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Quote:The -res is almost always better than the -regen, unless you're trying to solo them. It's actually why I didn't list Kinetics higher, since you're more likely to get a higher damage contribution from the multiplicative effect of -resistance as opposed to the additive effect of +dam.And there's more to taking on AVs then -regen even if that seems to be the first and maybe only thing people talk about.
Traps and Cold both do -resistance very well.
Quote:Definitely kinetics. They debuff enemy damage and buff ally damage with the same powers. Against a single AV, kinetics ends up being superior to a lot of sets both offensively and defensively.
Offensively, see my comments above. -
Quote:I've only run this through on 3 characters so far, and my first time through was on a Warshade with no warnings of what to expect. (Not so) oddly, I did much better before the portals were destroyed on her. I only noticed that I was hit with Curse after the ready supply of bodies dwindled, and I had to come back to finish off Honoree. Once I got Honoree down Holtz was a joke due to range, KB, and -rech.If my endurance is gone, I can't fight. That's it. Especially with wave after wave of ambushes on TOP of an eb/av. Whoever thought this mission up needs a serious kick to the shins.
The second time through I was on a team, so it doesn't count, and on a perma-PA Ill/Rad, so that run shouldn't count anyway.
The third time was my EM/ElA Brute - no real issues but she has lots of endurance management.
Future attempts are likely to be dropped, simply because I can. -
Quote:While I can't say much about the first couple of points, the "made of paper" bit is cured at level 38. My Warshade is one of my favorite characters.Sadly, it's my Warshade.
I loved shapeshifting hybrids in other games, but the sludgy shapeshifting control, the fact we have to make our own macros to get our toolbars to flip with our forms, and the fact my favorite form is made of paper just make playing her terribly painful unless I'm on a big team. It's so sad.
This is how I normally do it, with a couple of exceptions.
My first 50 was an Ice/Rad Corruptor, and while not "unplayable" she's been highly annoying for me ever since the animation time change in Ice Blast (from 1s to 1.67s) that Corruptors were told wouldn't be added when the animations were changed for Blasters put dead-time into the attack chain which just bothers me. That really holds true for everything Ice Blast, though.
But I haven't deleted her, and won't because occasionally I still get her out to nab some badges. The reason I didn't delete my EM/Elec Brute with the ET nerf was also due to badges (I had actually stopped playing her very often before it happened) but have found myself playing her a bit more often - if nothing else, while the chain still is full of painfully slow animations the slower Fury decay was an indirect buff to Brute EM.
But my FM/SA Brute was deleted at 50 for all of the reasons in the OP, and most of the characters that I grow to hate end up being deleted. -
I'll echo Cold and Traps for the -res/-regen/defense, and include Kinetics as a "nice to have" for the -dam (which isn't any more resisted by AVs than anything else) and faster for everyone else on the team.
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Quote:So whats the minimum recharge needed for perma hasten? With and without slotting it with SO?Quote:Bare minimum extra recharge is 205%. That plus the 70% of Hasten itself (assuming 3 SOs worth of slotting).
To fully answer the question here's the math behind it:
Hasten has a base 450 second recharge, with a 0.73 second animation. The duration is 120 seconds, so we'll call it 119 seconds to get the next animation in before it wears off.
The recharge formula is final recharge = base recharge / ( 1 + recharge buffs )
Plug in the numbers to get 119 = 450 / ( 1 + x ).
Basic algebra gives you 119 + 119x = 450; simplify to 119x = 331; x = 331/119 or 2.7815 (ie, 278.2%).
Hasten provides 70% of that, so 208.2% for "minimum" with no slotting, 175.2 global recharge with a single even-level recharge SO, call it 166% global recharge with a level 50 common recharge IO, and 109-114 three-slotted with recharge depending on whether or not you use common IOs or SOs. -
Quote:Phase Shift is a toggle. >.>I doubt that will help Black Hole and its cousins much. Although, while typing that post above, it occurred to me that the *ultimate* in situational usage intangibles that would *never* be questioned when used is this one:
1. Toggle.
2. 15' radius PBAoE.
3. Usable while dead.
As a toggle and PBAoE, it you could turn it off and on, like Choking Cloud. You could maneuver around and only affect the targets you wanted to. And if you could use it while dead, you could theoretically intangible away all the critters around you when the team wiped, allowing them to rez in perfect safety. It would be like an inverse Soul Transfer.
Few people would take it still, but no one would complain about it anymore. At worst, team mates would tell you to turn it off if you were using it while everyone was still alive. Although to be honest, a controllable toggle foe intangible might actually be too powerful.
A similar mechanic to prevent it from extending past 30 seconds and either an effect similar to NoPhase or just a long and/or fixed recharge would limit the power. -
Quote:Flipping isn't buying for under vendor cost and vendoring - although that's a very restrictive (ie, low profit) way of doing the same thing. At it's most basic, it's simply "buy low, sell high".Excuse ignorant question: What exactly is "flipping" and why is it bad? Is there a short answer to this?
My understanding is that "flippers" like to list stuff for 1 influence. How is this smart? You can get 250 for it at the vendors.... are they trying to manipulate prices by making it appear that some stuff sells for 1 inf, when it actually is worth at least 250 and so maybe others will give up and list it for 1 inf too?
I have no idea.... I do know that back in the days before we could mail ourselves stuff, several of my lowbie villains made a substantial chunk of change [for a lowbie, anyways] by buying this 1-inf stuff and then vendoring it. It took patience but was definitely doable.
I did feel a little guilty about it though
The problem with the "I'll trick you into selling low" thing is that people like me may base our prices on how many are for sale vs how many are bidding. If there are two of something and 850 people are bidding, that'll raise my price substantially.
By just placing low bids on items you don't ever plan on using, then selling them for whatever you can get for them, you can get a good turnaround. I don't do it myself since I tend to only bid on things that I plan on using for my own characters, but if you look at prices of things (particularly the cost of a recipe vs constructed costs) you can probably figure out some good places to start. -
Quote:Yes, but I'm specifically mentioning AoE size, not "range" - all of the effects have the same "range" (ie, the maximum distance that you can target and have the game allow the power to go off without an "out of range" error). That's one of the aspects of the power that I believe is constant across all of the effects (along with endurance cost, animation time, rooted time, and a few others).So, wait a minute: If that's how these things are defined, then what's the point of having a single range listing for a power when each of its effects can have their own unique ranges? For instance, if I fire a power that has smashing damage, lethal damage an knockback components (like M30 Grenade), then I can do Lethal damage in a 5 foot radius, smashing damage in a 10 foot radius and knockback in a 15 foot radius? Is that what you're saying?
Quote:Wouldn't it make more sense to list ranges per effect, then? Or at least list the ranges of effects which differentiate from the range stated for the power? That would certainly make powers like Lightning Rod and Shield Charge a LOT easier to figure out when you look at their real numbers. To this day I still can't remember which damage component has what range, and neither City of Data nor Real Numbers, nor indeed Mids' Hero & Villain Designer will tell me. Not even the power description makes a mention of this.
It certainly makes a lot more sense of how the system is rigged, though. Thank you for enlightening me to this aspect. I always thought power effects were locked to the power's type and range.
I'm not certain that is the case, but if it was I don't think it would be worthwhile to try to get each radius outside of the game since most of it's public/shared knowledge at this point for the few powers that have varying AoE sizes and inside the game you have questions about where to place it in the UI and if it's worth it compared to just reading all of the effects in order and regurgitating them onto what's already there. Already some things that you can find on City of Data aren't present in the "in-game" numbers - such as elusivity - and if I were guessing it's because it simply discards anything that the UI handler doesn't understand.
TL;DR version: yes it makes sense, but I don't expect it to happen. -
Quote:Thus my first post in the thread after reading the first page explaining everything and the replies to those posts. Besides, given the OP's forum handle, it had to be done. It was a moral imperative!This reminds me of something my old boss said...
"Never try and teach a pig to ice skate. you only do two things. Waste your time and annoy the pig... "
Quote:oy.
So, OP, you have two options:
1. You are misunderstanding the data you're seeing.
2. There's a conspiracy between the devs and the rest of the playerbase to hide an accuracy nerf. Nobody will admit to anything, except *you.*
Which, logically, is more likely? -
Just do both... add them together and you still have time for an ITF before most people would finish a Synapse.
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Quote:Smartphone app*. >.>I'd also like a feature to access the market from my S/VG base as well.
Here's hoping...
Regards,
4
* - Which could be used for either viewing current prices without logging on, or with a login/character select screen to buy/sell without moving the character to the market. To prevent issues, you'd be unable to log on to an account while the game account is logged on, but unlike the game client you wouldn't be able to force someone on the game account offline by attempting to do so. -
Warshade.
Fuzzies for pets, lots of clicks, decent damage, there's -always- something recharged (I've been -recharge capped and just cycled through forms hitting what was up), you can play pseudo-dominator, pseudo-blaster, pseudo-tanker, and you've already met the requirements since in your OP you said you have an ill/rad at 32 and DDD at 28.
Khelds in general really fit the mold for "jack of all trades, master of none", and Warshades are (IMO) the more fun variety. -
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Quote:I can completely agree with the usefulness of being able to unload the "vendor trash" at the market, but without the ability to do that I don't see any need to show what a vendor will pay there.Not only do I agree with this 100%, but I'll go even further and say that you should have an "instant sell" button so that the market essentially also functions as a vendor.
"Oh, Kinetic Weapons are going for 20 influence right now? Screw that, I'll just--*ding!*--sell it for the 200 I can get for the store price."
I already know that at a vendor common salvage goes for 250, uncommon goes for 1000, rares go for 5000, set IO recipes go for level * 1000 for uncommons and 2000 for rares, and common IO recipes above level 20 are worth more than at the market - just showing the price a vendor would pay doesn't add any functionality. -
*rolls eyes, shakes head, whaps OP with rolled-up newspaper*
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Quote:To the highlighted part: sortof, but not really. It depends on how you define "attack" and "secondary effects".So essentially what you're saying is multi-damage-type attacks are actually multiple attacks, each with its own damage type and possibly secondary effects? Be nice if that showed up in real numbers.
However, the way you describe it, it sounds like only the physical part of Thunder Strike has a guaranteed critical, whereas the Energy part has a chance critical, meaning that you still have to roll the dice if you want a full critical on your specific target. This concerns me, but it's still better than nothing.
Specifically, the power activates, possibly has a to-hit roll, and then the effects of the power go off - and these effects can have different AoE radius and max targets. If the attack does smashing damage, that's "an effect"; if it also does energy, that's a separate effect entirely. If there's a "chance for" something happening, such as a 50% chance for stun or 50% chance for more energy damage, there's another roll to determine if that effect happened or not. If there's a specific condition for something to happen, such as kMeter > 0.9 (ie, Hidden status or Domination active) then all of those effects go off - whether it's another tick of damage or another hold that lasts a little longer.
So, is each tick of damage a separate attack, or is it all lumped into one attack because it all relies on one initial tohit? Well, at that point it's all semantics. But if you count the different damage ticks as different attacks, then each secondary effect is also a "different attack", because it's treated the same way.
And for what it's worth, Tankers have NO single-target attack powers. Gauntlet works (and many, many procs were broken causing them to turn Gauntlet off temporarily right after i9) because all of their "single target" attacks are actually AoE attacks, where the damage component is restricted to just the target and the taunt portion being distributed to the full AoE. Stalker Ablating Strike works the same way (so that it can complete the Sweep combo), which is why you see it listed with a 10' AoE. -
Quote:*shrug* Perception range is 45' for minions (admittedly, 55' for bosses, but most squishies can't reliably one-shot mez a boss so 60' means nothing there), and there's a delay before mobs attack after they notice you. Given that I routinely get Fault off - which has a 20' range - before the spawn gets a chance to react on both of my SM Brutes, I'd say that if you really wanted to you have plenty of active mitigation available to you.And Shockwave and Focus are also upset that they can't help me when the target is 60 feet away.
And Shockwave is particularly upset that it's not in my build at the moment. Something had to go, and the power that pisses off my teammates got the axe.
Just like a squishy saying that they have no way of dealing with mez - something that you were the one disputing - saying that Claws has no active mitigation doesn't make it true. It's probably one of the worst sets you could've picked as an example, since it actually has ranged mitigation and the lower recharges make it really easy to keep things constantly either falling down or getting back up. If you choose not to use it, that's your own fault. -
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Just go into the database editor and delete the parts that suppress, then it'll show you the right numbers.
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Quote:Hit 60% Fury? >.>Here's a challenge for you: Name one thing a well built melee AT (of any powerset combination) can do that not a single equally well built support AT (of any powerset combination) can do. This assumes equal skill, and equal budgets for the builds. Just one thing that a tank, scrapper, brute or stalker can do that a controller, defender, corruptor, or mastermind can't.
Quote:The only way a Controller will have full time mez protection is with enough recharge to make Indomitable Will permanent. And let's face it, if you have a build with that much recharge (which pretty much requires purples)....you probably aren't going to be having too many problems with mez.
And besides....Fissure is a better AoE than Fireball anyway -
Cold/Sonic Defender.
- Lots of defense to go with the capped resistance.
- Single target melting due to massive stacked -res.
- Ranged stun to stack with IA and/or GE.
- Perma-out-of-the-box AoE sleep for problem child spawns.
- Any AoE weaknesses covered by fluffy balls o' doomy goodness.
- If you get bored or your wife isn't online, you could go solo GMs.
You could also make a Sonic/Cold Corruptor, but the Defender gets better shields, earlier access to the debuffs, and higher -res on the blasts - so any benefit from Scourge would be pretty much completely masked. -
Quote:I think the highlighted portion shows the response to pretty much every suggestion made so far, which just leaves one question for balance purposes:Reposting from I19 Beta threadsQuote:
...
In the past, I've addressed this to a degree by increasing their damage, adding additional critical avenues and even adding a Fear debuff to their Assassin Strike abilities. At this point, they are about as strong as we want to make them, which means any further improvements have to lie in addressing those systemic problems. Frankly, that means it is a LOT more complicated and manpower consuming.
...
So, when do Scrappers get nerfed, then? -
Quote:It's debatable whether or not you can count VEATs and Dominators as "support ATs"... so the other exception would be a Controller with Psi Mastery.You want mez protection on support ATs? You'll probably have to give up some of their mezzing effectiveness to get it.
None of those seem to give up a great deal, unless you mean "not taking Fireball" for the Controller. -
Quote:I suppose if I'm posting a nitpick, I shouldn't use "protection" since when referring to mezzes in this particular game it means something different than "a manner of mitigation", but I meant for the term to cover more than simply drain resistance: for example, all of the defense-based sets care far less about Sappers than Fiery Aura because they're just not very likely to get hit. I know that my Energy Aura, Ninjitsu, Super Reflexes, and Shields characters don't worry much about getting drained, and none of those sets has drain resistance and only EA has a means of refilling. True, no set - even Electric Armor - is completely immune to endurance drain and recovery debuffs, but a large number of the sets could care less by the time you start running into Malta.End drain resistance, not protection. The only armor set that won't be completely drained by a sapper after 2 shots is Electric Armor.
There is no armor set in the game that is completely immune to it.
Quote:If you stripped away the mez protection from melee characters they would quite literally be completely helpless against a ranged mezzer. With no passive mez protection, a melee character such as a tank, who is meant to attract the attention of enemies, would be unable to do their job. -
Generally in agreement, but some nitpicks below:
Quote:How many armor sets have endurance drain protection? How many Stalkers worry about a single Sapper in a spawn? I actually worry far more about Mu (or Clockwork) in the lower levels, because endurance drain protection is hard-capped far below what most sets provide until late in your character's career.A Sapper is much more dangerous to a melee AT than it is to a ranged AT. Why? Because just about every ranged powerset in the game has SOME way to put that Sapper out of commission before ever being hit by it's end drain.
Quote:Do you know of any tanks, scrappers, brutes, or stalkers that can mez an enemy from 80 feet away earlier than level 41? I don't.
If you're talking about the base range of a reliable mez, Defenders get two sets and Corruptors only get one set (Psi - which can go out to 100' - and Ice Blast only has BFR at 80'). The ranged mezzes are usually 60' range, with a couple of exceptions (Cosmic Burst is 40', Dark Pit is 70' and could hit 80' due to AoE size but can't target something at that range, and Power Push is 70' if you're counting it due to being the only 100% reliable KB in the set).