Siolfir

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  1. Unless they changed it (which may have happened, I haven't played Pain in months), the +recharge is stackable on Enforced Morale, but only if the target is already below 20% global recharge. It also doesn't provide any +movement if the target has Swift/Hurdle levels of +movement (which means when Fitness goes inherent you may as well ignore that part of the description).

    Which means it doesn't provide any recharge benefit to someone using an IO build, that has Hasten running, has Quickness or Lightning Reflexes, that has been hit with Accelerate Metabolism... pretty much someone hit by any +recharge in the game that's not an individual IO set bonus.

    The +perception and mez protection do stack, though.
  2. Quote:
    Originally Posted by Negate View Post
    @Siolfir- Divine Avalanche is a tiny of bit of mitigation?
    Quote:
    Originally Posted by Siolfir View Post
    ... Divine Avalanche/Parry is probably going to be the most useful powers to keep yourself alive, but I didn't look at attack chains that factor them in.

    ...

    So, yeah. MA/Nin for damage, with DM/, NB/, and BS/Nin for extra survivability.
    Quote:
    Originally Posted by Siolfir View Post
    As for DA/Parry... *shrug* Like I said, I never ran any attack chains that included them, but they provide rather silly amounts of mitigation.
    I don't know how you got "tiny bit of mitigation" out of those quotes. Read what I typed again. I said that I didn't run DPS chains with them (implying that they hurt a DPS chain), but that "Divine Avalanche/Parry is probably going to be the most useful powers to keep yourself alive".

    If you're talking about the "almost as much as Combat Jumping", if you'd look at what I responded to, which was quoted in the post, I was talking about slotting Cloak of Fear for tohit debuff as a means of mitigation against an AV.
  3. Quote:
    Originally Posted by Beelzy View Post
    DA has cloak of fear, which can be slotted for more than a 12% ToHit debuff...
    Which, after the AV resistance to tohit debuffs, provides almost as much defense as unslotted Combat Jumping.

    As for DA/Parry... *shrug* Like I said, I never ran any attack chains that included them, but they provide rather silly amounts of mitigation.

    And I don't remember all of the AVs that can go immune off the top of my head. I remember Wraith was one back in i8 (and may still be, but I never checked), and the Honoree still is.
  4. Random notes, since I'm just catching back up to this thread:

    If you don't have an AV that goes immune to Smashing/Lethal, Martial Arts is going to be the top DPS set, followed by EM and DM, which are close enough as to be almost identical (DM is slightly lower at a 10% critical rate but passes EM at pretty much anything higher - I did the numbers in another thread but forgot them and am too lazy to go find them again). Since DM also includes a self-heal to keep you topped off while fighting, I'd personally recommend DM, but going strictly by the numbers it's MA > EM > DM. Divine Avalanche/Parry is probably going to be the most useful powers to keep yourself alive, but I didn't look at attack chains that factor them in.

    A defensive secondary will do better than Shadow Meld, which has a long animation and causes a fairly substantial hit to your sustained DPS (depending on recharge and frequency of use).

    Caltrops, since AVs don't tend to run off of a single instance of them, are actually a nice little boost to your DPS while fighting. This, combined with the previous point, makes me tend towards stating /Nin is likely the best secondary - whether softcapped or not. Having a tray full of purples gives you ~10 mins of being softcapped, even if you're just using SOs, and you have Sha for the hits that get through.

    So, yeah. MA/Nin for damage, with DM/, NB/, and BS/Nin for extra survivability.
  5. Quote:
    Originally Posted by Jibikao View Post
    Ok what does Stalker have that is in his favor against AV? Is Assassin Strike an addition or a minus to total dps?
    There's another thread about Assassin's Strike and its impact on DPS, so check there if you want the exact numbers.

    Generally speaking, the answer to whether or not it's good or bad for DPS is "yes".
  6. Quote:
    Originally Posted by Emberly View Post
    Mobs fleeing at the drop of a hat is unfun and sucks. MM pets doing stupid things is the only reason a MM needs to even look at the screen.
    I fixed that for you - if pet AI wasn't so stupid, I'd fall asleep playing MMs.
  7. My DM/Nin could, prior to my stripping IOs off in a [series of] respec[s]. She'd be hard-pressed to do it now with nothing slotted.

    It's not as easily done as with some ATs or build combinations, but it's certainly possible.
  8. Citizens in mayhem missions.

    No matter how many times I attack them, no matter how many debuffs they run through, no matter what I do... I still haven't ever killed one. And those are just the grey cons.
  9. Hey, Dark Mastery Soul Drain was already nerfed once - they added in the target cap (of 10, which is still higher than the 7 that the Soul Mastery version has for Corruptors). Originally it didn't have a target cap at all.
  10. I threw one in Ball Lightning and Lightning Field on my EM/Elec for giggles, since the lost damage slotting was less than a half point of damage. It's as effective for AoE control as Whirling Hands is.
  11. These are very old complaints that have existed (with requests for fixes) for years. It's possible, with more high level heroes being able to switch sides and get access to the Patron Pools, that they may finally be addressed. But since there was a stickied thread about just such issues back from just after i7, I don't know how they could NOT be aware of the discrepancies without willful ignorance.
  12. Quote:
    Originally Posted by Greyhame View Post
    That's easy to fix in Mids' power editor - just set it for the suppressed value.
    Yeah - it's the first thing I do after any mid's update: go through and delete all of the extra defense in Hide so that I only get the unsuppressed values.

    But it would be nice to just have a checkbox for "show suppressed defense values", given the number of powers that suppress.
  13. For me it varies based on the character. A short, incomplete list of examples of the top of my head:
    • Saveur du Mois has The Next Big Thing. (if you don't know why, go to a translator site)
    • Hapless Schoolgirl (SM/WP Brute) uses Hammer Down.
    • Tolerable, an ElM/Nin Stalker turned hero, uses Secret Admirer.
    • Tewellyn Dowd, the Thugs/Traps MM who was created after a discussion about chest slider abuse, uses either Homewrecker or Luscious (as will Fanservice Girl, once I get her to RWZ).

    If I had to only pick one badge, though, a lot of my characters moved to Poor Impulse Control as soon as it was added.
  14. Quote:
    Originally Posted by JustBling View Post
    I agree completely, with the admonition that the damage vs. survivability numbers don't match up that well with brutes, tanks, and scrappers. I simply would like something improved in favor of Stalkers.
    Fair enough; that's the whole reason that I started another thread. As for my personal opinion on exactly where they stand, read the first post of it.



    Quote:
    Originally Posted by JustBling View Post
    Like anything else on this forum, right? Numbers may inform opinions, they may even suggest which opinion is closest to fact, but numbers cannot replace opinion.
    Numbers can sway opinions, especially if presented as fact. But I disagree that everything is opinion on these forums - many threads are essentially "hey, what are the facts about <such-and-such>?" I was mainly jumping on that particular post because it was trying to present false "facts" to support an opinion argument - essentially, lying about what actually happens to make it seem worse than it is.
  15. Quote:
    Originally Posted by JustBling View Post
    Actually, I found him quite convincing, rhetorically. I don't want one roll on the RNG to make my stalker suddenly a scrapper with less health. I don't mind taking the damage from a lucky hit, but when my role as a stalker changes from one of distinction to just another melee damage dealer*, I dislike the experience, and don't find the AT has enough tools to differentiate it in a positive manner from sturdier AT's.
    First, your role as a Stalker is "just another melee damage dealer" - and you have Placate for the one lucky hit that the RNG drops on you every now and then. On top of that, even outside of hidden status you still keep a minimum of a 10% chance to critical, so it's not like you completely lose your inherent.

    Second, making numbers up is a stupid way to argue. I could just as easily, and with as much accuracy, claim that there is a 1 in a trillion chance of a boss hitting you out of hidden status and so you could play for YEARS with it never happening once. Those numbers are just as accurate, and generated in the same manner (ie, I made them all up without doing any research on the subject).

    If you want to discuss the merits of making Hide not suppress while being hit, that's one thing. But you should also understand that it's purely an opinion-based discussion, and arguing about the RNG allowing things to hit you while your defense is softcapped is futile - there has to be some chance of being hit at some point, and Hide makes it as easy as possible to minimize that chance (as in, 0 added slots and only one SO enhancement needed).

    Heck, once you factor in the part that doesn't suppress on top of the 37.5% that does, a DO (10% enhancement) gets you to roughly 43.3% defense - add in Combat Jumping, Hover, or any number of minor buffs to be softcapped to AoE from level 12+.
  16. For starters, note that there is not -dam for Psi and Toxic damage in KM.

    There is -5.625% damage to the affected damage types for the listed duration on each of the following:
    • Quick Strike, 4 sec
    • Body Blow, 5 sec
    • Smashing Blow, 5 sec
    • Focused Burst, 7 sec
    • Concentrated Strike, 8 sec

    There's also -11.25% damage for 7 seconds on Burst.

    Yes, they stack - but the durations keep them from stacking a great deal.
  17. Note that even if it's showing characters currently (which it is, using the link Kheldarn posted), the links to get to it on the forums, both on the main page and in the "how to access the training room" sticky, are still broken and timing out.

    I haven't tried copying anything yet, so I'll just go with my sig for now.
  18. Quote:
    Originally Posted by Jeuraud View Post
    You need a 50 AOE defense to put a lvl 0 Boss, to the 10% cap. This will require you to slot up 2 Def SOs in Hide, just for a 0 lvl boss, and who fights 0 lvl bosses on teams. And only on teams do I worry about a Boss knocking me out of hide. This means that I'm going to have to slot up with more SOs and/or have other +def powers, to take on the lvl of Bosses I'm going to face on a team.
    Barring the mobs having +tohit, you need 45% defense to reduce anything that's within 5 levels of you to their tohit floor of (5% * accuracy multipliers). So your first sentence is wrong in several ways.

    Hide's AoE unsuppressed AoE defense is base 37.5%. A single SO (20%) pushes that to 45%. So your second sentence is also wrong.

    Try not making things up when you present a case. Poor arguments based on making things up off the top of your head aren't very convincing.
  19. It's 389.28, or a scale 7.0 attack, for an Assassin's Strike critical; with server ticks (aka Arcanatime) accounted for, and including the time of Placate as part of the activation of AS, you have a total activation time (on average) of 4.884 seconds: 3.168 for AS + 1.716 for Placate.

    That's a DPA of scale 1.433 per second, ignoring the chance for a double critical entirely (which at a 10% rate would change it to scale 1.484). Gloom, which is highly used in Brute single target DPS chains due to being their 6th best DPA attack*, has a DPA of 1.333.

    For comparison's sake, here are some other numbers (also ignoring criticals, unless Placate is specifically mentioned):
    • Energy Transfer is the only attack that has a higher DPA at 1.57/sec, and does not critical.
    • Eagle Claw after a Placate - the hardest critical a Stalker gets other than AS - is 1.301/sec. Without the Placate, it's 1.053.
    • Even without a critical or Placate, it will vary by set:
      • Assassin's Blades (0.789) is better DPA than all but Sweeping Strike (1.171) and Ablating Strike (1.111) in Dual Blades.
      • Assassin's Shock is better than Havoc Punch (0.769) for Electric Melee.
      • The faster animating Assassin's Strike (0.861) in KM is better than Quick Strike (0.795) and Focused Burst (0.731).

    So this:
    Quote:
    Originally Posted by je_saist View Post
    Assassin's Strike is useless for sustained DPS.
    is just plain wrong by someone who obviously doesn't know what they're talking about.

    * - Brute top 5: Seismic Smash (2.07), Clobber (2.01), Energy Transfer (1.57), Knockout Blow (1.50), Incinerate (1.35)
  20. Quote:
    Originally Posted by Test_Rat View Post
    My stalkers are AOE based, and I still got a ton of milage out of it before I respec'd into thier current builds. It basically shuts down retaliation against you and gives you a few seconds to focus on a nasty target when things go sour.

    Its absolutely fantastic for ambushes.
    Caltrops do both of the above, as does having IO defense bonuses, given that /Nin is a defense set.

    In a resistance set, where you're fairly likely to be hit by things attacking you, it may have more of a place. I actually used the Smoke Flash temporary power very effectively while soloing on my lowbie SM/ElA Brute in Praetoria to shut down one of the massive ambushes so I could get a little health and endurance back... but by (at least) level 28 on a /Nin Stalker, I have far better ways to deal with any issue that Smoke Flash can help with.

    It's not that the power itself is horrible, but it's completely useless in the set it appears in.
  21. To the OP: The "So... Stalkers" thread is essentially a rehash of ideas along the same vein as this thread, and was created to get Stalker player feedback in response to the melee-AT retuning/rebalancing and Castle's beta post about there not being enough time to address Stalkers.

    I don't really feel that Stalkers are that far out of whack, but numerically could use some fine-tuning. In my opinion Scrapper AT mods for melee damage and self-damage buffs would be sufficient, leaving the survivability alone so that they still have less margin for error in survivability, but several people posted concerns about how this would make them closer to Scrappers (to me, the lower hp and hp cap would provide the main difference... a Scrapper would be harder to kill and have more AoE damage due to not losing an AoE).

    Like every AT, your feel of its performance is going to depend in some part on your build and how much you put into it, and part of it is going to depend on how you play the character. I can survive nearly as many things on my Stalkers as my Scrappers or Brutes, but the margin for error is considerably lower - it's not that they don't have the tools to survive as much as they run a higher risk when the tools are negated or insufficient.
  22. Quote:
    Originally Posted by GavinRuneblade View Post
    does the buggy double AS damage from placating while hidden stack in the one number or show up as a second number?
    Every time you get a critical, it's simply one extra orange number that's added in as part of the "base damage" of the attack. A double critical is two extra orange numbers.

    Depending on which primary you're using, a double critical on Assassin's Strike shows up as either 3 or 4 ticks of damage: one or two ticks for the base damage which total up to scale 2.5, the "from hidden" tick at scale 4.5, and the double critical tick which is scale 2.5.
  23. Quote:
    Originally Posted by Katie V View Post
    It's not that simple. Most of the big-damage attacks listed have multiple ticks. This is fine for doing high damage, but not so great for making big orange numbers.
    250.25 at level 50 is the critical portion of Assassin's Strike; it's scale 4.5 damage in a single tick. As far as I know, that's the highest single tick of damage that a player power will get.

    At the Stalker damage cap (500%), with the mob at the -resistance cap (-300%), it will do 5005 damage (250.25 * 5 * 4) against an even con mob, and 30030 damage after the *6 for being +49 against a level 1. So, 30030 is likely to be the largest single orange number you can do.
  24. Quote:
    Originally Posted by Jibikao View Post
    Oh I see. I wasn't sure if it was actually "double" Assassin Strike damage or just the text appeared twice.

    I remember I used to see double critical when I use Placate and hit. I know that is double critical damage for sure as it used to appear in the combat log. I did a little test on that.
    It shows up in the combat log for Assassin's Strike when it goes off as well - see below:
  25. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by GavinRuneblade View Post
    Actually, I think less viable since the damage ticks might prevent you from regaining hidden status. Not sure on that though.
    Damage ticks don't prevent you from regaining hidden status, but they do keep mobs aggroed on you even if you Placate them.