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Posts
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Quote:All correct... plus the sets that have followup or blinding feignt are in are balanced well with those 2 powers in them. They both do comparable damage to fire and dark melee with the buff active. If you nerfed the buff, it would drop those 2 sets' damage output to bleah levels. Considering those are 2 of the most recently and carefully re-balanced sets, I think they're performing the way Castle intends them to be.Because Follow Up requires substantially more animation time to provide that benefit and doesn't provide BU levels of damage and tohit permanently with SO grade slotting. FU is only 37.5% +dam and 10% +tohit for 10 seconds on a 12 second recharge with a 1.056 sec animation time. Rage would be 100% +dam and 20% +tohit for 120 seconds with an enforced 10 second downtime after on a 240 second recharge and negligible animation time. You can't compare the two of them by the numbers and find FU to be the broken one if you actually know anything about numbers.
In my opinion, the big problem with superstrength is the range in footstomp. It overshadows everything else in the melee sets except the also overpowered shield charge/lightning rod.
I like the rage mechanic myself. I've always suggested that they turn Focus Chi into a similar buff, to improve martial arts. (call it something other then "rage" so it fits into the martial arts theme... like, oh.. maybe focus chi.)
Knockout blow?.. it's fine. Every set has to have something special or it won't be.. well... special. -
There are other advantages to teammates... They save you the touble of selecting missions, and sometimes they'll even teleport you to a mission. And this one time... while I was killing a huge group of badguys, the tank started going around grabbing more badguys from nearby spawns to bring back for me to kill. I thought that was pretty cool.
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Once again, they dev's deliver something I never realized I always wanted. Nice.
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I haven't refined this to make it playable... but here's a quick demonstration of what's possible.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(11)
Level 1: Charged Armor -- GA-3defTpProc:50(A)
Level 2: Cremate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(23), T'Death-Acc/Dmg/EndRdx:40(27), T'Death-Dmg/EndRdx/Rchg:40(27), T'Death-Dam%:40(29)
Level 4: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(43)
Level 6: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(7), GSFC-ToHit/Rchg/EndRdx:50(7), GSFC-Rchg/EndRdx:50(9), GSFC-ToHit/EndRdx:50(9), GSFC-Build%:50(11)
Level 8: Conductive Shield -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(46), Aegis-ResDam/Rchg:50(48)
Level 10: Static Shield -- Empty(A)
Level 12: Boxing -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(13), RzDz-Acc/EndRdx:30(13), RzDz-Stun/Rng:30(15), RzDz-Acc/Stun/Rchg:30(15), RzDz-Immob%:30(17)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 16: Grounded -- Empty(A)
Level 18: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(19), Zephyr-ResKB:50(19), HO:Enzym(21), HO:Enzym(21)
Level 20: Energize -- Empty(A)
Level 22: Weave -- HO:Enzym(A), HO:Enzym(23)
Level 24: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-ResKB:50(25)
Level 26: Incinerate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(29), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:40(34), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(36)
Level 28: Lightning Reflexes -- Empty(A)
Level 30: Group Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
Level 32: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(33), Zephyr-ResKB:50(33), HO:Enzym(33), HO:Enzym(34)
Level 35: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(36), Zephyr-ResKB:50(36)
Level 38: Power Surge -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(39), Lock-Rchg/Hold:50(39), Lock-EndRdx/Rchg/Hold:50(39), Lock-Acc/EndRdx/Rchg/Hold:50(40), Lock-%Hold:50(40)
Level 41: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(43), RedFtn-EndRdx:50(43)
Level 44: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(46)
Level 47: [Empty] -- Empty(A)
Level 49: [Empty] -- Empty(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Edited to add data chunk because links never work for me. -
I find myself constantly battling the question of how I can make a scrapper to out perform something/shields. I'm not sure I've come up with a solution yet... but that is essentually the underlying motivation for most of my pet projects. So in a sense, my altitis is inflamed in that I'm making anything BUT shields.
The best I've come up with so far is a blaster, but I don't really like to talk about that. -
Quote:But the reason to have +recharge on an /SR toon is to run higher damage chains. Yet, Shields wins on damage, hands down over /SR. /SR tends to be viewed as good for damage due to the ability to get high recharge and for the ability to slot for +recharge easily, but it doesn't beat shields.Since SR softcaps so much easier than Shield does, and comes with Quickness in the set, my SR characters tend to have MUCH higher recharge than my Shielders, since I have more slots to devote to non-defense bonuses.
Keep in mind... a big source of +recharge is from Luck of the Gamblers which slot in defense sets. Shields has defense powers, too. SR has more places to slot LoTGs... but /shields has enough places that combined with pool powers you can still slot all 5 easily. That makes the available +recharge better for /shields then all scrapper secondaries other then /SR. (/electric can do well with quickness, but you can't get all 5 LoTGs slotted in a /elec build without dipping very heavily into pool powers and multiple pools you may not want to take otherwise).
It's really not just a matter of shields by itself being great. It's more a fact that it has a perfect synergy with the existing IO sets. -
Quote:Actually I agree with you. I'd like for +resist to be equally available as +defense through the use of sets bonuses. It would make +resist an option for maxing out a build. However, I suspect, and have read quotes from dev's that imply they agree, that the way to achieve that balance would not be by adding +resist bonuses.... it would be by reducing the +defense bonuses. Those same quotes also said they wouldn't do this because so much of the player base has already invested huge amounts of time/inf/work to building +defense toons. Removing those bonuses would be a difficult task to accomplish.You see, this statement, while completely true, makes my blood boil.
BOIL I SAY.
Why are there no resist bonuses in sets? Where is the +10 percent resist all uniques? There should be at least five more sets that are resist bonus oriented. Where are they?
WHERE?
If SR could slot more resist, the brutal nerfing sliding toward shield might not be so inevitable.
Or maybe I'm just paranoid.
Hrmm.. Perhaps, they should try adding more +damage type powers to the other scrapper secondaries to help with balance. -
Quote:You'll probably miss footstomp. Other then that, the scrapper will do more damage. (rage, even double stacked, does not give tankers scrapper level of damage, despite what the tanker forum may trick themselves into believing).Well my plan is to "re-create", if you will, my WP/SS Tank into a character that I have fun soloing.
In order for solo tanking to be challenging...challenging in the sense that if you just stand there, you could die...I have to move up my equivalent level, which makes my damage seem horribly low.
Basically what I want to know is this: MA/WP Scrap without Focus Chi compared to WP/SS Tank...in terms of damage. -
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Quote:/signed.I'm going to jump in, even though I'm one of those old-schoolers (or dinosaurs, depending on your perspective) still using a 4:3 monitor. However, when I was house-sitting for a friend, and brought over my computer, plugging it into his widescreen monitor - I became aware of just how big an issue this is (yes, the -vert is not AS big a deal for 16:10 as it is for multi-monitor, but it's still significant)!
Here's my .02 worth. If you want to attract dev attention to this issue, approaching it purely as a multi-monitor issue is probably not the way to go. The devs may assume (and rightly so) that players using multi-monitor setups are a very small minority, and therefore relegate this concern to the "very low priority" bin.
On the other hand, if it were presented to The Television as an issue that impacts a LARGE AND GROWING number of their current playerbase, and, most likely, an even greater percentage of potential future players, they might be forced to consider this a high priority item!
What I'm getting at is that more and more gamers are using widescreen monitors, and so more and more of them are becoming educated about FoV and widescreen support in games. It's like when widescreen format was still new in videotapes - before widescreen TV's were available. Most people didn't understand letterboxing back then, but over time knowledge spread, and eventually people caught on that pan-and-scanned movies sacrificed a lot of the original image. Widescreen TV's became more and more pervasive, until, nowadays, all DVD movies get released in widescreen format.
The PC gaming industry is going in the same direction, due to widescreen monitors becoming the standard, and not the exception. Eventually, if not already (I havn't researched the numbers), almost ALL gamers will be on widescreen monitors.
Since one of the goals of Going Rogue is, I think, to attract new players, it would be a big mistake NOT to think about what gamers are looking for in a game these days! The graphics of CoH might have been fine in 2004, when it launched, but it's looking more and more dated. And with Ultra-mode supposedly bringing the graphics up to more modern standards, overlooking such a basic thing as proper FoV and widescreen support would be a real shame, as it might very well lead to poor retention of any new box sales.
I would think with Ultra Mode coming out, providing for widescreen FoV would go with it. I'm in the process of buying a new gaming rig. 3 screens isn't out of the question. Widescreen is almost a certainty.
It's not the future of gaming, it's the present. -
I have a laptop I play on occasionally that does the same thing. Forward Left and Jump can't be done at the same time... the left turn is what it won't do.. let up on jump or forward and it will turn left. Right turn doesn't have this issue. Hook up an external keyboard and it's no issue. My assumption is it's a limitation of the hardware.
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You'll do less damage. If you're ok with that... there's not a lot else to talk about.
(I for one am not ok with doing less damage) -
Quote:Well, if we're looking specifically at the OP's scenario, most likely it is a result of the /Shield scrapper having AAO which is a really strong taunt aura. He was taunting the badguys off the /SR toon, keeping the /SR alive even longer while the /shield toon took more damage... even though though no one knew it, that's probably what was happening.Even without consideration of the overall merits of either set, if the other guy didn't have his powers slotted correctly you will do better than him.
A head-to-head comparison is only possible if you're playing the characters yourself, making similar slotting decisions and adapting your tactics to each character's strengths and weaknesses.
I created a Broadsword/SD character along with two other players who made a BS/SD and a Fire/SD character. I never face-planted, but the other two did occasionally. I use Mids to design my characters, always IO them, use inspirations liberally (they always come right back), and at every opportunity use terrain to block ranged attacks forcing enemies to close to melee. One of the other players doesn't really get IOs and forgets about inspirations, the other delays getting IOs till higher levels and has a thing about not using inspirations.
Your knowledge and skill may well be a better indicator of your survivability at level 16 than the inherent strengths of SR and SD. -
Quote:The power must be used to activate it... and also, the magnitude of the effect is enhanceable (We're not sure it's supposed to be that way, but it is, and has been for long enough that we all assume they're not going to change/fix it). So it's good to put it in a power you're going to fill with other enhancements for maximum effect... such as health.The +Regeneration and +Recovery Enhancements say they give a bonus "for 120 seconds." Does this mean the power they're slotted into needs to be used to grant the bonus, or do they function like normal global bonuses?
What I'm looking at is if I need to put them in Health for persistent buffs, or if I can stick them in, say, Aid Other instead. -
Quote:Hi all,
I've got level 50 Tanks and Scrappers and I know that Scrappers have higher damage modifiers and damage cap.
My question is - realistically, without external buffs (soloing) how much damage will each output?
I've got a L50 SD/SS Tanker and with AAO and stacked Rage he does great damage, by how much would the current FOTM FM/SD outdamage me?
If it's easier to work out, how does a SD/FM Tank compare to an FM/SD Scrapper?
There are lots of posts on SD Scrappers and how great they are but I've seen no real comparison data compared to the Tank counterpart.
Thanks
On a level 50 tanker, Foot Stomp with 5 enemies in range of AAO and double stacked rage does 242.7 points of damage.
On a level 50 Scrapper, Fire Sword Circle with 5 enemies in range of AAO does 302.9 points of damage.
Both attacks have the same recharge, and a fire scrapper can also use build-up and can critical hit on top of that. Scrapper shield charge will do about 50% more damage. And ST damage output using the top chain of each toon favors the fire scrapper even more.
Fire Melee Scrapper wins vs the SS tanker in damage. But then, it's supposed to... no surprise here. -
In my opinion, the way to looking vanguard like is to dress like them, and color all your powers with bright green effects. The bright green is key. Otherwise, they're pretty open to whatever powers selections you can come up with.... Similar to Longbow. Their bosses seem to be just regular supers dressed in their uniforms.
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Quick answer to your question if I understand it correctly... Invincibility and similar buffs that give a value based on number of enemies in range stack with themselves and have a duration that is longer by just a little bit then their pulse rate. Meaning, you see it jumping between 1x the buff and 2x the buff. The reason for this has something to do with the game mechanics and trying to avoid having an un-buffed period of time. I think there's also some game mechanism that makes flagging something as non-stacking makes it unenhancable, which they also didn't want.
With no good way to fix this issue, they decided to go with double-stacking the buffs breifly every pulse.
That's how I recall it being explained to me. Someone else can probably provide better detail. AAO from shields and Rise to the Challenge from Willpower have the same issue. -
Also.. the difference between knockdown (less then .75 knockback) and knockback is that with knockdown, they just fall over in the spot they stand and don't move out of melee range... with knockback, they move away from you.. (It's more complicated then just "away", but it's always "away"). Some people find knockback annoying as they have to chase things down, where as with knockdown, they stay in range.
Knockup is a different effect where the enemy goes up in the air and falls back down in the same place. Increasing the magnatude of knock-up make them go up in the air higher. Knock-up is not on very many powers. -
Quote:A maxed out elec/shield plays like this:Can one of you forum vets please, please help all of us n00bs understand how totally wrong it is to make final judgements on power set combos without having experienced those power sets up to say..lvl 38 when the secondary's tier9 has kicked in?
I think it would be better for all of us in the long run
Walk into a spawn... shield charge.. hit the few things you missed and the bosses... walk to the next spawn... lightning rod... hit the few things you missed and the bosses... walk to the next spawn shield charge... etc etc.. Every 15 seconds or so you kill a full spawn. Survivability isn't an issue as you can have soft-capped defenses while still maintaining the damage needed to do what I just described.
With SR:
With /SR you can run around with equal, or slightly better survivability... you get extra help in the recharge area to get your attacks up sooner... but not having shield charge means you have 1 nuke instead of 2. You'll not be able to kill a spawn every 15 seconds.. instead you'll kill 1 in 20 seconds (less then with shield because you don't have AAO fueling the ligihtning rod or your other attacks).. then take 30-45 seconds killing another spawn waiting for lightnign rod to recharge... lightning rod will recharge in 30 seconds, but you'll want to save it for a fresh spawn. So you'll only use your nuke every 50-60 seconds or so on every 2nd spawn. So you end up taking 80-100% more time sweeping a mission clean.
I wish it wasn't this way... I personally feal shields is unbalanced. It shouldn't have both solid defense AND the best damage boost, but it does. These days, I play my /SR toon or level up an alt. My /shields toon was robbed of IOs and left on a server I don't play anymore.