Siolfir

Renowned
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  1. Quote:
    Originally Posted by ChrisMoses View Post
    Throwing snowballs <snip>
    I picked up the perma-temp version. My Dominators (none of whom have Frenzy) like pelting their pets - or anyone handy - with snowballs to build up the Domination bar.
  2. I'm paid through June of 2013 (due to the 12+2 option) and haven't heard anything. A ticket just generates an autoreply that says the same as the official announcement - "you will be contacted directly and watch the website".
  3. I dunno, I still think I was pretty bad - I was almost always out of position to get to someone in time.

    As of this point I know I'm even worse, because I got lazy playing 47 levels of a thermal/sonic defender in PvE redside where I tried to let people stay low on hp for the endurance discount, because I had Vengeance, and because Power of the Phoenix was my best AoE damage by far.
  4. So, who was a worse PvP emp than me?
  5. Siolfir

    one last try

    Quote:
    Originally Posted by Hottieforhire View Post
    Thank you all for the replys. I know it was short notice but i am gonna give it a shot anyways. I will put the word out on a few channels tomorrow and see what kond of team i cam get together. Gonna grab nukes and shivs on a few toons just in case it goes bad. See you all tomorrow! And thanks again.

    AMID
    If it goes bad the nukes and shivans won't help - they'll be greyed out and unusable.
  6. Siolfir

    one last try

    What's funny about the MLRSF badge is that I've only ever gotten it on one character (my Fire/Kin Corruptor) back around i13 or so where we set the options on a lark knowing that 6 people on the PuG (which consisted of 2 Brutes and 6 Corrs) had Vengeance and we could just stack it if we needed to finish the last mission, and we rushed the platform instead of trying to pull.

    With Incarnate powers and the alpha level shift making it so much easier to get, I never bothered to even try since. I don't know if I'll be on but I suppose I can bring someone if you need people - I haven't logged on since last week because I don't have a lot of motivation to finish up the characters I was trying to get to 50.
  7. Check the general discussion section - a thread there states that, according to Jack Emmert, the engine was licensed "in perpetuity" for two games.

    No term limit.
  8. Quote:
    Originally Posted by Golden Girl View Post
    They're an enemy we're trying to negotiate a peace treaty with to seccure the handover of our territory, so right now, having the safetys off is fine, but fingers should be kept away from triggers.
    This seems reasonable. You don't have to like them, and you don't have to support them in any of their other products. You can even wish for their heads placed on pikes at the end of your driveway as a warning for other software publishers to not cancel your favorite titles*, but that sort of thing is probably best expressed privately rather than being directed at them: alienating them doesn't give them any reason to make them more likely to help you get what you want.





    * - hypothetical example only for illustrative purposes; this poster does not condone trophy displays that would bring about the interest of local law enforcement and does not support this method of protest.
  9. Just wanted to post a "thanks" to all of the devs who were responsive and kept us in the loop. I think they were likely as blindsided by this as we are, and it's far more impactful for them. Best of luck to you all in future endeavors.
  10. Siolfir

    REVAMP EM set

    Quote:
    Originally Posted by PRAF68_EU View Post
    Yup, and for the same reason that ET is so powerful - Gloom's DPA is off-scale.

    The highest theoretical tanker ST attack chain, given capped recharge and +DMG, is simply this:

    (Barrage) -> ET -> Gloom -> ET -> Gloom etc

    I don't use it for a very simple reason: Frosty Robot is pure hero and thus can't have Gloom.

    Some numbers: Level 50 DPA for ET is 76, DPE 20(!); DPA for Gloom 71, DPE 7.34; DPA for KOB is 71, DPE 8.6.

    TW Follow Through does better with a DPA of 108, and DPE 10.2, but you can't build an attack chain with just Follow Through and Gloom because of the Momentum mechanic.

    Are TW and SS better than EM? IMO yes, but they are not a valid baseline. I would say EM, SS and TW are all broken, and would all get nerfed if the devs decided to look at them closely.
    See, now this is why I said to show your work. Because you're wrong.

    Some more numbers:
    Damage for ET is scale 4.56, arcanatime animation is 2.904. That gives you a scale of 1.57024793... which I'm rounding to 1.57/sec.
    Tanker damage mod at 50 is 44.488, which comes to 69.85719008...

    So your numbers are off, even if you included Bruising (20% resistance debuff puts it at 83.8) which would work better for a set with a higher DPA Bruising attack.

    The damage for Seismic Smash is 3.56 scale, arcanatime animation of 1.716; Stone Fist does scale 1 damage with arcanatime animation of 1.056. This gives you a total damage equivalent to Energy Transfer in 2.772 seconds. The last time I checked, 2.772 was lower than 2.904, so you're doing the same damage in less time. That's called higher damage per second, for those of you having trouble following along. And if you're a Tanker, you're not only doing more DPS than Energy Transfer even if it was your whole chain, you're also not wasting time with a low DPA attack like Barrage (although Stone Fist is low for Stone Melee) to get Bruising.

    If you have to see the numbers, (scale 4.56) * (44.488 damage per scale) / (2.772 seconds) = 73.18372294372294.... Bruising makes this around 87.8, which is higher than ET's post-Bruising DPS even when we didn't include Barrage in the chain.

    Seismic Smash recharges in the same time as Energy Transfer but due to the shorter animation will have a slightly shorter cycle time. Gloom and Burn are available to Stone Melee as well, so the chain of SF->SS->Gloom (repeat) will be higher than ET->Gloom (repeat) even assuming you can magically cause the chain to restart at the end of Gloom's animation despite the recharge cap not allowing it to recharge that quickly.

    And Stone Fist isn't even the second best DPA in Stone Melee, that falls to Heavy Mallet; if you didn't want to get the Bruising bonus (and I wasn't deliberately using two powers that add to the same damage as ET) you could build a better chain in Stone Melee.

    As for Stalker comparisons... Stalker DM doesn't have Soul Drain, it has Build Up. So it doesn't get a higher +damage for a longer period of time with more targets, which is how DM catches up and passes EM for every other AT that has both; EM also isn't a top performer when the team size increases because the best attack that has a full critical is Bone Smasher so an increased critical rate barely helps it.
  11. Siolfir

    REVAMP EM set

    Quote:
    Originally Posted by PRAF68_EU View Post
    Edit: Looking at the numbers, EM can still beat SJ, but you have to get recharge up pretty high. But the numbers don't tell you everything, I don't know how SJ is in practice, never tried it.




    I specified the Tanker version. I wouldn't touch EM on a Brute, the long activation times will hurt fury generation. (as will the weak AoE, indirectly). Brutes will notice the effect of the self damage too.
    You'll have to show your work on this one, because I flat out don't believe you that EM will beat DM, SM, or TW for single target DPS on a high recharge IO build (and this has been shown in other threads, where people did show the chains used, level or recharge, and their final results). The only time it's best for single target DPS is on SO and basic (non-set) IO builds with low global recharge, and that's only because it has ET - TF is the worst DPA of the "heavy hitting" scale 3.56 attacks by virtue of having the longest animation of any single target attack in a melee set.

    Also, given that PvP damage was set to use animation time for its damage you wouldn't even have to have different animations to nerf ET for PvP, you could simply put the animation to 1 second and use the PvP formula to get the final damage and have it do the scale 4.56 in PvE.

    Yes, that makes it an outlier power... but the changes to Assassin's Strike made every Stalker have a power that frequently exceeds the DPA of a 1-second ET, and it's in a set that has similar issues that people complained about the Stalker AT as a whole prior to the changes: not enough single target damage to make up for the weak AoE. Stalkers didn't get more AoE, they got better single target damage. I say just treat EM the same way.
  12. Quote:
    Originally Posted by SpyralPegacyon View Post
    Gaussian's proc on Soul Drain. By my calculations, its 38% chance to proc on my DM/WP.

    EDIT: And if you thought Rage was stupid broken now...
    *shrug*

    KM Stalker with only the Gaussian's proc slotted in BU. Capped chance of going off, can be insta-recharged with Concentrated Strike critical (up to 31% chance or guaranteed from hidden status), mix in Stalker chance for hide ATO proc in AS and the 2nd Stalker ATO proc for even more BU goodness. You'll have double BU more often than you won't have any.
  13. Siolfir

    Salut!

    Quote:
    Originally Posted by Arcanaville View Post
    There are also people that advertise in-game looking for members for the Weekly Task Force. That may be a little puzzling the first time you see it.
    Aww, but it's so much fun to log on and go WTF? over broadcast. It's so often met with similar responses!
  14. If you're VIP just go to the beta section, where there's a whole feedback thread you can read through that's slightly more up to date than the one that Synapse started months ago to announce the changes that also explained the planned changes in detail.
  15. Quote:
    Originally Posted by Local_Man View Post
    Cracked me up . . . just after I saw this "drinking game," I then saw THIS POST. But it is too early to start drinking . . .
    On a completely unrelated note, how do the rules apply to signatures?

    Or, for that matter, deliberately out of context quotes?
  16. Quote:
    Originally Posted by Sephar View Post
    no but you will see that WoC doe Overpower! like a controller
    This. Link.

    City of Data is a great source for answering these sorts of questions.
  17. Quote:
    Originally Posted by Rylas View Post
    You shouldn't need cardiac with Power Sink up every 18 seconds.
    I didn't even check, but it may have been nabbed for the bonus resistance rather than the endurance discount.

    But with Electric Melee providing a chance for endurance payback in CB and HP, Energize adding a global endurance discount, and Power Sink refilling your bar - there's no reason to ever have endurance issues past level 35.

    Since I don't have Mid's on this computer (hooray for posting at work!), just some general notes:
    • I took Spiritual alpha for my EM/Elec. Recharge is your friend.
    • Toss some endmod into Lightning Field - you have a chance for -recovery in every attack and this one of the few builds that can get away with using endurance drain effectively. Even with just Mu Lightning and Ball Lightning on my EM/Elec I drained Deathsurge's entire endurance bar.
    • Related to the above - play offensively with Power Sink. Start a spawn with Lightning Rod and/or Ball Lightning, then Power Sink to drain their end. Lightning Field and -recovery will keep it away, and Energize will top you back off on hit points for what they do get off.
    • From the primary, Havoc Punch is the second most skippable power after only Lightning Clap. If you insist on taking it, slot it as the set mule and put some damned slots in Chain Induction.
    You don't have to be softcapped to survive. It's a radical new thought, I know, but you can make it work. I took CJ, Tough and Weave, got some incidental set bonuses and have around 15-19% defense on my EM/Elec/Mu - a pairing that can't leverage the -recovery as well and has practically no AoE mitigation - and she does just fine with that.
  18. Quote:
    Originally Posted by Dr Harmony View Post
    Subdue has an 80% chance of applying a mere 7 second Mag 3 immobilise if it hits. It is an unreliable control.

    The Blaster Subdual in Mental Manipulation works 100% of the time when it hits, an applies a 17s Mag 3 immobilise, more like a Controller power with lowered magnitude.

    Subdue in Psychic Blast is a flaky control power, its not just you, Rik.
    Immobilize is a flaky control type in general, and Subdual also deals its lower scale (1 vs 1.32) damage over a 9.2 second span while Subdue hits in one packet and costs less endurance.

    Subdue is supposed to be used for damage, not to keep things in place - that's just a secondary effect that goes off more often than not. Subdual is supposed to keep things in place, and just happens to do a little bit of damage on top. If I had to choose only one, and there aren't any situations that place you in this other than AT selection which carries over into far more things than just these two powers, it would be the former.
  19. Ice Storm currently does the same base damage as the Blaster version (which was never updated for Defiance 2.0) plus Scourges. If you can keep things inside it - and Ice Blast is good at slowing individual mobs down - it's a decent power.

    This will be fixed in i24 - the last time I checked on beta it does less damage than Whirlpool, primarily because the Blaster version was never updated for Defiance 2.0 but the versions created for the Defender and Corruptor AT modifiers assumed a 1.125 modifier on it instead of the older 1.0 modifier.
  20. Quote:
    Originally Posted by Zwillinger View Post
    So tempted to use this word in a meeting...or some sort of an official document.
    Hooray big word usage!

    What I don't get about these threads is why people seem to need to respond with complaints about "OP entitlement issues", thus bumping it and bringing it to more people's attention. But I got to use the "hooray big word usage" link, so it's all good.
  21. I sense this thread going right down the toilet.
  22. Cold/Sonic with Burnout would be amusing, because nothing says "just die already!" quite like double Sleet + double Heat Loss for -120% resistance to start with and enough recovery to completely ignore the -maxend on Burnout. Bonus points if each Sleet has an Achilles proc that goes off.
  23. Siolfir

    Test Server

    While I don't think you should have access to the set without purchasing it, I would like to be able to go through the character creator and look at the "real numbers" - which often don't show everything that the power actually does - and the animations of a set without having to pay to unlock it.

    I don't know if the back end is set up for it, but I don't think it would be unreasonable to allow access to the power information and customization options without having to purchase the set - just limit the actual character creation until the set is paid for.
  24. Quote:
    Originally Posted by PurpleHippo View Post
    I've always liked Energy Aura believe it or not. I dont have any experience with the stalker version however. How does it stack up compared to Ninjitsu and Ice Armor?
    It does well - especially with the recent hp cap increase allowing Overload to be more than just extra defense debuff resistance (although I still haven't bothered to respec into it on my KM/EA) and EA's ability to completely mitigate Overload's crash just by timing Energy Drain correctly. I haven't taken the stun aura, nor have I really needed to.

    Numerically compared to the other sets, Ice is probably a little sturdier because of Icy Bastion throwing a lot of resistance behind the defenses you get but Energy Aura is easier to softcap (at least, to everything except Psi damage) than Ninjitsu because of the stacking defense buffs in Energy Drain. Just because it's prettier (IMO) than Ice Armor, I end up using it when I'm not using Ninjitsu.

    Compared to Energy Aura from a Scrapper or Brute, you lose a little of the top end for +recharge but have 20% consistently (even with nobody around you) and don't have the taunt aura built in, the resistances are rolled into one power and slightly lower, and Energy Cloak's defenses are rolled into higher base defense numbers in the other toggles and Hide. Unlike Energy Cloak, Hide suppresses, so you'll generate more adds from an EA Stalker than you will with a Brute or Scrapper, but otherwise it plays about the same.
  25. Quote:
    Originally Posted by Clave_Dark_5 View Post
    Petless MasterMind would be more fun.
    Yes and no.

    A Thugs/TA/Mace petless MM would have fewer attacks, meaning that they likely would spend more time using their secondary and thus would have less redraw.