firespray

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  1. Quote:
    Originally Posted by EricHough View Post
    What is your damage setting in the effects & maths window of mids (options -> configuration -> effects and maths)? The default is for mids to calculate average damage for any attack - which means that for any attack that has less than a 100% chance for a DoT to go off it will calculate in some percentage of the damage. As every attack in fire melee but incinerate has bonus DoT damage that is on an 80% chance per tick, the damage mids shows you is going to be an average at best and I am not sure it is a good average.

    For example, mids shows 57.81+5.005x3 damage for scorch (total 72.82). They arrived at this by multiplying the dot damage of 6.26 by 0.8 - however I am fairly sure that the fire melee dots stop ticking after a failure is rolled - which means that you don't get a full 80% of the dot damage, even on the average.

    I could be incorrectly remembering how FM DoT's work - but the numbers in Mids are pretty clearly a simple average which is unlikely to show up in the game except over a VERY long run of attacks.
    An interesting point. I do have Mids show me the average damage for an attack, so the effect of procs and DoTs should be averaged out over time. I would think that soloing a pylon would take long enough that my damage would be fairly well averaged out over it. It took me about 9 minutes. My attack chain is 3 attacks, and takes about 6 seconds to execute, so that would be something like 250 attacks or so. That's not a huge statistical sample, but it is large enough that my DPS shouldn't drop 25 points just from procs and DoTs not going off.
  2. Quote:
    Originally Posted by Nihilii View Post
    Gaussian proc on, maybe?
    Lol, thanks for reminding me of that, but not this time. It's in build up and I don't calculate DPS with build-up running.
  3. Quote:
    Originally Posted by Werner View Post
    On damage? Mids' reports damage for fighting even-level enemies. In other words, it's already showing you the numbers ignoring the level shift from your T3 or T4 abilities.
    If that's the case then I'm still confused as to why my DPS is so much higher than on paper. I'm calculating DPS from the mids numbers and not doing anything myself to account for the level shift. I had assumed that if you were level shifted, then mids gave damage out as if you were attacking a -1 enemy instead of an even-level.
  4. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Yea, it's crazy. It gets rediculous once there are 24 flaming, radiated monkets running around. Not to mention the 8 damage auras and 8 hold auras. And perma aoe holds.
    And don't forget 8x accelerated metabolism running constantly, 8x maneuvers, 8x tactics, 8x assault, and for hard targets, 8 sets of rad debuffs.
  5. Quote:
    Originally Posted by Stupid_Fanboy View Post
    Another small thing that might be affecting it is the arcanatime of the attacks.

    I won't go into the big explanation of it here, but she points out that unless your next attack is queued, you're going to lose a server tick while the game is checking to make sure you're ready to use the next attack. I'd imagine over the course of the fight, that's going to change your output slightly.
    I account for arcanatime in calculations and keep attacks queued so I'm not losing damage waiting to click a power.

    On another (but similar) note, is there a way in Mids to have it show the global enhancement effect of a T3 or T4 incarnate boost without showing the effects of the level shift?
  6. Thanks for the replies guys. My suspicion was that the level shift wasn't applying too, but it's good to have it confirmed.
  7. I just recently got my Musculature Core Paragon boost on my Fire/SR scrapper and decided to see what my new DPS was like by soloing a pylon. I came up with just a hair over 200 DPS running a chain of GFS/Incinerate/Cremate.

    Calculating the DPS on paper for the same build, same character, etc, I'm coming up with about 225 DPS. I'm wondering where the difference is coming from. My calculations are simple, and don't take into account the 95% to-hit cap or critical hits. They do include the level shift (I think), which may be what's causing the difference if the level shift doesn't apply to the pylon.

    The only other powers that I'm using which I didn't account for in my DPS calculations are:

    Hasten every 2 minutes
    Build up every 25 seconds or so
    Practiced Brawler every 2 minutes
    Aid self was used 3 times over the course of the 9-minute or so fight.

    I would think Hasten, Aid self, and practiced brawler would lower my DPS slightly, while Build Up would increase it.

    Any other thoughts on what causes the differences between real-world DPS and paper DPS?
  8. I definitely feel the urge to get my SS/Shield brute up to 50 so he can start doing incarnate stuff. But with 10 billion worth of enhancements I can't slot yet sitting in my SG storage bins I'd probably feel that way even without the incarnate stuff.
  9. Quote:
    Originally Posted by Diggis View Post
    Except you did click it every time you started the game, it was just in the launcher. With the new launcher it had to be moved to the login screen. I do wish they would allow you to accept it with enter though.
    I know it used to be in the launcher. That's why I said we didn't have to click it in the game. I wish they'd put it back in the launcher. It was less intrusive there.
  10. Quote:
    Originally Posted by starphoenix View Post
    A Mind Flayer with Seer powers is something I have no problem with since there is no preconception of what a Mind Flayer does.
    There's not? I have a pretty good preconception of what a mind flayer does. Not that you'd be able to make a mind flayer anyway, since it's copyrighted.
  11. Quote:
    Originally Posted by The_Coming_Storm View Post
    Then why have multiple of them if they are a waste of space?
    Why waste the time to fix something that isn't causing any problems?
  12. Quote:
    Originally Posted by The_Coming_Storm View Post
    Ever think it is there for... oh, legal reasons?
    They got along fine without us needing to click on it in the game for 7 years. Suddenly we need to?
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    I agree we're getting oversaturated with Praetoria, and the whole "Cole Takes Over the Multiverse because the Well is Nuts!" bit came out of nowhere. It's a jarring interruption to the rest of the story - especially when we already HAVE a multi-dimensional threat of god-levels of power that hasn't been touched in years (and has a far more interesting setting.) And which certainly seems to have ignored the whole "Shivans are scouts for the coming storm" angle so far.
    Very much agreed. Praetoria is pretty cool, but it's becoming like a song you like that gets overplayed on the radio. Yeah, it's a good song, but if I have to hear it again I'm going to puncture my eardrums with fondue forks.

    And I'm a bit disappointed that either 1. The coming storm is being pushed back even further or 2. It's just the praetorian invasion. I was expecting something more interesting to be honest.
  14. If villains want the merits from paladin so bad, become heroes and come get them.

    /unsigned. It's not like that many people do anything with paladin anyway.
  15. No, I would not be willing to delay it to change the pets. I care a lot more about what the pets can do for me than I do what they look like or what their backstory is.
  16. My first character was a fire/devices blaster. This was back in the days before ED, so devices was actually pretty well-liked back then. He never made it to 50 after ED came along. Then I quit for a couple years.

    When I came back, my first character was a dark/dark tank, and he was also my first 50.

    My tastes haven't really changed a lot. I still like to mostly play damage dealers (scrappers, brutes, blasters, etc.) and fire blast is still my favorite powerset of all time.
  17. ...Decided I'm going to be running it a lot.
  18. You'd probably be better off posting this in the Freedom forum (down at the bottom of the list of forum sections there are sections specific to each server).
  19. Freedom and virtue will probably be your best bets simply because they have the highest populations, so there will be the most people on those servers.
  20. Quote:
    Originally Posted by Firebeam View Post
    When on a team and someone dies, I turn Vengence on.
    Then I will thank them for dying.
    So itll be like
    - Ultra-Mega-man dies
    - I turn vengence on
    - I say "Vengence on. Thanks Ultra-Mega-Man!"

    rude or funny?
    Neither really.
  21. firespray

    Scrapper or Tank

    Quote:
    Originally Posted by Finduilas View Post
    There are several things to consider when comparing survivability; for instance, a tank will have significantly more HPs. In addition to defense levels, resistance levels are higher on a tank, and resistance is a lot harder to increase with pools & IOs than defense. The resistance issue isn't as important for SD as it would be for a resistance based set, but it is a difference.

    It's also a lot easier and less expensive to soft-cap a tanker than a scrapper. And if you need fewer defense set bonuses to soft-cap, that allows you to slot for other desirable set bonuses.

    One more thing to keep in mind is what level you get powers for exemping. A tank gets Shield Charge at 26 and Lightning Rod at 38; a scrapper gets Shield Charge at 38 and Lightning Rod at 32.

    I'm not arguing that any of those differences make a tank a better farmer than a scrapper, but I think you've portrayed the difference as much more one-sided than it actually is.
    You make some good points. Don't get me wrong, I'm not saying there's anything wrong with tanks. However, as far as farming goes, the difference is quite one-sided. For what the OP wants, a scrapper is clearly superior to a tank. In other situations, it's not as clear-cut.
  22. firespray

    Scrapper or Tank

    Quote:
    Originally Posted by Stormfront_NA View Post
    If you are trying to complete a purple set, there is a markable benefit for defeating higher leveled mobs; thus you want the +4
    I don't think this is true actually. As far as I know, higher level enemies do not have a higher chance to drop anything, they're only worth more xp and inf. I'm pretty sure that the chance to drop a recipe is the same regardless of what level they are.

    Quote:
    Originally Posted by Stormfront_NA View Post
    My take, but that is my opinion, is that killing bosses are not worth the effort. Since I mainly PBAOE for the kill, in 2 attacks I can kill the 8 to 12 minions, and possibly the 4 lts too. It may easily take me 6 pulses to defeat the boss. That means in those 6 seconds, I could attacked 3 mob groups and defeated 8 x 3 = 24 minions, that is 1 boss or 24 minions. A boss chance to drop anything is about 8%, a LT is 4% and a minion is 2% as best I recall. Do you prefer a single 8% chance or 24 chances at 2% for minions plus 8 chances at 4% for LTs?
    One other thing that needs to be considered is recharge time. For an electric/shield, most of your AoE will be in lightning rod and shield charge. You'll probably also have fireball or ball lightning to help out. You're limited in how fast you can move from group to group not only by how fast you can kill things, but by how fast the powers you need will recharge. At best, you'll probably have LR and SC recharging in around 30 seconds, and ball lightning or fireball recharging in about 10. Assuming your standard tactic is to use LR or SC at each group (alternating between the two) and following up with fireball or ball lightning, then at most you can take on a group about every 15 seconds. If you can kill a group that includes bosses in 15 seconds, then there is absolutely no reason not to include them.

    One other thing to consider is the soft cap. A softcapped shield tank will not be all that much tougher than a softcapped shield scrapper. There will be some difference, but it won't be as much of a difference as between say a willpower tank and a willpower scrapper. Just something to think about.
  23. firespray

    Scrapper or Tank

    Quote:
    Originally Posted by NiteKilla View Post
    Hello all,

    I really enjoy farming in CoH and I have an SS - Fire Brute. I would like to make an Elec melee - Shield toon for blue side but I am not sure which way to go, scrapper or tank? Any ideas?

    Thanks !
    Scrapper, definitely. Farming is all about killing as many enemies as quickly as you can. For farming, you don't need to be that tough. You just have to be tough enough to kill the enemies before they kill you. A scrapper can easily reach that level of toughness, and the added damage will mean you can kill things much faster than a tank can. Ergo, scrapper is the natural choice.
  24. I've never found leading a team to be that big a chore. And the benefits of being the one in charge (getting to choose what mission(s) we do, getting to choose who gets to join, being able to kick people if they're being jerks, etc.) outweigh the minor negatives.
  25. If you like scrappers and tankers, I'd suggest a brute. I'll second (or third or fourth) the suggestion for /shield defense. For primaries, Fire, dark, super strength, or mace would be my choices.