Stupid_Fanboy

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  1. i'll take you one further. do that for all scrappers and tankers. tanks get kb protection though.

    then give squishies mag protection and no resistance.


    hmmm, then change all toggles to long duration, short recharge, perma clicks.
  2. the problem is that Electric is designed like a scrapper set and that's not what works for brute, at least, not as well as ported Tank sets.

    leave the aoe, that's fine, but add to each aoe a targeted damage component. Basicaly make them all like thunderstrike. And then put Thunderstrike back on the same DS value as the blaster version.
  3. [ QUOTE ]
    [ QUOTE ]
    An easy way to consider it is:

    Without any modifiers, you go from 0 endurance to full endurance in 60 seconds. So, Temp powers or Accolades which increase Max Endurance are also, effectively, increasing Recovery rate.

    Stamina, 3 slotted with +3 SO's grants 149% Recovery, or roughly 2.5 End/second if you have the normal Endurance maximum.

    [/ QUOTE ]

    Are you sure +end Accolades affect your endurance recovery? I know, for a fact, +health accolades don't. Why is endurance different? Why isn't health regen effected too?

    It could be taken as a buff for Regen Scrappers if you fix that for us. =P Someone, somewhere, would die of a heart attack.

    [/ QUOTE ]

    your "fact" is incorrect. HP accolades and all powers that buff HP levels most definitely affect how HP regens.

    here's a simple way of looking at it.

    you've got 1000 hp.
    it recovers in 240 seconds.
    that's 4.1166 hp per second.

    now add +10% HP.
    you've got 1100 hp.
    it recovers in 240 seconds.
    that's 4.5833 hp per second.

    so even though we're not taking into accound if you hvae fast healing or health or anything, having a larger pool of HP means you regen back more hp per second, and HP accolades and powers most definitely affect that.
  4. [ QUOTE ]
    I was throwing buffs all over the place...speed boost just rocks.

    And for the record: I got Evil Artic Sun real good. But no screenshots

    [/ QUOTE ]

    you were hidding in a bubble next to a spectral terror and invisible the whole time you sneaky hero!

    /shakes fist

    (it's an evil fist)

    and it was awesome seeing you guys in-game like that. Freaked me right the hell out to walk in and see people in special costumes with familiar names. I actually n00bed out for a second and asked Archon Voss how he got the cool robot arm. he said it was a bicycle accident.
  5. [ QUOTE ]
    - "SR Scrapper City" ...Ellude means NEVER being held, EVAR...by ANYTHING.

    [/ QUOTE ]
    really?

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    Why isn't there a gateway to switch Instances directly? ...zoning to G-V first takes too long.

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    there is one, directly opposite the entrance to the top of the base.
  6. so, 100% XP bump for all levels to facilitate the playing of alts then?

    cool, i'm glad we could all reach an amicable solution.

    Next Issue's topic: what real synergy is there for shield/regen.
  7. there's an SG called the Council Giant Robots on rv 8 right now.

    evil arctic sun
    archon voss


    i also saw heroes too. Cricket and Cuppa.
  8. i'd be fine with that too- i've suggested it in the past, but like arcana said, i don't see them giving us more dmg mitigation when we're already this good.
  9. why is that a shocker? you're essentially recharging your end instead of a timer. Regen, not heals- regen, can be treated the same way.
  10. [ QUOTE ]
    I dont know if MoG got a buff in I7 or not but I dont see how people dont like that power. It literally, took at least 20some Villains to kill me after a good 3ish or more minutes.

    [/ QUOTE ]

    the duration of MoG is 180s, 3 minutes. I promise you that you didn't last the entire duration of MoG. I've been using it in RV all day and so far, if actually stay and fight, i have yet to last more than a minute. And that's with def slotted too.

    here are the quick points.

    1. mog with 1 res slot caps your res to all but psy dmg. it also drops you to 25% hp. effectively, this is the same as having no res and full hp. why? you take 1/4th the dmg but have 1/4th the hp. so the dmg you take still removes the same % of your hp.

    2. mog gives zero defense to psy and toxic dmg types. that means something with psy will kill you and kill you fast because you have 25% hp, no defense and no res to it. Toxic will only take slightly longer to kill you because you have no defense to it.

    3. you can not heal at all for 3 minutes. defense against specific types is not enough to get them through 3 minutes, unless you run or are using it against stuff you don't really need to use it for in the first place.

    4. you can achieve the same defense as MoG in pve with 6 small lucks. two at a time, they will last you 3 minutes and you still have access to all your healing.

    5. the rest of the set, DP and IH, recon and Int, together are better than MoG will be fore 3 minutes. this is fact, its been proven numerically.
  11. [ QUOTE ]
    Thought #1: doubling recovery != 1/2 end cost (conserve power). Doubling recovery is better. I don't know why people keep saying that.

    [/ QUOTE ]
    i know. i just didn't feel like getting into it.

    [ QUOTE ]
    Thought #2: Regen does better than match the other secondaries with the first 7. Buffing the last two would cause me to wonder why the best set was getting buffed, when the lower two (SR, Invuln) were not.

    [/ QUOTE ]
    i know again. but how much of a dmg mitigation buff is this if at all? i was trying to do something with these two that would not result in more powerful mitigation but would still make us want the powers after IH.

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    Thought #3: Revive probably should be buffed, if for no other reason than high level self-revives should have some benefit beyond eliminating the trip back from the hospital. You're dead: you've already paid the price for your hubris. A buff on a self-revive is much less balance-altering than anything else.

    [/ QUOTE ]
    cool.

    [ QUOTE ]
    Thought #4: Funny you should mention this, because in my (as yet unposted) scrapper secondary balance analysis, I considered the option of taking quick recovery away from regen, strengthening it, and giving it to SR. Net damage mitigation change: zero. And yet, it creates all sorts of interesting balance opportunities.

    [/ QUOTE ]
    i'm not kidding when i say this, but if regen lost quick recovery without being given back another +end power, i'd quit.

    i'll save further discussion of this thought for your next thread.
  12. [ QUOTE ]
    Yeah... you were actually one of the easier targets to kill... not like that "exploit" guy, he was annoying as hell.

    I'da stayed around to prevent that second capture, but I had to go eat...
    Will be back for more, I've got a lot of builds to test still...

    Off in another tangent.... I'm glad the Tankers were doing so well there... It's about time they got to actually *tank* in PvP again and be of use. Ufortunately They're still being totally overshadowed by certain Scrapper builds though. ...Methinks those Scrappers will be the FotM's again like they were in Issue-4 until they're "dealt with" again in Issue-8 as they were in Issue-5... either that or something will be put in to prevent them from "jousting" in and 2-shotting squishies so easily.

    [/ QUOTE ]

    aw hulbert, that's not like you to be so shy. go ahead, call out those people that need to be nerfed.
  13. i just want to say that as a scrapper and tank, when i see an /elec brute click Power Surge, i stop fighting because i am not going to be able to kill them. one time, i had my kheld, a heavy, and a pillbox wailing away on a PS using brute and we could barely dent him. in the meantime, he drained the heavy to zero end and killed it and then started in on the turrets.
  14. new idea for regen and MoG's eventual replacement.

    Since regen matches the other secondaries with just the first 7 powers, we need something different for the last two.

    so, first we move revive to tier 9. Change nothing about it's recharge. But we change this power to be a compy of Mutation from the Radiation line. Give it a nice damage buff, acc buff, and recharge rdx to all powers as well as 75% hp and 50% end like now. The name becomes "Glorious Revival". I'd go with glorious ressurection but that's a mite religious.

    Then, as our new tier 8 power, we get more of the other half of the regen set, recovery. Ideally, this would be a click power that click power that gives double the base recovery of quick recovery. I know, techincally its a conserve power clone. So what? Regen is all about the green and blue, so let's have it then. give it a similar recharge to CP of course. Call it Unflagging or Unrelenting or Tireless or something.

    thoughts?
  15. [ QUOTE ]
    Dull pain is nice but won't stop some psi mob from brutalizing an inv tank, it just gives them a few seconds more to stand there as they get brutalized by ZERO def/res to it.

    [/ QUOTE ]

    this is blatently false. a well slotted DP gives an extra 60% hp and an effective heal from about 45% to up to the full amount of the DP buffed HP. I assure you that buys far more time than a few seconds.
  16. [ QUOTE ]
    For someone with multiple 50s on your sig, you probably should look at how the sets you use work a little more closely. Dull Pain/Earth's Embrace, when slotted for heal, now buff your health to a larger % - with 3x heal, the HP buff is +80%. The amount healed is increased by slotting as well, and has been for as long as I'm aware of.


    [/ QUOTE ]

    just to be a pain, the DP buff is only half enhanceable. slotted up with 3heals, the buff is 60%
  17. [ QUOTE ]
    I think it is likely that Castle mis-stated where the KB/Immob resist is going - all other KB/Immob resist in the game as far as I am aware is on a toggle or click, never on a passive. While it would be nifty to have these things on a passive, I just don't think it's terribly likely.

    [/ QUOTE ]

    well, dark stalkers are getting passive immob res too. i think that they are going to make the mag protection lower than the toggle mez protection but leave the res to the effects intact. So elec will still be affected more by these particular mezzes but will still resist a bunch.
  18. fine, then let them balance these attacks for the assumption that you should be using them like a true aoe. The end costs will more than double and so will the recharge times.

    There's your balance, happy now?

    or, and i realize this is a stretch, people can shut the hell up about it and treat it like the bonus it is instead of asking for something that you really will regret getting.

    the devs have stated repeatedly that the type of skill they like to reward is that of actually playing and smart use of powers, not of building the character. Statesman said he doesn't like the effects and boring nature of powerleveling, but not necessarily the way we do it.

    putting a system like this in place does encourage us to pack people into the cone. why? because it places us at greater risk to leave those mobs alive as we position them. And if you're willing to take the risk, you get rewarded with more damage that you don't have to pay for in terms of end and recharge, but skill and risk.

    there's nothing wrong with it other than people want it to be easier to use the cone and get the reward.
  19. and it uses the wrong arbitrary values. 36 is the correct factor to multiply all the stuff by if you're going to insist on whole numbers. Even your system, which we've already gone over as being wrong, doesn't have whole numbers.

    and the only reason 36 works is because then you're simply multiplying the correct damage scale values by 100 to get a whole number.

    here, right from the Ask geko thread.

    [ QUOTE ]
    A basic attack was determined to have a 4 second recharge time. So the DamageScale of a power with a 4 second recharge becomes 1. A power with an 8 second recharge cannot be 2, because this leads to alpha strikes and all kinds of other imbalances. So an 8 second recharge power gets a scale of 1.64.

    [/ QUOTE ]

    that right there is in perfect agreement with the damage scale system. Your arbitrary almost whole numbers are nowhere to be found.
  20. [ QUOTE ]
    The mocap for a powerset could be done in a day, easily. There's no harsh interactions and most of them don't involve rolling around on the ground or extreme contortions. The moves are only 2-6 seconds long, each.

    [/ QUOTE ]

    i thought that cryptic doesn't use mocap? i swear they said it's all done by hand.
  21. [ QUOTE ]
    But this still does not make sense when it is applied to these so called melee cones. Since there is an AoE limit there should be no reason for them not to increase the cone width. 5 targets is 5 targets whether we use the stacking exploit or not. I just want the cones wider so I wont have to herd all my missions just to get good usage out of my aoes. If they wont increase the cone width then they need to increase the max amount of targets. My guess is their logic is if we make this cone so tiny the will never hit more than 2 mobs so a 5 mob limit wont matter because they will never be able to reach it without stacking.

    [/ QUOTE ]

    here, i'll quote myself.

    [ QUOTE ]
    treat the small cones as a bonus you don't have to pay for, not an essential use of the power.

    [/ QUOTE ]

    these are single target powers with a fee chance to hit something else. they are not designed with that as a constant requirement for their use. you do not want them to rebalance these powers as actual cones. drop it.
  22. except none of the powers people are talking about are actually true cones and they are not designed around that number at all.
  23. [ QUOTE ]
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    now tell me the heal on fire is why elecs numbers are So mutch bigger

    [/ QUOTE ]

    because fire has been around since launch and the devs take forever to fix broken things?

    howabout you lay off the nerf talk if your only point is that other sets could use a little love too. no one disputes that fire needs help and has needed it for a long time now. it is not a reason to try and rain on other people's parade.

    [/ QUOTE ]

    probly just me but rather see it get hit now before it goes live then have it get hit a patch are 2 after it goes live

    [/ QUOTE ]

    i'd rather they leave it the [censored] alone. after adding the kb and immob res, of course.
  24. [ QUOTE ]
    Not counting Spine Burst and all the DM ones, all scrapper PBAoEs are damage scale 1 (again ignoring the lethal DoT of the swords') the same as Slash. They recharge in 14 seconds. Compared to Slash's 4 seconds, that's 3.5 times as long.

    [/ QUOTE ]

    that doesn't mean it's balanced for an attack that does 3.5 times as much damage though. it's not in a 1:1 ration like that. you can't just take a ratio of the times.

    dmg = (rchrg*.16)+.36

    rchrg = 14
    (14*.16)+.36 = 2.6

    rchrg = 4
    (4*.16)+.36 = 1