Siolfir

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  1. Quote:
    Originally Posted by Kokoro View Post
    If Ninjitsu were ported to Scappers, what would you replace the "Hide" power with?
    First, I'm of the opinion that Scrappers should never get it - if you want to use the set, make a Stalker. Some sets simply don't need to be ported, and it's not like Stalkers get every armor set, either.

    However, on the occasion that the class that already has more damage and more survivability whines their way into a defense set that was designed specifically with Stalkers in mind, I'd replace it with Mask Presence (40' PvE suppressing stealth and 1.875% defense to all with scrapper modifiers) so that it at least behaves similarly.
  2. Yes, they can blitz through tips quickly - so can anyone, really, but my ElM/Nin and KM/EA have more alignment merits than my other characters.
  3. Quote:
    Originally Posted by _Zep_ View Post
    Quote:
    Originally Posted by seebs View Post
    Would you play with Captain Knockback?

    Answer: Helpy McHelperson, my grav/storm troller with the full teleport pool, is actually a lot of fun. If I advertise for teams warning people in advance that it is "grav/storm played for laughs", people do indeed team with him and apparently have a great deal of fun doing so.

    ... Though they do twitch involuntarily and cover their faces every time they hear the words "I'm helping!" thereafter.
    Not only would I play with him, I'd grab my storm/electric defender to add my portion of chaos.
    I could bring Clooless Noobie along... she's my Energy/Storm Corruptor.
  4. Quote:
    Originally Posted by Zamuel View Post
    One question, does Vengeance buff perception? If so, there is exactly one situation in PvE where one enemy could see past 150' without being one of the ones that ignore stealth outright. Nemesis Snipers that are hit with Vengeance from their dead LTs.
    Player Vengeance doesn't buff perception, and while I don't know for certain that it's doesn't buff perception for Nemesis mobs I would assume that to be the case. I suppose I could go check with my DP/MM/Munitions Blaster, since she has Surveillance, but that's too much like research and I'm lazy.

    And yes, Placating things or debuffing their perception can allow you to bypass things even if they do see through stealth. The essential gist of my post was to explain that unless you PvP, there really is no need to stack Hide with other layers of stealth - if it sees through Hide, it'll see through whatever else you stack with it.
  5. Quote:
    Originally Posted by gec72 View Post
    One other handy use for Repulsing Torrent: moving around proximity bombs in the alignment mission where you figure out that wow, Doc Quantum really IS crazy. Position right and you can knock them back into the pop-up turrets w/o destroying them. Finish them off and they take care of the turrets.

    I'll admit it may be a limited application (though you do run that mission for ten levels).
    My KM Stalker never had any issues with pop-up turrets or proximity bombs... but then, I didn't have the option of skipping Repulsing Torrent on her.



    As for the previous post and dealing with problematic mobs which don't have KB protection... sure, it can be used for that. But if you already had Energy Torrent, a Nemesis Staff, and Focused Burst you didn't need RT to do the same thing. Even without any of those, Air Superiority does the same thing with a shorter animation and recharge time, while dealing more damage (to the problem target, anyway) for less endurance and not scattering everything away from you. Energy Drain needs things close by to heal, after all.
  6. If 4 slotting, I use the listed methods above.
    If 5 slotting, I use 2 Efficacy Adapter and 3 Performance Shifter for the +hp bonuses in each.
    If 6 slotting, I probably haven't bothered putting IOs into the Mid's build. >.>

    And because I like using Blizzard a lot, I also slot Power Sink the same way.
  7. Siolfir

    Fulcrum Shift

    As others have said, it does need to hit - but only for part of it.

    The way it works, it summons 2 pseudopets: one around you, and one around your target.

    The pet around you is pretty simple: it just provides all allies in a 20' radius (well, up to 255 allies) either a +40% damage buff, or for Defenders a +50% damage buff. This is autohit, and doesn't care if your target dies or not.

    The pet around your target acts like Transference and Transfusion in that the target must still be alive when the pet gets summoned for anything to happen, but assuming that the pet is summoned correctly, it does the following:
    • makes a to-hit check against enemies within 30', until all are checked or 10 targets are hit.
    • each target hit receives -20% damage, or -25% for a Defender.
    • for every target hit, a pseudopet buff pops up with the same "must live through summoning" issues that the debuff pet had.
    • each one of the buff pseudopets provides an autohit, +20% (25% for Defender) to all allies within 20' of the target, up to 255 allies affected.

    And now you know a lot more than you ever cared to know about how the power works, and what parts need to hit.
  8. Quote:
    Originally Posted by JulioThom70 View Post
    If top ST Damage on a Villainous AT is #1 for your friend, Corruptor is the wrong AT. Your friend would be much better off with a Dominator.

    Dom base ranged damage is #2 on the Villain side. Dom base melee damage is #1 in the game, and they have the hard controls to make things easier.
    A couple of nitpicks:

    Dominators don't have the #1 base melee damage in the game - they have the #2 spot after Scrappers. But if you're going to recommend a non-epic villain AT to go with I'd second Dominators since in general, you can say that they will do more single target damage than a Corruptor, but it's very build and situation-specific.

    I think it was Frosticus that either ran the numbers for or did a pylon test with a Fire/Fire/Mace (pre-APP) Dominator that broke 300dps, and then a Bane build that was slightly higher.
  9. Siolfir

    Martial Arts ?s

    If you're planning on fighting long-term, it may (okay, will) be reduced damage. For most Stalker fights, you won't be fighting for very long at once and you can just rely on the extra burst damage, though.

    Since you have to take either Thunder Kick or Storm Kick, you may as well at least throw a couple of slots into it for Acc/Dam (S)HO/IOs and use it as attack chain filler for things that don't die after your first round of heavy hitters.
  10. Quote:
    Originally Posted by JD_Gumby View Post
    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Repulsing Torrent. On the AT's that get it (all but Stalkers) it's pretty much a hindrance. It will knock enemies out of your taunt/damage aura, which can be a death sentence to sets like /Will or /Inv, or even /Dark with it's heal. It's damage is also pitiful.
    No, the only bad part about Repulsing Torrent is that it's not affected by Power Siphon, thus taking up time that could be adding to your +dam%.
    Not being affected by Power Siphon isn't the only bad part, but it does serve to make the power irredeemable for any KM character I make. Sure, it's another ranged damage power you can use, but the set-wide secondary effect was excluded and it's not even a good damage power... compare the recharge, endurance cost, and cone size to, say the non-epic versions of Energy Torrent - which have identical values for all of those, higher damage, and lower magnitude knockback.
  11. Siolfir

    Martial Arts ?s

    Quote:
    Originally Posted by Jibikao View Post
    By the way, Stalker's Eagle Claw has base 15% chance to critical right? So this should bring DPA a bit higher?
    The numbers don't include criticals at all. As a rule I don't include them because they vary from 10% up to 31%, not including the guaranteed criticals from hidden status. If you want to account for them - still ignoring the guaranteed crits - just multiply the DPA number by (1 + critical% chance).

    I'm also not sure if it has a higher critical rate than the rest of the set for Stalkers... it used to be listed separately but is now covered under a general scaling percent, the same way that Storm Kick is (it should also have a higher critical rate per its description). If the formula just calculates a value and returns it for the power to use, then the extra chance may or may not be accounted for. I don't run anything to keep track of how often I critical, so I don't know - it's probably a safe assumption, though.
  12. Quote:
    Originally Posted by Siolfir View Post
    I personally made a KM/EA Stalker because the default animation colors blend so well together and it looks like you're wrapping the EA fields around your hands to attack with them, Burst is still a 100% critical from Hidden status despite being confirmed as a bug during open beta (I'm hoping they decided that it really wasn't), and Concentrated Strike can recharge Build Up instantly at the same rate that it recharges Power Siphon for Scrappers.
    Quote:
    Originally Posted by Energizing_Ion View Post
    I think this is one of the sets that doesn't really give Brutes an easy 'win'.

    KM is best for Scrappers and Stalkers (in my opinion).

    The reason why is because Concentrated Strike (when it Crits.) automatically recharges Power Siphon for Scrappers and Power Siphon (the Build Up power, forgot name) for Stalkers.

    I was originally going to make a KM Scrapper...but to be honest, I don't like any of the secondaries for Scrappers (the Secondaries I do like I already have toons with and don't like to make toons with powersets I already have for the most part).

    So I made a KM/Ninjitsu Stalker. He's lvl 23 finally (just got him 23 this morning) and now that he has some common IOs in him, hopefully I won't have many end. problems....but so far, he's been okay/fun to play with
    Quote:
    Originally Posted by Blood Red Arachnid View Post
    I suppose I am the only person who has made a Kinetic Melee Stalker here.



    Quote:
    Originally Posted by Blood Red Arachnid View Post
    Haven't checked this, but KM feels a bit lower damaging than EM was. Not sure if EM was just high damaging, of if it is normal to take 4 unboosted attacks to kill a minion.
    KM has shorter recharges - and thus lower damage per individual activation, although not necessarily damage per activation time, which is used for DPS chains - for most of the powers in the chain when compared to EM.

    A comparison, using damage scales:
    Energy Melee
    • Barrage: 1.32
    • Energy Punch: 1.00
    • Bone Smasher: 1.64
    • Energy Transfer: 4.56
    • Total Focus: 3.56

    Kinetic Melee
    • Quick Strike: 0.84
    • Body Blow: 1.16
    • Smashing Blow: 1.48
    • Burst: 1.25
    • Focused Burst: 1.64
    • Concentrated Strike: 3.56

    So Quick Strike is less damage than Energy Punch, Body Blow is less than Barrage, and Smashing Blow is less than Bone Smasher, although Focused Burst does the same damage. Concentrated Strike does the same base as Total Focus but doesn't have critical damage - and the effect of insta-recharge on Build Up doesn't happen at the same rate as normal Stalker criticals - so can seem to do less damage. But EM also has no equivalent to Burst, which as you posted can be very nice.
  13. Siolfir

    Martial Arts ?s

    While I didn't do the math for what you have listed, it's probably about right.

    When the changes to MA rolled through, I added them to my little DPA spreadsheet - minus Cobra Strike, since it had the same values as Crane Kick.

    The result?


    None of those values listed include criticals, and the DPA column at the end is unslotted, but the difference is fairly small. As I've posted before a few times, after the changes Eagle Claw has roughly the same DPA* as Focus... which is the best DPA attack in Claws.




    * - Eagle Claw is actually higher, but the numbers don't appear until the 4th decimal place and the spreadsheet only shows 3 for DS/sec. Focus calculates to 58.56 base dpa to the hundredths place.
  14. Quote:
    Originally Posted by AnElfCalledMack View Post
    Wow. I never noticed that AVs don't resist -Damage the way they do -Resist, -Defense, -ToHit or -Regen. KM/Dark Scrapper as the new AV soloist of choice?
    AVs don't resist -Resist, either.

    Or, more specifically, their resistance to both damage and resistance debuffs is the same as every other mob's: it's their resistance of that damage type.

    Examples:
    So an AV that has 90% resistance to Cold and 0% resistance to Fire will, when hit by Benumb (-50% damage), have -5% Cold damage and -50% Fire damage. Tag them with Sleet (-30% resistance) before the Benumb and now you're looking at 87% Cold and -30% Fire resistance, meaning -6.5% Cold and -65% Fire; add in Heat Loss after the Sleet, before the Benumb, and you're at 83.1% Cold and -69% Fire resistance giving Benumb -8.45% Cold damage and -84.5% Fire damage.

    Or why my Dual Pistols Blaster who has Surveillance (-14% resistance) can get -7.98% -damage on an Immunes Surgeon (0% resistance to anything) from Dual Wield with Chemical Rounds active when it should be -7% after using Surveillance first. -7% * 1.14 = -7.98%.

    See:



    If course, if you just want to add lots of -damage, a Tanker will get you the most mileage: Bruising will increase the already-larger -damage numbers. If you're looking to get the best use of Power Siphon, a Scrapper is the way to go - you'll have it available more often, for a higher damage buff on a higher base damage than any other AT. Throw in Shield Defense for even more +/- damage.

    I personally made a KM/EA Stalker because the default animation colors blend so well together and it looks like you're wrapping the EA fields around your hands to attack with them, Burst is still a 100% critical from Hidden status despite being confirmed as a bug during open beta (I'm hoping they decided that it really wasn't), and Concentrated Strike can recharge Build Up instantly at the same rate that it recharges Power Siphon for Scrappers.

    Brutes, as has been mentioned, will see some mild improvement from Siphon Power but of the ATs that can get it they have the lowest damage modifier and Fury drowns out the damage buff aspect. Besides, if you really just want a long duration damage buff for Brutes you can take Super Strength.
  15. Quote:
    Originally Posted by Nighthawx View Post
    wow lot of options, seems to be down to controllers and defenders/corrupters. if i were 2 do a storm/energy guy would def or corr be a smarter choice, i know its a preference thing but please answer from your experience and opinion.
    If you want to maximize the knockback potential, you would want a Defender: they get a higher AT modifier for KB than Corruptors do.

    If you want to maximize annoying your teammates, I'd go with a Grav/Storm Controller, using both Gale and Dimension Shift (which is a far more annoying power to me than any knockback) as often as you can while Wormholing mobs off of the melee ATs and into the squishies, placing Singularity and Tornado in spots to thoroughly scatter everything, and making sure that you have the star so you don't get kicked after the second Dimension Shift. Bonus points for a hideous neon color on Hurricane which never gets turned off.
  16. Quote:
    Originally Posted by MaHaBone23 View Post
    Wow, 7 pages and no one has dissed Mind Control?

    Over the years, I have had soooo many great concept ideas for Mind trollers, then I get to the power selection screen and my heart just sinks. What a pile of hot garbage. The few little glimmers of coolness and uniqueness the set had have been stripped, improved and repackaged for newer sets like Plant and Electric control.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Woah, which one of those sets does position-less psi damage, an auto hit hold, a non aggroing 16 target confuse power and stackable single target confuse? Because I am missing out!
    Shhh... people thinking like the post you replied to are probably the only reason it hasn't been nerfed. While I haven't specifically done the math on it, for sheer number of things it can shut down and keep down permanently I can't think of a better control set. And let's not even go into the Mind Doms that have soloed the RSF...
  17. Quote:
    Originally Posted by CBeet View Post
    Add on the usual 70% fury damage buff a Brute will be running then take into consideration that the tick is every 2 seconds then you get to around about.. 25dps at an estimate for an AFK Brute (anyone that can be bothered to I wouldn't mind you checking the math over as I wield a calculator like a blind man wielding a permanent marker).
    It's a fairly close estimate - the numbers for Death Shroud are listed earlier at ~27 damage per tick with slotting at 65% Fury, but Quills does less damage per tick (scale 0.15 instead of scale 0.2, so it would do a base of 6.256), and Blazing Aura does a little more (scale 0.22 for a base of 9.18).

    With slotting and 70% Fury, those base numbers are multiplied by 3.35 for the final values of 20.96 for Quills, and 30.75 for Blazing Aura - it works out to around 25.86 dps for a Spines/Fire, and just over 24 dps for Spines/Dark or Spines/Elec. If it were allowed, Spines/Stone would do just over 23 dps since Mud Pots does scale 0.18 damage.

    To summarize and just use integer values...
    Spines/ at 95% slotting and 70% Fury:
    • /Fire: 25 dps
    • /Dark, /Elec: 24 dps
    • /Stone: 23 dps
    • /Other: 10 dps
  18. Quote:
    Originally Posted by je_saist View Post
    Then you aren't looking in the right place, or don't understand what you're seeing when you look.

    First, there is the chain of combo information that enables/disables the varying combo states. For example, Tanker Typhoon's Edge lists the following under "Self":
    • Disable Dual Blade Status Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade Status Mode 2 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade Debuff Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade Debuff Mode 2 mode (after 0.25 second delay) [Ignores Enhancements & Buffs]
    • Disable Dual Blade AoE Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade AoE Mode 2 mode (after 0.25 second delay) [Ignores Enhancements & Buffs]
    • Disable Dual Blade DoT Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade DoT Mode 2 mode [Ignores Enhancements & Buffs]

    Then there is the part later on where the specific effects are flagged:
    • Defense -0.07 for 20s If Dual Blade Debuff Mode 2
    • ToHit -7% for 20s If Dual Blade Debuff Mode 2
    • 25.36 Lethal damage If Dual Blade AoE Mode 2
    • +0.67 Knockback If Dual Blade AoE Mode 2

    If it's not completely obvious by the effects, which are listed in the power description, "Dual Blade AoE Mode" is the Sweep combo, "Dual Blade Debuff Mode" is the Weaken combo, "Dual Blade Status Mode" is the Empower combo, and "Dual Blade DoT Mode" is the Attack Vitals combo.

    The ending power - in the example above, Typhoon's Edge, which ends two combos - will have the stats for the combo listed with the flag for the appropriate mode. Sweeping Strike and Blinding Feint would have the damage for Attack Vitals and self-buffs from Empower, respectively.
  19. Quote:
    Originally Posted by je_saist View Post
    It wouldn't matter either way. Check the video that I posted (well, when it finishes uploading).

    Fury gain rate is steady with no attacks other than Mud Pots running and the enemies attacking, and Damage Aura count went up, not stayed the same.

    As mentioned before, that's entirely due to the fury gained by the mobs attacking you.

    As for the math for critical vs noncritical, if you're just looking for final damage numbers you need to figure out how the AT modifiers differ. Your "1000% vs 775%" example is meaningless for many reasons, not the least of which is because it disregards this entirely - a Brute at 100% damage doesn't deal the same damage as a Scrapper at 100% damage, and normalized it would actually be 1125% vs 581.25%. That's still only useful when using damage scalars to account for things, and assuming a guaranteed critical on a Scrapper.

    For a specific example of how damage auras really do compare, using Death Shroud the base damage of each tick does the following:
    Scrapper: 12.51 damage
    Brute: 8.34 damage

    Let's add some +damage to the equation, and say that both have it slotted at 95% for damage:
    Scrapper: 12.51 * (1.0 + 0.95) = 24.395
    Brute: 8.34 * (1.0 + 0.95) = 16.263

    Because Death Shroud doesn't critical, that's about as far as the Scrapper is going to get without more damage buffs.

    A Brute hasn't even started building Fury yet, though. Once we get up to around 40% Fury:
    Scrapper: 24.395 (no change)
    Brute: 8.34 * (1.0 + 0.95 + 0.80) = 22.935

    And at 65% Fury:
    Scrapper: 24.395 (no change)
    Brute: 8.34 * (1.0 + 0.95 + 1.3) = 27.105

    A Scrapper can certainly do more damage, though: see what happens when you keep the 65% Fury and apply identical +80% damage buffs:
    Scrapper: 12.51 * (1.0 + 0.95 + 0.80) = 34.403
    Brute: 8.34 * (1.0 + 0.95 + 0.80 + 1.3) = 33.777

    As you can see, it's not as cut-and-dry as saying "Brutes do more damage with auras", although when considering only internal buffs that's most likely the case over time. But as you can see from the applied damage buff numbers just above, the Scrapper will do more damage during a Build Up cycle - even if they didn't have a higher +damage value.

    Quote:
    Originally Posted by Jade_Dragon View Post
    Mud Pots doesn't even DEAL damage. The Fury that it generates is entirely due to the attacks of the aggroed foe on you.
    I think you mean that it doesn't even generate Fury, since it most certainly does deal damage.


    Quote:
    Originally Posted by Jade_Dragon View Post
    I think that if it had a taunt aura it might actually be able to maintain higher Fury, at least on larger teams, but if it does not, then it would really not add much more than a good selection of normal AoE attacks would give you.
    If you have a working taunt aura already, it's highly unlikely that it's going to increase your Fury even if Quills added another to it. What it would theoretically do is make it harder for things to pull aggro off of you by resetting the taunt duration and adding damage from you to the mobs that are hit, but it won't let you bypass the aggro cap and if you're already the center of attention it isn't going to give you any extra benefit.
  20. Quote:
    Originally Posted by baron_inferno View Post
    Hmm that's not it. According to Mids, KM build has a 1.17 second cast time which is the same as the BU in all of the other primaries except for Spines and Claws. Those two are even shorter at 0.73 seconds but their AS are just 3 seconds, not 3.67 like DB and BS. Odd.
    KM's Build Up cast time was reduced after the set went live - it was the 1.93 seconds that Power Siphon has initially. But I still couldn't tell you why the variations in cast times exist on KM's Assassin's Strike, Assassin's Blade (it's NB, not DB, btw), and Assassin's Slash. It's not weapon draw since Spines and Claws also have a draw, albeit a shorter one.
  21. Quote:
    Originally Posted by Eislor View Post
    In Mids, click on Options -> Configuration, that brings up a tabbed menu. Go to the tab labeled "Effects & Maths" and look at the column (on the right) labeled "Suppression." Now click the box next to "Attacked." Now Mids is set to display your totals using the suppressed values for Hide, Stealth, etc.
    Yeah, that's a relatively new things. Older versions didn't have it, and I made a habit of editing the database after every update. But Hide's defense value while suppressed is 1.875% (as is Stealth's).

    Also, yes Hide will stack with Stealth, Invisibility, Grant Invisibility, Group Invisibility, Arctic Fog, Steamy Mist, Shadow Fall, stealth IOs, and every other source of grantable or personal stealth that I know of that a Stalker gets. Outside of PvP or specific custom mobs in AE missions, this is pretty much meaningless - any mob that can see you through Hide's 150' PvE stealth radius ignores stealth no matter what level it is.
  22. Quote:
    Originally Posted by Steelclaw View Post
    * Do NOT play Rescue Baby New Year mission while attempting this; this mission has been known to destroy maternal instinct and cause rejection of anything resembling a child.
    Since when did Baby New Year resemble a child?
  23. A couple of minor quibbles...

    Quote:
    Originally Posted by Wonderslug View Post
    As a note, any guide written before I15 (June '09) is going to be completely worthless for dominator secondaries because of sweeping changes to every set except Electric Assault.
    Electric Assault got reduced damage (and endurance and recharge) on the melee attacks; the one that had the fewest changes was Ice Assault iirc: the only change was a larger radius and recharge for Ice Sword Circle.

    Quote:
    Originally Posted by Wonderslug View Post
    Telekinesis is a very powerful but very expensive, very fiddly tool with a ridiculous learning curve. Until you have mastered it, it is mostly an excellent way to piss off teammates and/or cause wipes. In six years I have seen it used well...I think three times.
    I never found it very hard to use; I just treated it as I do Hurricane: toggle it on when you need something either moved or less problematic, and turn it off when the target is either dead, you're running low on endurance, or they're where you wanted them to go. Any corner works well, and I've used it to push mobs who fled out of the Sleet + Blizzard patch right back in.

    Of course, I've since deleted the character that had it, and my Mind/Energy can use her secondary to push mobs where she wants them. It's not an every-fight sort of power, but I wouldn't say it's really all that hard to use.
  24. If you explicitly want to make a Corruptor, then what secondary you choose is going to depend on how early you want to bloom. Cold is the secondary I'd recommend but it doesn't come into its own until late; Storm gets Freezing Rain earlier and allows you to push mobs around to pack them into groups but lacks the extra sources of -resistance, Dark doesn't add damage with its longer-recharging -30% resistance Tar Patch like Sleet and Freezing Rain do but blooms the earliest and provides a lot of safety, Rad needs an anchor for Enervating Field, and Kinetics means you're in close to stay damage-capped and so more likely to get hit by a stray AoE mez.

    But looking at what you have already, you may find yourself wanting to go back to one of your other characters.
  25. A friend and I were making "ren-fair" characters right after getting the Magic booster pack... here's what I came up with (edited to link so as to not break forum due to image width).

    I've changed the costume a few times since I got this screenshot, but here's my (now 50) Mind/Energy Dom...


    I had fun writing this one (DM/EA)...


    ...and this one (Energy/Storm), who still gets blind invites!


    And of course, the requisite Virtue catgirl (DS/DM):