% of a mob. (Assuming you're not at the target limit-16.) Add in control layers, and you'll be at 100%.

    Sorry, I don't wish to derail here. It's just that whilst a lot of people like looking at survival directly, (res/def/regen/heal) the game has some that approach through other means. (Mez, -rech, -dam, -tohit) These go off of the enemy, so while not directly making a character 'tough,' functionally it's the same.
  4. To the question of Mind/ on doms...
    yes, the RSF is a place where you will be 'needed.' but that's only a part of the puzzle.

    Mind/ is so control-heavy it's not funny. On controllers, that's often too much as they get damage mitigation in their secondary. Doms? They just kill stuff. So more mitigation= more survival.

    Mind/ is also the best AoE control out there: on teams, the dom can make a big difference using terrify/total dom/mass confuse. The sleep is great for mitigating alphas and/or ambushes/secondary mobs.

    Mind/ also fits concepts quite directly: the character that messes with minds to make them helpless. Psychics, evil geniuses, spiritual/magical beings...it all works.

    Mind is early blooming. unlike other control sets, which often have to wait some time for a control roundout, Mind/ can give you many means of mitigation early on, especially for solo play. Mesmerize, dominate,confuse,levitate- (levitate stops something from attacking for a pretty good moment.) These make dealing with foes easy.
  5. Hm. I've wondered about how these things compare when using differing kinds of mitigation. How, for instance, would you compare a dominator with permanent domination and mass control overlaps to a softcapped character?
  6. Kinetics and electric blast. Kinetics contains two endurance drains, electric blast comes with a -recovery to keep the end away. All blasts drain endurance.

    Energy melee and dark armor. High on endurance, but with plenty of mitigation...and with all attacks being stuns, the toggle stun makes any attack stun bosses in one shot.

    Kinetics and radiation blast. All kinetics need a hit check, so the -defense helps a lot. Plus three of the AoE's can be used from the center of a fulcrum shift.

    Katana or broadsword with regeneration. The +defense from the swords goes a long ways with regeneration's damage recovery focus. The extra time not being hit is extra time filling up you health bar.

    Dark melee with stone armor. Stone armor is end heavy without a self heal...dark melee has an endurance refill and a heal.

    Dark melee and fire armor. Two heals, two endurance refills, and an immobilize to strap down enemies in a burn patch. Yum!

    Fire/fire dominators. fiery embrace gives bonus damage not just to your attacks, but to your damage aura and all controls. The breadth of things you can kill with fire is amazing.

    Archery/EM: boost range makes all you attacks hit from far away. Archery hits everything from far away. Boost range>buildup>aim>rain of arrows is the snipe nuke of doom.

    Fire blast/mental manipulation: AoE's to the nines, with a +regen/recovery to boot.

    forcefield/pistols (on chemical rounds) cap everyone's defense, then lower the damage of all your foes.

  7. This is footage caught this morning of an attempted robbery in steel canyon, at approximately 11:00 am. Suspect entered Subgenetics demanding 'Cute new mutant fluffy tails' she'd heard about, and threatened to use force if necessary. The store clerk alerted her to the fact they were not yet available, whereupon the suspect fled the premises. The suspect is considered armed and extremely adorable.

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  8. Well, the reason robotics/ stacks well is the exponential nature of layered defensive buff mitigation. As such, Thugs/ is an easy one. That said, Demons may work well...layering your defense with their resists seems a good thing. Oh, yeah..the big demon is defensive based, so there's some good defense stacking for you. Necro/ may work well once you have self heals...they get hit less, but can heal when they do. You'll just have to be careful with the knockback parts of /ff, as necro/ is melee.
  9. Quote:
    Originally Posted by Nine_Claws View Post
    Personally I think that Necro/Poison is pretty good... especially solo, as it's possible to heal your kamikaze zombies, before they die.

    Other MM is Thugs/FF... slower to level, as forcefields take forever to apply if you haven't got a macro set up, which I haven't.
    As an owner of a zombies/poison mastermind I have to say this: use caution. The burst damage on weakened single targets make it an excellent boss killer...but it struggles in most other circumstances. Necro/ begs for mitigation, as zombies are actually pretty prone to relapses of death, and don't get a heal until later. /Poison can neuter a couple targets, but when groups come at you you have a problem...it has almost no group mitigation for you. (The only such group mitigation is an interpretable trap with an unreliable sleep)
  10. Yeah, the only way I run out of end on my Mind/psy perma dom? running fly, stealth, the patron armor and telekenisis, fly/stealth unslotted for endurance. even then, I can keep it up for a while before gulping a blue.
  11. Quote:
    Originally Posted by Wintervoid View Post
    Just a quick note on Stamina. I have a 50 Mind/Psi w/ Stamina, and I still can run out of end. Granted, I play more like a brute and rush large groups ahead of everyone else (or solo) and spam all my AoEs, but even w/ Perma Dom coming up every 80ish seconds and DP, I eat a few blues now and then.

    IMO, if you are not not running out of end on most builds, you are not trying hard enough.
    You have perma-domination level recharge? And drain psyche AND run out of end?

    ...how?
  12. Yeah, for dominators you can get respectable damage, but most sets will give you very few. Dominators are balanced more by ability than numbers: They have ranged damage only outshined by blasters, and melee damage outshined only by scrappers. They can make entire groups for a full 8 man team helpless indefinitely.

    On paper this seems overpowered: until you realize that they usually only get 2-3 AoE powers, 2-3 melee attacks, and/or 2-3 normal ranged attacks. All but 2 lack buildup, one has aim. So while what's there is crazy strong, it's often pretty even damage overall due to recharges and lack of damage multiplying powers.

    That said, they are quit fun for taking on/out large groups do to dominators' unique form of mitigation: total mob control. It's something that appeals to some, not to others.
  13. Quote:
    Originally Posted by LLamaBoy View Post
    I think the argument is not that mutants == anthropomorphic animals, but that bestial appearances are asubset of the mutant stereotype. It's an effective way of promoting the idea of DNA alteration via chimaerism. As others have pointed out, there are many comicbook examples of mutants with animalistic features; I daresay more than there are with organic growths or bioluminescent pockets of skin. Even CoV's token Mutant is a shark-man.

    I realise Paragon's art department may purposely be trying to broaden the idea of a mutant appearance, but I don't think they should ignore the more well-defined area of the origin.
    Devil's advocate: somebody is making a wolf character, using the pieces free from the game. ...Now the mutant pack all of a sudden now includes a wolf tail! Do you really want somebody to have to pony up $10 to have access to a wolf tail?
  14. Ocho: ...yeah, Tyrant! I TOTALLY showed him who's boss! I went through a portal, saved a hero, and gave that guy a knuckle sandwich like This! and THIS!! He was toataly like "Ochooo....don't hurt me more!" Seriously, he was cowering like this-
    Resistance member: Mm-Hmm.....
    Thinks to self: Dude, I am SO glowing right now. I am so bright. Like I forget what it's like to turn on a light, I glow everywhere. I'm my own night-light. When I took that shower in my armor in the dark? Sooo cool. Man I am awesome....

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  15. Quote:
    Originally Posted by Elke_Bolt View Post
    Well if you're going by that standard.. they could release almost anything not tech, and
    call it a mutant pack. I think it is a reasonable statement that many were expecting more
    animal type parts in the mutant pack.

    I might be wrong though. Maybe this was what everyone expected for all I know.

    I was just wanting more cute and cool attributes to add, not look like a demoness.

    I'm done.
    Hmmm...I'd have to disagree. Mutant~mutation, so to have something that is 'mutant' related, it has to be related to living tissue that has been subject to a sort of aberration. Living, altered stuff does not =bestial. The bioluminescent looks like somebody who's become partly aquatic, but still retains human characteristics. This is easily mutant-related. The organic armor is supposed to look like armor the character has grown, I assume, the trick is it looks pretty sharp/spiky/spindly for living tissue. This is where people are taking offence, methinks. (Besides the "But I wanted 'x!' That's not 'x!'")

    *edit*
    I'll reiterate what I said earlier...if what people want is something the games needs, it's better left out of a side booster and put into something big like the expansion/main game.
  16. Quote:
    Originally Posted by Peacemoon View Post
    Dominators aren't comparable to any other AT so they will be fine. No other AT offers Control/Blast.

    It is Corrupters/Defenders and Brutes/Scrappers + Brutes/Tankers that will be most at war with each other.
    This is where Doms and masterminds fare a bit better than other red counterparts. For those that play mostly/all on blueside, the more analogous archetypes may suffer pigeonholing from expectations inappropriate to their archetype. I see it redside already... *On a team of 2 doms, a corruptor an two masterminds* "we need a brute!' Bwuh? *Brute spends time herding/taunting* "He was a good brute!" Huh?

    Doms? The ability to throw out some mez then go to town is actually pretty darned simple. You: helpless. When you=helpless, I hit you. Because then you do not hit me. Hey! It so happens when you=helpless, you=no threat to team. I can help my team hit you!

    The trick is team expectations, and team expectations on this account don't verge easily into areas the dom isn't well equipped to do. Whether beginning team expectations for something that is a helplessness facilitator & facehitter involves said abilities when deciding on team strategy/approach is another matter.
  17. My personal takes on AV's:

    First remember that the rank carries with it massive inherent damage, HP, and resistance modifiers.

    My taboos:
    Buildup of any sort.

    Resurrects. You beat them once, fair enough. Twice? no dice.

    Masterminds sets. Mastermind foes are the 'weak point, so taking them out takes out their summons. An extra tough summoner is punishing and not rewarding according to the trouble.

    Endurance drains. These are long fights, being unable to use powers is no fun.

    Debilitating/long term debuffs. Light ones maybe, but thing like melt armor, heat exhaustion, weaken, lingering radiation, or benumb? Please don't.

    Also be careful about debilitating controls that leave the player vulnerable, as that can lead to frustration. AV's can pose a long, hard fight, so being killed by a tough for that keeps you from fighting back is not fun.

    When making an AV, I tend to look to archetype balance for inspiration. I you wish your AV to have controls, make sure they have low damage. High resistance? parse out the high-tier attacks. High damage? lower the resistance.

    On a side note, I've found what I might term the 'better' AV: Elite bosses, with more complete powersets. That way the purple triangles are replaced with armors or other mitigating effects: These are very tough fights, but are tough because of the bosses' abilities, not the overwhelming stats AV's provide. Just make sure people know what to expect: few players are used to enemies that pull some of the hijinks that player powersets provide.
  18. Quote:
    Originally Posted by Ironik View Post
    That looks really nice, Bill, although it does underscore the demonic aspect of this set for me.

    I'm not knocking the set (well, not much), I just don't see "mutant." They really should rename it, I think.
    As I posted elsewhere, I don't see it as distinctly 'demonic.' I also don't see it as distinctly 'organic.' (that is that it's living in some way.) It just looks distinctly...pointy, or sharp. Reiterating what I said elsewhere, I feel 'Shard armor' might be more accurate to the look of it.
  19. Whilst there were interpretations that this pack would offer more monstrous/bestial options, looking past that the bioluminescent does look freaky and mutated. I like it a lot, and think it fits perfectly with the pack. I personally never thought mutant=bestial, just that mutant~organic. Which brings us to the other set...

    The organic armor looks nice, but it looks far more twisted/sharp than organic. Admittedly the look lends itself well to the demonic coloring-this doesn't mean it's demonic. That said? If the intent was to make armor that looked like it 'grew' out of the character,it looks a bit too layered to achieve that effect. 'Shard armor' or something of the like might be more accurate.

    To the developers and players, I have to say I'd hoped that the 'missing' bestial options- wolf and fur pieces, new bestial heads outside of the wolf/bat options, better aquatic possibilities, etc. would be included in the Going Rogue expansion, so said concepts weren't locked to a peripheral like booster packs. If not, then I will be a bit disappointed, and hope such options make their way onto the art department's radar.
  20. Side note, I only recently noticed dominators' melee damage mods outdo all other archetypes except scrappers. Earth assault being melee heavy is not a bad thing.

    If you're going for defence, put in your bids for the kinetic combat sets ASAP. Those are hard to find, and the black market moves slowly. Bidding ahead is in your best interests, and that set gives very good smashing/lethal defence @ 4 slots. As an /earth dom, you'll have a fair number of power that can take the set.

    Also: Earth/ benefits less from domination than other sets, so it's actually a popular defensive build choice.
  21. I didn't see the latter build, but if you're going high-recharge permadom, you will not need to touch the fighting pool. Mind/ has so much mitigation that once you have your controls up all the time stuff won't be touching you much. Drain psyche heals up what does get through.

    Telekenisis is also very handy vs. AV's once you reach perma-dom status. Mass hypnosis is the best opener you can find, so letting that one go will hurt big time.


  22. All my emails disappeared yesterday, I hope this was unrelated.
  23. I'm assuming that the question is regarding 'Drain psyche,' sooo...is this for a dominator, or blaster?

    If it's a dom, 5x doctored wounds +1 Accuracy IO are good for +recharge, which is especially good for doms. If a blaster, then the +recharge isn't such a big issue.

    ...and no matter what, drain psyche is well worth the investment. Survivability via +regen and better offense output through good recovery are always good.
  24. Word to the wise: Fire's immobilizes remove knockback. On the plus side, this lets you immobilize a group, put a bonfire under them, and get some okay damage that way. (Renewing the immobilize often to prevent scatter.) On the downside, if you throw out your immobilize, none of your energy blasts will knock them off of their feet for the first bits of the immobilizaes' duration. Not good/bad, just so you know. Oh, and /Energy is probably one of the earliest blooming sets, so you have that going for you.
  25. Well, fire/thorns should have a fair number of AoE's, and should function well in the thick of things. Electric gives you buildup for damage, but it's a pretty blappy set. Energy should have plenty of stuns to stack with flashfire. (Your primary mitigation.)