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Posts
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Joined
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I'll see how much help I can be
For question 1, I'm almost certain it would lower the number -after- ED.
I know DR (which also lowers numbers), happens after ED. If it was the second situation, then people could slot 6 level 50 Dmg IOs, get an amazing amount of Pre-ED enhancement, get it lowered due to EXed and then ED applied, giving low level characters 100% dmg or so in attacks.
If the devs know what they're doing, and they at least thought of it concerning DR, they should have seen it coming from this situation. Not to mention being EXed is PvE, and they pay more attention to that. If it were to equal 31%, you'd be bypassing ED itself completely, and the devs never want that. According to your own calculations, it would should be 21%.
I should also warn you that slotting that damage isn't the more efficient way to play level 5 arena. Accuracy is just as important as damage, and so is a steady chain sometimes. If I remember right, end isn't as much as an issue since you'll die and get a refill that way.
As for question 2, Neeto was right, purple bonuses and PvP bonuses (any level there), will be with you from level 1 onwards if they're slotted, accolades will also stay with you for every level.
For question 3, neither is optimal, although dmg/rech would be slightly better.
For the 2nd question 3, I would choose hasten if you were planning to go with that build. Build up without recharge won't be up too often, and hasten will at least help recharge itself.
Lastly, I saved his post when I saw it. TopDoc used to enter level 5 tournaments and get 5x or 10x the amount of kills as other. Here's a quote from him.
Quote:Hope this helps.I used to do a little PvP a while ago. A long while ago actually, I think before the Update 13 changes. Someone (PERC?) made up a multi-server competition for lowbies. The event was a free for all, max level 5 I think. Being a number cruncher, I looked across all the ATs and power sets to figure out the most effective character possible at that level. I did a little brainstorming to figure out how the free for all would go, how long people would live, whether or not AoEs would be worthwhile, how fast people would be moving, etc. There were a lot of things to take into account, but I eventually ended up with an Arch/MM Blaster named Wabbit Season. Arch has a bonus to Accuracy which is great for low level PvP. My attack chain was Snap Shot, Aimed Shot, Snap Shot, Subdual, repeat. They all have an 80 foot range, so I could attack anyone getting near me. No one had status protection, so the Immob in Subdual prevented melee types from attacking me at all. Blasters can use their low level attacks while mezzed, and that's all I used. In any mob I targeted people low in HP, and I usually finished them off. I went after squishies rather than melee types who may have had minor Resistance or Defense.
The thing that put me over the top was loading up with +3 SOs. I got them by farming an AV. I think it was a level 47 AV farmed by a level 50 char with level 10 sidekicks to get the level 8 SOs, or something like that. I only had a total of 7 slots to play with, one in each of the 3 powers plus 4 for leveling up, but you can do a lot with that. I think the Arch attacks both had a Recharge SO, so my attack chain was constant. Most Blasters that level are lucky to attack 50% of the time. All attacks had an Accuracy SO, so I was far more accurate than most of the other people involved. Your average person with a single Accuracy TO had a 54% chance to hit, while my Archery attacks were 80%. And I think I had a couple Damage SOs as well in Snap Shot because I used it most often. I was doing around 3 times as much damage as a TO slotted Energy/Energy Blaster. Death is Nature's way of refilling your END bar, so no need for END reduction. I didn't avoid death because I needed the END. I ate dirt just like any other Blaster when people teamed up on me. But I gave far, far more than I received. I played the same build on serveral servers, using a Respec to remove the SOs when done and the Market to transfer them.
The end result was that I came out on top, often by a whole lot. Enough that people accused me of bringing in friends to be my targets, or using Inspirations (which were against the rules). But the truth is that the right powers, Enhancements, and tactics can make a HUGE difference at low levels.
So yes, low level SOs can be VERY effective. But as others have said, they are usually outleveled and discarded very fast. -
Hello,
http://tomax.cohtitan.com/data/power...exhaustibility
http://tomax.cohtitan.com/data/power...urons_Alacrity
I noticed these about a month ago on RedTomax. They don't look particularly useful to me. -
So many of these posts are being deleted, I have no idea what we're talking about anymore. They should just close the thread. Make things simple.
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The only real advice on doms I can give is don't roll a fire/ice dom. Some non-FotM builds are just impossible and it was a waste of money.
Commenting on the above, I'm fairly sure everyone will tell you to go Reactive Interface 75% dot 25% -res, pyronic for a faster animation and Rebirth +regen instead of +hp. If I get 140 hp/sec on something with 3200hp, that should mean around 60 hp/sec or so on a blaster with capped hp (assuming you -hopefully- didn't build for +regen), and 10 seconds of that equals +600hp, then there's more +regen on top of that.
Those are the three I took on my blaster, as well as Cardiac since I like running both travels and sprint. -
I'm seriously considering arguing with lone mutant over nothing, just to get all of his posts deleted again.
Why does he have that many underscores? -
I remember one dev joking how it was coming out around the time school starts, which to me would mean September, but I suppose they could have meant October as well. Depends how 'close' they meant.
I've always been under the impression that it was coming out September. -
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Quote:Not completely true. After playing CoH for a couple months my brother moved to WoW, and I was going to join him there (he was offering me a lot of gold), the only reason I stayed was because I heard about PvP coming to CoH. I figured a new PvP system would mean that everyone was a noob and I could fit right in. Up until then I basically killed Elite Bosses solo (was harder on SOs) and leveled up some toons for it. Also note, I'm still playing.My point was, I didn't buy this game for PvP and neither did anyone else before Issue 4, a year after launch.
I doubt many bought the game for something that was going to be released later, but it definitely would have kept some people around who were getting bored. -
Honestly? We're going to argue whether something was insulting or not?
If anything it was a small unintentional jab, and people are screaming how much pain and agony they're in.
Get over it. If it happens again, then you can say something. -
EA lives in it's t9, outside of it you will consistently die up against anything, in it you will be the most survivable stalker there is.
EA has 0.1 elusivity (as most defense based toons) and Overload grants another 0.2, meaning you end up at 0.3
0.3 was where elusivity was before it was nerfed to 0.1, so you'll get a taste of how it used to be.
If understand elusivity correctly, from 100% acc in the attack and 100% acc from bonuses, 0.1 will make their overall acc drop from 200-->180, where as 0.3 will make it drop from 200-->140, and then DR is factored on top of that. It's nice.
The most impressive thing I've seen from a stalker was watching them act like a t9 tank/brute and go up against 6 heroes until they crashed. Granted, I think they only sharked a blaster to death, and I don't remembr psi being present, still nice to see a stalker even survive 2 people.
Brutes get a lot more from overload with the +hp. My SS/EA on beta was sitting at perma 88 hp/sec, 3.1k hp (didn't have accolades yet, would hit cap) with 55%ish defense.
Lastly, Demonic is a god mode for EA, while almost useless on SR or nin. Wp would be fine with it though.
If I could trade my old EM/SR for a EM/EA, I would, just to use overload/demonic/barrier to be unkillable for a while at a time. -
Quote:
Sorry, this game does not live or die by the PvP population.
Although true, PvP still stands to be the game's most difficult content and always will be, which will attract the most intense min/maxers of the game.
If anything, PvP is the real end-game of CoX, since being the best will mean you need an extreme level of knowledge (DR, every game mechanic, PvE + more), typically the maximum amount of money you would need (53 HOs will be better than their 50++ ones), knowing the psychology of the person you're fighting, and more precise timing. PvP at higher levels demands perfection and there is not a single thing PvE that only 1 person can do which requires them to be perfect at everything, where as PvP's "best player" so to speak, will have to.
When CoX becomes free to play, a lot of people will run through the hardest content within half a year before they bore of dominating PvE. It can be challenging, but not nearly -as- challenging, and new players are going to need a challenge if they want to stay.
I enjoy high levels of PvE myself, but PvP offers a game where I have to be smarter than my opponent, and outsmarting AI isn't nearly as difficult.
Removing PvP wouldn't do much now, but it would later, players wouldn't stay as long and in the long run they would lose a significant amount to make them regret getting rid of it. -
During the event saturday morning it was Combust from Virtue who brought up PvP. That's when the changes were brought up, although it's worth noting that near the end of answering that question Zwillinger had the most serious face i've ever seen him had as he explained how PvP is going to be important with freedom since PvP is part of the free package.
It would be kind of nice if they thought they could use PvP to attract free players who would enjoy the PvE, as they would have to improve PvP first. They might be surprised how many stay for the PvP though, and the bigger the community PvP has the more improvements we can have.
I probably should have introduced myself to Combust, Virtue PvP is small enough that everyone knows everyone, and i'm sure he knows Absolute Perfection, oh well. -
PAX was fun, the devs said there wasn't a good "fix" to pvp suggested until recently, and Posi mentioned fixing the things players wanted to be fixed such as TS/DR. He also mentioned the PvP population being a little under 5%, I wouldn't be surprised with about 3-4% at this point. Once Q&A finishes with the big projects (i21 and freedom), they'll be open to test some of the PvP stuff, which they think will get a bit bigger once it goes F2P (very true IMO).
They also stated they don't hate PvP, just hate all the work around it, and I'd believe it, they seem like nice/decent people.
What i'm really curious about is...who made a -good- suggestion around fixing PvP recently? Recently in my mind would be the last 3 months at most, so has anyone suggested something that would really fix everything...and is it a very bad suggestion from the perspective of the PvP community?
If anything, change is coming, good or bad i'm somewhat happy since i've grown bored of PvP and i'm not alone. Anything would be nice, either it would make me stay in a better game or move on. -
MA DPS isn't anything to be happy about, and MA AoE isn't impressive either. MA needed a buff, and glad it got one.
/SS will still be ages ahead with perma +80% dmg, +30% tohit and foot stomp with a +rech proc. Not to mention with gloom it can do scrapper levels of damage.
Also, people shouldn't compare a combination of powersets being too powerful over another. Comparing Ice/MA to SR/MA is like comparing an Ele/shield scrapper to an ele/regen scrapper, some things just mesh nicely.
MA got a nice buff, it's not overpowered or underpowered, it's fine. -
No travel is the biggest problem, aside from that, you're right in for a lot of things. I could replace an enzyme in most powers with an LotG to get some recharge, i'll adapt as many positive changes as i can.
I switched your HO in foot stomp with a 53 HO, since i have one. Nice idea there and i used that slotting.
Since the toon's already done, i'm not really willing to switch from my t4 alpha, which is heal/rec/tohit/stun/jump.
Good idea for darkest night too
Edit: Taking it to the scrapper forums tomorrow. -
I'll be moving back to freedom tomorrow or the day after, hopefully i can get that title haha
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Quote:Didn't we have a Dev (Ex Libris), someone who has access to real numbers rather than personal observations -state- we hit 10%? For some reason I'm more inclined to believe that than Je troll or anyone else's figures made up after -their- own personal and small analysis.First, do NOT take the following post to imply that I actually agree with Je Saist... because I almost never do. I am merely toying with the bit of math that was provided.
Okay... let's do a little math here:
20 * 8 = 160 people
50,000 = Let's say that is an EXTREMELY conservative estimate of total subscribers for this game
Lets also figure that for each of those 160 people you are talking about that are on-line at a given time PvPing in the window you describe, there are 10 more people who are not online. So:
160 * 10 = 1,600 PvP Enthusiasts
1,600 / 50,000 = 3.2%
Also, you weren't counting zone play, which probably had more than the ladder. You could do all the math in the world but the fact is that we have evidence compared to what people -think- they saw and making up rough estimates. -
Quote:I made my SS/invul around 2 years ago on Justice based off of Vincent Balmont, he actually is the one who got me to start PvPing more seriously. He's taking a small break right now travelling, but he still surprises me by not losing to anyone when he randomly shows up. As a side note, Vince -finally- moved to freedom a couple months back.SS/Invuln on a brute still tends to be a beast. You may know Vincent Balmont, I don't think I have ever beating him on anything, but I suspect I could take him on my shield/ss tank.
As far as Ca Blaze is concerned, he beat my tank prior to its current build and I have since beaten him twice. He needs to adjust his bio
I'll have to change a few things and fight Ca Blaze again then. Last time he made my warworks useless with water spout, but i've got phantom untouchable pet now, meaning my lore won't be 100% useless next time. -
Is redraw that bad? Only if you let it.
Personally I skip the weapon redraw because I like to up my DPS. My main was a claw/regen (I'm a PvPer), and seeing as DR affected res/def but not absolute heals (regen clicks), regen was the secondary my claws needed to take in order to make the best scrapper i could. If i wanted to roll claws i had to deal with weapon redraw, but i found a way around that which made it more click intensive (although i don't ever use my mouse, so...button intensive).
In options there's Keymapping, and under Target there's something called "cancel target", bind that key to anything you like, i perfer something near my 1-4 numbers, so mine is binded to Q.
Trying this, as you're doing whatever animation takes your claws away, cancel your target and hit your next attack -twice-. The first time you hit your attack, it will auto-target the closest enemy, and the 2nd will que it. When you do this, you'll interrupt the animation time of the power (like healing flames) and take your claws out during that.
For claw/regen, the easiest is MoG or Barrier with their big animation times.
Swipe/MoG animation begins/quickly Q-swipe-swipe/MoG animation interrupted as you pull out claws/MoG animation time ends/you attack without redraw.
It'll seem like a lot of work, but personally i enjoy doing difficult/challenging things ingame to make my game preformance better (Z-canceling in SSB, quickscoping in CA). Once you get the hang of it, it's easy and fast.
It may only up DPS by a small amount, but in PvP every second counted, so I used this tactic for every single regen click + Magus/Geas, and if you've got good enough timing you can skip weapon redraw for Magus' very small animation time as well.
I'm surprised i've never read or heard of anything like this. I PMed...i think werner about it and he wasn't interested. Maybe someone who plays with the forums more can tell people about it, as threads about weapon redraw are still being made. Oh well, GL with the claws/fire. -
Hi, i'm just looking for suggestions or obvious flaws i missed in the build. It's soft capped to S/L/F/C/E/N with 1 foe in range, has gloom to help DPS and darkest night in order to tank AVs or anything else.
I would like the brute to function somewhat like a tank that does damage, in fact i would reroll it into a tank if i didn't already have all the accolades and t4 incarnate on this one, not to mention a tank would have to change sides -and- i would have to get it to 50.
It has
-T4 Spiritual Radial (rech/heal/tohit etc)
-T4 Rebirth +regen
-T4 Lore (Warworks left for DPS and Phantoms right for adren boost)
-T4 Reactive Interface (75% fire, 25% -res)
-T3 Void (-dmg no KB)
There is no budget (although 53 enzymes compared to 50 only increased overall defense by 0.3%), except for possibly panaceas, unless it would drastically help my end or attack chain.
If anyone feels although a small sacrafice in survivability is reasonable in order to increase damage by a lot more, feel free to.
Also, i'm unsure if the endurance will be good enough, but there are always blues flying around as well as ageless on trials.
An all around purpose brute seems nice, with it somewhat leaning slightly towards survivability than anything. I don't ever want him to die. Being able to finish the scrapper challenges or newer AE missions sounds nice as well.
Here is the current build
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Quote:DR works on totals. To-hit and defense are part of the same total.
http://boards.cityofheroes.com/showp...&postcount=298
I meant that going from 40% defense to 45% defense, it's easier using a 5% tohit debuff rather than getting 5% more defense in DR (which is around 15% more PvE). Although tohit debuffs enhancement means it's basically useless (harshest DR curve is tohit buffs/debuff enhancement, might be on par with squishy def) when slotted, the base amount is still better.
Also, are you -sure- defense gets DRed 3 times?
-The Enhancement (0.56)
-The Total Def (40 def --> 30 def)
-& the number below the base tohit getting DRed closer to the base tohit (if i'm understanding you correctly)
basetohit+tohit-tohit debuff-defense
50+14-13-30= 21%
That 21% is then -29% from base and that's DRed to a lower number making the chance to hit increase?
And which DR curve would that use, tohit's 5 to 1 or defense's 1.2 to 1? -
Quote:And as always everyone is apparently entitled to dismiss numbers.Lol okay that's fine everyone's entitled their own opinion even if inaccurate. But trying to say Elec/ it better then FM/ just make me lol (:
The chain was...
Chain induction/Charged brawl/Havoc punch/Charged brawl/Jacobs ladder/Charged brawl
with CB having 3 procs, and every other attack having 1 (also the -res proc in Jacob).
Scorch isn't as good as charged brawl and nothing FM has even compared to Chain's DPS. If we were to factor in Interface now? Ele would be even better because of the short animation times.
If you're going based off of experience, and had those experiences based off of Ele scrappers who took/used/spammed thunderstrike, i can't blame you, but the -res proc made a huge difference if i remember right.
2 Purple procs in this attack chain with 3 PvP damage procs, 1 Mako proc and 1 -res pvp proc.
Thought about the placate proc, was a cool idea but with a buzzsaw build was useless, especially with regen not needing (and should never use) aid self. -
Quote:You may want to check your arcanatimes eh?Well for the sake of trying to build the best attack chain, here are the current numbers for scrappers in terms of DPS relevant stuff(arcanatime and crits included):
https://spreadsheets.google.com/spre...hmZlE&hl=en_US
To get animation times like 0.988, 1.258 and 1.518, you'd need numbers that have been -rounded up- to 7.4848, 9.53 and 11.5, which is impossible as they're not rounded. -
Quote:You don't understand 2 crucial points about this.
The developers also talked about one of their greatest failures, the Gladiator PvP mode which allowed players to compete in a Pokemon-like battle using NPC characteres. The developers thought it was going to be a huge hit.
1. Pokemon Balancing is strict and extremely exact, to this day with over 500 there is still no 1 perfect team.
2. Night widows with -tohit grenades will automatically win anything, and the CoT Mages are Elite Bosses instead of Bosses like every other baddie you can pick. Not to mention the point system didn't make any sense.
The reason it wasn't successful was because it was horribly designed and wasn't balanced. If pokemon had the same flaws it would have died out as well (fighting other trainers anyway). That -was- their greatest failure, but not because of the pvp community (We used to do SG battles with glad matches when it came out), it was instead the terrible design.
If Incarnate trials didn't give any rewards, had no story or logic begind it, and were designed as terribly, nobody would use those either. -
FM in PvP is nothing like in PvE, I remember doing the DPS of all the scrapper primaries only to find out that a good MA build could out DPS it standing still. Electric Melee too. FM has a low DPS t1 which means you can't even spam procs as well as other sets and i believe it was Incinerate that was not even worth being in the chain while being held high up in DPS for PvE. Those numbers really change.
It was about a year ago i Min/Maxed every scrapper primary with regen to see which was the best and the worst, and FM was 4th last(?) and couldn't compete with good brute/tank builds either.
Since then my computer crashed and I lost all of it, now it's all memory and guessing with quick math.