Siolfir

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  1. Quote:
    Originally Posted by DMystic View Post
    I thought that bug was being considered a feature since Burst is the only AoE in the set?
    The popular opinion is that it's considered a feature. That popular opinion is not shared by the devs who work on powers according to one public announcement, one confirmation by PM, and one alteration to an APP power that also had a 100% critical rate from hidden status when the APP critical rates were fixed for Stalkers.
  2. Quote:
    Originally Posted by Starsman View Post
    The entire point of Pretoria was that things are not as clear cut. Especially, from my experience, Cole and White.
    Unless your main's initials are both the 7th letter of the alphabet.

    And even then, after the initial concept with GR they certain tried to ensure with every subsequent issue that we knew how clear cut everything was by ignoring the characterizations and motives that they wrote into the stories from 1-20.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    Quote:
    Originally Posted by PRAF68_EU View Post
    The issue I would have is that I find it hard to imagine someone who is superstrong but not have some degree of enhanced toughness. Some KB protection at least. If I'm strong I shouldn't be easy to knock down.
    I'd wager there more of them than there are invulnerable types who hit like little girls. But, to the point, consider characters like Starfire who definitely has superhuman strength, definitely does ranged blasts as her primary means of attack, but isn't "invulnerable". Now consider that all characters in CoH have enhanced toughness. All of them can take a few shotgun blasts to the chest at point blank. All of them can jump 10 feet straight up.
    Spider-Man is another example of someone really strong without extra toughness. ASM did a pretty decent job of showing this, where he was casually destroying the environment right after he was bitten and gradually figured out how much strength he had to use, but still got cut up by the casual swipes that he wasn't able to dodge, had to worry about falling, and was slowed down by a single shot to the leg.

    There really are more hard-hitters that can't take a hit in comics than there are indestructible characters that don't deal a tremendous amount of damage. Wolverine when he had bone claws would fall in the latter category - he shattered them repeatedly trying to actually do damage to things he was used to cutting through, but he flatlined and got back up on the next panel. I don't have many more recent examples since I stopped following comics over a decade ago when I couldn't get them reliably and reasonably while I was on an aircraft carrier.
  4. Quote:
    Originally Posted by Ultimus View Post
    Hmm why is that?
    Burst's 100% critical rate from hidden status has been confirmed by both the current and previous powers leads as a bug that will eventually get fixed - AoE powers are supposed to have a 50% critical rate. They just have been working on other things because it's not a very high priority one.
  5. Quote:
    Originally Posted by Starsman View Post
    Well I also did jump into the character concept being possible if they do create a Chi Blast (or Ki Blast, if you prefer that spelling.)

    A Chi Blast set also can end up being used as part of a Scrapper/Tanker/Brute/Stalker Epic pool further spreading the possibility of a Street Fighter that properly matches the Street Fighter mantra.
    Yeah, edited as soon as I posted and saw that you had replied already. It just hadn't been long enough to flag.

    Kinetic Melee already contains a Chi Blast for the mentioned ATs, though, so I don't see much luck on the APP powers.
  6. Quote:
    Originally Posted by Mad Grim View Post
    But then you'd be asking for Ki Control. Which, while it would be cool is not the next control set I'd want to see.
    Well, I wouldn't specifically be asking for it. But I didn't ask for it in the first place, and edited my post to not be worded as to put words in his mouth after he had addressed it in a subsequent post.
  7. Quote:
    Originally Posted by Chase_Arcanum View Post
    2) From a technical standpoint, you'd have two separate weapons for customization (pistols / assault rifle / beam rifle primaries vs dual blade, staff, etc secondaries). I don't think we've seen this before in a set (though i may be mistaken)--- closest thing may be the shield secondary. The UI may not be set to handle custom elements for both- heck, the GAME may not.
    Separate Customization has been in ever since customization was added - see: AR/TA/Mace Corruptors, who can have 3 different weapons and all the redraw anyone would ever need.
  8. Quote:
    Originally Posted by Mad Grim View Post
    Energy Blast animations don't need to be changed to look like that. They already do.
    Referring specifically to Martial Assault, which will be a Dominator secondary, Energy Blast won't work because that's a separate Assault.
  9. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by Garent View Post
    You started talking about taunt the power.
    No, the part he quoted in his reply did. I even highlighted it, now in both of my previous two posts. Reading comprehension FTL?
  10. Siolfir

    Domiqueries

    Quote:
    Originally Posted by BrokenFace View Post
    Coolness...Now, because I'm DISGUSTINGLY derp and don't have the capibility to really build this at work, is the 123% pre-hasten, or post-hasten?
    Also, what's like..honest, un-aided perma-hasten again?
    It'll KILL me if the build I focus on is off by like..2% or something. I can fully expect to be ensuring my Dom ATO is the 50 attuned version/getting a nice purple set/trying to sneak in as many basilisk's gazes as possible/muling my fifth luck at 49. Infact, I'm embracing that

    But having to sacrifice S/L/E/N defence cuz I was off by a lil bit on the recharge, and have to scramble to make it up? TRAMATIC!

    P.S. if I have 5 LOTG globals scattered in the build, and they provide a constant 7.5x5, and I can fit in 2 4piece basilisk's gaze, and those BONUSES provide 7.5% recharge, do the basilisk's gaze's hit the rule of 5? I've never had to focus a build SO explicitly on global recharge before ><
    Recharge works on the formula Final Recharge (sec) = Base Recharge (sec) / (1 + Recharge Bonuses).

    Recharge Bonuses includes any global bonuses and all of your slotting, in decimal format (so 100% global recharge would be 1.00). The formula can be shuffled around a bit to give you the amount of recharge bonuses you need to achieve a certain level of desired recharge:
    Desired Recharge = Base Recharge / (1 + Recharge Bonuses) =>
    (1 + Recharge Bonuses) * Desired Recharge = Base Recharge =>
    1 + Recharge Bonuses = Base Recharge / Desired Recharge =>
    Recharge Bonuses = (Base Recharge / Desired Recharge) - 1

    Domination lasts 90 seconds and has a base recharge of 200 seconds.
    To get perma-Domination you want to fire it before it expires and the bar drops to 0, so we'll throw in a two second overlap just to be safe and say Desired Recharge is 88 seconds.
    That means that your Recharge Bonuses has to be equal to (200 / 88) - 1 = 1.2727..., or 128%.

    Hasten lasts for 120 seconds and has a 450 second base recharge. I'm throwing out the cast time since we included extra time in our Domination number, so your Desired Recharge is (450/120) - 1 = 2.75, or 275%. But here's the trick - it includes 70% while it's up, so you really only need 205% beyond what it already provides.

    Because Recharge Bonuses includes slotting, the global recharge for perma-Hasten depends on how you have Hasten slotted. For the purposes of this answer I'll assume 95%, which is 3 even-level SOs. You can get away with 2 slots for Hasten, especially if you have an alpha slot that provides recharge and/or enhancement boosters, but 95% is a good target number... and that means you need ~110% global recharge for perma-Hasten.

    Note that you don't have to have perma-Hasten to have perma-Dom, you merely have to average 128% global recharge while it is active, and if you get to 128% global recharge without Hasten you don't need it at all. Anything above that value just gives you extra time to remember it.

    And to your PS: the LotG bonuses are tracked separately from any other 7.5% bonuses on your build, so the Basilisk's Gaze's will be fine.
  11. Psst. You're still a rookie.

    Sadly, I think the ear worms chased most everyone out of the thread.
  12. So are you going to do the whole "this is sparta" routine in a few more posts?
  13. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by Garent View Post
    Seriously. Quit being so confrontational.
    I am capable of reading the post. I did not disagree with the snippet part that you quoted, I disagreed with the part that before it and I quoted the whole thing, which was a reply to "Would a Brute with Taunt have been completely interchangable without the team really noticing? Perhaps.", and the response was "No, because tanker taunt is a completely different animal and is an AoE" with some extra junk at the end. Did you bother to even read the parts I highlighted for your convenience from later on in the same post? Tell me how the tiny snippet that I didn't address invalidates any of what I said about the power called Taunt.
  14. Quote:
    Originally Posted by AngelicaVenger View Post
    Here is an alternate earworm suggestion:

    <snip>
    In the jungle, the mighty jungle...
  15. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by Garent View Post
    He's obviously talking about gauntlet vs. punchvoke. Calm down and quit flaming people. The worst you can accuse him of is imprecise language.
    Let me rebuild the quote tree, relinking to the OP and adding highlights:
    Quote:
    Originally Posted by planet_J View Post
    Quote:
    Originally Posted by Aurora_Girl View Post
    c) Brutes can take Taunt (the power), which functions the same way on either AT.
    No, it doesn't see above...Brute taunt is not an AoE and tanker taunt is...brutes, like tanks, can taunt per attack...but it is also not an AoE. The only thing they share really is magnitude and suppressed range
    The part referenced here indicates a gross misunderstanding while attempting to convey false "fact". The power was specifically referred to in the part that was responded to and it was stated that it was NOT an AoE, and the gauntlet effect was mentioned separately as a difference.

    I stand by my statements. Would you like to revise yours?
  16. Well, with that many earworms dancing in your head, do you sometimes ask yourself is this real life, or is it fantasy?

    Also, you can dance if you want to.

    You're welcome.
  17. Quote:
    Originally Posted by Erratic View Post
    All the way around Power Sink has been far less demanding in getting value from it. Please not, I said some number of people fall into endurance trouble with Dark Armor--that was a carefully chosen phrase. I accept there are people out there who have not. What I can not understand for the life of me is the projections of idiocy by that segment on the rest of us who have different experiences.
    I wasn't projecting idiocy, I was stating that overusing clicks is where the endurance issues come from. That doesn't necessarily mean that someone is an idiot, it means that they don't slow down or stop to recover - usually due to teams trying to push forward all the time or else a desire to be actively doing something all the time which is part of human nature. And no doubt Power Sink is easier to use - I even mentioned that without the proc and a lot of targets DA had "no way to recover endurance" in the part you quoted!

    But let's break down the costs for the non-clicks:
    Both:
    Hide: free.

    Dark Armor:
    Dark Embrace: 0.208/sec
    Murky Cloud: 0.208/sec
    Shadow Dweller: free
    Obsidian Shield: 0.208/sec
    Cloak of Fear (high cost!): 0.52/sec
    Oppressive Gloom: 0.078/sec

    Cost w/OG+CoF: 1.222/sec
    Cost w/CoF: 1.144/sec
    Cost w/OG: 0.702/sec
    Cost for resists/defense in set: 0.624/sec

    Electric Armor:
    Charged Armor: 0.26/sec
    Conductive Armor: 0.26/sec
    Static Shield: 0.208/sec
    Grounded: free

    Cost for resists/defense in set: 0.728/sec

    Electric Armor costs more endurance than Dark Armor until you use Cloak of Fear. Using toggle management and slotting for endurance reduction in attacks is what I meant by "endurance management" when I was talking about just clicking all day long. Yes, Electric Armor and Energy Aura allow you to get around both of those endurance management requirements with Energize and Power Sink/Energy Drain, but until those powers come you'll have less endurance trouble with Dark than you would with Electric - and Dark isn't exactly alone in secondaries requiring you to build for endurance management, especially on Stalkers who don't get QR in the sets that normally would have it.

    My experience with Dark Armor hasn't ever included a Theft of Essence proc, and my highest level DA character was a Claws Brute. Yes, I could run out of endurance if I kept going nonstop but I could alleviate that by slowing down and letting the damage aura tick on things a couple of times to finish the last couple of slivers. Also I didn't take CoF (and didn't plan to run it all the time when I did have it on the build) and slotted Dark Regeneration heavily for endurance reduction; with those considerations it's not nearly as bad as people make it out to be. I personally had a lot more trouble with Shield (didn't have slots on the build to put both end reduction AND recharge in the clicky mez protection, so over time it cost more than the sets with toggles... but again, we're still at "click usage" being the issue) and felt that DA was similar in endurance usage to Invulnerability.
  18. Quote:
    Originally Posted by Evil_Legacy View Post
    Now with the new stalker changes that I've been hearing about, does it take you out of hid if say you pop power sink? Or can you drain their end then pop them with AS?
    Power Sink counts as an attack (and it is as an endurance drain), which means that it takes you out of hidden status. Endurance drain doesn't work as well for Stalkers using ElA if that's part of your strategy, though - the lack of Lightning Field constantly ticking means that you don't have a way to keep the endurance away once Power Sink takes it.

    Quote:
    Originally Posted by MachineSlave View Post
    She has no idea what shes talking about or what she wants. I just sat here and read all the posts, because i am interested in Spines for a Scrapper. This thread went from Scrapper to Stalker Thread after a few posts...
    The thread was never a Scrapper thread - check which section of the forum that it's in. There's a reason that replies were specifically about Stalkers.


    As an unquoted reply to Erratic's breakdown and comparison - Dark Armor has endurance drain and recovery resistance as well, it's just not capped like Electric Armor's is, and without the Theft of Essence proc and enough targets to hit with it, DA doesn't have a way of recovering end. People get into issues with Dark Armor through overuse of poorly slotted Dark Regeneration and thinking that they can click all day long without thinking about endurance management.
  19. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by planet_J View Post
    No, because tanker taunt is a completely different animal and is an AoE, brute taunt per attack is not an AoE. Plus, tanks bruising increases damage dealt by the party, brutes may do more damage by themselves, but tanks up the damage done by a group...it levels out alot more closely than you think in groups...20% more damage done by others is still 20% anyway you slice it.
    In what world do you live that the Brute AoE taunt with the same radius and target cap (for the Taunt component, at least) is not an AoE? Had you been comparing Scrappers and Tankers you'd be right, but you're the first person in this thread that made the claim that Brute Taunt isn't as effective at generating aggro as the Tanker version. And you're doing it while talking about how incorrect someone else is when what you're saying is also up for debate while you're claiming "facts".

    Yes, Bruising will improve the team's damage to one target. That may make up the difference in damage on a team. And that's the only part that I quoted here that's even remotely close to true.

    Quote:
    Originally Posted by planet_J View Post
    No, it doesn't see above...Brute taunt is not an AoE and tanker taunt is...brutes, like tanks, can taunt per attack...but it is also not an AoE. The only thing they share really is magnitude and suppressed range
    It is an AoE. This is empyrical fact. If you don't know the facts, stop claiming that you are saying them while spreading incorrect information and spend the 10 seconds looking it up.
  20. Quote:
    Originally Posted by FlashToo View Post
    I am monitoring my combat attributes (specifically Smashing/Lethal defense) and it does not increase when I use Energy Drain.

    EDIT: Tried again, it worked as intended this time and my buff bar displayed it properly. I wonder what was wrong before.


    Further advice desired: I don't know if I need both Crane Kick and Eagle's Claw. If I take one but not the other, which should I take?
    If it's not boosting your defense, that's a bug. I haven't noticed it myself but it's been several patches since I've played my Energy Aura characters - the last time I did I was able to stack well into the 60s for everything but Psi.

    As for Crane Kick versus Eagle Claw - I'd personally go with EC for the stun stacking with Cobra Strike and hitting like a truck if I only could take one. On Stalkers it's scale 2.92, and until Crushing Uppercut was the hardest non-AS critical. Its DPA isn't quite as high as Crane Kick's normally, but you also don't have to either slot the KB->KD proc or chase the mob you just kicked and Eagle Claw is one of the few Stalker attacks that is boosted in DPA by Placate once you take Placate's animation time into account.
  21. Look into a Theft of the Essence proc to slot into Dark Regeneration if you choose to go with Dark Armor. While I haven't tried it personally, several people on the forums will swear by it stating that they often end up with more endurance back than they used. Electric Armor won't end up with endurance issues, but it doesn't really have any advantages until you get Energize and Power Sink, so take that into mind when you're leveling up on the build - you may want some endurance reduction in attacks until then.

    Spines on a Stalker loses a bit of the main strength of the set by getting rid of Quills but trades it off with much better single target damage in Assassin's Impaler. You get a more well-rounded set that can still do good AoE damage, making it more useful overall (IMO).
  22. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by Ogi View Post
    I thought Brute taunt only range suppresses the primary target.
    True... I forgot that in my nitpick of the nitpick post earlier. Good catch.

    In most cases it's a meaningless distinction, but that's exactly why I called the other a nitpick - it's a fairly meaningless point as well.

    So if there is more than one mob being taunted and they all prefer ranged combat as part of their AI, a Tanker taunt will draw more of them in at once (although it still won't draw them into melee, only close enough that they can attack).
  23. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by Hopeling View Post
    If they're slotting less damage, they give up some of their damage advantage. If they're slotting the same damage, they don't have more room to slot cost reduction.

    A Tanker (specifically, a SD/ tanker compared to a /SD brute, since that was Psiphon's question) has ~9% extra defense to all positions, and can reach the softcap with almost no effort (Steadfast 3%, Gaussian's set, done). A Brute needs a half-dozen or more set bonuses (usually the 5- or 6-piece bonuses) to make up the difference, and a Tanker can use those 30+ slots to focus on other things, like endurance, or health, or recharge. This is what I mean when I say the Tanker has a more flexible build: they don't have to spend half their slots on reaching the softcap.

    .8 for Tankers, .75 for Brutes. http://wiki.cohtitan.com/wiki/Damage_Scale#Damage_Scale
    The difference is very quickly swallowed by Fury, of course.
    Strangely enough, my EM/ElA isn't softcapped and has very few issues - and EM is terrible for group mitigation. The softcap is great, but hardly necessary.

    Yes, if you're of the personal belief that every character you ever make must have at least 45% defense to at least 2 types and 1 position, you'll have an easier time with a Tanker. And even then, the Brute will do more damage despite having to give up a few percentage points in slotting here or there because of a combination of ED and how the recharge formula works with built-in diminishing returns.
  24. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by Aurora_Girl View Post
    ...I could have sworn the Brute melee modifier was higher than a Tanker's.
    Nope.

    -41.708 for Brutes, -44.488 for Tankers.

    Or, in the standardized form, 0.75 and 0.80.
  25. Siolfir

    Tanks vs Brutes

    Quote:
    Originally Posted by Aurora_Girl View Post
    b) Brutes have higher base damage (Tanks may be able to come close with IOs).
    If only because we're nitpicking...

    Tankers actually have a higher base damage, but the advantage is so small that Fury eclipses it extremely quickly and Brutes have a much higher damage cap. In almost all combat situations, the Brute will end up with more damage but that's not because the number starts off higher.

    It really only makes a difference for some pseudopet powers where both ATs can reach the damage cap on the pet - like Lightning Rod and Shield Charge. For both of those powers, the Tanker can actually deal more damage because they have a higher base and both ATs are capping the damage dealt.