Werner

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    Am I the only one that plays the game to have fun anymore?

    Or did I miss the memo saying that it's all about how fast you can get your shinies?

    The quoted statement (not meant as an attack btw, Uberguy) is one of the major problems I have with the game these days. Everyone is concerned with how much DPS they do, or how fast they can run this TF to get the most reward possible in the shortest amount of time. The game has gone from a fun pastime to an exercise in efficiency.

    "Oh, I'm not going to run that Task Force because I can get more stuff for running this other one twice with 2 different characters."

    It shouldn't be about getting more stuff, it should be about having fun doing it. When people start YELLING at their teammates for not being fast enough with something, the point of doing it in the first place has been completely lost.
    I enjoy number crunching. Some people enjoy leveling as fast as possible. Some people enjoy speed running task forces. Some people enjoy being able to buy all the best equipment and then retire the character. I don't think anyone but gold farmers are doing this as a job. We're all here to have fun. We just have fun in different ways.

    Unfortunately, when someone who's fun involves speed running a task force gets on a team with someone who's fun involves reading all the dialogue and role playing, there's GOING to be a problem. Best people can do, I think, is be clear about what BRAND of fun they enjoy if their brand of fun is anything other than the vanilla, "Eh, whatever. I just like teaming up and running around and doing missions and beating things up and chatting and..."
  2. To give a simple answer, and ignoring Kinetic Melee and the newly-buffed Martial Arts, neither of which I've checked yet, it's Dark Melee/Shield Defense for DPS. Fire/Shield is a very close second with better AoE. And just in case there's confusion on terms, when we say DPS around these parts, we mean "single target DPS". If you're talking about overall damage output, that's another story, though a good case could probably still be made for Fire/Shield.
  3. Thanks for poking at it. Ah, Red Fortune. Didn't even think about it, probably because it's so many more slots than I'd devoted previously, but it kind of works. Endurance is then the remaining problem. Hmmm.

    I'd definitely pick up the Gladiator's Armor before the Panacea if I was prioritizing. That last 3% defense is huge. The Panacea is just a nice to have, nothing particularly important.
  4. I agree that you should be fine for the vast majority of AVs. Yes, Mako will likely be a little annoying, though I haven't done the math. I'm a big fan of Tactics, but if I was JUST after AVs, and if I didn't love the Gaussian set so much, I wouldn't bother.

    Edit: I typically turn Tactics off while fighting AVs on Alexei. I'll only turn it on if I notice my last chance to hit dipping below 95%.
  5. Quote:
    Originally Posted by Transhade View Post
    I still have yet to figure out how to swap in the hetacombs and an AH without losing anything significant. On that note, To Werner: what would you consider as significant?
    Hmmm, well, I do want to keep the soft cap. I don't want it to require any more endurance. I could give up a few hit points. I could give up some resistance. I could probably give up a little recharge, because the purple set comes with enough recharge for Gambler's Cut. I could give up my travel power, but I don't want to give up my knockback protection, and I suspect that I can't do any better than Blessing of the Zephyr with the slots.

    I think the big sticking point is the endurance. With me using Gambler's Cut every other attack, and the purple set having poor endurance reduction, the swap would give me a big endurance debt to pull myself out of.

    So as a quick example, I could probably lose the Shield Wall +3% resistance and a couple Luck of the Gambler globals. I could then slot Eradications in The Lotus Drops instead of Sciroccos for a little extra ranged defense, and have a couple slots free to improve endurance recovery. But even if it handles the endurance, which is questionable, it leaves me with 2.5% ranged defense that I need to get from somewhere, and I'm not seeing where. But I haven't put in a whole lot of time. Surely there's a way.

    Anyway, here's the slight modification with the 42.5% ranged and I suspect endurance trouble, in case anyone spots something.

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  6. In the early game on a Scrapper, I focus on my atacks, and slot them for ONLY accuracy and endurance. I try to avoid running very many toggles, because they won't do much good at that level, and because I can't afford the endurance cost.

    And again to avoid possible discouragement, I find the teens to typically be the worst period for my scrappers. Then I get to SOs, and it gets better from there, generally a LOT better, and fairly quickly. By the mid 30s, I'm usually very solid.

    Like Gaidin, I typically don't bother with TOs. I DID do it in Praetoria, because I wanted to stop and smell the flowers. Normally I'm moving so quickly through those early levels that it just seems silly to pause for TOs. Not that that's a recommendation. Just saying it's what I do.

    And yeah, I'd stick with Shield Defense. If I were making a Kinetic Melee, I'd probably make a KM/SD.
  7. I'm all in favor of something visually cool when a Scrapper critical hits. Not sure what, but something that makes you "wow". As it is, I don't notice it, and it almost might as well not be there. I don't think we need a buff, but visual enhancements? Sure!
  8. I knew the prices for what I was marketing, both from red side and blue side, along with supply and demand both sides, so I had some idea what to bid and post for. I started buying and selling immediately, and there was some very brief big influence to be made during the initial confusion. I think alignment merits will have an effect, but I think it will be slow to happen. Right now, I'm mostly ignoring what I expect the eventual value of things to be, and am focusing on what I think the current value should be. I'm apparently betting differently than some people, though, as I've started accumulating inventory.
  9. I'm still working on this, but soft cap, significantly better knockback protection, significantly better resists (except for psionic), better regen, hit points, recharge, to-hit, and packing Cloak of Fear. I haven't verified since it's still in progress, but I suspect endurance is sustainable as I actually use my live build (Tactics, Cloak of Fear and Death Shroud used situationally, though all are usually running in normal play when I can use inspirations). It DOES give up on the best attacks in favor of a lowbie attack chain to make more room for other things in the build, and Dark Regeneration is slotted to keep me alive, not do damage, so it involves some survivability vs. damage output trade offs. My main goal is to figure out how to get Hecatombs and an Achilles' Heel into Gambler's Cut without losing anything significant. Perhaps you can see a way.

    Power choices are largely the same. Cloak of Fear instead of Oppressive Gloom, Conserve Power and Physical Perfection instead of the better attack chain and Soul Transfer. I don't know if the lowbie attack chain approach transfers to Broad Sword, and most people aren't going to be willing to give up on the fun factor of Head Splitter and Disembowel anyway.

    I do highly recommend Cloak of Fear instead of Oppressive Gloom on a soft-capped build. When you're soft-capped and with Dark Armor's high resists, you're probably going to take as much or more damage from Oppressive Gloom than you would have from the minions themselves. I'm not saying that Oppressive Gloom is a poor choice in general; I just think it's a poor match for a soft-capped build.

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  10. Invuln Scrappers are just as tough as any, and all Scrappers can hold their own. As with any Scrapper, it isn't a tank, and it's going to take a LOT more compromise if you want, say, to soft cap while facing only a single enemy. But your strength is in numbers anyway, so I think most people target a higher number of enemies, even with the top end survivability builds. There's the obvious psionic hole, but no fatal flaws. It's a good Scrapper set.
  11. I'd go with the melee defense option.
  12. Quote:
    Originally Posted by Granite Agent View Post
    Except you can't use Claws with Shields?
    A horrible mistake that we can only hope the devs will address soon.
  13. Quote:
    Originally Posted by BloodFairy View Post
    I don't know how people can afford ios on so many characters other than for the final 50 slotting. I mean I have work and stuff, playing at 15-20 min bursts now and then, never was able to get far in crafting and money sucks in this game like all mmos.
    I've mostly only used cheap stuff and SOs for leveling, though at this point, I've stuck a bunch of Steadfasts, Kismets, Knockback Protections of several types, Miracle uniques, Numina uniques, and Performance Shifter procs in the base. Those are good for leveling. But really, most characters level with just a Steadfast and a Kismet. Frankenslotting in the mid 30s is fairly typical as well, generally to address endurance problems as I stack on the toggles. Total influence spent is probably in the 10-20 million range for my average leveling build, which is less than I earn while leveling.

    That said, once you get the hang of it, making influence is easy. Just playing on your 50s gives you a lot of influence. Farming speeds that up a lot. And of course you can play the market, and the high end marketeers earn 2 billion or more per week.
  14. Quote:
    Originally Posted by Another_Fan View Post
    The counter argument would be SR keeping a Red around to speed kill rate or just being able to use reds or greens to improve.
    OK, maybe I see what's going on here.

    The point I thought I was arguing is that even on the cheap, late game Shield Defense survivability is very good as long as you build it right and make use of purple inspirations for extra-tough fights. It was a complete diversion from the original topic of the thread, and not, in my mind, about Super Reflexes at all.

    The point I now think you are arguing is that on the cheap, late game Super Reflexes is at least as survivable as Shield Defense, as long as you build it right and use a similar number of inspirations (greens are good) for extra-tough fights.

    These are not mutually-exclusive assertions. They're two different topics. So we're not even arguing with each other. We're just talking past each other.

    I'll address your topic first. You're right! There, that was easy. Or at least I personally feel that late game Super Reflexes on the cheap and built right is at least as survivable as late game Shield Defense on the cheap and built right. I probably could even be convinced that it is more survivable if you were trying to make that additional point. SR should be sitting at the soft cap, even on the cheap, which is a gigantic lever with which to make good use of green inspirations to stay alive in horrible situations. Shield Defense is still a purple away from the soft cap, which is easily addressed for emergencies, but not on a continuous basis. Bigger load of inspirations for similar survivability = survival advantage for Super Reflexes. But that line of reasoning neglects damage output and its relationship to survivability. I believe Umbral is claiming a 25% survivability advantage from increased damage output on Shield Defense. Me, I've never included damage output in my survivability calculations because I want indefinite survivability, not 30 second or 60 second survivability. But 30 or 60 second survivability is probably more relevant to a discussion of late game play on well-made but cheap builds. Still, if you're teaming, the difference doesn't seem likely to be nearly so large as the proposed 25%, as your survivability probably depends more on the damage output of the whole team than of you personally. But if you're teaming, all bets are off, because team buffs are probably an even slipperier slope than inspiration use. And both team buffs and 30 to 60 second survivability are outside of my area of expertise, so I'll just shrug my shoulders for now.

    Now back to my topic. What I'm claiming is that even on the cheap, late game Shield Defense survivability is very good as long as you build it right and make use of purple inspirations for emergencies. Built right, you'll have 32.5% defense or higher, even on the cheap, at least in the late game. That's one small purple from the soft cap. The difference between 32.5% and 45% defense is taking 2.5 times less damage. So when the chips are down, like in a double pull, a single purple should make it about as easy or easier than a normal spawn. And even 32.5% defense is quite a bit, and makes a noticeable difference in survivability. My point, basically, is that Shield Defense on the cheap isn't doomed to face planting regularly. It's actually quite good. There may be better Scrapper choices for cheap survivability (like arguably a soft-cap SR popping greens in emergencies), but Shield Defense even on the cheap is very solid with a reasonable build and reasonable use of inspirations.

    Now, DO you think Shield Defense sucks even with a good late game build if that build is cheap? Or were we simply not on the same topic, as I suspect, and thus arguing over nothing? Or am I still way off base on what YOU were trying to say, and also thus arguing over nothing?
  15. Quote:
    Originally Posted by Another_Fan View Post
    Anyway the above is distracting, because in your example keeping the luck insps around is not compared to the value of having other inspirations around.
    Well, yes, obviously it's a mere distraction to talk about the value of using a particular inspiration if I don't have a chart of the opportunity costs for ALL inspirations. I have no such chart, so I'm sorry to have wasted your time.
  16. I stayed all in other than changing some bids in anticipation of price changes. Everything looks good on anything I'd have been concerned with. I managed to avoid any stupid errors that would have taken me over the influence cap.
  17. Werner

    Kat/DA Builds

    My current build is in that thread. I've been trying to figure out a new build to get me back to the soft cap and to sustainable endurance. Here's where it sits at the moment, but I'm really unhappy about losing my purple set and the Achilles' Heel in Gambler's Cut. But hey, it's soft capped again, and I suspect endurance sustainable again (with the way I actually use the toggles), though I haven't done any calculations since I want to keep fiddling.

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  18. I've been too lazy to look for opportunities. All I did was quickly check red side prices, and got out of niches that looked like they might collapse. My brilliant prediction is that some niches will collapse and others will be created.
  19. Quote:
    Originally Posted by Another_Fan View Post
    Quote:
    Originally Posted by Werner View Post
    Look, I admit that inspiration use is a slippery slope. But that doesn't mean that inspiration use is irrelevant to a balance discussion or to the capabilities of a set in normal use. Normal use of inspirations is relevant to a discussion of the set in normal use. Does that not make sense?
    I have very little idea what the setpoint of normal is. I have been on teams where mine has been the only buffbar showing insps and the dead people have full insp trays. In beta there were people that thought it laughable that I could keep my brute near the damage cap solo, turns out they hadn't integrated the concept of using macros to make insps into their play.
    So you don't think you can even make a reasonable guess as to which of these alternatives is most likely representative of normal inspiration use?
    1. No inspiration use
    2. Some use of dropped inspirations as appropriate to the situation
    3. Farming kora fruit and mailing inspirations to your no to low defense toons to stack purples as required to soft cap
    Or as seems more likely to me, you DO have a guess, but your point is that since we don't know for certain which is normal, that... well, to ignore inspirations is to assume #1, which we don't know for certain, so that's out. So how are we treating inspiration use? Or are you saying that there's simply no point to debate, because only the devs have the information necessary to make any reasonable comparison? In which case, this is just an agree to disagree situation. Have a nice day and all that.
  20. Quote:
    Originally Posted by Another_Fan View Post
    Quote:
    Originally Posted by Werner View Post
    Why do people still think this? How are you building your Shield Defense characters? It has GREAT survivability without heavy IO investment if you build it right. The right powers and a Steadfast Protection get you one small purple from soft cap. Combine that with your faster kill speed and you're mostly immortal at that point in normal play. Everything else is gravy.
    By that logic everything is fantastic all you need is two medium inspirations. Grab a Kora Fruit mission and fill your global mail with them.
    What I said wasn't just theorycraft. It was what I did while leveling my Fire/Shield and playing dedicated small team tank. I tended to have enough survivability most of the time with my 32.5% defense or so. And plenty of purple inspirations dropped for those times when that WASN'T enough defense.

    If you think you can have just as much survivability (and fun) with 0% defense, farming kora fruit to mail to yourself, and constantly popping purples, have at it. But I hope you can see that the comparison is rather extreme, yes?

    Look, I admit that inspiration use is a slippery slope. But that doesn't mean that inspiration use is irrelevant to a balance discussion or to the capabilities of a set in normal use. Normal use of inspirations is relevant to a discussion of the set in normal use. Does that not make sense?
  21. Quote:
    Originally Posted by Death_Badger View Post
    Quote:
    Originally Posted by Eva Destruction View Post
    Oh. Do purple inspirations not drop from those enemies? Do you not monitor your defense so if it starts dropping you can eat one to stop the cascade?

    Here's a shocking revelation: I play /SD without capped DDR. I fight all kinds of enemies. I haven't had my defense drop to the point where I might as well not have a secondary in...I don't even remember. Learn to play.
    Personally, I don't believe you. And the learn to play argument...that's so mature.
    OK, yes, "learn to play" might be insulting. But really? You think Eva is LYING to make a point? Look, Shield Defense has a lot of DDR even when it isn't capped. It'll slow down the cascade and lessen its impact significantly. If you have the reflexes to deal with, say, Regeneration as a set, then you have the reflexes to deal with cascading defense failure on a Shield Defense in most situations, IF you have the purples to do so. In fact, I recall only a single death on my Katana/Regen that can be attributed to cascading defense failure (Edit: Oops! No. I tried many times to beat Silver Mantis. Pretty much all those deaths were cascading defense failure.), which was when I got separated from the pack on an ITF, said "**** it" and charged. I've had a lot of cascading defense failure deaths on my Katana/Dark, but I was experimenting and practicing, pushing my way through a +4x8 Cimerorans (more deaths than spawns defeated), or +4x8 Arachnos (a few deaths per mission). But either can farm the wall just fine, and that's with 0% defense debuff resistance.

    So I have no reason to doubt that even a passably-skilled player can manage cascading defense failure on a Shield Defense character IF they understand how. One VERY important piece of doing so, in my opinion and as stated by Eva as well, is to take advantage of the real numbers to monitor at least your base defense. When it goes red, you're debuffed, and you can quickly see how big the problem is and how big your response needs to be. Respond quickly, either by popping purples or running.

    Since monitoring and just paying attention seem, to us at least, all that is required to avoid dying from cascading defense failure on a Shield Defense character, the "learn to play" comment is just a rude way of saying, "I suggest, if you're having problems with cascading defense failure, that you monitor your defense and if it starts dropping, eat a purple to stop the cascade". Problem solved, I would hope.

    Quote:
    Originally Posted by Death_Badger View Post
    Additionally I understand more now about the scrapper forum, there'll never be agreement as there is too much ego flying around.
    This thread is an EXTREMELY poor representation of how the Scrapper forum normally looks. You ARE right that there's a lot of ego flying around in the Scrapper forum, and I'm as guilty as any. But most of the time, our opinions are aligned, so there's a whole lot of agreement, and very little arguing. We spend most of our time being helpful.

    Shield Defense, and whether or not it is overpowered, just happens to be one of our favorite arguments. It also looks like we're getting some outside help from more than just the usual suspects this time, helping to keep the argument heated.

    Quote:
    Originally Posted by Death_Badger View Post
    I love the way you all refer to 'average players', as though you are some sort of superstar players. Yes some players are better than others, but spending billions on a character certainly helps bridge that gap.
    I've spent literally thousands of hours playing Scrappers. A good portion of those hours are on hard-core optimized multi-billion influence level 50 builds. And I am not unusual in the vocal Scrapper forum crowd. And we're often striving to outdo each other's solo accomplishments, though as I've said in the past, we play a game of king of the hill where the goal is to get as many of us as possible at the top of the hill.

    Would you prefer that we pretend we're REPRESENTATIVE of the player base? If not, we have to refer to the bulk of the player base in SOME way when having these discussions. If "average players" doesn't suit your palate, which term would you prefer us use to not offend you?

    Quote:
    Originally Posted by Bill Z Bubba View Post
    On the flipside, I'm often told that my opinions don't matter because I'm supposed to be some highly skilled player running around on the fringes of performance and thus have no understanding of how "normal" players play the game.

    Yea, I find that to be total BS as well.
    Yeah, that's annoying. It's like we're being told that our opinion would hold more weight if only we knew LESS about the game mechanics, less about powers, less about IOs, less about how to play the AT, and had less practice doing so. If only we were just average players, THEN we could give opinions on Scrapper intra-AT balance that MATTERED!
  22. Quote:
    Originally Posted by Cyber_naut View Post
    You should try EM on a calculator, I hear its FABULOUS, lol.
    LOL! You just made my day.
  23. Werner

    Damage CAP???

    Quote:
    Originally Posted by DimMak View Post
    So a 400% damage buff caps a scrapper, correct?
    Correct. (Edit: And yes, damage enhancement in the power counts.)
  24. Quote:
    Originally Posted by Dr_Unholy View Post
    Except the mitigation sucks. It's only with heavy IO investment does the set become serviceable
    Quote:
    Originally Posted by Silas View Post
    SD being great even on SOs is just like, whatever, man.
    Why do people still think this? How are you building your Shield Defense characters? It has GREAT survivability without heavy IO investment if you build it right. The right powers and a Steadfast Protection get you one small purple from soft cap. Combine that with your faster kill speed and you're mostly immortal at that point in normal play. Everything else is gravy.

    Now if you don't want to make that sort of power and slot investment in survivability, that would have an effect. If you refuse to take inspirations, that would make a big difference. Maybe other sets can get the same survivability for less investment - I'm not sure, because I ALWAYS invest in my survivability. But Shield Defense does fine if you treat it right.

    That said...

    Will the average player treat it right? Eh, probably not. The average player is going to think Shield Defense is squishy. The average player is also going to think that Super Reflexes is squishy, because they won't soft cap it. Actually, they probably won't think either is squishy, because that will just be their normal expectation of survivability.

    Quote:
    Originally Posted by Dr_Unholy View Post
    So when the idea of nerfs get tossed around that are going to hurt everyone, because at the insane min/max Billz level it's abusable, it rankles me.

    REASONABLE changes that are abusable by EVERYONE like Shield Charge and the DDR in Active Defense I completely agree with, but the other suggestions...? Bleh.
    Partially agree. The enhanceable DDR in Active Defense only affects those very same min/maxers. It probably won't affect 99% of players.

    The only other main proposed nerf I'm remembering from the thread is reducing the damage buff from Against All Odds. Yeah, that'll affect Joe Average, but it won't be a huge affect. Joe Average might not even notice. It's again probably mostly the min/maxers that pay close attention that will notice and care.
  25. Quote:
    Originally Posted by Bill Z Bubba View Post
    No, FA and DA's mitigation levels are low enough that having more holes in their mitigation is not in any way balanced.
    Yes! Buff Dark Armor! Yesssssssssssssssssss. *rubs hands*

    (OK, yes, I know I'm bringing Divine Avalanche and 8 billion in IOs to the table too. On its own, Dark Armor is just decent, and plugging holes is annoying. Overall, I have no opinion on this one.)