Warkupo

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  1. Well, you may have been scooped slightly, but this is still invaluable as a learning experience, as I imagine I'll want to do things like this in the future as well. Thank you for all the effort that went into posting this guide.
  2. *ahem*

    Scrapper, Stalker 2,200% at level 1
    3,000% at level 20+

    Brute, Tanker 2,100% at level 1
    2,500% at level 20+

    all others 2,000%


    Source: http://wiki.cohtitan.com/wiki/Limits...h_Regeneration

    On my WP/Brute, I am entirely capable of gaining a little over 1100% Regeneration on my own when abusing a fully saturated Rise to the Challenge. That means I only need 1400% more in order to reach the cap.

    An Empath giving you Regenerative Aura/Adrenaline Rush should be able to get you at the Regeneration Cap.
  3. I seem to be favoring Tough/Weave on most of my characters. Assault and Vengeance are also nice additions for characters that are using the Leadership pool (which is a lot of them.)

    Does anyone know how to add inherent powers to mids?
  4. The fact that you have to constantly elaborate upon your video should give you some idea of how poorly your video was constructed.

    You can't turn in a term paper and then, when assaulted by evil red pen markings, go to your professor and say "This is what I REALLY meant, I demand you re-evaluate my paper."

    CoH is in a stable state of survival because it isn't a typical MMO. Typical MMO fans run around like lunatics to whatever the next game featuring a half-naked elf is. That's why you see such games spike in numbers and then die off as they do.

    CoH is stable because it ISN'T offering something every MMO is going to give you. If you want CoH, you go to CoH. If you want WoW you go... Pretty much everywhere. I'll agree that the demand for more fantasy RPG's is big, and the allure of such a demand is a mighty temptress for new development, but if you truly want to SURVIVE, and do WELL at surviving, you need to fill a niche nothing else in the ecosystem is filling.
  5. Quote:
    Originally Posted by ShadowsBetween View Post
    As I said, I know almost nothing about the "defensive" powersets. Most of the characters I actually play are Controllers, Masterminds, and Dominators. I've tried looking through some of the guides, but quite a few of them are out of date, or only describe the defensive powers in relation to the melee powers. (IE, this power is redundant with Dark Melee, or power X and power Y work to cancel each other out, so don't take Y.)
    Basically, you gain some fury when an enemy attacks you. How you handle that attack, whether through dodging, or resisting a portion of the damage, doesn't really matter. So long as he attacks you, you get fury.

    The same is true for you as well. If you miss the enemy, you still build furry. If he resists some of the damage, you still build fury.


    Powers which slow the enemy, or hold the enemy, or turn the enemy from attacking you in anyway will HURT your fury generation in that the enemy can't attack you as easily anymore.
  6. I usually begin to enjoy my Scrapper once he has his mez protection sorted out, and then even more once he has his endurance issues sorted out. After that they just become exponentially more awesome every level.
  7. Even if you are capped for LoTG, there are still OTHER things you can do to increase your characters performance. Even if you still need to use the slots in Stamina, there are still plenty of powers that give decent benefit without much slotting.

    No matter how I look at it, this is a BUFF to everyone, and probably a slightly careless one at that. While I like it, in the way every child enjoys getting a giant lazer cannon for Christmas, I'm not sure I like how this effects certain builds.

    I'm reserving final judgment for when it's actually, you know, implemented.

    *EDIT*

    Just looking at my DP/WP Brute, I am now going to be able to slot Tough/Weave onto my character where as before I substituted those powers with Darkest Night, which was simply numerically superior against everything except AV's, where the To-Hit portion is lowered from a value of 16.5% to a little under 3% (the damage debuff is unaffected however.)

    With this change I will now always be at the soft-cap against AV's, and have quite a bit of defense OVER the soft-cap in every other encounter to deal with defense debuffs (And because a lot of my net "defense" is tied into To-Hit Debuffs, that means I'm even better at mitigating enemy DefDebuffs than normal). My S/L resistance will also go up from a value of 53% to about 70%. Add in RttC, High Pain Tolerance, and the ability to spam the Attack Vitals combo back to back, and I have gotten quite ridiculous indeed.

    My loss in doing all of this? I took two slots out of Health that where only there because I ran out of a good place to put slots. In other words, about 0.23 less health per second and a bit more endurance per second from the new toggles (-0.42 End/s, but that still leaves me with +2.2 End/s to go bat**** with, and my attacks don't cost much endurance with IO's anyway). I think I'll be able to live with that~
  8. When my little brother was about 2-3 he used to demand that my Step-Father play "Hutt"

    "Hutt" being the sound a male character makes when it jumps. Of course when we let him make a character my Step Father named it "Hutt".
  9. Quote:
    Originally Posted by PhroX View Post
    Good read, and pretty much confirms what I'd expected.

    One question though, do -res debuffs shift the numbers any? Of the top of my head, I would expect them to shift things slightly in favour of defenders, at least when solo, as they multiply the total damage (including the Vigilance boost) rather than just the base. Sonic Blast in particular should be an interesting analysis, especially if combined with a secondary/primary with -res.
    It would, and in Defender's favour. Basically, take any of the final damage values from any of my charts and multiply it by the -res value you wish to compare.

    ----

    To write a percentage as a decimal, move the decimal left two places. 20% becomes 0.20. 100% just becomes 1.

    The "percentage increase/decrease formula" is then written as follows:

    Initial Value * (1 + Percent Increase/Decrease)

    If we are INCREASING the Initial Value by 20% then we ADD the decimal to one, or:

    Initial Value * (1.2)

    If we are DECREASING the Initial Value by 20% then we SUBTRACT the decimal from one, or:

    Initial Value * (0.8)
    ---

    Theoretical Example: We have Awesome Sonic Power doing 75 damage for Corruptors and 65 damage for Defenders. We just used the power SHRIEK from the Sonic Blast pool (an actual power) which has lowered the resistance of the enemy by 15% for the Corruptor, and 20% for the Defender.

    Because lowering the enemies resistance increases our damage we can translate a damage debuff on the enemy as a damage buff for ourselves. Shriek is going to cause the Corruptor to do 15% more damage, and Shriek is going to cause the defender to do 20% more damage.

    So our formula winds up looking like this:

    75 * (1 + 0.15) = Corruptor Damage = 86.25 Damage
    65 * (1 + 0.2) = Defender Damage = 78 Damage

    For ****'s and Giggles, let's look at this resistance debuff when it is affecting a fully saturated Fulcrum Shift *with Vigilance* from both AT's. Using old values:

    225 * (1 + 0.15) = 258.75 Damage
    273 * (1 + 0.2) = 327.6 Damage
  10. The Tanker AT.

    I like the Tanker, as a friend, but he's just not my type.
  11. Check out this link: http://wiki.cohtitan.com/wiki/Damage_Scale

    Corruptors do more damage per hit because their damage scale is at 0.75 as opposed to defender's 0.65. If an attack is normally calculated as doing 100 damage (Known as the powers BASE damage in my example), then it will do 75 damage for a corrupter, and 65 for a defender, a difference of 10.

    If the attack has a BASE damage of 200, then it will do 150 for a Corrupter, and 130 for the Defender, a difference of 20 damage.

    For 300 we get; Corruptor: 225; Defender: 195; Difference: 30

    The more damage the attack does, the more effective it will be for a Corruptor over a Defender as their higher Damage Scale doesn't divide the BASE damage of an attack as much as it would for a Defender.

    Vigilance offers a Defender a 30% damage buff while solo. Damage buffs, to my knowledge, is calculated after you have factored in the specific Archetypes Damage Scaler. So, for the purposes of a Defender, if they have a power which deals 100 damage at its' base, thus 65 damage for the Defender, that means that once you factor in the 30% Damage Buff from Vigilance the attack shall do 78 damage. This is THREE (3) damage more than the Corruptor will do.


    SCOURGE is a bit more difficult to calculate because it is very dependent upon how close the enemy is to being defeated outright. SCOURGE does nothing until the enemy has been taken down to 50% of its' health, at which point SCOURGE allows the Corruptor a 10% chance to do a critical hit against the enemy. As the enemy's HP continues to dwindle, the Critical Hit Chance of SCOURGE continues to rise, becoming 100% when the enemy is at 10% of its' health.

    SCOURGE is vastly more effective against stronger enemies who have more HP. For things like Minions, who have vastly inferior HP to a Boss, the SCOURGE damage is often going to wind up "wasted" in the sense that you often didn't need a critical hit to defeat it making the extra damage from SCOURGE unnecessary. However, for enemies like Lt's, Bosses, AV's, and even GM's, Scourge offers a very potent damage increase because these enemies have enough HP for the extra damage from a SCOURGE to be effective.

    Paragonwiki states SCOURGE as giving a 10% chance to critical when the enemy is at 50% of it's HP, and 100% when it is at 10% of its' HP. From that, I infer these values based on 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:

    50% HP; 10.0% Critical Hit Chance
    40% HP; 32.5% Critical Hit Chance
    30% HP; 55.5% Critical Hit Chance
    20% HP; 77.5% Critical Hit Chance
    10% HP; 100% Critical Hit Chance

    Note: I do not know whether the critical hit chance continues to increase for values of HP under 10%. I also do not know if the game actually uses this formula for calculating Critical Hit Chance based upon enemy HP; It's simply a logical conclusion from the data points I was given from Paragonwiki (http://wiki.cohtitan.com/wiki/Scourge#Scourge)

    The formula to determine the average damage after factoring in critical chance is:

    Base Damage * (1 + Percent Chance to do a Critical Hit) = Average Damage

    So if we have a 100% chance to do a critical hit, that means that the AVERAGE damage is going to be two times that of our base damage. If our base damage is 100, that means that, at 100% chance to critical, our Average Damage will be 200.

    100 * (1 + 1)
    100 * 2 = 200

    SO, for the purposes of comparing a Corruptor's SCOURGE to a Defender's VIGILANCE bonus when solo, we are going to compare their damage against an enemy at variable percentages of HP.

    100-51% HP; Corruptor: 75 Damage; Defender: 78 Damage

    50% HP; Corr: 82.5; Def: 78
    40% HP; Corr: 99.375; Def:78
    30% HP; Corr: 116.625; Def: 78
    20% HP; Corr: 133.125; Def: 78
    10% HP; Corr: 150; Def: 78

    Even at just 50% of the enemy's HP, the Corruptor already has a distinct advantage in damage over Defender. If the Defender is on a Team, and not receiving a 30% damage boost from Vigilance then this advantage only becomes more dramatic as the defender is reduced from 78 damage back to 65. Keep in mind also that powers which do more base damage are going to continue favoring the Corruptor more so than the Defender, and with the addition of Scourge, widen the gap between the two even more.


    The other major discrepancy is in the buff values between Defender and Corruptor. As a Defender uses higher buff values than a Corruptor, he is capable of bestowing larger damage buffs upon himself than a Corruptor could using the same powers. Very large damage buffs, such as those offered by powers like Fulcrum Shift, will favor the Defender far more than the Corruptor due to the multiplicative way in which buff values are calculated, while small damage buffs will have relatively little impact.

    Using our old formula, and adding in Damage Buff Modifiers, we get a new formula which looks like this:

    (Base Damage * (1 + Percent Damage Modifier)) * (1 + Percent Chance to Critical Hit)

    Fulcrum Shift offers continuously higher damage buff values the more enemies are hit with the effect, and both Corruptors and Defenders have access to it. As such, it is a good power to demonstrate the different effect Buff Modifiers have upon each AT. Notice that we are still going to be calculating in SCOURGE and Vigilance while we do this.

    Fulcrum Shift at 1 Enemy: Corrupter: 20% DamBuff; Defender: 25% Dambuff
    100-51% HP; Corr: 90; Def: 97.5
    50% HP; Corr: 99; Def: 97.5
    40% HP; Corr: 119.25; Def: 97.5
    30% HP; Corr: 139.95; Def: 97.5
    20% HP; Corr: 159.75; Def: 97.5
    10% HP; Corr: 180; Def: 97.5

    Fulcrum Shift at 3 Enemies: Corrupter: 60% DamBuff; Defender: 75% DamBuff
    100-51% HP; Corr: 120; Def: 136.5
    50% HP; Corr: 132; Def: 136.5
    40% HP; Corr: 150; Def: 136.5
    30% HP; Corr: 186.6; Def: 136.5
    20% HP; Corr: 213; Def: 136.5
    10% HP; Corr: 240; Def: 136.5

    Fulcrum Shift at 10 Enemies: Corrupter: 200% DamBuff; Defender: 250% DamBuff
    100-51% HP; Corr: 225; Def: 273
    50% HP; Corr: 247; Def: 273
    40% HP; Corr: 298.125; Def: 273
    30% HP; Corr: 349.875; Def: 273
    20% HP; Corr: 399.375; Def: 273
    10% HP; Corr: 450; Def: 273


    Now, this chart seems as though it's still giving favor over towards the Corruptor. Even at fully power Fulcrum Shift, once the enemy is at 40%, the Corruptor is doing better damage than the defender. However, what really needs to be kept in mind is that from 100% to 50% HP, the Defender is doing quite a bit more damage than the Corruptor is capable.

    Let us examine an enemy that has about 3000 HP. We're going to assume that we used Fulcrum Shift, and then blew up everything around him, so it's just us vs this enemy with our fully saturated Fulcrum Shift. We'll continue to use our Theoretical Attack, which is assumed to be shared by the Defender and Corruptor, and thus things like RECHARGE TIME and ACTIVATION TIME are irrelevant. Instead, we will simply examine this Theoretical Attack in the number of "Turns" it must be used when modified by the AT using it to defeat this enemy.

    Keep in mind that this is still assuming AVERAGE damage for simplicities sake. The only other method of calculating percent chance would require that I make an entirely separate chart for every Phase in which a critical hit was possible: One to Calculate if the attack was a critical, and one if it was not. I would very quickly be making waaaay more charts than I care to type out.

    Phase 1:
    Corruptor Deals 225 Damage; Enemy: 2775 HP (92%)
    Defender Deals 273 Damage; Enemy: 2725 HP (90%)

    Phase2:
    Corruptor Deals 225 Damage; Enemy: 2550 HP (85%)
    Defender Deals 273 Damage; Enemy: 2452 HP (81%)

    Phase3:
    Corruptor Deals 225 Damage; Enemy: 2325 HP (77%)
    Defender Deals 273 Damage; Enemy: 2178 HP (72%)

    Phase4:
    Corruptor Deals 225 Damage; Enemy: 2100 HP (70%)
    Defender Deals 273 Damage; Enemy: 1905 HP ( 63%)

    Phase 5:
    Corruptor Deals 225 Damage; Enemy: 1875 HP (62%)
    Defender Deals 273 Damage; Enemy: 1632 HP (54%)

    Phase 6:
    Corruptor Deals 225 Damage; Enemy: 1650 HP (55%)
    Defender Deals 273 Damage; Enemy 1349 HP (45%)

    Phase 7:
    Corruptor Deals 225 Damage; Enemy: 1425 HP (47%)
    Defender Deals 273 Damage; Enemy: 1122 HP (37%)

    Phase 8:
    Curroptor Deals 247 Damage; Enemy: 1178 HP (39%)
    Defender Deals 273 Damage; Enemy: 849 (28%)

    Phase 9:
    Corruptor Deals 298.125 Damage; Enemy: 879.875 HP (29%)
    Defender Deals 273 Damage; Enemy: 576 HP (19%)

    Phase 10:
    Corruptor Deals 349.875 Damage; Enemy: 530 HP (17%)
    Defender Deals 273 Damage; Enemy: 303 HP (10%)

    Phase 11:
    Corruptor Deals 399.375 Damage; Enemy: 130 HP (4%)
    Defender Deals 273 Damage; Enemy: 30 HP (1%)

    Phase 12:
    Corrupter Deals 450 Damage; Enemy: -320 HP (Less than 0%)
    Defender Deals 273 Damage; Enemy: -243 HP (Less than 0%)

    As it would appear, both AT's actually wind up finishing off their enemy at the exact same time, while solo, when receiving the full benefit of Fulcrum Shift. Keep in mind, however, that at much lower dambuff values, such as 20%, the Corruptor would have pulled ahead of the Defender in damage much sooner, and have been able to kill the enemy faster as a result. If the Defender is on a team, the Corruptors advantage would have been even greater. Still, this should demonstrate the power of a Defender when factoring in it's larger buff multiplier.

    Finally, it is important to note that a Corrupter has a larger DamBuff cap than a Defender (500% vs 400%). At this high of a value, Corruptor will simply be doing more damage no matter what. Still, the only way to sustain this type of dambuff is to be on a team, and at the point where this is possible enemies are dying so fast that the question of who is doing the most damage is kind've irrelevant. As such, I consider this a moot point.



    BOTTOM LINE: a Corruptor is going to be doing more damage than a Defender when primary and secondaries match, except in a few very specific cases in which they'll actually be finishing off the enemy at about the same time. While a Defender can be competitive in damage against a Corruptor while solo, once they are both in a Team a Corrupter WILL do more damage than a Defender assuming equal buffs, and a Defender will ALWAYS buff better than a Corruptor.
  12. Not in this game, but Xyphos Celestian. Xiphos being a type of weapon, and Celestial relating to divinity. His name was therefore "Divine Weapon."

    He was a Necromancer.
  13. Quote:
    Originally Posted by Silverado View Post
    Which qualifies as "enemies with increased to-hit"

    Thank you for playing sir, you may be welcomed back when you actually have something useful to contribute.
    Which is then followed up with "What enemies have increased To-Hit?" or "are there any specific enemies with enhanced To-Hit I need to watch out for?" and then Arcanaville or someone else posts about it as you are too busy acting like a child pretending he's on a gameshow, because that's what you think grown-ups do.
  14. A guy from Praetoria isn't really going to know what an Arachnos or Kheldian is when they step out, so it doesn't really make sense that they should unlock the EAT. The EAT's are too heavily integrated into the story of the rest of the Game to just plop them down in the Praetorian's lap.

    A new player is eventually going to start in Paragon or the Isles', just to experience all the game has to offer.

    Still, I'm betting the reason the EAT's don't unlock is because Praetoria is going to have its' own faction story going on. There's tons to pick from. Clockwork, PPD, Ghouls, and Syndicate to name a few.
  15. Quote:
    Originally Posted by Silver Gale View Post
    Because then they can say "Yo dawg I heard u like buildup so we put a buildup in yo buildup so you can buildup when you buildup".
    You are now my favorite person for today.
  16. Quote:
    Originally Posted by GavinRuneblade View Post
    Its not that often, but it is plenty often.
    Well which is it?

    After 90 seconds, the recharge of Build Up, you have a 45% chance that the power should have gone off. After 180 seconds, that rises to 90%. You can expect the build up to occur after about 190 seconds have passed, but that's not a guarantee. Also, you might not even be fighting when it DOES go off.

    Still, it's a percent chance. I After three minutes I expect it to go off, but it might just ignore me for another 2 minutes, or it might activate twice in a row.

    I don't think it's that great. I definitely wouldn't slot it without the whole set to take advantages of set bonuses. As it is, I think of it as a pleasant bonus, but nothing I'm relying on to increase my damage in any significant fashion.

    Otherwise you are right. Basically, unless you have a power that can accept it, and cycles faster than 10 seconds, you're better off putting it in a toggle.
  17. Quote:
    Originally Posted by Silverado View Post
    Like I said, it is widely established that the defense softcap is 45%, and the reason it's soft and not hard is because there are a handful of situations (as I stated in my original answer, barring defense buffs and/or enemies with increased to-hit) where it won't effectively cap your defenses. What is this crucial piece information that, acording to your widdle brain, I left out?
    The turrets and pets.

    The part you're getting pissy someone had the audacity to throw in. How dare someone try to out-helpful you!
  18. Quote:
    Originally Posted by Silverado View Post
    Let's just say that by "buffed" I meant stronger, higher, increased, and let's leave the pointless semantics/context debate at that.

    Every time someone makes an obnoxious nitpick that's arguably (ir)relevant to the topic, with the only purpose of confusing and overloading a new player who asked a simple question, with highly situational info, god kills a kitten. Will you please think of the kittens?
    I'd rather have more information than be missing some crucial piece someone decided wasn't important because it might hurt my widdle brain. Nine times out of ten I'm just going to be asking about it later anyway.
  19. It doesn't hurt to PM a moderator. I beleive Sexy Jay is the one you want in this case.
  20. All Tanks should mitigate damage.

    Not all Tanks use Taunt to mitigate damage.

    A dead enemy does Zero damage.
  21. ITT: Silverado gets pissy because Arcanaville decided to expand on something he didn't point out, and is taking it super personally.
  22. Some enemies in Praetoria have defense.
  23. Perhaps I should revise my post so that I actually have some reasoning behind my decision.

    I would rather see the core powers of the Kheldians revised than the addition of new powers that are meant to replace the lackluster abilities within a Kheldian, specifically the Peacebringer.

    After this, maybe add PPP's, but until then it's not where I want the focus.