Turbo_Ski

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  1. [ QUOTE ]
    I mostly need a conceptual reason why my character will have multiple costumes. I know most people will do alternate costumes symbolizing a transformation or maybe just day wear. What are some other ideas?

    The character I have is more of a warrior type so he appears to wear heavy armor. To be honest I cannot think of a reason why he would have multiple costumes outside of "just because."

    Any ideas to toss?

    [/ QUOTE ]
    The best warriors wear almost nothing at all.
  2. look in the blaster and defender guides for energy blast.

    For pain you can supplement empathy guides for the most part and wing the rest of it.
  3. Turbo_Ski

    Shark Skin

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    ...why?

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    He is hoping for some protection from forum flames. DUH
  4. Turbo_Ski

    I demand...

    an arc with Unicorns...
  5. [ QUOTE ]
    Come I16, this will officially be the Gayest Game Ever.

    And it will be awesome.

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    We're already playing dress-up.
  6. [ QUOTE ]
    Two minutes of build-up for ten seconds of debuff? Yes please.

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    Personally I would rather have a -1000% recovery and -160% damage debuff for 10 seconds. Feels like a cop out to do such an extreme damage debuff value.
  7. [ QUOTE ]
    I'd always thought that the SS attacks did less damage than equivalent recharge attacks in sets like Axe and War Mace, and that this balanced against Rage. Looking at red Tomax I see that I was wrong.

    SS does have smaller faster attacks than these two weapon sets, and so less burst damage (until we get to KO Blow *cough*) so maybe that was the original idea?

    Axe (for example) is burst damage, SS is DPS?

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    SS is all smashing damage which is why Rage is ok. Keep in mind War Mace and War Axe were still being ignored the last time they touched Rage.
  8. Dear Outback,

    Please enlighten us what you think the roles of Brutes, Stalkers, Corruptors, Masterminds, Dominators, Arachnos Soldier, Arachnos Widow, Peacebringers, and Warshades should be. All of us forum-goers have honestly had no clue what we were talking about or how to properly play the game until you showed up.

    No really it's true. BillZBubba has been playing his Peacebringer like a Mastermind all this time and Spacenut has been playing his Stalker like a Brute. We are so very very confused.
  9. [ QUOTE ]
    RAGE
    * ToHit +20% for 120s

    * DMG(All Types) +80% for 120s [Ignores Enhancements & Buffs]

    * DMG(All Types) -9990% for 10s (after 120 second delay) [Ignores Enhancements & Buffs]

    * Defense -0.2 for 10s (after 120 second delay) [Ignores Enhancements & Buffs]
    Effect does not stack from same caster

    * Endurance -0.25 (after 120 second delay) [Ignores Enhancements & Buffs]

    [/ QUOTE ]
    Personally, I find the sheer annoyance of the -9990% damage(all) unbearable. I honestly don't know why it's so popular with such an annoying debuff.
  10. Any of you considered how horrible it would be if ally target buffs like Ice/sonic/FF/thermal shields were customizable in color?

    Think about it, if you had 3 Colds on a team and they all choose a different custom color and apply the shields you're left with an ugly mixed mess of color. Could you imagine Green, Purple, and Red ice shields being all on your character at one time?

  11. Natural - hopefully more faces with scars and a chest/leg/glove/feet skin with scars all over. Maybe an improved version of brawl on all characters that does more damage for less end use.

    Mutation - Tentacles, Multi-arms, more aura options, more tails, more monster heads. More transformation emotes and maybe a power that grants an Adrenaline Boost like buff to self but has an hour long cooldown.
  12. [ QUOTE ]
    Turbo.. dont make these gentlemens cry.. they are looking forward to the new toys.. its like christmas day for them.. dont ruin it yet >.>

    [/ QUOTE ]
    Here is a thought for you. imagine you had 3 Cold shields from different casters on you that all decided on different colors...Would you prefer just straight blue or Red+Green+Pink. See that's why I don't think the ally clicks are going to work out.
  13. [ QUOTE ]
    Guys, Nathan Fillion shouldn't play every role ever.

    [/ QUOTE ]
    Actually I would like to see him cast into more horror comedies. He could totally be the next Bruce Campbell.
  14. actually guys it hasn't really been confirmed if click ally buffs are effected by color customization. The green ice armor in the previews is more likely an ice tanker instead not a shield brought on by Ice/Glacial shield from cold dom.
  15. [ QUOTE ]
    I had a crazy thought... what if Defenders buffs worked on themselves? Possibly at a lesser value. That would help their solo ability a lot. Controllers get an added benefit that they can buff their pets. Why not allow Defenders to buff themselves.

    It would help Force Field be this weird no damage dealing tank thing. I alway thought Iron Man was a Defender, but his defense was wrong. Most of the toons with Force Fields in Comics were really hard to knockout, but had little damage.

    For the most part the buffs associated with Defenders do not add a lot of damage, so it wouldn't increase their killing speed. But it would make them better at soloing, and allow them to do their roll a little better.

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    Only two problems with that logic is that you can't target yourself in this game and there are quite a few long recharge ST ally buffs that would kind of defeat the purpose if a defender always selfishly used them on themselves.
  16. Turbo_Ski

    Icd/Ice Corr

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    ok and what ios would you use for this type of at

    [/ QUOTE ]
    as much +recharge bonus as you can stack.
  17. [ QUOTE ]
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    It's up to you, the player, to determine what you find most important. Once you, the player, have this figured out, you're well on your way to figure out the AT that fits you best.


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    Apparently you fail at reading comprehension and math here. It doesn't matter if a few of the support powers are 20% greater than corruptor versions if you're trading away 30% total damage (with all -res/+dmg and scourge calculated in).

    ...

    That's a 34.87% damage advantage for Corruptors for a 16.77% support loss. It's not a balanced trade off by a longshot.

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    I think I know which AT you prefer, and I'm well aware of what AT I prefer. To each their own, and it will always be my stance.

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    I'm not playing favorites here. I own quite a few high level defenders and corruptors, but both numerically and in actual gameplay defenders fall a hefty distance behind corruptors in performance.
  18. [ QUOTE ]
    Despite these "number" people talking about corrs beating out defenders, I just don't see it at all. I take a corr out, I feel weak, useless, and unable to do meaningful damage.

    As a defender, I feel weak, but useFUL, and unable to do meaninful damage (my new cold/rad notwithstanding, that guy burns crowds).

    I'd rather be useful than lackluster at support, like I feel corrs really are (along with controllers).

    [/ QUOTE ]
    Play something like Ice/cold vs Cold/ice both to 50 and see how well they perform both solo and on teams. It will become very obvious after playing them both frequently that the Ice/Cold supports identically to the Defender on big teams but deals significantly more damage both solo and on teams.

    It's the absolute worst for defenders when comparing Kinetics between the two ATs since defenders have a lower damage cap and lower base damage and 6 out of 9 kinetic powers remain identical for both ATs (including siphon speed, Fulcrum shift, and speed boost).
  19. [ QUOTE ]
    As a further note to Turbo: still not talking about specifics. You're welcome to apply to become a Developer for CoX and revamp all the defender power sets and the AT all you'd like. You've stated Defenders have more support yourself, and I stated that Defenders have more support. So to be quite honest, I'm uncertain where your argument lies that Defender's aren't support. I've not looked into the numbers in Kinetics, however, you've already stated they have better support and the numbers confirm this. It's up to you, the player, to determine what you find most important. Once you, the player, have this figured out, you're well on your way to figure out the AT that fits you best.


    [/ QUOTE ]
    Apparently you fail at reading comprehension and math here. It doesn't matter if a few of the support powers are 20% greater than corruptor versions if you're trading away 30% total damage (with all -res/+dmg and scourge calculated in).

    Here are all the percent increases for Storm summoning coming from Corr to Defender:
    Gale: 20.1%
    O2 boost: 16.7%
    Snow storm: 20%
    Steam Mist: 25%
    Freezing Rain: 14.3%
    hurricane: 20%
    Thunderclap: 24.8%
    Tornado: 0%
    Lightning Storm: 10.1%
    Average increase: 16.8%

    Using "Power bolt" as the standard damage measure for both ATs, you can calculate the number of hits it would take to kill off a target of X life. Add in the -res debuff (assuming vs +0 con foe with zero resistance for both) and +dmg buffs (none in this case) before the first hit is calculated.

    also keep in mind that each 1% below 50% gives a cumulative 2.5% chance to deal double damage for corruptors via scourge. Since time is not a factor and it's always double damage if it procs, we can convert the chance to proc into a straight damage increase to the next hit.

    defender base damage = 36.1
    corr base damage = 41.7
    defender -res debuff = 0.35
    corr -res debuff = 0.30

    Defender final dmg = 36.1 * ( 1 + 0.35) = 48.735
    Corr final dmg = 41.7 * ( 1 + 0.30 ) = 54.21

    D = Number of defender hits needed to kill X hp target
    C = Numner of corruptor hits without scourge needed to kill X hp target
    S = Numner of corruptor hits with scourge to kill X hp target

    D = X / 48.735
    C = X / 54.21

    % difference of D and C = 100% * [ D / C - 1 ] = 11.23%

    For S, you'll need a spreadsheet and we'll divide it up into 3 sections called S(a), S(b), and S(c).

    S = S(a) + S(b) + S(c)

    S(a) = ( X / 2 ) / 54.21

    S(b) is when scourge kicks in for 2.5% damage bonus for every 1% below 50% hp mark until it goes below 91% hp mark.

    Using a spreadsheet, make a column starting in A1 with 0.01 and increases by 0.01 down until you end with 0.40. Also fill B's column with whatever you choose for value X.

    now put into C1 this equation:
    = (0.01*B1) / (54.21 * (0.025 * A1 * 100 + 1) )
    Now drag that all the way down to 0.40 so it performs that equation on every row.

    S(b) will be the sum of all the values in the C column

    S(c) = (0.1*X)/(2*54.21)


    Here is the Corruptor with scourge over defender percent if you did it right:
    % difference of S and D = 100% * [ S / D - 1 ] = 34.87%

    That's a 34.87% damage advantage for Corruptors for a 16.77% support loss. It's not a balanced trade off by a longshot.
  20. [ QUOTE ]
    [ QUOTE ]
    - a domination like button where they build their 'defenderation' bar by attacking, then when activated gives an effect like power boost (how does this affect buff and debuff powersets then?).


    [/ QUOTE ] No just no, we already been thru this with doms. We would end up with a bunch of elitist players who can stack defenderation 3 times saying that defenders are fine and dont need changing while the rest of us have piss poor damage because we cant afford a perma-defenderation build. Sorry not going to happen and if it ever did I would personally go to Paragon Studios and have a long talk with Castle for doing it and Positron for allowing Castle to do it.

    [/ QUOTE ]
    /agree. Click inherents are not the way to go and frankly neither is anything that involves the defender primaries since they are far too varied to find a common ground for an inherent.

    An inherent based around defender blast sets and the debuffs attached to them would be a lot more reasonable, such as critical debuffs. Of course you would have to give some kind of bonus for AR and archery, and also tone down sonic's -res debuff some. Even so defender would still need a base damage buff from their current state.
  21. [ QUOTE ]
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    The big offender here is Tar Patch, which operates at Defender values for Corruptors. A /Dark Corruptor is just as much of a force multiplier as a Dark/ Defender is and does more significantly more damage to boot.

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    It is retarded how inconsistent (and dare I say corner cutting) they are with psuedo pets.

    Some of them get adjusted for each AT -
    Freezing rain, Lightning Storm, Disruption Arrow, Fulcrum, Heat loss..

    And then a whole pile of them don't -
    sheild charge, Lrod, burn, tornado, traps, etc

    It bothers me. Either apply (as in edit) the entities to be AT specific (the correct thing to do) or do it for none of them.

    You are right, Tar patch is a serious offender, it is just as good on Defs as it is on MM's.

    That isn't defender's fault though, that is just a poor job being done.

    [/ QUOTE ]
    Fulcrum Shift does not get adjusted going between primary and secondary. It does only +25% damage buff off foes for both corruptors and defenders and the one buff that radiates from the caster is 50% for defenders and 40% for corruptors. Thusly 300% buff for defenders and 290% buff for corruptors at max hits.

    couple this with the fact that only 3 powers out of 9 are actually superior on defenders than corruptors, and that is just Tranfusion, Transference, and Siphon Power.

    Kinetics is the worst case, but even the most balanced case of Rad/* vs */Rad leaves defenders behind with an 18% support advantage to a corruptor's 22% damage advantage (this is including +dmg/-res bonuses and scourge)
  22. [ QUOTE ]
    A)i) Containment offers too much damage to controllers. Also because it operates outside of normal damage modifiers it means that this advantage is further amplified when +damage buffs are considered.
    ii) If containment is double damage, then why do all Controller primaries have a 20% chance to crit? Is this just another perk? Its not accounted for and Dominators do not have this bonus.

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    If I recall the domination buff is designed to balance out with the critical hold of controllers (20% +1 mag).

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    B) Defender damage is too low. Especially when compared to Controller damage levels. One advantage Defenders should have over Controllers is more damage. Soloing might be less safe, but it should be quicker. Containment effecting EPP AoE's is also incredibly unfair on Defenders, as it gives Controllers better AoE damage outside of nukes.

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    I don't consider this really a controller problem here. It's completely a defender problem since the support sets get the proper numerical bonus across the board and corruptors actually protect the team better because of the vast damage difference.

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    C) Defenders inherent is extremely bad and needs looking at again by the Devs. It has zero affect when solo. It has zero effect for some powersets such as a forcefield defender who keeps everyone at 100% heath. It is completely reliant upon your teammates and their (in)ability.

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    Yes, totally awful and been complained about since day one of it's implementation.

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    D) Many of the Defender primary powers are used by Controllers without any meaningful difference in effectiveness. Yet at the same time, Defenders have HUGE drawbacks to having Blaster primaries as their secondary. Why is there such inequality here? If Controllers buffed like Defenders blasted, there would be a real reason to find a Defender.

    [/ QUOTE ]
    Well controllers have always been better team support than defenders. However defender don't need to be balanced with controllers, they need to be balanced with corruptors because their sets and playstyles are almost exactly the same and corruptors end up being vastly superior in both damage and team support in actual play.
  23. [ QUOTE ]
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    I'm not a number cruncher, but I have a question on the Tank/Brute debate you guys have going here.

    Wouldn't it be better to give the Tanker a version of fury that upped their damage resistance not damage dealing capabilities? Yeah, I know tankers are super hard to kill as is, but that is their job, they TAKE hits, a lot of hits, and in the process of this they get to hit back.

    A Brutes job is to GIVE hits, a lot of hits, and in the process of this they get hit back. As such, the more swinging going on around a brute, the harder they hit as that is their job. Melee damage monkey, that because of the needs Red side, needs to be able to take a licking. But ultimately, a brute survives a fight by killing everything around it.

    I'm a big fan of not nerfing one to restore balance, but bringing everything to parity. If say Brutes are out performing Scrappers and Tanks. Scrappers and tanks should get a bit of an increase while Brutes get a bit of a decrease. Yes this is a nerf, but a smaller one while also raising the under-performers.

    I also though, don't see why a Tanker should be dealing more damage because there are more people on him hitting him. I understand fury was originally supposed to be a Tank thing, but I also agree with the thematic reasons they never gave it to tankers.

    However, upping a tankers damage resist or whatever could keep the survivability edge for them beyond a brute being at 44.2% fury or whatever it is.

    [/ QUOTE ]

    The better solution in my eyes would be to simply reduce the Brute +dam cap. So many people that defend Brute balance as it stands are fond of bringing up the fact that it's not all that common to reach it, so it wouldn't noticeably affect them but it would still bring their peak performance to a more equivalent level. The other option (and the one I prefer since I compare them to Scrappers more than Tankers) would be to reduce their damage scalar a tiny bit (to .70 at 50 which is a 10% reduction). This would address the equivalence to Scrapper damage assuming easy Fury capabilities while accounting for the innate survivability advantage (8% simply from higher hit points) just from having more hit points (and a greater hit point cap that can't be reached while solo so +hp buffs are always useful).

    Scrappers: 1.125 * 1.1 * 5 = 6.1875
    Brute: .75 * 8.5 = 6.375
    Brute (750% damage cap): .75 * 7.5 = 5.625
    Brute (.675 scalar): .675 *8.5 = 5.95

    [/ QUOTE ]
    The brute damage cap is so high because they didn't want fury hampering the point of enhancements and outside damage buffs. In CoV beta, it was widely considered bad to even slot damage into a brute power when the cap was 500% and 300% was taken up by fury and enhancements. 850% might be too high but going any lower than 700% is just a bad idea.