Tin_Soldier

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  1. Quote:
    Originally Posted by Twisted Toon View Post
    I guess you missed this part.

    Granted, that doesn't explicitly state "my toggled had just dropped right before he managed to get in a lucky hit". However,I figured that any reasonably intelligent person could have inferred that from the quoted statement. My mistake.



    Thank you, Tin Soldier. Stated much more politely than my reply.


    What the hell does a break free have to do with damage resistance. My toggles can drop for reasons other than being mezzed, you know. Maybe, because I ran out of endurance. That is possible to do,even with "the Almighty Stamina".


    When did I say I was mezzed? Point out in my post where I said I was mezzed. All I said, was that my toggles dropped. You immediately jumped, erroneously I might add, to the conclusion that I must have been mezzed. Because that is the only way in the entirety of the universe that toggles can drop. Right?

    Oh yeah, there's that pesky not enough endurance thing too.


    Well, you might try thinking before you start jumping to conclusions. That might help a little.



    1) 0/x2 yes, bosses.
    2)4 Med reds, 2 Med purples, 2 small purples, 0 blues (don't normally need them), 4 med oranges, 2 med yellows, 3 med greens, 2 med BFs, 1 med wakie.
    3)see #2. Except 2 oranges were small. and the other 2 oranges were small BFs. I have that kind of luck on occasion.
    4) Long enough that I took out at least 6 Bifurcations. Which, also reduced my Inspirations to 2 reds, no purples, no oranges, no blues, 2 yellows, 0 greens, 0 med BF, 2 small BFs, and a med wakie. Granted, I didn't start taking them out until he had more than one up. Then I was taking damage from Trapdoor, plus several other targets. It all adds up.
    5) Trapdoor, who I managed to pull just into the hallway. Knockback was helping a little from the human form powers.
    6) Less than the time for the sound effects for dropped toggles to end. Pretty damned fast.
    7) I did have Dwarf Form. I had more options for knockback with human form though. And my hold missed.
    for both 8) & 9) I could care less what anyone else thinks about my inpsiration loadout or combat tactics. I'm not playing their character. Nor should they be playing mine.

    I was just pointing out that I did get one shotted despite having enough defense to floor his chance of hitting me. I was very unfortunate that everything seemed to happen in less time that it takes to say "WTF just happened?"

    Hope that helps, Tin Soldier.
    Thanks. The questions were an (unsuccessful) attempt to show Wavicle that useful advice is impossible if you don't know what actually happened.
    Quote:

    Also, I would like to point out that I had very little problems with Holtz and Honoree. Plenty of Defense from purples and both went down. Honoree was a little more iffy than Holtz. And yes, I pulled them both, one at a time. Seemed a valid tactic in that mission, despite both Honoree and Holtz standing in the middle of 4 portals spewing Rikti out like a...Rikti spewing machine.

    Added note: This Warshade does not Stamina slotted with anything.
    Yes, we now play a game where pulling is sometimes cheating and somtimes not. It's kind of funny actually.
  2. Quote:
    Originally Posted by Tin_Soldier View Post
    I do?
    OK, for my edification then, some questions I'd like answered.
    1) What 4XP difficulty level was Twisted Toon using in Mender Ramiel's arc?
    2) What was Twisted Toon's inspiration loadout at the start of the Trapdoor mission?
    3) What was Twisted Toon's inspiration loadout at the start of the Trapdoor fight?
    4) How long after the start of the Trapdoor fight were Twisted Toon's toggles dropped?
    5) What was Twisted Toon fighting when his toggles were dropped?
    6) How long after Twisted Toon's toggles were dropped did the killshot land?
    7) Do you believe the only way to build a viable Warshade is to include Dwarf form?
    8) What improvements to Twisted Toon's inspiration loadout do you recommend?
    9) What improvements to Twisted Toon's combat techniques do you recommend?
    Quote:
    Originally Posted by Wavicle View Post
    I don't have the answers to 1 through 4. 5 is Trapdoor, duh. I don't have the answer to 6.

    7 is no, but I would expect the WS that did not take Dwarf to either die to mezzers a lot or carry extra BFs. HOWEVER, I do think that the only viable way to build a Melee toon includes taking whatever mez protection is available. By that token I would STRONGLY ENCOURAGE all WSs to take Dwarf and I MYSELF would never make a WS without Dwarf. So only viable way, no, only intelligent way? Unless you have incredible amounts of set bonus defense, pretty much.

    8 has options. You could take a bunch of purples, some reds, a couple BFs. Or you could take a few oranges, a bunch of reds and a few BFs. Either would probably work. If one doesn't work, try the other.

    9 is easy, use Dwarf or a BF when you get mezzed, or maybe even use a BF prior to getting mezzed so that you don't Have to use Dwarf form thereby keeping your damage up. Haven't done this mission yet on my WS, so I can't say for sure, but I'm going to assume you can summon fluffies from the clones. You also have a Hold and an Immobilize available to you. Again, I'm not certain, but they could conceivably be of use.



    Above all though, with Dwarf OR BFs there is no reason you should be dying because of your toggles being down. I could see dying cause he just hit you too hard and your heals weren't effective enough, but dying to a mez? Just poor play.
    If you don't know the answers to 2 and 3 you can't intelligently answer 8.
    If you didn't watch the fight you can't intelligently answer 9.

    Here's what we know about Twisted Toon's Warshade fight:
    Trapdoor was nearly dead (Stygian Return doesn't do much damage).
    Twisted Toon's toggles dropped.
    Twisted Toon's character was killed.

    From that meager amount of information you presumed to tell someone who wasn't even in the fight to L2P.

    Goodbye.
  3. Quote:
    Originally Posted by Wavicle View Post
    Dwarf form? Break frees? Seriously, you went into melee against someone with Energy melee attacks and you didn't use BFs or Dwarf?

    This is why arguments like this devolve to L2P. Because you need to.
    I do?
    OK, for my edification then, some questions I'd like answered.
    1) What 4XP difficulty level was Twisted Toon using in Mender Ramiel's arc?
    2) What was Twisted Toon's inspiration loadout at the start of the Trapdoor mission?
    3) What was Twisted Toon's inspiration loadout at the start of the Trapdoor fight?
    4) How long after the start of the Trapdoor fight were Twisted Toon's toggles dropped?
    5) What was Twisted Toon fighting when his toggles were dropped?
    6) How long after Twisted Toon's toggles were dropped did the killshot land?
    7) Do you believe the only way to build a viable Warshade is to include Dwarf form?
    8) What improvements to Twisted Toon's inspiration loadout do you recommend?
    9) What improvements to Twisted Toon's combat techniques do you recommend?
  4. Quote:
    Originally Posted by Wavicle View Post
    Quote:
    Originally Posted by Twisted Toon
    Wasn't it your side of the argument that called it an "exploit" in the first place?
    Why didn't you call it an "oversight correction" instead of an "exploit", if that's what you really thought it was to begin with?

    I agree that the Devs probably overlooked the Bifurcation issue, much like they over looked massive team rezzing from an Oil Slick Arrow. Probably not enough to get a "WTf?" from the powers guys though. However, I think they could have fixed the issue in other, less hand-slapping, ways.


    My Warshade got 1-shotted through about 60% defense. (several Purple pills eaten)
    Yes, they do get lucky and roll under 5% at times. (or is that 10% for EBs)
    And his hits hurt a LOT. Especially when your toggles just dropped.
    Fortunately, I had done just enough damage to him that the Warshade's Rez power defeated him.

    Yes, I defeated Trapdoor with a Rez.
    Where was your Damage Resistance?

    I can't conceive of my Warshade being 1 shotted by anything with Energy melee.
    Perhaps this sentence will lend some insight:
    Especially when your toggles just dropped.
  5. Quote:
    Originally Posted by Circuit_Boy View Post
    *LOL*

    Okay, now that's just damn funny, Angelofvalor.

    I've played since Day One, solo and in groups. Circuit Boy is my main. I've been lecturing on this board about Endurance Drain for six years, so don't tell me I don't know its value. Did you pause your tirade long enough to actually look at the build I posted? It has far more Endurance Drain than any other build posted to this thread. You're attacking a straw man of your imagining there, dude. I've been this board's most vocal proponent of Endurance Drain as a technique. I have no idea where you've gotten the clearly-mistaken idea that I think it's "subpar". I don't think that. I've never said that. I would never say that. I'm infamous on these boards for saying the exact opposite. Repeatedly. For years.

    However, everything I said about ranged attacks and melee attacks is true, both mathematically (which doesn't lie), and in-game. It's not "nuts", and if you'd pay one iota of attention to what I'm saying instead of writing knee-jerk responses that completely misunderstand what I'm saying or, worse, ignore it out of some perverse sense of contrariness, then you're only hurting yourself. I've given my reasons, and those are borne out of years and years of experience playing E^3. I've respec'd into--and out of--Lightning Field three times; I've respec'd into--and out of--Voltaic Sentinel just as many times. I've respec'd into--and out of--Charged Brawl, Havoc Punch, Thunder Strike, and even Lightning Clap (though, honestly, I can't find any rational reason to take that sorry excuse for a power). Everything I said about melee's disadvantages is patently true, and anyone who's actually played the game--instead of City of Theory, which so often gets played on these boards--knows it to be true. The melee powers' DPS is weaker. That's just the truth--you can't fight that. Their DPA is also lower if you spend any length of time closing into melee or chasing your foes. That's also patently true. In terms of attack chains, a ranged chain is going to net more actual damage than a melee one once recharge comes into the equation, say against Bosses, Elite Bosses, and Archvillains/Heroes. This is also simple fact, and undeniable.

    Here, I'll show you what I mean. I did this video almost three years ago, when my build was more or less settled. It's a Rikti War Zone mission in less than 6 1/2 minutes, and that's with a fairly ridiculous amount of time being spent showing the build in the first place. The mission was set on Invincible, which would now be "+2 Level / x1 Heroes". Notice I didn't fall under 50% health, and most of the time, foes didn't have much time to respond before they were dead?

    If you're blapping on teams, then you're not doing your full potential for the team. Period. As I've shown above in this thread, the amount of AOE potential far outstrips single-target melee damage to the tune of two-to-one damage-per-second. And, unless you've discovered the secret to activating two powers simultaneously, you do have to choose to do one or the other. I don't know about you, but my recharge is so fast that I can do Ball Lightning -> Static Discharge -> Short Circuit -> Recycle. If I throw a melee power into that, all I'm going to do is lower my damage-per-second.

    You mentioned Superspeeding in and out. I've had SS for... well, years. After ED, however, all movement powers suppress if you actually attack. You are aware of that, right? "Jousting"--a technique I was involved in inventing to leverage Shocking Grasp--is still viable, but in City of Heroes (rather than City of Theory), you get stopped about 10-15' away from your opponent, and SS is suppressed for 4 seconds. If you'd actually played the game recently, you might know that.

    You yourself admitted you haven't played in two years. I've been playing--and posting about Electric/Electric/Electric--for over six years.

    Thanks for the laugh, dude.
    I suspect the source of Angelofvalor's belief is this statement:
    There's actually a fourth disadvantage that the melee attacks have that ranged powers don't have: you don't get to choose your battlefield. With the ranged attacks, you can position yourself in a spot more advantageous for yourself (near a corner, for example) or at least less advantageous for your foes (i.e., foes that spawn close enough to another spawn that the second spawn is guaranteed to see you if you close into melee).

    In your video tere are nine spawns.
    In three you are in melee range.
    Two are single Lieutenant spawns that are held the entire fight.
    One you would have been in melee if you weren't a HoverBlaster.
    One's final minion was a Drone and Drone's fight at range.
    In one the final minion was held.
    In the final fight you held the Lieutenant.
    That video was neither about Electrical Blast nor was it about kill speed.
    It was about Shocking Bolt.

    In teams AoE is god.

    If you're using Short Circuit, you're probably in melee range.
    If you're using Power Sink you're probably in melee range.
    If you're using Shocking Grasp you're definitely in melee range.

    Travel power suppression was introduced one week after Issue 4, ED was introduced with Issue 6.
    Thanks btw.

    You can joust without a travel power.

    In your Ball Lightning -> Static Discharge -> run into melee -> Short Circuit -> run out of melee -> Recycle chain how much time do you spend moving?
  6. Quote:
    Originally Posted by Spazboy View Post
    awesome ! my first trek into the forums in over a year has been quite helpful
    deadboy_champion has a build that may give you some ideas here.
  7. Quote:
    Originally Posted by MunkiLord View Post
    If that is her reasoning then she doesn't understand how this particular exploit works.
    I assumed that was the reason. Arcanaville may have had another reason in mind.
  8. Quote:
    Originally Posted by MunkiLord View Post
    Um, what? This doesn't make sense to me. Why would somebody stop earning XP?
    You do not earn XP, Inf, or drops from defeated foes 5 or more levels below you.
  9. Quote:
    Originally Posted by thgebull0425 View Post
    My secondary is Energy. Elec/NRG is the build for the hero.

    What do I slot it with then?
    I wouldn't slot recharge intensive pet or endurance modification sets unless there was a particular set bonus you were looking for. I'd slot damage, accuracy (if you're fighting +level enemies), and endurance reduction (if your blue bar is an issue). Pet damage if you're using IO sets.
  10. Tin_Soldier

    Pathetic.

    Quote:
    Originally Posted by Westley View Post
    Nope, I think it's pretty awesome. For me, THAT was the first time I felt like a "real" superhero, when I was facing off against the "evil" Phalanx one by one building up to the evil Statesman himself. That's when I first felt "important" in the game.
    I think you're thinking of "A Hero's Hero" from Maria Jenkins. Tina's arc is the one with the "You're supposed to fail this mission" mission. It only has Bobcat, Shadowhunter, Neuron and Anti-Matter in it.
  11. Tin_Soldier

    Personal Slang

    Quote:
    Originally Posted by je_saist View Post
    ... ... hate to go off topic... but the second mud-pots hits an enemy... shouldn't the stealth turn off?
    Invisibility has an OnlyAffectsSelf component so Mud Pots won't hit until Invisibility drops.
  12. Quote:
    Originally Posted by protector_knight View Post
    The way I plan on going with is will be 2 acc 2 def buffs 2 recharge. Course if you have hasten you can replace a recharge for a endmod.

    Course I plan on useing it for def buffs. Wife has a lvl 50 ice/ss and starting off with EA slotted that way, makes her very tough.
    Isn't Energy Absorption autohit?
  13. Tin_Soldier

    SuckerPunch

    Quote:
    Originally Posted by SuckerPunch View Post
    And it's a Brute with Claws... But there's still more!
    Non linear builds seem new.
  14. Quote:
    Originally Posted by Placta View Post
    I used the Ouroboros Initiation arc:

    1. Click glowie.
    2. Defeat 25 enemies, rescue 7 hostages, click glowie.
    3. Rescue hostage, defeat boss.
    4. Rescue hostage, blow up meteor.

    The good points:
    1. Losing your travel power isn't a big deal at all, since all missions are in the Ouroboros citadel.
    2. Running the arc took me 10-20 minutes total, depending on challenge settings. I had all eight badges in about an hour.
    3. If you don't have the Isolator badge, you'll get it. The last mission is full of Shivans, so you can work toward the Man/Woman in Black badge as well.

    The bad points:
    1. The second mission exemplars you down to level 1, which hurts, especially when stacked with some of the challenge settings (I remember player debuffed was especially bad). This will get slightly less annoying when Issue 16 hits.
    When I ran it Ouroboros Initiation awarded badges in the 35-39 range. Has this changed?
  15. Quote:
    Originally Posted by Eva Destruction View Post
    I was referring to their resistance that they have causing resistance debuffs to be resisted. I guess I'll just have to find out what resistances Rommy has, if any. Paragonwiki just says "Resistance" without giving specific amounts.
    Try Culex's resistance spreadsheet: http://boards.cityofheroes.com/showthread.php?t=115749
  16. Quote:
    Originally Posted by Dread_Shinobi View Post
    If one of you math wizzes wants to step in be my guest here. You would need a HUGE difference in resistance (I believe it would need to be around 50% smashing resistance and 0% energy resistance, dont quote me on my terribad maths though ) for TF to ever do more damage than EP+BS, even to resistant foes.
    Not a math whiz but here goes. Assuming 3 x lvl 50 damage IOs (+99.08%) and 0% resist to Energy, Total Focus pulls ahead at 55% Smashing resist.
    Energy Punch 55.61*1.9908*.45 + 53.39*1.9908 = 156.11
    Bone Smasher 101.21*1.9908*.45 + 43.38*1.9908 = 177.03
    Total 156.11 + 177.03 = 333.14

    Total Focus 55.61*1.9908*.45 + 142.36*1.9908 = 333.23
  17. Thanks for the help folks. I ended up copying Keane over to Test with another Steadfast and four Kinetic Crash. The Kinetic Crash (+ 3 Knockback Protection) with the 8 I already had gave 11 knockback protection. Keane was knocked back on the fifth hit from the Pylon. I pulled the Kinetic Crashes out and slotted the Steadfast into Tough giving him 12 knockback protection. Keane then took sixty hits from the Pylon with no knockback. I'd say Master-Blade is right and 12 KB protection is enough for Pylons. If I'm seeing this correctly the multiplier would be more than 1.8333 but no more than 2.
    I also noticed that the Pylon sometimes hits for 5 ticks of damage. Has anyone else seen this?
  18. Today I was fighting a Rikti War Zone Pylon on my Katana/Dark Scrapper. He has two Knockback Protection IOs, a Steadfast Protection in Obsidian Shield and a Karma in Combat Jumping. He was still getting knocked back sometimes. According to Red Tomax's site the Pylon's Swarm Missile attack does 4.00000 Ranged_Knockback with a 40% chance of an additional 2.00000 Ranged_Knockback. My questions are:
    What multiplier does Ranged_Knockback use and will a third Knockback Protection IO be enough to prevent KB in the event that the extra knockback fires?
  19. Quote:
    Originally Posted by YuriFoxfirega View Post
    Butane, mang... You're doing yourself a horrible credibility disservice leaning so hard on Mids numbers.

    Just now got done verifying both in-game with Real Numbers, and City of Data, that Scrapper's base damage with Smite is 82.58 and the Tanker base is 58.73... exactly the same figures that Kali gave.

    I'm more willing to trust her numbers at this point, having two sources of credible verification of it. Unless you want to tell me that the in-game measurement is off?
    From the numbers I'd say he has Mids set to Show Average Damage in Options/Configuration/Effects & Maths.
  20. [ QUOTE ]
    Do Aim and Buildup damage buffs transmit to the Sentinel?
    Does it do more damage during the ten second windows for these powers?

    [/ QUOTE ]
    The last time I checked was in the lead up to the pet recharge change (I-14 went live in April of this year). At that time Build Up, Aim and Enrages had no effect on Voltaic Sentinel's damage.
  21. Tin_Soldier

    AV resistance

    [ QUOTE ]
    is there a website that displays the stats of each AV? wana find out the resistances.

    [/ QUOTE ]
    Not a website but try Culex's enemy resistances spreadsheet.

    Edit: added a second e to wbsite.
  22. [ QUOTE ]
    Hmmm that's a strong argument.

    [/ QUOTE ]
    For numbers have a look here.
  23. [ QUOTE ]
    [ QUOTE ]
    The end-mod proc with chance to stun. Put that in your Short circuit, Ball Lightning, Lightning Field and maybe Power Sink (not sure if it works there). 20% chance to stun is lol-worthy when you hit large groups.

    [/ QUOTE ]

    Which one is that, Tormentoso?

    [/ QUOTE ]
    It's in Energy Manipulator. According to the Wiki it's a 10% chance to stun.
  24. [ QUOTE ]
    Power Boost w/EndMod got nerfed? Aw, crap, there goes my main...

    [/ QUOTE ]
    It got caught in the Issue 12 Power Boost nerf. Short Circuit + 3 x level 50 IOs + Power Boost now equals 97.2% end drain on an even level opponent (PVE only).
  25. [ QUOTE ]
    [ QUOTE ]
    I find it much better to slot for recharge than Def debuff because I'd much rather get the debuffs more often (thusly increasing their uptime) than have the -def be redundantly larger.

    [/ QUOTE ]

    At 45 recharge and 20 seconds duration, it can potentially come close to being made perma. With my resources, that would mean three Common recharge enhancements. However, the third one would give me precious little benefit, especially on such a short counter (do I REALLY need it 2 seconds sooner?) for it to be worth it, so I'd say an endurance reducer and two recharges should be fine. I'm sure I can find a good home for the fourth slot. Like... An endurance reducer in Hover

    I'm actually serious.

    *edit*
    Oi! One important question! I haven't used the actual power so far, but I HAVE used the Combat Scanner inventable temp power. This one doesn't have the debuffs, but has the scanning component, and every time I used it, it would open the Combat Attributes window automatically. Will Surveillance do the same, and if so, can something be done about it? Nothing worse than having that god-awful window pop up every 30 seconds.

    [/ QUOTE ]
    Nope, no window. Does anyone know if the Achilles' Hell proc causes aggro?