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Posts
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I did this with my blaster with very solid results.
45% smash/lethal
45% ranged.
I find these 2 can be pumped up without interfering with each other. Smash/Lethal from the cold ancilary pool power plus many 4 slotted kinetic combat sets in melee attacks. And ranged with 2 slotted Zephyrs in multiple travel powers, and thunderstrikes in my ranged attacks. Also +defense to all from weave, hover, combat jumping, and the Steadfast Protection Unique/PvP Unique add to both.
45% ranged while hover blasting is a more solid way to fight, but you can't go into melee without serious risk. The 45% smash/lethal covers you well enough to go into melee without any significant concern. The NPC's that you don't have defense against are so few that you can easily pick your way around them, or just hover from greater distance (outside AoE range) when you know they're coming.
I hate to admit it on the scrapper forum, being a hardcore scrapper myself... but that blaster is my new main. Too much damage... too much fun. I play him like a scrapper though.... BLAZE from 5 ft away looks a lot like a punch. -
I don't have experience with this... but since nobody has responeded with definate answers I'll give you an educated guess.
Weapons are a costume part. They set the visibilty of your toon to 0, and load a different graphic. That would tell me that, no, you don't see weapons. However, I think you do see the "sparks" and "bubble popping" partical effects would still show.
Again... that's my assumption. Perhaps others are in the know. -
I'd also add quite a bit of +tohit and +accuracy... if they get a chance to bunch up they can stack thier +defense powers that would slow things down a lot.
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Do TF's scale up to the +4x8 difficulty levels? That might actually make things more interesting. (not that speed runs are boring... but it's embarassing when my blaster ends up tanking Kahn while the tank goes to gather the other AVs)
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It's 10:58 central time. I just tried to log into the game... I had a long download, then I'm locked out of my server for Dev Testing. So I figured, heck.. i'm home from work. let's build a toon... and lookie there.. it's the I16 charictor building screen.
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I think scale/plate/bark armor (done with multiple skin choices) is a decent concept. Not sure about your powers. Any new set needs a gimmick to make it different from existing sets.
I don't really see one here. -
I spent about 6-7 months with Shred Monkey at 50. However the day I started my DM/Shield he retired completely. He has done nothing except respec out IOs from his build since my DM/Shield hit 50. I did bring him out for a few 5th anniversery badges, but that's it.
Now, with my Fire/MM blaster at 50, my DM/Shield doesn't see much playtime anymore. If a TF starts up I go to the blaster (sick sick damage, no scrapper can touch that... especially with the buffers/debuffers I usually TF with). If I'm solo, I work on leveling up new projects.
To be honest... I'm not sure I love any of my toons right now. -
Quote:Anyone looked at this chain?That was me screwing up about swipe and strike, Fantomas. It is most assuredly not the case.
To give an example, I'm looking at a chain with followup, slash, focus, strike. It does 162 DPS. If I replace strike with swipe, not only will I need more recharge in followup, but it drops the DPS to 158.
And it would be pretty silly to skip shockwave on a claws/sr. The mitigation it provides when things get dicey is FAR too high to give up.
Followup>Evicerate>Focus... repeat
Keeping in mind you can use all 3 purple procs, and evicerate can use the PVP damage reduction debuff proc.
It takes less global recharge and I don't think you can triple stack followup on evicerate. But the DPS looks on par with anything else I've seen in claws. -
Defense gives increasing returns up to 45%... regen gives diminishing returns. There's really no way to change that fact given the current game mechanics.
The only thing I can think of that might counter this effect is to add to every single regen set/bonus/power a component of +hp and then remove all +hp caps. If having +300% regen came on top of having (for example) +150% hitpoints, that'd allow regen powers and +regen IOs to give more comparable returns at superelevated levels. A better balance might be to add hp at a 3-1 ratio or 4-1 ratio. I'd have to sit down with a spreadsheet and some time to figure out what bonus would be compariable to going for softcaps of defense... but I think there's a balance point in there somewhere.
I think in conjunction with this, I'd turn Dull Pain into heal with +resist all of a significant amount. -
I like katana for low levels... but if you want an alternative, Dark with Air Superioroty and Touch of Fear is another solid option.
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I had always planned to put uniques in auto powers anyway since those are always on and I'd want regen out of combat as well.
The thing I did learn is that the uniques are affected by enhancements. Did anyone test in game if they are, or are not, affected by the ED cap? Mid's shows not. -
Quote:I'll pull some numbers out of my bum since I did this back in issue 11 but what it looked like was :
in health:
0.42 * .15 = 0.063% regen per second for numina unique
slotting (95% heal) ups this to 0.2925 or 0.123% regen per second
in RTTC (also 95% heal)
even con foe I got 0.123% regen
+1 con foe 0.104%
+4 con foe 0.059%
These numbers correspond to the effects of the purple patch pretty closely. I tested this out because I threw the kismet unique on my regen scrapper's DA and got whacky results, and I thought maybe I could get super awesome regen if it accidentally worked in RTTC based on how many foes were near. I found out however, that I got lower results against +con foes, and the regen buff did not work until a mob was in range.
That makes me wonder if there's some other odd effects.. Like if your target is affected by -regen... or certain forms of damage resistance, it may may have even more resistance to your proc. -
From what I've seen the numbers in Mid's are correct. If you're only of by a few tenths, my first guess is that you didn't use level 50 IOs everywhere in game?
In the end, no, you'll never know the difference. You can do math and say, "oh no! I'm going to get hit with 4.4% more damage when being attacked from range.' But no human would detect the difference. (maybe Arcanaville would notice... but nobody else.) -
Quote:They're all level 50 except the regen unique.Many players have seen that the Numina unique IO and the Regen Tissue unique IO do act like procs with a 100% chance to fire and that their regen values are also affected by the healing enhancement value of the power that the IOs are in.
I didn't believe the enhancement part myself myself at first, but I did a test on my MA/Regen scrapper and saw that the values of these unique IO do got up from their respective base 20% and 25% values by a factor of whatever the power's Healing enhancement was. The proc doesn't do anything to the power but just take up the slot. But the power could affect the IO proc by the its own enhancement.
Example, if Fast Healing was Healing enhanced by 66%, a Regen Tissue slotted into that Fast Healing would also have its 25% regen enhanced as well, up to around 41.5%. The difference was small, but the numbers in-game reflected what math I did on paper.
I don't think this was intentional, but just a quirky bug of the game that comes out into our favor.
The Regen Tissue and Numina unique IOs should work just fine in RttC because the power is assumed to always to be on when you need it. Yes, the power has a variable regen rate and its -ToHit is dependent when enemies are close or not. But the power does have a base regen in addition to its variable regen and the IOs ignore anything regarding the -ToHit component. Activation of the proc is dependent on activation of the power, not variables of the power itself.
Now as for Shred's latest post and edit, I did the same myself in Mid's. The values all seem to add up to the same, and that the unique IO's regen ignores ED for its own enhancement, at least all according to Mid's (not sure if it's the same in-game), so I don't know what I did differently than what he did. Shred, did you make sure that all the enhancement are at the same levels, both the common IOs and the Numina one?
They're all very close to the same. Differences of less then 10% base regen (all around 700 base).
I'd have to say, what we're talking about is all news to me. I'm also not familiar with RTTC working differently against higher cons either.
And again... i'm assuming mid's is correct... I don't have a good way to confirm that without canabalizing a toon. (but I do happen to know that there are some regenerative tissue uniques for sale red side... *ahem*) -
I always thought it was just a 25% boost and didn't affect the power at all. I see in mid's it's doing something else. I honestly can't figure out what it's doing. In Mid's anyway, it's showing that overenhancing a power that has the procs in them causes regeneration to still go up.
Is the proc getting enhanced? Which doesn't seem to be affected by ED? What am I seeing here? (and is mid's correct?)
Edited:
By trial and error (since I can't figure out what it's doing). I slotted health, fast healing, and rise to the challenge all with 3 lvl 50 health IOs. Then I took a numina's heal enhancer, the numina's unique, and the regenative tissue unique and slotted all 3 in FH, then health, then RTTC. The best regen number I saw was with the uniques in RTTC. Why, I can't tell you.
I dont' know if mid's it calculating correctly. -
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Well, techincally, on my brute, for example, if said mind bullet has a lethal component to it, then I avoid getting hit by it by training all my melee attacks using the art of "kinetic combat" which makes me harder to hit with a lethal or smashing attack, even if I never use said melee attack.
What don't you understand about that? -
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It's not that I want to hate everyone... but you all make it so easy.
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nay... didn't fit in my build and I don't feel the need for more survivability.
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I did something once that I'm not real proud of talking about here on the scrapper forum, but it may be of interest. A sonic/ blapper has a really sweet control power in siren's song. You can sleep an entire spawn, then beat things down 1 at a time from melee range. Combined with air superiority to eliminate incoming damage from your target (who should be the only one awake), it makes for a rather and powerful solo toon, even vs large spawns. (powerful being limited to non-av fights).
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If you do bobcat, I'd suggest you attempt to fight from range only which improves your survivabilty by a ton from her. Also, once she pops unstoppable, you've won.. it crashes eventually, and it's short work to finish her after the crash.
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Quote:This has actually been an underlying theme in some recent posts. It's something I've been putting a lot of contemplation into myself.How ludicrous would it be to design a scrapper who's main focus was that of damage mitigation? In essence, I will be playing an Elec/Invuln scrapper and the notion of having capped defenses and resistances (S/L at least) appeals to me. Is this a mainstream kind of thing or something more suited to a secondary build used for soloing and other special circumstances?
Here's how I break it down.
Point 1. If you want to solo anything and everything... you basically design to live forever while doing some damage. Therefore, eventually you win. This is actually something that's pretty basic to almost all RPGs ever created. Protect your own health and you win.
Counterpoint 1. In this game, you face a very high number of not-so-tough badguys. Mowing through them fast is a lot more fun then plodding along slowly with no chance of dying. So, why design for infinate survival? Design for sufficient survival and then focus on damage output. If you follow that guide, you'll out perform the surival focused toon in 99.9% of the game. If playing on teams, you'll probably out perform the survival toon 100% of the time.
Point 2. Winning is winning. Losing is losing. Time to finish doesn't matter. Therefore, the build that can survive 999/1000 encounters is better then the build that survives 997/1000 encounters.
Counterpoint 2. Dieing in this game is painless. At level 50 there's no penalty at all. Who cares about an extra 2 deaths in 1000 encounters when I can finish 997 of those encounters 10% faster?
Point 3. Being the meat shield to a team is a more significant role then the damage dealer.
Counterpoint 3. Being the meat shield is important if one is needed... Some teams don't need another meat shield because they have enough buffs/debuffs or another tank already ...whereas more damage is ALWAYS a good thing.
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Final take:
If you're leaning a certain way on the decision to go for it. There's good arguments for it which ever side you're on.
On the scrapper vs tank issue... I built an invul/energy tank and played him up to 31 about 4 years ago. I teamed with broadsword/invul scrapper and realized he couldn't die either, plus he did more damage then me. I decided to make a scrapper the next day. I've learned A LOT about this game in the past 3 years, both about scrappers, tanks, builds, powers, enemy groups, TFs, you name it. I've gotten 5 scrappers over level 40 since then... I've never built another tank. -
Quote:I'm seriously thinking about this on a blaster.... One catch to this is that you lose your click buffs... most notably hasten. I can see myself saying .. "hasten is flashing, let's see if I can draw some agro."My Kat/Fire is built around high recharge / high damage. No Tough, no Leaping, no -KB IOs. It doesn't die too frequently (yet, only level 41), but I have made good use of RotP.
RoTF can also be used to get endurance back to full if that's an issue.