Siolfir

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  1. Quote:
    Originally Posted by Roderick View Post
    I can never remember if the pet damage cap is 300%, or +300%. Let's assume it's +300%.

    Fulcrum shift will push the Corruptor to the pet damage cap, regardless of slotting or other bonuses.

    Aim (+62.5%) + Build Up (+100%) + ED Capped slotting (+99%) + 28.5% damage buff from Defiance, Call to Justice, set bonuses, or anywhere else (Easy enough to do), will also push the Blaster to or past the Pet Damage cap.

    If the enemy stays in the Blizzard for the full duration, both will do the exact same damage - unless the target drops below 50% hp, then Scourge will make the corruptor pull ahead, since that's extra ticks of damage, and not +damage over the cap.
    My response was specifically in reference to "Blasters get Build Up so they do more damage [with Blizzard]". Assuming both are damage capped, no matter how they get there (honestly, inspirations is the easiest way), then yes they'll do the same damage until Scourge kicks in - something that I pointed out several times in this and other threads.

    But Build Up doesn't mean anything to the discussion: a Kinetics Corruptor can maintain Fulcrum Shift for the full duration of Blizzard, a Blaster hitting Aim and Build Up will have Aim, then Build Up wear off before it finishes dealing damage, and while they can hit the damage cap by using those they still need extra sources of +dam above typical slotting.
  2. Quote:
    Originally Posted by Supermax View Post
    Ok I stand corrected regarding the corr Blizzard vs the blaster one, but I'm not sure about the quoted part. Unless something was changed, I specifically remember blizzard doing more damage than inferno, at least on average. Its weakness is that it very rarely hits the target for the entire duration.
    It's due to the higher damage cap, and the math was posted in the other thread linked.
  3. Quote:
    Originally Posted by JD_Gumby View Post
    Snipers are only 149ft for perception and Turrets (along with GMs) are 100ft - Stalkers are at 150ft (at level 36; dunno if that's the cap for Hide, just what my MA/Nin is at) and thus completely invisible to anything that doesn't outright ignore stealth. Might be situations where a Sniper or a Turret gets a perception boost that lets them see the Stalker or Illusion Controller (200ft) prior to entering combat with its spawn (or aggroing it in a nearby spawn while fighting), but I've yet to encounter them.
    That's exactly what I meant. Invisibility provides 55', or Stealth + Stealth IO provides 65'. The only time the extra 85-95' of stealth radius matters is when you have to deal with turrets (@ 100') or snipers (@ 149).

    I never said that Stalkers were being seen by them, and I've frequently said there's no point in taking Stealth - or especially getting a stealth IO - on a Stalker unless you're building for PvP. Anything that will see you at 150' of stealth ignores any level of stealth you can build up, and the PvE cap is 200' anyway.
  4. Quote:
    Originally Posted by Supermax View Post
    Blasters get buildup, so they do a lot more damage in the first 10 seconds. Corrs may do more damage in the final few seconds....but only if the target is at low HP. The blaster thing is consistent; the corr one is not. Blasters win, at least in this scenario.
    Heck with the first 10 seconds from Build Up, Corruptors get Fulcrum Shift, so they do more damage for the full duration of Blizzard. +300% > +162.5%, even assuming they both last the full duration, and the base damage for both versions is the same. It's not +400% for the Corruptor because Blizzard is a pet (as mentioned in the quote from the other thread above).

    Blaster Inferno beats Blaster Blizzard. Corruptor Blizzard can beat Blaster Inferno if enough ticks Scourge, but on the average Blaster Inferno will do more. And as posted in the other thread, the highest single orange number you're likely to see from a player power is a little over 30000 damage from the critical portion of Assassin's Strike - it was calculated at 30030 at +49 difference, but you can get to +50 now. I'm just not sure that it goes higher than *6 for that extra level.
  5. Quote:
    Originally Posted by Dispari View Post
    Glowies: Probably (hint: Stalkers are not especially competent at finding and clicking glowies, at least no moreso than other stealthers, since they suppress when clicking; in fact Widows are better at it since they have both stealth and smoke grenade; Stalkers would be less competent than the average stealthy Scrapper, VEAT, Controller, Brute, Tank or even a Dom who has invis for LotG mule since they'd be more likely to solo a spawn if necessary)
    Eh... yes and no. The extra stealth over everyone except Illusion Controllers really only matters if there are snipers or turrets, but can show up at times, and Placate helps if there's a spawn close. It's not completely foolproof, but given how you can play with LOS to click things already, only having one thing that's capable of spotting you is pretty common.

    Of course, I've had better luck with AoE controls (my Mind/Energy Dom with Super Speed and a stealth IO is great for clicking whatever glowie I want), or just running the Darrin Wade arc and holding onto Midnight Visage to click glowies while standing in the middle of a spawn without aggroing anything. And if I really, really don't trust not being hit, I can just hit Self Destruct while I'm close on anyone.
  6. Quote:
    Originally Posted by Fista View Post
    As I understand it when the game attacts it checks as to wich value (def or res) is higher and does it's calculations against that value. So either confirm this is correct or explain how my understanding is wrong. Then tell me how to make the best of it in either case.
    When the game makes an attack roll, it checks the attack type and position of the attack (so, for example: smashing, cold, and ranged for Ice Blast).

    It then checks your character for those types of defense, and uses the highest defense value you have available - in Energy Aura, this is likely Cold defense if you have Power Shield, since its base defense is 15% to Cold compared to the base 12.75% Smashing defense in Kinetic Shield, and you only get Ranged defense through Energy Cloak at 3.75%.

    Once it decides which defense to use, it subtracts that from the mob's base to-hit and adds in any to-hit bonuses. That number is then clamped to a minimum of 5% chance to hit, or a maximum of 95% chance.

    Next it applies accuracy modifiers that are specific to the power, mob rank, and relative level, all of which are multiplied together and then by that 5-95% number from before. So Citadel was attacking you with Energy Transfer in the last mission of the LRSF, he'd be a +3 (1.3x) Hero (1.5x) using a power with a 1.2x modifier. Even if you were soft-capped at the 5% minimum chance from above, he still has a 11.7% chance to hit you. This value is also clamped between 5% and 95%.

    Then the determines a random number from 0.0-100.0%, and compares this to the number calculated after accuracy modifiers. If it's less, you just got hit and your defense is done doing anything but your resistance is just getting started. If it's higher, you were missed and your resistance just sits there waiting for something to get through. Let's assume that it's lower, so we can move on.

    Going back to the first example of Ice Blast, it has two damage types: Smashing and Cold. These may or may not be different than the attack types - most of the time they line up but not always. Each type of damage is resisted by its appropriate resistance, not the highest: so the Smashing portion of the attack is resisted by your current Smashing resistance, and the Cold portion is resisted by your current Cold resistance. So if that Ice Blast was supposed to do 80 Cold damage and 50 Smashing damage (made-up numbers), and you had 10% Cold resistance and 25% Smashing resistance, you'd take 72 Cold and 37.5 Smashing damage, for a total damage of 109.5 instead of 130.

    That should take care of how the attacks work. As for making Energy Aura useful, your best bet is to layer on more defense to try to get that chance to get hit minimized. If you do that, Energy Drain can keep your hit points topped off from the hits that get through most of the time. But really, its claim is to being a pretty defense set, not a sturdy one.
  7. Quote:
    Originally Posted by Avatea View Post
    • Knives of Artemis will no longer attack Ace McKnight on Captain Mako's mission "Defeat Ace McKnight"
    Aww, there goes most of the fun of the mission!

    I used to love setting the difficulty up to x8 and then just watch him get overwhelmed by his "hired help" while he's begging for support.
  8. Quote:
    Originally Posted by UberGuy View Post
    For example, if it's within the noise of other factors usually outside our control, why even bother asking the question of which AT to choose?
    Since I don't think I ever explicitly stated it in this thread, I was content with the imbalance as it existed and assumed that it was within the "noise of other factors" that you talk about. The only AT I discriminated against on teams was Masterminds, and that was due to the sheer number of people who think that standing there and letting their pets wander uncontrolled around the map aggroing everything they can is the "correct" way to play. I know what a good MM can do, but until I know that someone can play a MM well, I don't want to team with them.

    So anyway, I felt that things were skewed, but not so much that it really needed to be tweaked. But then the devs tweaked the melee ATs - reducing the Brute damage cap and average damage due to Fury, giving Tankers a resistance debuff for a little more damage and a higher hit point cap, leaving Scrappers alone, apparently as the baseline, while Stalkers got... what? Oh, yeah. They still do less damage in most situations than Scrappers with less survivability, and a post much later after I started a thread about the imbalance saying "they're as strong as we want to make them".

    But the stated logic behind the Brute changes was due to them often doing more damage than Scrappers while having more survivability. For full disclosure on the subject, I don't even consider the Fury changes a "nerf", although it did reduce my sustained +damage during most missions on my Brutes enough people like the steadier level that it's debatable; the definite nerf is the damage cap reduction which means that damage buffs always favor the Scrapper. If that amount of difference was significant enough to make a change for one AT then why not another?

    That's where I'm coming from on this issue - it's not because all I play are Stalkers, although my Stalkers outnumber my Scrappers 2-1, but because I want some form of consistent behavior in how such balance changes are enacted. That consistency is why I was fine with the nerf to Shield Charge, even though I was pushing for a buff to Lightning Rod at the time - they didn't do what I was hoping for, but at least SC doesn't completely outclass LR in every imaginable way now like it did when it did full damage to the entire radius.
  9. Quote:
    Originally Posted by AzureSkyCiel View Post
    Mine is shared by ATs with nukes and powerful AoEs everwhere.
    "Boom."
    Or the more obnoxious cousin of this phrase I use on my Fire/Kin and Rad/Kin Corruptors after vaporizing the spawn before the Footstomp gets to deal its damage: "bewm"
  10. It's alive! Alive! *ahem*

    My Ice/Rad Corruptor hits him with EF, LR, and then just keeps attacking him. He dies before he spawns the second bifurcation, and LR takes care of the first plus some.

    I'm reasonably sure that slows affect the recharge on the bifurcations, though - my Emp/Rad Defender had a little trouble keeping up and they seemed to spawn much more often. On the other hand, my Sonic/Cold Corruptor also took him down before his second bifurcation ever spawned.

    None of my melee characters ever had any trouble, and I confused him and watched his hit points wither away in lava on my Mind/Energy Dom after a single Power Push.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    Yes. Any brute has a taunt aura.
    Energy Aura.
  12. Quote:
    Originally Posted by Jade_Dragon View Post
    That argument always ignores that the Stalker does greater burst damage. It is always a comparison between sustained damage between the two ATs, and survivability.
    The Stalker doesn't always do greater burst damage, and the longer the window you look at, the more the Scrapper pulls closer or ahead (depending on the set you look at and time window in question). The standard crit rate is 10% for Scrappers when fighting anything you'd care about single-target burst on - which is to say, lieutenants or larger. Running some quick numbers for Martial Arts, a Scrapper has about a 90 point advantage in burst at the end of a Build Up cycle (~2400 vs ~2311) unless the Stalker uses Placate to take advantage of Eagle Claw's higher scale for Stalkers and somehow squeezes in a last attack with 0.014 seconds left in BU's active time (then the Stalker is up to 2617, or if they don't get it in 2254... lower than if they hadn't bothered to use Placate and just kept going with harder hitting attacks). That's a really tight margin for error, as well - you're probably going to lose 0.02 seconds at some point due to network latency.

    There's also the fact that single-target burst in this game is completely and utterly useless; AoE burst is good for clearing out an entire spawn quickly and recharging while you move to the next one, but Scrappers have a definitive edge there (see: Shield Charge).
  13. Quote:
    Originally Posted by Deacon_NA View Post
    I've found a new "never again" mission - a hero tip mission given to rogues, where you have to escort General whatshisname (Aarons?) through through a bunch of praetorians. Unlike the debutantes, who follow you unless you move too fast, the good general, when foes stand in his path, just STANDS there, refusing to move. You have to defeat each and every mob on the way back. They're not too bad solo, but the more team size scales up, they get dramatically harder.
    This is the one I was going to post about, because of the broken and horribly stupid AI. Unless they fixed it, it's not just killing every single mob on the way out - he was running away from following me to go to the ambushes where they spawned. I had to literally backtrack to each and every ambush spawn point, defeat them there, then lead him back past all of the area that I had already led him through because he latched onto the ambush instead of me.

    I eventually said hell with it and taunted the mob so that the -range would force it to follow me, and led the ambush - with him following them and not me - back to the beginning after the third time it happened. I also petitioned the mission for griefing me.

    Edit: also, why is it that the only Knife of Artemis that can't see through stealth is the one that we have to lead out through the map?
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    Now the stalker serves a purpose on the team. He is the largest source of damage when it comes to fighting the AV.
    Except that they still aren't, really: insert force-multiplying AT here.

    I agree that they should do more damage - single target, at the least - compared to Scrappers at all times, though; it only makes sense given the rationale we were given for lowering the Brute damage cap. Given the ability to split PvE and PvP damage, it wouldn't even affect PvP at all, so "unbalancing them in PvP" can't be used as a viable excuse anymore. But that was almost explicitly ruled out by Castle's last post on the subject, so I'm not expecting to see that happen anytime soon. Or even Soon™.
  15. Quote:
    Originally Posted by Pyro_Master_NA View Post
    /EA seems to not be hated as much on stalkers as it is on brutes for some reason.
    ... from up-thread:
    Quote:
    Originally Posted by Jibikao View Post
    Stalker, as far as I can tell, attracts way less aggro than other melee.
    If you're not getting as much attention, the holes are a lot less noticeable. Also, since Brutes are the only AT that has Energy Aura right now, being less noticeable is one of the problems people have with it: you have to work harder to keep things focused on you, whether because you feel the need to tank for a group or just to help your Fury out, although in the past this was a bigger concern than it is now.

    But what it does offer is unlimited endurance for hanging around in fights, a not-likely-to-be-more-than-minor-when-you-need-it heal, and decent defense numbers for what it does provide protection against.

    I'll echo DM/SR, Kin/SR or Elec/SR if you're not looking to IO it but still want to do well enough, substituting /Nin if you don't plan on being the center of attention, and NB or BS for extra survivability via Divine Avalanche/Parry if you don't like -tohit + heal, -dam + KD + stuns, or stuns + KD. Which primary depends on how much AoE you want to do, and those three were specifically chosen because they're not all Smashing/Lethal.
  16. Quote:
    Originally Posted by BurningChick View Post
    Traps.

    Here's a weird thing: I've done a bunch of ITFs over the years with various toons, including a lulzy expensive fire / fire dom, spines / WP scrapper, and different support toons (Dark, FF, and Kin), and my fastest times have all been with my Dark / Traps defender. I've done kill alls with my Traps / Dark that were faster than "speed" ITFs on my dom.

    I've been on some crazy bad teams that were simply not helped by my Kins or only marginally helped by my dom.

    But I've never, ever been on a failed TF with my trapper.

    I've never had a team dissolve because a mish was too hard with my trapper.

    I think most players simply don't get what Traps does.
    I've had the same experience with my Colds; I like Traps, I just think that for many "speed teams" it just is a bit slower than Cold for the same end result. And the vote for Kin assumes competence: I've been on teams where the Kin decided that only one person at a time should have Speed Boost, and Fulcrum Shift was a "last resort" sort of power. They're no help to the team at all.
  17. Siolfir

    Scourge what?

    Quote:
    Originally Posted by Magentrix View Post
    I find that it's the rare player who is overusing their support powers and needs to just blast more. YMMV. That said, I agree. My only point was that in a big team, you're likely going to see far more effect on your team's total output by running assault and throwing Enervating Field (for example) on each spawn than just spamming your aoe powers.
    It can happen more often than you think: how many people complain about their RI, DN, or Snow Storm anchors being killed too quickly?
  18. I don't care that it only needs to be used once, I just like the graphic and use it when I get bored during the fight - which happens pretty often. I've also used it during STFs on Recluse, during ITFs on Nictus Romulus... heck, even the computer!
  19. Siolfir

    Scourge what?

    Quote:
    Originally Posted by Magentrix View Post
    The important thing to remember about the corrupter, and really any support class, is that your personal damage isn't nearly as important as the effects your powers have on team damage.
    While not untrue, one of the considerations you should definitely look at is the effect of your personal damage on team damage as well. In small teams it can be significant.

    Also with some team makeups - usually those that are already steamrolling things fairly well - you may find that a bunch of debuffs (particularly those that increase survivability as opposed to making things die faster) aren't going to matter that much and you can make things go faster launching an AoE or two instead to shave a second or two off of the cleanup time.
  20. For me it depends on the type of team that I'm on what the "favorite" is; it also depends heavily on player competence.

    Assuming a competent player behind the controls and a well-rounded build:

    For high-speed spawn annihilation while leaving a vapor trail: Kinetics, followed by Cold. Stacked Fulcrum Shift + Speed Boost and if mobs get off more than an alpha, they're AVs.

    For mass carnage as hoards of ambushes swarm your location: Traps, followed by Cold. The problems with traps are longish animations and a lack of mobility. Ambushes coming at you? They just disappear without a trace...

    For AV-melting goodness: Cold OR Traps, depending on the AV's mobility and the likelihood that they're going to get hit by an AoE while placing things. Most of the time... Cold.

    For general play on a PuG that's running normal missions: see the first one, above. Very rare are the missions that are so spectacular I'd want to prolong them.

    Why does Cold show up so much? Well, for starters, I tend to like debuffs a bit more than buffs, and Cold is more than just Sleet: Benumb and Heat Loss give it spike debuffing that only Traps can compare to, and Traps requires more setup time to do it. Sure, Cold lacks a heal or rez - it's not alone in that, either - and yes, there is a place for healing in the game. But when you're rarely ever being hit due to shields, Heat Loss is keeping your endurance full, and Sleet is causing mobs to flop around while their hit points melt away into oblivion, you don't need all that many heals.

    Now for someone who doesn't do much or has questionable competence but at least stays with the team: Crab Spider who actually took the Tactical Training toggles, FF, Traps, or Sonic Resonance. Then they can just stand nearby and still be helping.
  21. Quote:
    Originally Posted by Steelclaw View Post
    Case in point I would have to agree with GG on this one, although not for the reasons she presented.

    Let's face it... given the general climate conditions in the areas who worshipped the Norse gods, any priest or priestess of Freya who covered only 20% of their body was likely going to die of frost bite or hypothermia between religious observances.
    Priest or priestess in that climate, sure - but Freya herself? Not well known for modesty... (see: how she got her necklace)
  22. Quote:
    Originally Posted by Golden Girl View Post
    And you're misinterpreting it too

    Love, beauty and sensuality doesn't = ****** clothes
    ...

    Have you read much Norse mythology?
  23. Quote:
    Originally Posted by Golden Girl View Post
    You're misrepresenting Freya
    Yeah, 20% is far too modest.
  24. Siolfir

    2010 4Q earnings

    Quote:
    Originally Posted by End Sinister View Post
    "Free to play" is a tricky thing isn't it? I'm not exactly opposed to it, but Lord Of The Rings Online aside, many M.M.O.'s tanked when they went free to play. Introducing such a system in City Of Heroes would be a difficult task by the devs. and possibly an even harder pill to swallow by the player base.

    Gating content is unwise because it can very easily lead into, "I have a monthly subscription, but I can't become an incarnate unless I pay "x" amount." At the first sight of gating content to subscribed players I would leave immediately and I am sure that I am not the only one who feels this way.
    You can't become an incarnate, regardless of your subscription status, unless you paid for Going Rogue. Does that count?
  25. Siolfir

    2010 4Q earnings

    Quote:
    Originally Posted by Forbin_Project View Post
    Waiting for the cries of DOOOOOOOM!
    DOOOOOOOM!

    there, no need to wait any more