-
Posts
956 -
Joined
-
[ QUOTE ]
Agony Mages <3
[/ QUOTE ]
Until they get nerfed.
Seriously, there has to be something wrong with their code - those things do not take damage, even when you have an entire team focused on them. -
[ QUOTE ]
So my to hit buff now with new I6 style Schedule B SOs is 15% * 1.56 = 23.4%. I guess that is just about as good against evens as a accuracy SO ( and better against others and high defence).
[/ QUOTE ]
I may have missed the bus on this one - who confirmed that To-Hits had changed Schedule?
[ QUOTE ]
I think I noticed the difference because I was used to having 34.5% from 4 Schedule A SOs before. That pretty much capped my accuracy against anything up to reds. Damn.
I guess Freaks must have defence, does that sound right?
[/ QUOTE ]
And never forget your "5%" chance to miss. -
[ QUOTE ]
And I'd just like to add that SR scrappers got hit so hard with the nerfbat it's amazing you can see their heads poking up through the ground.
[/ QUOTE ]
But the harder you hit Scrappers, the harder they hit back.
I respecced Kuroshi pre-I6 into an I6 build with the last free respec I had, and ran around on him to get the feel of it... unsurprisingly, I was getting hit a lot more than usual. However, because I'd changed my attack slotting for speed - switched to 1 Acc, 2 RecRed, 3 Dam, and dropped the lame duck of Slash - my damage output was noticeably increased. The downside of that was that I had to scrap at breakneck speed or risk being planted. I can no longer herd +3 minions (except in Elude) which upsets me somewhat; I now have to use Shockwave more frequently for the KB effect, which I'm sure Tanks will adore; I have no idea how Kuro will fare against AVs; I've finally caved and respec'd in Tough, which is something I never wanted to have to do with this toon. Concept is the cost of diversity, I guess. -
In your 20s, you should be fine with that - mostly because Broadsword is so damned powerful out of the box that you shouldn't have to worry about your secondary; that is, you can brute-force your way through the game. Importantly, remember that as long as it works for you, you don't have to have the "best" setup.
However, you are what some would deem to be "sub-optimal" in your power choices - especially now I6 has landed. I always advise taking toggles over auto-powers, as you can manage (now lowered in I6) endurance costs by toggle-management (turning off the toggles you don't need in combat), and they give greater bang for your slots. As pointed out, 6-slotting defences is now (realistically speaking) a thing of the past - the gain you get from the fourth slot on even the toggles is minisicule, it'd be infinitesimally small for the passives. Now you have Stamina, toggles should be more than manageable tbh.
Historically speaking, SR starts off (in broad terms) more uber than the other secondaries - but tails off as better enhancements become available to the other sets, and drops off steeply with the availability of extra slotting. This will still be the case now, it might just be slightly less noticeable - and I've yet to see how "Scrapfiance" for SR works out (passives giving +Res as Health drops). FWIW, I'll be taking all the passives on Kuroshi by 50 - I had them all before I6, but I changed my build quite vastly to adapt to the changes - but then again, Claws/SR is a different kettle of fish to BS/SR. -
IIRC, the buff provided by a three-slotted Targeting Drone (with +3 SOs) equates to about a 40% Accuracy buff. Remember, To Hit Buffs don't work in exactly the same way as Accuracy enhancements - Accuracy enhancements are a multiplier to the base To-hit, To-hit buffs are added to the base accuracy, not multiplied after. This is probably explained better by Arcanaville:
[ QUOTE ]
Tohit buffs work like this to increase the base tohit number:
base tohit * (1 + tohit buffs)
So if your base tohit is 75%, and you use or receive a 60% tohit buff, your modified tohit becomes:
0.75 * (1 + 0.60) = 1.2 = 120%
Note that this is higher than 100%: see tohit floors and tohit ceilings below. Tohit buffs and tohit debuffs are subtractive from each other, as the advanced formula shows.
Accuracy enhancements work differently than tohit buffs. As shown in the formula, accuracy enhancements take effect after defense, while tohit buffs take effect before defense. The difference is that tohit buffs are much more effective than accuracy enhancements when defense is high. If your tohit on a target is 30%, a 33% accuracy enhancement SO will boost that percentage to 40% (30% * 1.33) regardless of what the defense of the target was (as long as the net effect of base tohit and defense was 30%).
[/ QUOTE ]
I did some testing with Syn - as a few choice people in Warburg were aware- and he hit far more often than he missed with only 3 slots in TD. He seemed to do worse in PvE, that said - so yes, we're a little less uber, just like everyone else.
-
All I can say from Thursday's meet, is that Midnight Agent needs to get laid really badly, the grumpy so'n'so.