Syntax42

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  1. Syntax42

    SM/WP build

    Quote:
    Originally Posted by Chuckles07 View Post
    I mostly looking to make a knock around generalist brute.
    The build looks fine for that. It won't farm faster than a SS/Fire brute, but it is more durable for general game content. The difference between going for 32.5% defense and 45% S/L defense is a lot more INF and giving up most of your global recharge bonuses.
  2. The trick I use to get fast tip drops is farming bosses in Terra Volta. Bosses seem to have a 25% tip drop rate, so I ignore minions and LTs unless my AoEs are ready. Learning which contacts to dismiss speeds things up a lot. I Ouro to Talos to do my first 3 tip missions because almost every mission will be there if you investigate the tips while standing in Talos. I then use my base teleporter to get to Terra Volta fast for the last two tips and Ouro back to Talos to finish them.
  3. I haven't timed it, but I would estimate that it takes me less than 5 minutes per mission, including tip farming and travel time. I am picky and don't accept the escort missions or other annoying ones because I know how to farm tips quickly on hero and villain sides. So, that's about 1.5 hours per LOTG and I don't need an amazing build or even an AT that is good at farming. I just stealth to the objective and complete it.

    It sounds like you just have a very good ticket farmer and map. The OP probably won't be at that speed of ticket farming for a while.
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    That's my understanding as well.

    Still I figured straight damage is better than a proc which will be resisted by AVs/Purple patch. I could be wrong though.
    Resistance debuffs are not "resisted" except by having resistance. The mechanics work out so that if you debuff something with -10% resistance, you will do 10% more damage than if it wasn't debuffed.

    Let's say an AV has 50% resistance. You debuff 10%. His resistance lowers that to 5%. He now has 45% resistance. You will do 10% more damage now that he has 45% resistance instead of 50%.

    The resistance debuff cap is 300%. My Cold/Sonic defender can maintain debuffs between 100% and 150% resistance. The Reactive Interface proc becomes a drop in the bucket on teams when fighting AVs. I think all of the Interface procs are underpowered due to the cap per critter, instead of cap per player mechanic. They don't really seem to have as much of an impact as the Alpha slot did, but I could be wrong.
  5. Quote:
    Originally Posted by Comicsluvr View Post
    ...and Granite is pretty much the pinnacle of Resist.
    Granite Armor has both resistance and defense. That is why it is so tough to kill. It rarely gets hit, and when it does, it won't take much damage.

    Resistance is hard to obtain from set bonuses and pool powers. Defense is easy to obtain from set bonuses and pool powers. Stacking defense on a resistance-based character makes it much more durable than going for only one type of mitigation.

    Another type of mitigation is healing. Willpower has a lot of regeneration. Stone Armor has a decent amount of it with Rooted on.

    The last type of mitigation is crowd control. Melee sets with AoE knockdowns are popular for their extra mitigation provided. Unfortunately, this approach does not work on most Arch Villains, which can be considered the toughest challenge in tanking.



    Some attack mechanics to consider:

    A typical even level minion has a base of 50% chance to hit you. The minimum chance to hit is 5%. So, if you obtain 45% defense, we can conclude that you mitigate 90% of the damage you would have otherwise taken: 45 / 50 = 90

    The resistance cap is also 90%. At first, it sounds like both forms of passive mitigation are equal. However, accuracy bonuses are given to critters (and players) for being higher level than the target and for ranks above minion. Accuracy is calculated after to-hit and defense, which means no amount of defense can make up for that bonus accuracy. Pure defense ends up being slightly less effective at mitigating damage than pure resistance. However, every defense set has some resistance and has access to Tough from the Fighting pool.

    In the end, every set can do their job at tanking. It really comes down to team makeup, strategy, and player skill more than the set you choose.
  6. 1. A typical even level minion has a base of 50% chance to hit you. The minimum chance to hit is 5%. There are accuracy modifiers for level differences and higher ranked foes, but those are calculated after defense. Therefore, the soft cap is 45% defense.

    A small inspiration gives 12.5% defense. 45% - 12.5% = 32.5%. That's why that number is used often. It may be difficult to reach 32.5% defense and still have a lot of recharge bonus in your build, though. 32.5% - 12.5% = 20%. That number is much easier to reach.


    2. The Miracle and Numina's uniques give a decent amount of recovery. Most people slot those in Health.


    A general note about AE farming: It is one of the slowest ways to earn INF in this game. You could speed-run tip missions, collect alignment merits, and turn those into Luck of the Gambler global recharge IOs which sell for about 150 million right now. That takes about 30 minutes per day. You could also learn to play the market and make several hundred million per day once you get the hang of it.
  7. The DoT has a stack limit, too. Other posts say it is 6.
  8. I would suggest getting more than one Interface. Reactive is good for soloing, but so many people will have it that critters will be at their debuff cap very quickly. Pick up something else for teams.
  9. Quote:
    Originally Posted by AllYourBase View Post
    Level 50 generic IOs scale down without penalty? What exactly does that mean? Are they still at full strength even if I exemplar to, say, level 25? Or, are they scaled to a more level-appropriate strength better than lower-level IOs? I don't exemplar much (usually play solo or with my wife), so I'm really fuzzy on how the system works.
    If you exemplar, you lose set bonuses if you are fighting more than three levels below the level of the inventions you have slotted. Generic IOs don't have set bonuses, so plan on using level 50s for the best bonus. If you don't exemplar, you don't have to worry about losing set bonuses, so slotting the highest level IOs you can obtain will help you more.


    I'm not sure why you have those low level IOs in Strike and Slash. You could use level 50 IOs from a different set to gain the same bonus.


    Overall your new build looks much better. It should be able to handle most of the game's content with a small defense inspiration active. I would suggest you look into doing tip missions. The alignment merits you get for affirming your alignment as hero or villain can be used to earn you a lot of INF. Luck of the Gambler global recharges are a safe purchase because those will always be valuable on the market, but don't be afraid to look into others. Even the random rolls can average out to a good amount of INF over time.
  10. Quote:
    Originally Posted by Sir Talomose View Post
    Some lines to draw: this is an unlimited inf build excluding purple and PvP sets. I aimed for 38% defense so I'd only need one sm purple insp to soft cap my fire defense. Decided to go with cardiac for alpha.
    The soft cap is 45%. Small defense inspirations give 12.5%. 45% - 12.5% = 32.5%. You might be able to fit more recharge in your build if you aim for 32.5% instead. More recharge means you can use your best attacks more often.

    Quote:
    Wasn't sure if I should have tried to get set bonuses for recharge and get Shadowmeld perma instead.
    Shadow Meld's duration is 15 seconds and the base recharge time is 90 seconds. 90 / 15 = 600% required recharge. The cap is 500%, and that includes the 100% base recharge that all powers have. In addition, most builds struggle to go beyond 200% global recharge, which means the most you can reasonably expect in any power after enhancements is about 400%.



    It would be nice to know the purpose of your build. Are you making this strictly for AE farming, or do you expect to play on teams in the new incarnate content?
  11. The main thing that is taking you down is defense debuffs. Almost every attack from Cimeroreans debuffs defenses. When they hit you once, you lose about 6% defense, increasing the odds that the next swing will connect. Willpower's low defense debuff resistance isn't enough to counter the cascading defense failure that you have experienced. The best way to be prepared for ITF as a Willpower Tanker is to bring lots of purple or orange inspirations, or make sure your team has a bubbler of some sort. Even a resistance buffer who can put you at or near the S/L resistance cap would make it much easier to take the hits.
  12. Quote:
    Originally Posted by Breog View Post
    It allows you to pop a small purple to counteract Def debuffs vs your Soft-cap S/L. Were as if your normaly 32.5% you might have to eat 2-3 small purples (or a bigger purple) to get yourself back to softcap. Being at 45% already lessens the chance of cascading failure right off the bat. 32.5% Can Suddenly and very quickly end up being -12.5% Def. Much moreso then 45%.
    The only problem with that is defense debuffs apply to all defenses, not just S/L. If you had 45% S/L and 32.5% E/N, your E/N defenses would be hurting when you get debuffed because you are only planning on facing S/L damage. That is why I think it is best to be equally prepared for both, and rely on teammates' buffs to help absorb defense debuffs if you know you will be facing them.
  13. AoE knockbacks are horrible to use on teams. They scatter herded enemies so that nobody else can use an AoE attack effectively.

    Power Siphon accepts recharge, endurance reduction, and to-hit. Like most build-up powers, it is best to slot it with 2-3 recharge IOs. Some builds may put sets in it for a set bonus, though.

    Try searching the forums for builds.
  14. Endurance looks like it might be an issue without any endurance reduction in your toggles. Don't stress too much on hitting the soft cap before 50. If you can get to 32.5% while leveling and just use small inspirations when you need them, you should be fine.
  15. Impressive, but I would like to see you try that on a real encounter and not an AE creation. Lord Recluse's Strike Force has three encounters with about 5 AVs each, if I remember correctly. Try soloing that!

    Most posts about soloing AVs have been done in developer-made encounters, like task forces. Those tend to throw a few more wrenches in the gears by adding debuffs or special mechanics that teams have to work around. Those are the truly impressive AV soloing posts, in my opinion.
  16. Super Reflexes is easier to soft cap defenses, so it will be easier to add enough recharge to run a good attack chain. You can probably run the top attack chain for SM without using purple sets. With Willpower as your secondary, you will have to choose between survivability and DPS.
  17. Quote:
    Originally Posted by Forbin_Project View Post
    You want to change those enhancements so they no longer degrade as you level. Well that is exactly how they were intended to work. It's encourages the players that use them to upgrade every 5 levels and serves as an influence sink.
    As I stated in my original post, the influence sink is trivial in the current game economy. My solution to continuing the influence sink was to have the enhancement value of the SO's ramp up as you approach 50. It shouldn't go as high as generic IOs, but it should change enough from 1 to 50 that a new player would be motivated to try to buy new SO's every 5 levels when they get the chance.
  18. If you can't reach 45% defense, the next best place to be is 32.5%. A small inspiration gives 12.5%, so any defense between 32.5% and 45% ends up being wasted in most situations when you use an inspiration.

    It seems like you want to be able to do everything with your character. Getting just S/L defense is going to leave you weak to the most common damage type in incarnate content: energy. If you want to farm AE, you would be best at handling critters that only do fire damage. So, you would need 32.5% S/L, E/N, and F/C defenses to do everything you say you want to do. If you drop Hover and use Maneuvers, that may help you reach your defense goals.

    When using generic (non-set) IOs, slot level 50 ones. They scale down when you exemplar with no penalty for doing so.

    Obliteration is a bad set for powers that need endurance reduction, like Blazing Aura.'

    Superior Conditioning is over-slotted. I would only put one IO in it, but two would be ok.

    Physical Perfection is another that only needs 1-2 enhancements because it doesn't do enough to warrant more.

    The Cardiac Alpha may solve your endurance problems, but it isn't going to solve the root causes of your endurance problems. Your IO levels are all over the place and many of them are below single-origin levels. That leaves you with much less enhancement value than you should have. Your build is also missing the Miracle and Numina uniques that most people put in Health. If you fixed those problems, you should be able to use the Spiritual Alpha instead of Cardiac.

    Have you looked into attack chains? Doing damage efficiently and as effectively as possible is important for someone whose primary role is a damage-dealer.
  19. I get an error when I try to import that to Mids'. Anyone else?

    AllYourBase, try copying that data chunk (highlight and ctrl+c) then go to Mids' and press ctrl+i. If it gives you an error or doesn't work, then something might be wrong with 1.93 Mids'.

    Edit: Just tried again. Not sure what was wrong with my Mids', but it worked this time.
  20. Quote:
    Originally Posted by dougnukem View Post
    I'm sure this is an old question, but what does one do about this lag, while doing raids or the new trials? I drop down to less than 1 fps easy, even if I lower my in game settings.
    Lower your graphics settings, play at a lower resolution, or get a better computer. There isn't much else that can be done if you have a poor framerate.
  21. What kind of lag is it? Also, can you post your system specs?
  22. Quote:
    Originally Posted by Forbin_Project View Post
    Great idea then we can get rid of IO's all together since they won't be needed anymore.

    /unsigned

    TO's, DO's, and SO's are working as intended.
    Your opinions against my idea were not very elaborated, so I don't think you understood my suggestion. My guess is that you think I was suggesting SO's ramp up to a value better than generic IO's. I was not suggesting that SO's become more powerful than IO's. I was suggesting improvements be made to rid SO's (and DO's and TO's too) of their primary annoyances.
  23. Your data links do not work. Please post the data chunk.
  24. For those who are too used to inventions, origin enhancements are the single-origin, dual-origin, and training-origin enhancements that were used way back in the early days of CoH, before the invention system existed.

    Origin enhancements suffer from two problems: the purchasing interface, and the expiration of bonuses as you increase your level.

    If I need to replace my enhancements with better ones, I typically have to right-click and look at the detailed information on each enhancement to figure out which ones enhance the value I want. The color isn't enough because there are many colors that are too similar. The names are far from an indication of what they do, too. If the purchasing interface had fast tool-tips that told you the function of the enhancement, that would help a lot. If the enhancement type was in the text or somewhere else visible on the purchasing interface, that would help even more. Anything would be great to make it easier when trying to find the enhancement type we are looking for.

    I know the origin enhancement system was originally designed so players would have to purchase new ones as they leveled. This created a drain on the economy to keep influence moving. However, since the creation of the invention system, the game's economy has expanded to a point where the cost of origin enhancements are trivial for most players. Thus, the original purpose for the degradation of enhancement value has been lost.

    My suggestion is to change origin enhancements so that they don't degrade, but they also ramp-up in enhancement value as you slot higher level ones. Smoothing out the transition from TO's to DO's to SO's would be beneficial to players as they lose their "beginner's luck" accuracy bonus as they approach level 20. The gradual increase in enhancement value would give some motivation to purchase more expensive (higher level) SO's. The lack of degradation would prevent situations where players stop the team's progress because they need to spend 15 minutes at the vendor to replace their expired enhancements.
  25. Quote:
    Originally Posted by TheBruteSquad View Post
    Are you sure Ion's 'bug' is a bug? I thought they changed it so there would BE secondary jumps... since as a chain power if the initial blast killed the first target flat out there wouldn't be.
    The bug is that the jumps are affected by damage buffs. It is supposed to do a flat amount of damage to every target.