Siolfir

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  1. Quote:
    Originally Posted by HercuIes View Post
    First thing we have to do is establish a governing body, which will then establish the categories and criteria for winning them. the committee should be large and diverse enough so as not to preclude any member of it from being disqualified from competition, though i would imagine voting for yourself in any particular category would have to be forbidden.
    So in order to establish the governing body, shouldn't we first schedule a meeting that will decide when the selection committee will get together and plan out the direction of the organization of the selection process, including such things as who will be in on the organization of the next meeting and the availability of the people so chosen to nominate a team to select the members of the governing body?
  2. Quote:
    Originally Posted by Umbral View Post
    Tier matters only within the context of powerset design, not within the context of power design. There is a significant difference between the two that most people don't grasp. Is Unyielding more powerful than Indomitable Will? It's pretty hard to argue since, even though they perform the same function (mez protection), they have disparate effects (Indomitable Will provides more types of mez prot while Unyielding provides more survivability). Their tiers are different but the powers are functionally balanced (especially within the confines of the powerset as a whole).
    You can't read, can you?

    Try the last sentence in the paragraph that the quoted bit is replying to.

    Quote:
    Originally Posted by Umbral View Post
    The entire point I was attempting to make (way back when) was that SS is, by virtue of the fact that it already breaks rules in virtually every power in order to attain some semblance of balance, a horrible powerset to be comparing anything to where balance is concerned. Comparing EM to it in an attempt to make specific powers appear in need of retrofit is an exercise in futility since SS as a whole would need a retrofit before any of the powers in it could be considered balanced individually.
    If you're going to get completely nitpicky, though, then you're wrong here. Haymaker = Bone Smasher = Stone Mallet; are all of those unbalanced individually?



    Quote:
    Originally Posted by Umbral View Post
    So, changing the animation time of a single power on a long recharge fundamentally altered the entire feel of the power set for you? You're precisely the kind of person I'm describing. You may not want to admit it...

    ...The fact that changing the animation time of a single, long recharge power changes so much about the set as a whole tells me that you were relying on ET completely too much. The animation time of the power was changed to not make it a whole magnitude better than any other attack in the game. No set needs to have an attack that has a DPA completely that outclasses even nukes in order to be playable. The fact that so many people feel as if the set is completely different and no longer playable because that one power was brought back down from the stratosphere should tell you something about how much the power needed to be brought back down.
    Yes, the feel of a power that recharged in 6 seconds (with slotting, Lightning Reflexes, and Hasten) changing altered the feel of the set dramatically. "Long recharge"?! Are you seriously trying to use the text descriptions - which don't make any sense when compared to other powersets even within the same AT - as an excuse for saying that? But no, it's "zomg! you just didn't want to change when you used it!" Once again... learn to read. How about the rest of the paragraph that you quoted? I even through in a clause about how "sure, it counts if you're going to be an idiot about it just in order to fit everything into your little pet theory".

    Now, previously was I using Energy Transfer about as often as it recharged? Mostly - and I usually switched targets right before using it so that it dropped something from full health, too. But since you're being deliberately obtuse, let me explain it to you in depth:

    - ET was used because it fit within the attack chain smoothly instead of having a large amount of dead time - Total Focus, with the second highest DPA in the set, was skipped because it had a lot of dead time. Gee, I was really optimizing there, huh?
    - I tried substituting with Barrage, but simply dislike the animation (which was why I didn't take it in the first place), using ET when I previously was using Total Focus in order to keep short animations in the chain.
    - I. Did. Not. Like. The. Feel. Of. The. Set.

    Now look at the second step there. Gee, that seems to be diametrically opposite of your statement. Maybe you should shut up about why people do things when the only why you can answer is why you would do something.

    Now, see that last part? Read it. Read it again. Read it a third time. Take a peek at it again. Then stop being an idiot. Now read it again. Then go back to kindergarten and learn to read so you can read it again. DO YOU GET IT YET? IS IT STARTING TO SINK THROUGH YOUR THICK SKULL?

    Here's a thought - why don't you only speak for yourself?
  3. Quote:
    Originally Posted by Sarrate View Post
    Taunt is the strongest threat generation tool. Damage is an important part of threat generation, but the other factor is taunt duration. The basic gist (assuming equal debuffs, range, AI Mods, etc) is Damage * RemainingTauntDuration. If you deal double damage, you deal double threat. Likewise, if you have a taunt effect twice as long you will generate twice as much threat.

    Gauntlet (both Tanker and the single target Brute version) maxes out at 13.5s at lvl50 while Taunt lasts 41s (some sets have a 30ish sec Taunt). The taunt duration is more than double duration, so it's stronger. It also lingers for a long time, amplifying your threat for extended periods of time. One last thing - it is auto hit against AVs/GMs while Guantlet requires a tohit check.
    The second highlighted part disagrees with the first - note that damage is also a factor in the consideration, and the power "Taunt" deals none.

    Taunt has the longest taunt duration. It is NOT the strongest threat generation tool - without them dealing damage you can pull aggro off of a Tanker who sits there and constantly spams Taunt - even without having Gauntlet yourself (many Blasters and Scrappers can attest to this - heck, I've pulled aggro off of Tankers who felt that Taunt was enough with a Defender just by using Fulcrum Shift). If the same Tanker uses an AoE attack, suddenly they're capable of holding aggro.

    And yes, if they Taunt and do damage, they'll be better off than just doing damage.
  4. Quote:
    Originally Posted by Dispari View Post
    Taunt is ranged, Foot Stomp is where you are. If you're WP or Shield, and it's dangerous to move because you could start losing the attention of baddies due to a weak taunt aura, Taunt allows you to grab the attention of enemies farther away. Taunt lets you get the attention of enemies who are attacking your friends without having to move. You can pull them around corners. Or keep aggro on an AV without entering melee.

    Taunt does -range, which allows you to force enemies to come in nearer and be tended to by your taunt auras. Or just call them into Foot Stomp radius.

    Taunt has half the recharge of Foot Stomp.

    Taunt autohits.

    I'd rather use Foot Stomp personally, but there are reasons you'd want to use Taunt over Foot Stomp. You can't just make a broad statement that Foot Stomp is better than Taunt.
    Fair enough. And a ranged attack (like, for example, Hurl) can also taunt 5 targets, from a longer range, add on -fly to the one you hit in case they're kiting, and does a good amount of damage as well. The autohit only matters in one of those highly unlikely scenarios I mentioned above, since let's face it - we're talking about a powerset with a persistant +20% tohit, which without any accuracy slotting whatsoever caps your chance to hit. The number of times where something has to be autohit to be reliable are completely negligible.

    Taunt has a place the game and is in several of my builds, but saying that if all powers were given the same availability that it's a higher priority than a damaging attack - which all have AoE taunts for Tankers - is asinine. By itself it accomplishes nothing (and my Fire/Fire Blaster can and has pulled aggro off of a Tanker who thought that spamming Taunt was the best way to hold aggro - you have to do damage as well).
  5. Quote:
    Originally Posted by Umbral View Post
    That depends entirely upon what other powers were reordered to get those powers available at the different levels. If I was playing a Tanker and the powerset was forcing me to wait forever on Taunt in order to get Footstomp asap, I'd probably play the other first because I need to get aggro before I begin bothering with AoE damage.
    AoE damage == taunt && AoE damage > Taunt.

    Taunting things doesn't make them stop attacking, it just makes them attack you. A Tanker's AoE makes them attack them, and Footstomp will hit twice as many targets in a larger AoE to make things attack you. On top of that, damage is considered in threat, which means how much damage your teammates have to do to pull them off of you.

    Barring highly unlikely scenarios or a complete failure in managing endurance on your build (since Taunt is free), Footstomp will always get you more aggro than Taunt. And it will help kill things on top of that.

    Quote:
    Originally Posted by Umbral View Post
    And would you be willing to have KO Blow be weakened to account for the fact that it is actually available 3 tiers earlier than it should be? EM has to wait until the same level as everyone else in order to have the same ST focus powers available to it. SS gets its best ST damage power significantly earlier than everyone else. By your own logic, KO Blow should actually be weakened because it is available earlier.
    Arguably, it is. Check out its recharge time compared to the other similar damage powers which are available later. And before you bother to try to correct me, I understand that the theory is that tier is irrelevant. In a player's eyes, it matters, and in several examples in the game it matters.

    Quote:
    Originally Posted by Umbral View Post
    The people that have shelves their EM toons because of the change to a single power are doing so because they're not willing to change the times in which they used the power.
    Thank you for speaking for me, but you're completely off the mark. I shelved my EM character not because I wasn't willing to change the times that I used the power; I did it because my attack chain suddenly felt extremely clunky. Unless by "change the times I used the power" meaning "was forced to completely skip using the power in order to maintain an attack chain with animations shorter than 2 seconds" - in which case I'd say that you're understating the case severely so as to pretend that anyone not happy is some unadaptable dinosaur instead of actually acknowledging that there was a drastic change in the feel of the set and that maybe, just maybe, there might be some people who didn't like that instead of your pet theory that "people only ever liked EM because it was broken". See my previous post, where I said all of this before, and commented that I went to DM because it offered a faster feel.


    Quote:
    Originally Posted by Umbral View Post
    Now that ET has been brought down in effectiveness and no one is shouting out its virtues from the rooftops, it has fallen from favor.
    And yet, the only people shouting out its virtues before were completely ignoring anything negative about it, just like the people shouting about how much it sucks now ignore anything positive about it. It's never been a good PvE set, it was always for niche play. Even if you're going to call out "soloing AVs", that's a niche style and hardly typical gameplay - and I still say that I went away from EM to solo AVs because of ET's self damage causing me to spend more time healing than the AVs did. SM did as good or better, along with offering much better AoE control (and arguably better AoE damage, although Tremor only has radius going for it).

    Quote:
    Originally Posted by Umbral View Post
    I wouldn't actually recommending giving TF some AoE capability. The problem with TF is that it takes too long to animate. Its DPA is utterly atrocious.
    Now who's ignoring positives? By the way, Total Focus is the second-highest DPA in Energy Melee - higher than Bone Smasher, which just barely edges out Energy Punch once you add in Arcanatime. If its DPA is atrocious, then what does that say about the set as a whole?

    Anyway, EM isn't completely horrible. But it definately doesn't feel the same.
  6. So are the free server transfers extended as well? >.>

    I keep running out right around 3-4 hours after they refresh!
  7. Quote:
    Originally Posted by New_Dark_Age View Post
    Once again the animation changes are overexaggerated. Hitting something with ET feels no different than hitting something with KO Blow.
    Except that ET animates slower (120% of the animation time before accounting for Arcanatime). And does damage to you. And comes around much later in the character's build. I guess that one's a positive, though, since that means you're not hitting yourself for as many levels!

    Random thought: how about capping the self-damage to the mob's remaining hit points at the time that the damage is applied? That way if the mob is already dead you only waste the animation time, the same as all of the other attacks in the game.
  8. Changing things up a bit, I'm going with Sleet/Freezing Rain.

    Sure, it's only -30% defense - but it's also -30% resistance, does half the damage of Ice Storm, acts as a mini-Ice Slick both in KD and slow, the -def/-res is sticky even if they leave the area, and it recharges quickly enough to be stacked with good slotting and a bit of +recharge. If you're doing -defense, I'm assuming that it's because you want to kill something faster; this helps that a great deal and does it each and every spawn.

    In terms of "powerful", I'll take that. Melt Armor is only even considered a worthwhile power since it's one of two debuffs in an otherwise pure buff set - the stats on it are garbage in comparison to other debuffs (Anguishing Cry has more -def on a shorter recharge) - and that it's a ranged, target-based, relatively long-duration click debuff (40s)... factors which matter when you're trying to chase down someone in PvP when they may or may not go where you want them to for location-based debuffs and debuff toggles are so easily shut off.
  9. Happy holidays to all (except for those pesky Winter Lords - they can die in a fire).
  10. Quote:
    Originally Posted by SinnerSaint View Post
    Probably restocking everyone's free server transfers.
    That seems to have been taken care of already, since I had mine restocked (and 2 more used!) yesterday - after using all of last week's in the first two days they were available. (they're really useful when using them on a 2:1 basis as free renames)
  11. Quote:
    Originally Posted by je_saist View Post
    I'm not in the boonies, but I occasionally use Cell-Phone tethering over the Alltel (now Verizon) network to play.
    This, but I'm not sure you can call it "dial-up" when the cell phone has less lag and a more reliable connection than the local cable company (sadly, I'm not kidding - roadrunner cuts out multiple times per day) while maintaining roughly 1.2Mb down.
  12. Quote:
    Originally Posted by Ironblade View Post
    Technically, no.
    2 for the WL to spawn the gate.
    Nothing for the 3 Guardians.
    8 for the big guy himself. (Plus 20 candy canes.)

    So once you get in the Realm, there's no 'partial credit'. If you don't manage to defeat the Lord of Winter - you get zilch.
    And yet... I've come out with more merits than I entered with on several characters on smaller teams that were unable to bring down Lord Winter prior to time running out.

    So, which one of the experiences was bugged?
  13. Does EM need more AoE damage? Ehh.... well, Whirling Hands certainly shouldn't be worse damage than Whirling Mace, given that they're the same radius, same animation, same chance to stun for the same duration, same endurance cost, and same recharge.

    If not a boost in base damage for Whirling Hands, then a guaranteed stun (and to whomever suggested 45 seconds to match Flashfires, go look at Hand Clap, Lightning Clap, Fault, and other melee AoE stuns. Or just shut up since you obviously don't have any idea what you're talking about). It lacks in AoE damage and AoE mitigation. Stone Melee is arguably worse for AoE damage due to Tremor's ridiculously long animation time, but has great AoE mitigation and similar single-target damage on an average recharge build (and far better potential due to Seismic Smash and Heavy Mallet).

    I only kept my EM/Elec Brute after the nerf since she was my badge collector and I didn't want to have to get Weathergirl again - but after two years of sitting on mothballs the addition of Energize gave me a reason to try her out again. Yes, my SM/WP (who incidentially has more recharge) does more damage to a single target, with more safety. But Willpower doesn't have a damage aura, and with Ball Lightning, Lightning Field, and even the underwhelming Whirling Hands (!) the EM/Elec can put out better AoE damage, get close on single-target, and still provide enough survivability that I don't feel like I'm completely wasting my time (although admittedly, most of that is due to Lightning Field). Yes, I could do substantially better than that with a different powerset combination - but I already had this character at 50, and the difference in speed isn't worth levelling up another Brute with a more AoE-happy primary to me. The difference between "bottom feeder" and "great" isn't as large as the drama you see here occasionally would have you believe.

    Will I make another EM Brute? Hell no. The feel of the set changed, and you just won't get that same feel back. I miss the feel of the old EM, and that's what got me started playing DM. If the only reason it was nerfed was due to how far out of the "standard formulas" the powers were, then they should at least get powers that are below the spec up to par - thus a buff to WH.

    And as for "the [Brute] primary of choice for soloing AVs"... I made the SM Brute prior to the changes to EM because I was tired of taking so much self-damage from ET. At the time I made her, the animation times for both of the mallets were 1.13 seconds (they were raised to 1.61 and 1.63 prior to the EM changes), which made SM better than EM - even with a 1sec ET for sustained single-target at high but not extreme recharge, and at extreme recharge ET was crippling yourself due to the self-damage and you had to take time out of attacking to heal or you'd kill yourself.

    There was no reason whatsoever to take EM for anything outside of stacking stuns on a single target to break mez protection and extreme single-target burst... which was only useful in pre-i13 PvP. It simply wasn't the best at anything else, even then.
  14. Quote:
    Originally Posted by Vitality View Post
    152% Global Recharge?
    You adding in Hastens +recharge on that, right?
    Right - it's 82.25% before Hasten, but not counting the Force Feedback proc's average contribution. I think the highest planned global recharge that I have that doesn't count Hasten in it is 138.75% (Ill/Rad Controller on a perma-PA build).

    Generally speaking, if the Hasten downtime is 3-4 seconds or less I go ahead and throw it in the global number (but don't count the time it would stack, like it would - along with AM - in the Controller build).
  15. Don't forget Gloom in your attack chain (and Dark Obliteration for AoE).

    As for survivability, you probably could cap to S/L and either E/N or F/C, but I don't really think it'd be worthwhile. Just having Fault, Rise to the Challenge, Indomitable Will and enough recovery to maintain them is enough survival for 99.99% of the encounters in the game. If you're really worried, pick up Darkest Night since you'll be taking Gloom for DPS anyway.

    My SM/WP has Tough and Weave, and a focus on recharge (roughly 152% global with at least 60% in every attack). With roughly 18% S/L defense, upper 20s for E/N/F/C, and without DN, I rarely ever even have to hit Strength of Will: usually it's more for endurance recovery than anything else. If your hit points drop to half, hit Fault and watch them shoot back up.
  16. Siolfir

    Brutes on paper

    Quote:
    Originally Posted by Bill Z Bubba View Post
    That was beautiful, man.

    Why, yes, I plan to solo the LRSF soon with my dm/wp brute. I have absolutely no idea if it's even possible. Gotta do the ever so boring act of getting all the buff accolades and finish the design. Then create an AE arc to learn which heroes will give be pause.

    In the final mission, the ones that will annoy you as a WP Brute (from my experience tanking it with a SM/WP):
    • Positron (Lingering Radiation... enough said);
    • Synapse (more for the endurance drain than the autohit Whirlwind);
    • Numina (because of what she's doing to the rest of them instead of what she's doing to you...);
    • Manticore (Teleport Arrow: at -3 (ie, level 50) does ~1455 unresistable damage).
    Yes, while BAB, Citadel, and Statesman can create issues simply due to their ability chew through huge numbers of hit points in one or two attacks, those issues are typical of fighting +3 Hero-class mobs and don't really pose more problems for Willpower than they would for anything else.
    As for the linked aggro... you can get around it, but it's very difficult as a Brute and even in a good scenario you should expect to see two-three at once.
  17. Siolfir

    energy cloak?

    My DM/EA/Soul skipped Dampening Field, Energy Protection, Conserve Power, and Overload... of those, the only one I'd think about adding would be Overload, and that's solely for the +hp. If nothing else, look at Energy Cloak as a savings on the build of around 100m worth of IOs (on the low end) to make up the ~6% defense to all.

    She has Darkest Night on top of 44.2% (Neg)->54.2%(En) defenses, S/L/F/C at 47-48%, with positionals at 22.6/27/24.8 (M/R/A) and Psi at 17%. Those numbers combined with Siphon Life and, if really necessary, Energy Drain keep my hit points topped off against almost everything (DE Quartz are a problem, as are Earth Stone Casters - I don't run into much trouble with Arachnos despite the Tarantula Mistresses since they're less frequent). I could rearrange things to get better numbers in several areas, but I also tried to get at least some global recharge out of it (she's at ~124%).
  18. Quote:
    Originally Posted by Slax View Post
    Now that 90% of dUmb's PvP toons were moved to Freedom (that was the WHOOSH sound you heard yesterday) we challenge folks to stuff with our PvE toons.
    Bah, I don't even make PvP builds, so all of my PvP has been/is with PvE builds.
  19. Siolfir

    Perma-Energize?

    I don't consider it worth the extra amount of recharge needed to make it "perma" vs just a 2-3 second downtime - I'd need to get roughly half again as much recharge as I already have to get rid of the downtime, and that'd involve some drastic changes which would lower the overall survivability of the build just for the sake of 3 extra seconds of Energize.
  20. Siolfir

    The Best DPAs

    Realistically, I'd say that you can ignore the amount of time it takes to get things into the radius of the 15' AoEs, a little time for 10' (mobs aren't exactly fast to move), and a couple/few seconds for 8' - roughly as much as you'd spend lining up a cone to max it out. If you end up herding, then the amount of time waiting on trailing mobs eats into it and the only thing you care about at all is AoE burst (insert Elec/Shield - Scrapper specifically - here).

    I'm also very curious how you figured out cycle time - considering that my SM/WP Brute runs at ~150% global and at least 60% slotted in each attack, I'd say that a huge chunk of Tremor's cycle time is eaten up by the animation (which is, incidentally, why I don't have it and use Dark Obliteration for AoE damage).
  21. Quote:
    Originally Posted by Tonality View Post
    Energize was added in i16. It is not listed in the patch notes, but the change was necessitated by powerset proliferation as both scrappers and tankers had access to conserve power.

    I believe that if you do not respec your brute, you will retain power names, which is why yours did not change.
    I can tell you from experience - with my EM/Elec, who I respecced after messing around with Energize on the test server but prior to i16 going live to save the freespec granted - that a 5-slotted Conserve Power before became a 5-slotted Energize after. From there it was just a matter of dropping in the Doctored Wounds IOs and running out to go hurt things.

    It doesn't keep the name "Conserve Power" at all - the only way to get that as a Brute is on Energy Aura (where you'll look pretty, too).
  22. Siolfir

    The Best DPAs

    Quote:
    Originally Posted by Umbral View Post
    I actually already conceded the range advantage that Footstomp has, but you have to realize that Footstomp breaks the rules (really? oh yes! it's substantially too large for the damage it deals on the recharge it has). Frozen Aura still has a large than normal AoE (10' compared to 8'), and you're forgetting that Footstomp uses the single most resisted damage type whereas Frozen Aura uses the single least resisted damage type. Damage type isn't something you can just ignore, especially when you're fighting enemies like robots.
    a. Robots resist cold and are vulnerable to smashing.

    b. Cold is not the least resisted type of damage - across the spectrum, it's energy, then fire, then dark. Smashing is not the most resisted type of damage - that's Lethal, then Psi (by virtue of degree than universality), then Smashing.

    c. If Tremor is a good AoE power due to its cycle time, and you're ignoring AoE radius on Frozen Aura because "that doesn't matter", then you'd have to agree that with a faster cycle time due to quicker animation and less resisted damage type, that Whirling Hands is a superior AoE to Tremor. Right? After all, those are the claims that you are making, so logically it would only follow...
  23. The -health didn't count towards the numbers; it would've been an interesting way to artificially inflate the numbers, tho!
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    It should be noted that with the removal of redraw in combat (check dev digest for BAB's post) those DPS studies are about to be made somewhat moot.

    Also, for dual blades, I did not factor in the buffs from the combos. DB will have better ST damage than I accounted for there.
    Agreed on the first point - it definately changes a lot of the numbers (and will make my Fortunata even more silly than she was before); as for the second part, there wasn't a combo in the attack chain used (I just double-checked, it was BF->Abl->SS->Abl), so any bonuses from combos would force the chain to change and (iirc this was debated a bit in the thread but I didn't search that far, and it may have been a different one entirely) would end up with worse damage - I think Attack Vitals was the closest one but Vengeful ate up too much time in the chain.

    But undoubtedly the weapon sets will get a huge boost from being able to mix in better attacks without adding a long pause in their attacks once BAB's changes go live. Now if I just need to force myself to get past the aesthetics of the running/jumping animations with weapons(/shields) out...