Umbral

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  1. Quote:
    Originally Posted by Rangle M. Down View Post
    I started a similar thread here: http://boards.cityofheroes.com/showt...ht=force+field

    It was pretty much stated in the thread that it was pretty much Energy Aura by those that took a look at my idea. I somewhat reluctantly had to agree. (and yes, they were correct ) I suspect the easiest and best way of getting a "Force Field" set for Tanks/Brutes etc. would be having a new customization look for either Shield Defense or Energy Aura.
    Your specific design for it was virtually identical to Energy Aura. The set that is being proposed here is actually different from a mechanical perspective.

    Quote:
    One of the ideas I had for a power that didn't make it on my list would have been a collapsing field: A field that knocked the targets towards your character as opposed to knockback/knockdown. I found out it's not mechanically feasible within the game engine to do that unfortunately.
    Actually, it is possible. It simply requires the creation of a new effect by changing, in the code, knockback to knock in a different vector. This was done to create knockup (they made it move you in the z axis rather than the x-y axis). To generate knocktowards, they would just take knockback and alter the movement vector to be the negative of knockback. Of course, it wouldn't be able to ensure that they don't move past you and end up behind you, but it is technically possible insofar as it's not an engine limitation. I'm also reasonably sure that the same could be done to Repel to generate less dramatic suction.

    Of course, I don't really see a Forcefield set as having much to do with attraction, especially when the rest of the set (and every other forcefield in the game) is based around keeping things out. I could see a Gravity Armor set having something to do with it, but it doesn't make much sense within the context of a set based around keeping everything else out.
  2. Quote:
    Originally Posted by Postagulous View Post
    First, thanks Umbral for taking the time to help me with this.
    No problem. I enjoy talking about this kind of stuff. If you think this is involved, you'd be blown away if you ever found me starting working on PnP games.

    Quote:
    Here's a build I threw together quickly based on what you said and also my biting the bullet and getting SS rather than another travel power so I save a power early on.
    I've said it once and I'll say it again: you took Fitness too early. Claws/* is lighter on endurance than the other Scrapper primaries (which are lighter on endurance than virtually all other attack sets from a DPE perspective because Scrappers have the highest AT damage scalar), and */Regen is similarly light on endurance (at least until you get really high recharge) because it only runs a single toggle (and it's got QR to bolster it further). Even in SO builds I put together, I delay Stamina until I've got FA and/or Fighting. Before that, QR is more than enough.

    Quote:
    Oh, and is LotG's benefits only active if Weave is toggled on?
    Set bonuses and set bonus IOs (which the LotG +rech IO is, along with the Steadfast Protection 3% +def IO) function no matter the state of the power they're slotted in. The level of the IO compared to your own matters (re: if you exemp below the level that you would be able to use that IO, you'd lose the set bonuses it provides), but the state doesn't. Procs, on the other hand (like the Perf Shifter +end proc, Numina +regen/+recov proc, Miracle +recov proc), don't care about your level (well, they do, but only to scale the magnitude of a very small number of level dependent effects i.e. damage) but they do care about the state of the power. A proc won't activate unless the power is activated, but, even if it's a level 50 proc and you exemp down to level 1, you'd still have access to the proc as long as you have access to the power.
  3. Alright, here's a quick rundown:

    The AH proc doesn't have a cooldown, but it doesn't stack with itself. This means that any additional proc within 10 seconds of the initial proc doesn't contribute fully. So the optimal situation would be for 1 proc every 10 seconds. With a 20% chance of occurrence, it's not always possible so you want to have enough proc attempts per 10 second period to have a decent uptime ratio but not so many as to have the additional proc attempts adding so little it's no longer noticeable. Math has been done and, while you'll still get additional benefits, the general consensus is that you want to attempt 4-5 times per 10 second period. Because you're Kat/SR, you shouldn't be caring much about DA, so you'll want to aim for the GD>GC>SD>GC attack string which, interestingly enough, manages just the right amount of AH proc attempts per 10 second period with a single AH proc slotted into GC.

    Now, if you're mathematically inclined, the contribution formula for AH is as follows:

    For individual attacks: ((1-.8^(proc attempts in the next 10 seconds))*.2)
    For the attack string as a whole: ((1-.8^((10/attackStringTime)*#ofProcAttempts))*.2)
  4. Quote:
    Originally Posted by Postagulous View Post
    Resilience is gone. Though it had an 88% taken rate.

    The reason I didn't include the fighting pool is because, while Boxing gets an 88% taken rate, Tough drops to 50% and Weave is 19%.
    The problem with looking at the power in a boolean manner (taken or not taken) as a gauge of it's effectiveness isn't really all that accurate, especially when you're analyzing builds thrown together across a very long period of time and through very different slotting mentalities. IO builds have very different power selection demands and recommendations than SO builds.

    Weave and Resilience are great examples of this. Weave is pretty much useless on an SO build because you don't have enough sources of +def in an SO build to make the few points of defense in Weave viable (re: it's pretty much pointless to aim for +def if you're not going to have at least 20%). In an IO build, it's pretty much required because it's an LotG slot as well as a great source of +def, which is one of the primary goals of a decent */regen IO build. Resilience has no real point of being in an SO build (except for the potential 49 power pick) or an IO build, and in neither case is it slotted heavily.

    Concerning other parts of your analysis, MoG used to be an atrocious power that no one in their right minds would even think of taking but now it's so good you'd be an idiot not to take it. When you're comparing builds that were designed when MoG was a completely different power than it was now with builds that are looking at it as it is now, you're going to get highly inaccurate information (such as your "Debated, but 75%"; it's not debated at all nowadays: you have it, you're not 38 yet, or you're a complete and utter idiot). For FA, it's not so much that "Everyone takes now". It's more a matter that everyone takes either FA or Tactics, whichever fits into their build.

    Your best bet is to simply look at the most recent builds and build recommendations because things have changed a lot from those older builds.
  5. Umbral

    dm/sd

    Quote:
    Originally Posted by dume View Post
    Hi all,

    I got a quick question - on a DM/SD scrapper that in the end will be geared towards AV soloing etc, what would be skippable powerS?
    Are Grant Cover and Phalanx fighting worth it? I will be both teaming and soloing on him though.
    And is Shadow Maul skippable?
    Shadow Punch is skippable once you get the recharge required to run the MG>Smite>Siphon>Smite attack string (which you should be aiming for).

    Shadow Maul is skippable, but you're probably going to miss it because it's 90% of your AoE capability (which just goes to show you how bad DM is at AoE).

    Touch of Fear should both be completely skippable since it kills your all important DPS and -tohit won't do you any good when you're already softcapped. The same goes for Confront. It sucks. Your taunt is your crazy high DPS.

    For Shield, I believe the only real skippable power is OwtS. Grant Cover provides a good bit of your DDR as well as some recharge debuff resistance.
  6. Quote:
    Originally Posted by KingSnake View Post
    Question. Since i'm here. My Elec/Elec/Elec is lvl 30 as i mentioned. I didn't plan on slotting short circuit for end mods. I figured, a fullslotted powersink, followed by a regular short circuit was able to sapp a group? Is that not true? My SC be slotted for end mod to full sapp a mob, and if so, how much?
    They've both got a base end drain of 35, so slotting one or the other to 95% and leaving the other alone will net you 103.25 points of endurance drain. That'll work against even level enemies, but, as soon as you start fighting higher level enemies, the Purple Patch is going to reduce the effectiveness of your drains. In order to drain a +1, you need to drain the equivalent of 112 endurance. A +2 will require 125, a +3 154, and a +4 will require 209. Slotting them both for End Drain (re: 136.5 end drain) will allow you to drain up to +2s get +3s really close. Of course, close to out of endurance doesn't count for crap for enemies because all of their powers cost next to nothing.
  7. Quote:
    Originally Posted by Possible View Post
    Couldn't have said it better.
    Fixed that for you.
  8. Quote:
    Originally Posted by TrancEnding View Post
    I had an idea to have some sort of power indicator in your team window that a teammate is mezzed that catches your eye that he/she is mezzed (held, immo'd, stunned, etc). For example, a player gets held and his name in the team window blinks/fades/changes a different color like it turns black when a teammate is downed.
    I don't think it would be impossible for the devs to have the team member entry fade to red when mez'd (in the same way that dead teammates fade to grey), though, it might actually be more useful to be able to control the fade yourself. Allow a group of settings (under chat or window settings most likely) that allows you to control the color that teammates fade to for various status effects (low health, held, immob, etc) or if they fade to that color at all.
  9. Quote:
    Originally Posted by Fantomas View Post
    I'm not sure what I'm doing wrong of if I just have the worst luck in the history of this game but in almost 2 years of playing, I've only received 3 purple drops...and I've done plenty of TF's and other crazy stuff. 2 of the 3 were on the same day...crazy.

    If I'm running solo, where would I have the best chance of getting any worthwhile drops?
    The secret to getting drops in CoX is quite simple: the law of large numbers. Kill enough enemies and even the RNG can't screw you over. Personally, I've found that +2/x6 generates the best inf/min for my DM/Regen (though I generally only do mishes for inf when the Cim wall is saturated with idiot Brutes that refuse to share and begin spawnstealing), though it may be completely different for you. All you really need to do is find an enemy group you enjoy fighting and a difficulty setting that lets you kill lots of stuff without slowing you down too much.
  10. Quote:
    Originally Posted by Postagulous View Post
    Note: I just noticed that Umbral's data is totally screwed as to what level he took stuff at, unless he got in line for picking at level two around 10 times.
    Here's the build so that you can fix your numbers. I have no clue what went wrong with your information collection for mine, but it looks like it screwed up everything for the teens and twenties. Of course, once again, this isn't the I16 version, which would be ditching Fitness for Leadership and Physical Perfection.

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    Quote:
    Any critique would be gladly accepted, as long as you don't call me a moron.
    But... but... Why can't I call you a moron if it looks like you are one? That's not fair!

    Quote:
    01 => Fast Healing
    01 => Strike
    02 => Slash
    04 => Reconstruction
    06 => Quick Recovery
    08 => Hasten
    10 => Dull Pain
    12 => Combat Jumping
    14 => Super Jump
    16 => Integration
    18 => Focus
    20 => Follow Up
    22 => Swift
    24 => Health
    26 => Stamina
    28 => Instant Healing
    30 => Eviscerate
    32 => Shockwave
    35 => Resilience
    38 => Moment of Glory
    41 => Focused Accuracy
    To me, it looks like you took Fitness too early (you've got barely any endurance costs so QR is gonna run you fine), and you didn't take Fighting. Otherwise it looks fine, though I'd probably delay Resilience until later as well. Like, level 49 later. Resilience sucks.
  11. Quote:
    Originally Posted by DMystic View Post
    7. Field Stability(basically power boost but not permable I'm thinking 2 minute recharge,30 second duration assuming powerboost still works on defense)
    Actually, I think that would be an interesting passive power. Make it be power boost type effect but only for +def, so it increases the power of all of your defense boosting powers. Like defensive Quickness.

    Of course, if that's not really Castle's preference, it could simply check for each of the other toggles and provide a defense boost to the defense type of that specific toggle. Re: If Deflection Shield is active, 5% +def(s/l); If Insulation Shield is active, 5% +def(f/c); If Absorption Shield is active, 5% +def(e/n); If Dispersion Bubble is active, 2.5% +def(all)
  12. Quote:
    Originally Posted by Bill Z Bubba View Post
    I'll remain curious until you find out as well, Werner. My thoughts on the topic mimic yours.
    I would be more than willing to put my money on the intermittent delay being thanks to lag. We're talking about pretty small increments of time with Arcanaville, so it's not that hard to assume that, especially with an extremely tight chain, if you had a tiny bit of lag getting the server to recognize that you're using an attack that you would generate some gaps in the chain.
  13. Quote:
    Originally Posted by Fantomas View Post
    I'm only missing about 3 pieces because they are all running around 30 million each and I just don't have that kind of inf. How the heck do you guys have so much cash?!?!?!? lol
    I sell pretty much everything I get on WW. I do lots of TFs and story arcs as I'm leveling new characters and then buy recipe rolls in bulk. The most important thing is that I don't spend much money. I got all but a couple of the purples I needed by earning them (generally by spending any waiting time for TF/teams on the Cimeroran wall). I earned all of my LotGs and Numina procs.

    Of course, I'm weird. I'm one of the few billionaires I've found that isn't an "evil marketeer" or crazy hardcore farmer. I just have a frugal playstyle that allows me to generate money at a steady, impressive rate.
  14. Quote:
    Originally Posted by BBQ_Pork View Post
    *scratches head*
    Let's see what I can come up with on short notice.

    Personal Force Field: A Brute/Tank Defensive Powerset.
    1) Deflection Shield. Toggle. Self+Def (Smash/Lethal/Melee). +Res(Toxic, Slows, Def DeBuff) Animation: Same as Defender version, but bubble is around you.
    2) Insulation Shield. Toggle. Self +Def (Fire, Cold, Ranged) +Res (EndDrain, Sleep, DefDeBuff)
    3) Force Pulse. Click. PBAoE KB. Minor Smashing damage, possible stun.
    4) Dispersion Bubble. Toggle. PBAoE, Team +Def (All), +Res (Hold, Immob, Disorient, Knockback)
    5) Protective Shield. Toggle. Self +Def (Energy, Negative, AoE), +Res(Teleport, DefDeBuff)
    6) White noise generation. Toggle. PBAoE Taunt, -ToHit. By creating irregularities in your energy field, you make white noise.

    7) Dampening Field. Auto. +Res (Smashing, Lethal)

    8) Conserve Power. Click. (If a PPP/APP with Conserve Power is taken, this power cannot be taken twice. This just allows it to be taken earlier.)


    9) Personal Force Field. Toggle. Self+Def(All), +Res(All)

    I skipped putting in a self-heal, but so did /SR and it's a good set. You should be able to get off Aid Self or convert and pop green inspires.
    Having a defense set that works across both positions and types hasn't occurred yet and I doubt Castle would allow it. Most likely, it would be pure typed for the simple reason that positional is generally the dodge defense whereas typed is generally the deflection defense.

    Since it would only need to provide safety to himself (it's a Defense set, not a Support set), I'd probably see it more like this:

    1. Deflection Shield: toggle, .18 end/sec, 15% +def(s/l), +res(def debuff, tox)
    2. Insulation Shield: toggle, .18 end/sec, 15% +def(f/c), +res(def debuff, slows)
    3. Absorption Shield: toggle, .18 end/sec, 15% +def(e/n), +res(def debuff, end drain)
    4. Dispersion Bubble: toggle, .21 end/sec, 15% +def(all) to allies only, +prot(hold, sleep, stun, immob, repel, knockback, knockup) only to self
    5. Pulse Field: toggle, 2 sec cycle, .15 scalar smashing damage, 10% chance for mag 4 knock up
    6. Guard: click, 60 second recharge, 8.75 sec duration, .67 sec animation time (.924 sec Arcanatime), 20% +def(all), 20% +res(all)
    7.
    8.
    9.

    The problem with making a Personal Force Field set is that we're basing it off a set that only has 3-4 powers that would really fit as a conversion to a defense set. FF is based around gobs of knockback and repel effects, which doesn't really work in a Defense based set. The most you could bring over without making the power outright useless (re: Force Bubble for a melee character?) would be Insulation Shield, Deflection Shield, Dispersion Bubble, and Repulsion Bomb. Of course, in order to prevent loading to much of the effectiveness of the power set into the 2 primary shields, I'd probably split them. Either way, you'd still have to invent a number of powers (specifically, passives and click powers that would make sense).
  15. Quote:
    Originally Posted by Jerrofla View Post
    why would you have no build up? that's bloody crazy dude! :P
    100% damage buff every 30 seconds and some tohit is definately not something i would pass up.
    It's probably because, even on the toons of mine that have BU, I don't really bother using it all that often. 1.32 sec animation with 30.5 sec recharge is a 31.82 second cycle. So that's 4% consumption of animation time to provide an average 31.4% +dam. Assuming ~200 DPS baseline with 100% existing +dam, BU would increase the DPS to ~211.5. That's roughly a 5% improvement. Decent, but not really necessary.

    Of course, if you really want to use it, the simple method is to take the build I provided, drop Resilience, take BU, give BU the single rech IO, steal a slot from either SJ or Maneuvers, and give it to Tough to provide a place for the Steadfast 3% +def.
  16. Quote:
    Originally Posted by Werner View Post
    Well, according to City of Data. Stealth suppresses for 10 seconds when attacked, hit by foe, or clicking on glowie. That includes the stealth radius, not just the defense. On the other hand, it also says that all but 35 feet of the stealth radius of Cloak of Darkness suppresses too, and that last 35 feet suppresses when clicking on a glowie. That doesn't quite match my understanding, but I could certainly be wrong.
    I guess it could suppress some of the radius without suppressing all of it, causing you to draw aggro from nearby enemies without drawing it from those further away. That actually jives with my play experience, so that's probably the explanation I'mma stick with.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    The loss of 12% global damage buff (that's all that's in the build as posted) reduces the DPS on paper from 203.1 to 195.6. Of course we're only talking about 3% here with makos vs crushing, but the loss of the hitpoints is something I'd rather avoid.
    Wow. I honestly thought you had gotten more than that, though I guess that's because you were specifically aiming for +dam bonuses I generally ignored (like the Perf Shifter 5 piece). The other big thing is that you also aimed for a lot more of the accuracy set bonuses than I tend to. 95% chance to hit on +4s is all I really need.
  18. Quote:
    Originally Posted by Werner View Post
    Sweet! Saved.
    If you wanna get super technical, it's actually this data chunk that is saved on my hard drive. It's one of the variants that I mentioned to the posted one. No Build Up, but it takes Tactics and CP. It's still close enough that none of the changes I made were large scale enough to actually qualify as a completely different build, at least in my opinion.

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  19. Quote:
    Originally Posted by DaveMebs View Post
    I think someone mentioned this before, but if you need a bit more recharge you can use crushing impacts instead of mako's bite. Crushing impact would net you a 7% accuracy bonus and 5% recharge but you would lose 5 HP and the 3% dmg buff (I assume that's why you have mako's bite in there?)
    It's actually a loss of 20 hit points because the build already has 5 of the 15.1 hp set bonuses. Even so, I'm curious as well why Billz stuck with 5 piece Mako's rather than 5 piece Crushing Impact. Of course, Billz doesn't build even remotely similar to how I do (apparently he actually thinks the +dam set bonuses are worthwhile), so I chock up most of the differences to preference. I've still yet to get my Claws/SR build modified to I16 standard.
  20. Quote:
    Originally Posted by LordSquigie View Post
    Hoarfrost in Ice Armor provides a layer of frost that mechanically acts as increased hp, so it is not too much of a stretch to have a force field power that works similarly.
    Hoarfrost is supposed to be a layer of ice right up against oneself that is, in roleplay sense, broken through as you get hit (as opposed to being used to deflect blows). It doesn't make much sense for a forcefield (which, according to game lore/mechanics are semipermanent effects that can be broken through without deleteriously affecting the field) to provide the same additional buffer as the ice would. Even so, it doesn't really address the issue that the proposed set is a very lightly tweaked version of Shield Defense.
  21. Quote:
    Originally Posted by Werner View Post
    Only skimmed the thread. Playing now, and I haven't updated Werner's defense-first build since I12, so I'm slowly drifting out of touch with the state of the art. Umbral made a recharge/defense build for ValBlademaster that kicked my old build's buttocks. So I'll leave you in his capable hands.
    The one I posted here is the I16 update for that very same build.
  22. Quote:
    Originally Posted by Werner View Post
    My two mains have the stealth IO in the veteran/beta sprint. So I can still sprint at full speed if for some reason I want to sprint, or swap over to the veteran/beta sprint when I want to be stealthy. And since it lasts for two minutes, you don't need to leave it on. You can just click it twice for two minutes of stealth. Anyway, if I didn't have the veteran/beta sprints, I'd put it in Sprint directly.

    On a Blaster of mine, I do have it in Combat Jumping. Combined with Cloaking Device, I have true full time invisibility. At least until I attack.

    I'm pretty sure that Stealth, the stealth IOs, and Super Running all suppress in combat.

    That's one of the many great things about Dark Armor. True invisibility, and it doesn't suppress. Not only can you walk right up to the spawn, but if you attack, there's a good chance that half the spawn won't even notice.
    Afaik, no Stealth effects suppress. You will still remain under the radar for nearby enemy groups even if you're beating up their friends 10' away. Some of the secondary benefits of Stealth powers (re: half of the +def from Stealth) suppress, but I don't believe the actual Stealth effect ever suppresses. Don't take this as canon though. I've never much cared about stealth and the only combat stealth I've ever had a boatload of experience with is Cloak of Darkness.
  23. Quote:
    Originally Posted by Werner View Post
    Bill, you're miscalculating 10 second suppression thing. Let's say you have the ultimate buzzsaw, an million attacks all taking a millionth of a second, all with the proc. You would have as close to 100% chance of triggering the proc immediately as makes no difference. So you'd immediately get the 100% buff for 5.25 seconds, then you'd be suppressed for another 4.75 seconds. In other words, you'd get an average buff of 52.5%. THAT'S your limit, not 2.625%.

    That's not the same thing as giving you the actual calculation, but it looks like Umbral gave the outline of it. I'm personally going to go play now. I have an accolade to grab on Alexei, maybe a respec. Maybe math later, or tomorrow.
    Here be yon formula: ((1 - .95^(chances in 10 secs)) * (5.25 / 10))
  24. Quote:
    Originally Posted by Elegost View Post
    I didn't really care to have DP at perma, simply because I could still use it as a heal, as well as a +hp. This is also why I went for +hp sets (this time around) because of that fact. I know getting those sets are worthless if you're gonna be at hp cap anyway, and if I went that route, I'd switch them out.
    Even if you wait 30 seconds after it's recharged to use Dull Pain you will still be at the hp cap 80% of the time. There isn't any optimized reason to get +hp when you're going to be at the cap for a vast majority of the time. Those +hp set bonuses aren't doing anything for you whenever Dull Pain is up and, even if you delay it to get some use out of the heal, it should still be up more often than not rendering those +hp bonuses useless for that period of time.

    Quote:
    I was uncomfortable with the way Tactics looked anyway. And I hadn't considered the BotZ in CJ coming from tough. That I will do for sure.
    I frankenslotted the clicks to get roughly the same enhancement values out of them while getting regen bonuses as well. DP doesn't need anymore health% than what it's at in mine.
    By going with your frankenslotting, you were gaining 12% regeneration at the cost of 5% +rech. Considering how much regen and self healing */regen already has at its disposal as well as the larger contribution of the self healing powers, the +rech is going to be more powerful than the pittance of regeneration (1.2 hp/sec when you're at hp cap). Getting +regen on a */regen is pretty much pointless since it's only going to be a drop in the bucket. 1.2 hp/sec when you're capable of easily maintaining more than 100 hp/sec (without using IH) is a drop.

    Quote:
    I fiddled with them for a while but this way was the best I came up with at the time.
    I assumed that the uniques enhanced the global value, not the power value, so the best slotting would be to slot in places that wouldn't hinder the actual enhancement value in the power itself. Am I wrong in this? Or is it just my method that's borked?
    The uniques grant a global bonus, you are correct in that. However, the values of those global bonuses are subject to the enhancement of the power that they are slotted in. Placing the procs where I did maximized the effectiveness of those procs because they were in powers that had the enhancement values that were needed for those procs.

    Quote:
    I don't really know how to say this... I don't really care that it's not *my* build. It's more that I'm trying to use your ideas to get mine to work. One thing I do not do is make garbage assumptions about anyone's actions. Obviously you know what you're talking about, I'd be stupid to think you threw things around senselessly just to get me to shut up and go away. Just because I don't understand the mechanics doesn't mean that I'm ignorant to the fact that others do.
    Which is why you busted up and functionally downgraded the build I gave you? It managed better damage, better survivability, better endurance sustainability, and all of those comparisons are obvious side-by-side.
  25. Quote:
    Originally Posted by beyeajus74018 View Post
    But then there's melt armor........we all know how fun that is.
    [Blaze Mastery.Melt Armor], thanks to the APP changes and crappy Scrapper AT mods, is a horrible power. The -res isn't even worth the animation time and definitely isn't worth the god-awful endurance cost. If you're aiming for Blaze Mastery, you should just accept that Castle made Melt Armor suck and stick with Char, Fire Blast, and Fireball.