Warkupo

Legend
  • Posts

    1190
  • Joined

  1. "The game is too hard, make it easier!"

    "Woah, what the hell, the game is totally too easy now, make it harder!"

    And then you wonder why the devs aren't listening to you anymore.
  2. " I personally enjoy the short length of the bubbles, as remembering to keep up the buff cycle is an exciting aspect of the game for me. Changing this would remove that aspect for me, and result in a far less engaging play experience."


    Lovingly Yours,
    -Devil's Advocate
  3. Quote:
    Originally Posted by ROBOKiTTY View Post
    To me, that would indicate there's something wrong with the encounter itself.
    I'm pretty sure he was implying that. It's hard for the devs to see what needs fixing while the "I Win" button is still screwing up the results.
  4. I have no idea. Has it only happened once?

    (also this is probably more technical issues & bugs appropriate)
  5. Puakai - An Ill/Storm. She is a water nymph who uses free hydrogen molecules in the air to create illusions (smoke, reflections, mirages), and can manipulate the weather to create... Storms. Because her body is composed of nearly 99% water, she is also able to manipulate her physical structure to a small degree to turn invisible, or become slightly vaporous in order to increase her maximum height when jumping (unfortunately such a feat often causes her to quickly re-solidify and come back to earth at some point) ((it's super jump)).

    Mostly I recolored her powers to variable shades of blue. I like tornado in particular, because the right shades can make it look like a small hurricane. With GR she might need to go mentally insane for a bit so she can hang out with Captain Mako for his awesome shark abilitieis~


    Si'Lentra- She was my token Dark/Light Magic character, and has gone through several reiterations. She started off as an Empathy/Dark Defender when I began playing the game, seeming the obvious choice. Unfortunately, I didn't like how Empathy played at the time, or rather, what the general team decided I should be playing like and re-rolled her as a Kin/Dark. That had it's own problems as the cone nature of Dark Blast didn't want to play nicely with the up close nature of Kinetics. I'd often be running all over the place and accomplishing nothing. With GR she is now a Fire/Kin Corruptor, with her fire attacks painted purple/blue to look "Dark", and her Kin attacks colored all sorts of different ways. Unfortunately the original hero-counterpart had to die an agonizing death~


    Kulanu - My first character, a BS/Regen, who was supposed to be the "Divine Warrior" type character (without the lame, holier than thou, personality, of course). Well Shield didn't exist back then, so he took Regen to simulate using "Light" magic to heal himself. Being able to paint it a light blue was far more preferable to the garish GREEN color he had been sporting for so long, and also the first thing I did when Power Customization was released.


    Zx'Ark - Some Dark Evil entity that feeds on the negative emotions of it's host to gain control over it and then THE WORLD. Naturally he was a Dark Melee/Willpower brute, but he didn't really scream EVIL with the happy ****-yellow glow of Willpower. Recoloring WillPower various shades of Dark Blue, Dark Purple, and OFF helped make him look more threatening and less... Toilet-y.
  6. I never have problems on Freedom; I'm pretty sure it's all on your end.
  7. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Yes, let the partying begin, not that there's anything worth partying about what with this pack being a steaming brown pile left behind from a bad pet that the devs decided to step in without looking.

    Hey, Marketing team! Get your heads out of your ***** and listen up! Another pack like this and you can kiss any non-subscription purchases goodbye in the future. I prepurchased GR the day it was available, KNOWING that I was screwing myself out of a free month by not waiting for the complete collection. I purchased the Complete Collection item pack just to snag what I missed by not waiting...except for that free month. I bought the Mutant pack simply because I had bought everything else that you had put out and didn't think there was good reason to deny myself extra costumes.

    I will not be purchasing this lackluster piece of complete excrement. Yes I use emotes to kill time, no, I see no purpose to buying emotes at a dollar apiece. No costume pieces = no money from me. Heck, I get decent use out of the wedding pack and that was bought purely for the costumes.

    And to marketing: Don't get cute and throw up all over yourselves in excitement thinking that you can goad people like me into buying a pack for ONE costume piece. The wolf tail did not sway my purchase of the mutant pack, and I wouldn't spend a cent on a 'costume accessory' pack to this so-called 'party' pack since that pack would be tarnished by association and even moreso by being sold SEPARATELY.
    I like to think you're this fanatical when you see an object you don't want in the grocery store. In fact, I'm pretty sure I've run across you at least TWICE in Wal*Mart. This goes for everyone else as well; It's a product. If you don't want it, just dont' buy it. Acting like the mustard offended you because it's being sold and GOSH DARNIT I DON'T LIKE MUSTARD just makes you all look... Incredibly silly.

    I probably won't be buying this pack. I'm not an emote kind of guy~
  8. I don't have SB in my Kins anymore. It felt nagging to have to constantly re-apply it and I just wasn't able to enjoy a Kin until I got rid of it. I won't knock the power beyond that; it's very potent in the early/mid levels. However, once you have Transference and Fulcrum shift things are going to be dying so quickly it hardly matters whether or not they have some recharge on them as well. Like tossing a cigarette into a forest fire.

    If you decide not to take SB do yourself a favor, and make it KNOWN that you don't have it before you join a team. The occasional player is looking for someone with SB specifically, and they go a tad insane if they invite you and realize you don't have it.
  9. Quote:
    Originally Posted by Quinch View Post
    Like almost every single ambush does in CoH? {also, point addressed in the OP}. Also, an ambush by definition lies in wait for the target to come to it, instead of pursuing.
    Your post confuses me. To me, you just said "All ambushes announce themselves" and then said "Ambushes don't announce themselves." immediately afterward.
  10. Quote:
    Originally Posted by Aquila_NA View Post
    You can add 20% Defense to team mates while they are within a 15 ft radius of you.
    You can provide 17% Defense Debuff and Recharge Debuff. No resistance to damage.
    You CAN debuff enemy tohit by 17% with Darkest Night and their Damage by 31% when combining Darkest Night and Against All Odds.
    Some MIGHT consider those to be increasing the team's Defense and Resistance but as Grant Cover has a very small radius its less effective than the numbers imply. Darkest Night also requires a living anchor, which we all know will NEVER be the first enemy to fall... right...

    I'm not saying that you don't contribute greatly to the team's survivability, just not in the way that you want to make it sound.
    Oh? I didn't know you were so intimately involved in my motives, how do you think I wish to make it sound? Don't assume I've said things I haven't. That pisses me off more than you will ever know.

    The "resistance" isn't coming from Grant Cover, it is coming from Darkest Night in the form of a damage debuff against the enemy. Darkest Night's radius is huge, and if you'd ever used an anchor type power before you'd understand how best to utilize it. Yes, they rarely last until the last enemy; You also don't need them to last until the final enemy to make them effective.

    Also your numbers are totally off. Like, everywhere. It's as though you just decided to round wherever the hell you felt like, to whatever value you wanted. As though you were just pulling numbers out of your ***.
  11. Quote:
    Originally Posted by Lord_Thanatos View Post
    That last statement is what i don't get about all of this arguing, we have people saying that the extra powers aren't going to do anything because we don't have slots for them and then we have people saying that those 3 powers without slots are going to completely unbalance the game with more power creep.
    The second party understands the mechanics of the game better. There are numerous powers which are very useful additions with only one-two slots, particularly powers which do not increase in very large intervals with additional slotting. Keep in mind that these powers are no longer at the sacrifice of anything else, and this is undeniably a case of power creep.

    For Example:

    The third slot of a power is not nearly as powerful as the first two

    A Brute with Tough at variable IO's of Resistance;

    Tough: 11.3% Resistance with no slots.
    14.1% Resistance with 1 Slot; A 2.8% Increase
    16.8% Resistance with 2 Slots; A 2.7% Increase
    17.8% Resistance with 3 Slots; A 1% Increase

    If I had, for example, a Willpower Brute who was sitting at 32% S/L Resistance before this change, and I take Tough after, I will now have 46.1% S/L Resistance with just the base slot in Tough... And that's it. My survivability simply goes up, and the only thing I'm losing in this change is the endurance it costs to run the new toggle.
  12. Quote:
    Originally Posted by Aquila_NA View Post
    Not for the team, you can't.
    Yes for the team, you can.

    Would you care to elaborate why you think otherwise, or shall I just ignore your odd comment?
  13. I want to give SS/Shield Brute/Tank a special mention. Foot Stomp and Shield Charge should give you good AOE options while simultaneously keeping enemies on their butt and away from your team mates. Rage will allow you to tear through enemies very quickly, mitigating even more damage from your team.

    I really like the "Defender" potential that Shield has. With Grant Cover, Maneuvers, and the Epic Power Darkest Night from the Soul Mastery Pool you can grant your team a total "Defense" of 33.61%, and "Resistance" of 21%.

    That's really more of an endgame thing though, considering the earliest you can get Darkest Night is lv44, so maybe it's not what you're looking for. You also have to go evil for a bit if you are Tanker.
  14. I'll pick the Axe for thematic reasons, but I prefer Sands of Mu for superior and more exotic damage and AOE capability. Both of them usually get replaced for my actual powers anyway, so I'm not too picky about choosing them.

    The wands, however, get a lot of use on most of my characters. I like having the ranged attacks on my melee characters, and my Controllers get a lot of milage out of them since their attack chains don't usually fill out until very late.

    Heck, Ghost Slaying Axe, Blackwand, and Sands of Mu is the primary attack chain of my Necro/Dark. After taking Tactics and slotting some Acc IO Bonuses it was actually pretty reliable.
  15. Quote:
    Originally Posted by Nicetry View Post
    You are of course free to believe whatever you like, but I've solo'd just shy of 100 AV's (92 irrc) and every GM (thx to AE) with my fire/traps corruptor. AV's and GM's are the ideal scenario for scourge to be fully maximized. My recorded scourge rates over those many many battles always fell well below 30%.

    The exact figure was largely irrelevant to me because I had made the discovery at the same time that traps was negatively bugged to the point the toon would never reach the performance marks I had established for it, so I don't recall exactly. I also don't have the logs anymore that I examined. However, over those many fights I don't recall it exceeding 23%, and I'd be much more inclined to say it was closer to 20%. It also tends to drop off dramatically as foe class goes down. Even most bosses (which often get lumped in with AV's for a high scourge rate) are actually much lower because you typically 'burst' them down quite close to death with your short duration damage buffs such as aim/soul drain. I'm sure if all you fought were bosses to average out your damage buffs they would fall more closely in with AV's though.

    Anyway, if you want to assign 30% as the value that is fine, it just isn't based off of what actually happens in the game, so I'm not sure how representative you will find any calculations you make turning out to be. Even if you were specifically talking about an AV solo'ing spec, your figures are very generous ime and while player power potential is certainly high enough for many corr builds to breach that threshold, I don't think that is an acceptable baseline (not that you are necessarily suggesting it is, but discounting minions, or 95%+ of the foes we face doesn't inspire confidence).
    These numbers are not a "belief", they are derived from a rather simple mathematical equation. Basically, 2.5% Critical Hit Chance against an enemy for every 1% HP under 50% of it's total HP. At specific intervals of HP, your potential damage is going to increase.

    If you think the in-game calculation is wrong, I'm not going to pretend like I know for certain that it's not. A few posts ago I didn't even know what the in-game calculation *was*, and I still haven't actually gotten on to look for myself. It would hardly be the first time where something in game was not operating as it was supposed to be.

    I'm not just flat out assigning 30% either. I'm assigning 30% at 38% HP, because that is the only time the critical hit chance is 30%. If you had asked me what the Critical Hit Rate is at 49% HP, I would have told you 2.5%.

    I feel this method is more realistic than just flat out assigning an average Critical Hit Rate, because an average assumes that the numbers in question are relatively close in value. For example, the average of 1 and 100 is 50.5, but 50.5 is agreeably nowhere near either 1 or 100. Corruptor's Scourge is much the same in that it has widely variable proc rates depending on the weakened state of the enemy. If my enemy is at 10% HP, and I told myself "I have a 20% chance to critical!", then I'd be way off from what my Critical Hit Rate actually was at that time.

    These numbers are therefore relevant for all enemies, of all ranking. In the case of minions (and sometimes Lt's, depending on your powerset combo), the "problem" has always been that they have too little HP for the double damage that Scourge does to have any practical meaning, as they didn't need the extra damage to be defeated. That doesn't mean that a minion at 38% HP doesn't incur a 30% proc rate from Scourge, just that you didn't need Scourge to defeat that enemy.

    If I were to assign a baseline, it would be the very first chart in my second post, where both Corruptor and Defender w/Vigilance are about 1 point of damage away from another, simply because that chart has not been modified by any buffs that the AT's might be capable of performing from the powersets they have available to them. I certainly wouldn't place baseline performance at the numbers given for a Fully Saturated Fulcrum Shift for the same reason that I don't think you would derive baseline performance from what your Fire/Traps is capable of doing.
  16. Quote:
    Originally Posted by Rinanir View Post
    Warkupo, your numbers are way off.

    The 400% cap includes the 100% base damage a power does, so the maximum damage a defender can get a 65 damage attack to hit for is 260 and not 325.
    So 65 x 4 rather than 65 x 5?

    I had thought this as well, and by the time I got down there I was too dead from my cold too care about checking. I'll adjust the numbers in a bit.
  17. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, that's a little like saying that the Crit rate for Stalkers is 100%, because they can get a 100% Critical every time they Hide or Placate. It's how many attacks come between the Hide or Placate that reduces that rate.

    The point is the OVERALL chance of Scourge is going to be considerably lower than 30%. This chance lowers even further when you consider that, in order to have the maximum chance of Scourge, you must be within 10% of the foe being at 0 HP, and most Corruptor attacks will do more than 10% of a minion's HP. Thus, it is more likely the minion will die within 20-30% of 0 HP, when the chance of Scourge is at best around 50%. And that's at maximum, so the overall chance will only be around 16-20%.

    And of course as mentioned there are the blasts that do Scourge, but are so far over the foe's remaining HP that the damage is overkill. If the same shot would have killed the foe without Scourge, then the Scourge did not actually change anything.

    As mentioned previously in this post, an analysis of Scourge which was once posted on this board concluded the damage bonus was about +7% for a minion, to about +21% for Bosses and AVs.
    Not really. Stalkers are using an entirely different mechanic to determine critical hit. A Corruptor who has his enemy at 38% of it's Health is GOING to have a 30% critical hit rate. Assuming the in-game definition of Scourge is correct, that's simply how it is.

    I made a point to mention in my first post that Scourge is relatively useless against Minions for the reason that it does more damage than is needed to defeat them typically. Where these numbers are mostly concerned is against enemies with enough HP for the extra damage of Scourge to actually matter, which is good, because they're the enemies I would want to have extra damage against.

    I posted numbers for variable amounts of HP for this very reason; so that someone reading the chart could determine when Scourge was most effective in relation to the enemy they are fighting. It's far more accurate than just stating a 7% increase against minions and a 21% increase for Bosses or AV's.
  18. So long as all you're doing is updating a costume piece with higher resolution textures, then I'm all for option 1.

    At the same time, I'd like you to keep a "legacy" option as well, probably under an alternative tab when you select the costume piece. Not because I'd ever use it, but because there are quite a number of people who apparently would.

    *Edit* And keep the non-animated tails. A lot of us just have them as a part of our costume, assumed to be made out of plastic to look "cute" or what have you, rather than having an actual biological extensions of our spine.
  19. Quote:
    Originally Posted by Nicetry View Post
    good luck getting scourge to proc 30% of the time. You'll actually want to cut that number in half for reasonable calculations... and even that is being fairly generous.
    30% Proc Rate for Scourge is achievable when the enemy is at 38% of their HP, according to the In-Game definition of how Scourge operates. I don't see that as horribly unachievable. In fact, you should pass by that number for every enemy you fight assuming you want to win the battle.
  20. Warkupo

    Rage vs Tactics

    Quote:
    Originally Posted by HelinCarnate View Post
    If you take tactics and put in 3 IOs of end redux you end up with about .2 eps. This is equal to 48 end over the 240 seconds you would have rage up. Rage costs 25 end when it drops. Ill take the less overall cost vs higher cost, even if it means I have to pay that cost in one big chunk.

    Now even with a perma double stacked rage your end use is about the same in most cases. So in addition to the same end cost over time, you end up with a constant +160% damage, I think Ill go with rage.
    Expanding on this, with the Rage Building up your damage, you WILL finish off the enemy faster, which means you've used less powers to defeat him, and thus even LESS endurance than if you just had Tactics.

    No, I don't know anyone who picks Tactics over Rage.
  21. Quote:
    Originally Posted by Elaith View Post
    One other thing to consdier, slotting will typically dilute the effects of vigilance. Damage buffs don't multiply off eachother (to multiply damage buffs you need resistance debuffs) and that 30% boost from vigilance is going to apply to base damage. By time an attack is slotted with SOs you have (rounding to a nice round number) about 100% in damage buff from your enhancements to that attack. Assuming this boost you have:

    Defenders: 65*2.3 (1.0 base + 1.0 SOs + .3 vigilance) = 149.5
    Corruptors: 75*2 = 150

    Or, almost exactly the same base solo damage. At this point it pretty much becomes a race between the defender's higher buff/debuff numbers and the corruptor's scourge to see who takes the top damage spot. While it is, to the best of my knowledge, flat out impossible for a solo character to -res cap an enemy this is probably the best way for defenders to pull ahead of corruptor damage. Damage buffs favor the defender too but there is a significant "risk" in the damage race that a kineticist (the only set with appreciable self +dam) defender will hit their damage cap (with SOs and Vigilance covering 130% it's not too hard to FS your way there) at which point they stop gaining from damage buffs while a corruptor still has another 100% to go. Like was mentioned earlier, a corruptor at their damage cap wins, period. At damage cap the def deals 325 damage while the corruptor deals 450. At that point even if they have sonic blast as a secondary to try and make up the difference they would have to put out about a -130% debuff to overcome the corruptors damage (assuming the corruptor is also using the same debuff chain) and quite frankly I doubt thats possible for a solo defender.
    You make a good point about SO's. It figures that I mess up something apparently obvious after doing all of that tedious calculation.

    I don't see it changing the numbers very significantly, however, at least before Fulcrum Shift/Sonic Blast craziness gets involved. I considered 75 vs 78 to be pretty close already to the point that the difference should have been fairly negligible in actual game play. Obviously Corruptor will be ahead a little quicker than before.

    I'm too sick to move anyway though, so let's play with math.

    Using your values, a slotted Corruptor vs a slotted Defender /w Vigilance should look like this:


    100-51% HP; Corruptor: 150 Damage; Defender: 149.5 Damage

    50% HP; Corr: 165; Def: 149.5
    40% HP; Corr: 198.75; Def:149.5
    30% HP; Corr: 233.25; Def: 149.5
    20% HP; Corr: 266.25; Def: 149.5
    10% HP; Corr: 300; Def: 149.5

    Quote:
    Originally Posted by m3lon
    If you're going calculate with Fulcrum Shift at the target cap, you should also include the buff that's targeted around the caster, which is another +40 and +50 dam for Corrs and Defs respectively. It's also misleading to leave out damage slotting, because what type of maniac wouldn't slot their hypothetical attack for damage. That's another +95 dam for each.

    Also according to in game numbers scourge is "2.5% chance for every percentage health below 50%" which isn't the same as what you used in your calculations.
    I wasn't aware Fulcrum Shift did that. When I looked at Mids, I found it odd that the dambuff it listed for Fulcrum Shift and the actual change to the damage of a power weren't matching up. I incorrectly assumed it was a case where Mids was wrong about the calculation of something, which is USUALLY where I get burned when trying to calculate things.

    Adding in the 0.5 for Defenders and 0.4 for Corruptors seems to align with what Mids is saying, and checking Red Tomax confirms that Fulcrum Shift does indeed grant a +50/40% Damage buff to each AT.

    Looking in the Effects tab in Mids, I see that the power does indeed grant a 50/40% increase. Stupid mistakes all around~

    I did mention in my calculations that I could only find information for two data points, those being the 10% Critical Hit Chance at 50% HP, and the 100% Critical Hit Chance at 10% HP. I plugged those in and attempted to make a Linear Graph with them, which is where I'm getting the formula of: y = -2.25x + 1.225, where X is the percentage of HP the enemy has left, and Y is the percent chance to do a critical hit. I'm aware it probably isn't the correct formula and stated as much.

    If the game is correct, however, that does make things radically different than what I was calculating out as the Corruptor's damage, most significantly because the Corruptor has to go to much lower HP values before he sees much benefit out of Scourge. 50% HP would be doing nothing, while 40% would grant a 25% Critical Hit rate instead of the 32.5% I was coming up with.

    So, by our powers combined, let's re-calculate friggin' everything.


    Unlike Eliath, I am not going to round the DamBuff values to 100%. Instead I am going to calculate 3 IO's of Damage Enhancements, which offers a DamBuff of 99.08% to both AT's. This is going to make for some messy decimals, so I will be rounding at the second decimal place. I will once again be using a Theoretical Attack which does 75 damage when used by a Corruptor, and 65 damage on a Defender. I will also be using the In-Game definition to determine Critical Hit values for Corruptor.

    75 * (1 + 0.9908) = 149.31 Damage for a Corruptor
    65 * (1 + 0.9908 + 0.3) = 148.90 Damage for a Defender WITH Vigilance
    65 * (1 + 0.9908) = 129.40 Damage for a Defender WITHOUT Vigilance

    100-50% HP; Corruptor: 149.31; Defender: 148.90
    49% HP; Corruptor: 153.04; Defender: 148.90
    40% HP; Corruptor: 186.64; Defender: 148.90
    30% HP; Corruptor: 223.97; Defender: 148.90
    20% HP; Corruptor: 261.29; Defender: 148.90
    10% HP; Corruptor: 298.62; Defender: 148.90


    Next we are going to calculate the average damage when the enemy is suffering from a -15% Resistance Buff for the Corruptor, and a -20% Resistance Buff for the Defender to simulate the differences between the Defenders higher buffing values. We will be using the values from the last chart and multiplying them by 1.15 and 1.20 respectively as this best simulates what hitting an enemy after you've buffed your values would represent.

    100-50% HP; Corruptor: 171.71; Defender: 178.68
    49% HP; Corruptor: 176.00; Defender: 178.68
    40% HP; Corruptor: 214.63; Defender: 178.68
    30% HP; Corruptor: 257.57; Defender: 178.68
    20% HP; Corruptor: 300.48; Defender: 178.68
    10% HP; Corruptor: 343.41; Defender: 178.68


    Now we are going to calculate Corruptor vs Defender while giving a 20% DamBuff to Corruptor, and a 25% DamBuff to Defender. Make a note that this ISN'T Fulcrum Shift, but rather Siphon Power. I wanted a way to demonstrate the effect very low amounts of DamBuff have on each AT, and now that I know Fulcrum Shift is giving a 60/75% DamBuff with just one enemy it no longer serves that purpose.

    100-50% HP; Corruptor: 164.31; Defender: 165.15
    49% HP; Corruptor: 168.42; Defender: 165.15
    40% HP; Corruptor: 205.39; Defender: 165.15
    30% HP; Corruptor: 246.47; Defender: 165.15
    20% HP; Corruptor: 287.54; Defender: 165.15
    10% HP; Corruptor: 328.62; Defender: 165.15


    Next we are going to calculate Fulcrum Shift against a single enemy. This is to determine the damage values each of the AT's can expect when trying to do something like solo a Boss or even an Arch Villain. Corruptors will gain a 60% Damage Buff, while Defenders will gain a 75% Damage Buff.

    100-50%; Corruptor: 194.31; Defender: 197.65
    49% HP; Corruptor: 199.17; Defender: 197.65
    40% HP; Corruptor: 242.89; Defender: 197.65
    30% HP; Corruptor: 291.47; Defender: 197.65
    20% HP; Corruptor: 340.04; Defender: 197.65
    10% HP; Corruptor: 388.62; Defender: 197.65


    Now we are going to Calculate Fulcrum Shift against THREE enemies. This is to determine the average performance that can be expected when soloing on Normal Difficulty. When Fulcrum Shift hits three targets this yeilds a 120% DamBuff for the Corruptor, and a 150% DamBuff for the Defender

    100-50%; Corruptor: 239.31; Defender: 246.40
    49% HP; Corruptor: 245.30; Defender: 246.40
    40% HP; Corruptor: 299.14; Defender: 246.40
    30% HP; Corruptor: 358.97; Defender: 246.40
    20% HP; Corruptor: 418.79; Defender: 246.40
    10% Hp; Corruptor: 478.62; Defender: 246.40


    To Finish off Fulcrum Shift, we're going to look at the DamBuff values when it is affecting ten targets, the maximum of which it is capable of affecting. Corruptors will gain a 240% DamBuff, and Defenders will gain a 300% DamBuff.... Except, now they've run into a bit of a snag.

    Unfortunately for Defenders, the limitation of total DamBuff they can have is 400%. With Fulcrum Shift increasing their damage by 300%, adding in their base 100% damage is going to put them at their Damage Cap. Their Damage Enhancements no longer matter, and neither does any benefit they might have been getting from Vigilance.

    If the Defender wasn't restricted by any Damage Cap it could have been doing:

    65 * (1 + 0.9908 + 0.3 + 3.25) = 360.152 Damage

    However, because of this cap, he's restricted too:

    65 * (4) = 260 Damage.

    That's about 100 Damage less than what the Defender could have potentially done if not for the damage cap, which if significant. On the other hand, a teaming Defender can take solace in the fact that the highly optimized soloist Defender isn't doing any more damage than they are.

    The Corruptor, on the other hand, is still sitting pretty under his 500% DamBuff limit. In fact, he's only at 439.08%, and he can still increase his damage by another 60.92% before reaches his limit. Powers such as Build Up, Aim, Power Siphon, and Assault are still perfectly viable for him, where as they would be somewhat wasted on a Defender when utilizing a fully saturated Fulcrum Shift.

    Because of the limitations placed on the Defender, he is not going to have nearly the same edge that he did when I first made these calculations. Let's see by how much.

    HP 100-50; Corruptor: 329.31; Defender: 260

    ... We don't really need to go on past here. I certainly don't need to do a phase chart. Simply put, once both AT's are slotting Damage Enhancements, (something they'd PROBABLY be doing) and utilizing a fully saturated Fulcrum Shift, Corruptor wins. Still, let's finish off this chart...

    HP 49%; Corruptor: 337.54; Defender: 260
    HP 40%; Corruptor: 411.64; Defender: 260
    HP 30%; Corruptor: 493.97; Defender: 260
    HP 20%; Corruptor: 576.29; Defender: 260
    HP 10%; Corruptor: 658.62; Defender: 260


    There's still ONE thing left we should do, and that is determine a Fully Saturated Fulcrum Shift Against Enemies Who Have their Resistances Debuffed From the Sonic Blast Pool. Again, assume a -15% DamBuff for the Corruptors' enemy, and a -20% DamBuff for the Defenders' enemy.

    HP 100-50; Corruptor: 378.71; Defender: 312
    HP 49%; Corruptor: 388.17; Defender: 312
    HP 40%; Corruptor: 473.39; Defender: 312
    HP 30%; Corruptor: 568.07; Defender: 312
    HP 20%; Corruptor: 662.73; Defender: 312
    HP 10%; Corruptor: 757.41; Defender: 312

    As per usual, Sonic Debuffs favor defender a bit more than they do Corruptor. If you began stacking the -Res from using, say, more than a single attack, Defender would continue to go up in damage. Let's assume both have stack their -Res powers by 4 times, and are using a fully saturated Fulcrum Shift. This means that the Corruptors enemy is suffering from a -60% DamBuff, and the Defenders' enemy is suffering a -80% DamBuff.

    HP 100-50; Corruptor: 526.90; Defender: 468
    HP 49%; Corruptor: 540.50; Defender: 468
    HP 40%; Corruptor: 658.62; Defender: 468
    HP 30%; Corruptor: 790.35; Defender: 468
    HP 20%; Corruptor: 922.06; Defender: 468
    HP 10%; Corruptor: 1053.80; Defender: 468
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    One should never keep all of one's eggs in a single basket.
    That's why you play WillPower.

    Defense? Regen? Resistance?
    !@#$ It, I'll just do everything.
  23. Quote:
    Originally Posted by Mischief_Manager View Post
    I wont be able to decide what I'm getting till i find out if its one of those inherents with no slots (ie:ninja run) or what effects the fitness powers will have, such as will they be just as they are now with no enhancements or will they be adjusted up to max enhancement value before diminishing returns, or somewhere in between?

    My guess is if they make them without slots they will adjust them upward in effect, and maybe have them pop up at a certain level....not sure if they will stagger it like I've heard some people suggest. Such as swift/hurdle at a certain level then health later then stamina later.

    If they do stagger it i hope they combine swift and hurdle because both of them together seem just as useful as either health or stamina on its own.



    just my 2inf

    -MM
    As I understood it from Castle, we will be getting all of the powers currently in the Fitness Pool available to us at level 1 or 2, and they will all be slot-able. This means that right from the get-go you will have Stamina.

    Source: http://boards.cityofheroes.com/showt...54#post3178754
  24. Depends upon the AT, but Tactics is pretty typical for most builds I make. A 10% damage buff isn't much, but having Tactics is basically the difference between hitting highly evasive enemies or not.

    Mostly though, I like Tactics for the Gaussin's Set, which is a good Defense boost on top of everything else Tactics does naturally.
  25. Quote:
    Originally Posted by catwhowalksbyhimself View Post
    Okay, hopefully someone actually helpful who actually reads what I am saying will replay this time.
    Yeah, being a **** to the only person who was helping you probably wasn't the smartest decision you've made today.

    I doubt you're going to resolve your issue anymore.

    Sucks to be you.