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Posts
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I don't think acrobatics needs more than one slot, at least I dont have any more in it.
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acro costs nearly the same as 3 defence set toggles combined to run, its a seriously expensive toggle and is like having one and a half superjumps on during combat. I couldnt recommend 3 slots in this power enough even on a drainer.
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Well that does not synch with my experiences from my blaster. Hmm. Imo it costs noticeably less than superjump..
edit: well that mustve been my imagination, according to nofuture it costs 0.26 to SJs 0.23 ^^
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You also have to look at the Activate Period (time between ticks) to find the overall endurance cost. Acrobatics is 0.26 End every 1 second, while SJ is 0.23 End every 0.5 seconds (0.46 per second). -
Heroes are AVs, just with a different label. They are numerically identical in all aspects. With the AoE and single-target immobilize powers found in 4 of the 5 Dominator primary sets, it's quite easy to perma-immobilize multiple AVs/Heroes (the ones without any special immobilize protection powers).
EDIT: The "purple triangles" mez protection power that provides Mag 50 protection against holds and stuns for 50 out of every 75 seconds does not grant any immobilize protection, so AVs/Heroes are no harder to immobilize than ordinary bosses. -
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Short answer: doms are useless in any high level group that faces anything higher than a boss.
I know, I have tried.
Long answer: doms are about useful as any other AT in all the RSF missions except the last one. No RSF team that is actually planning on finishing the RSF will take a dom along. None
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This is just plain false, and indicative of the widespread ignorance of Dominators' abilities. A Dominator with Power Boost, Vengeance, and immobilizes is the single most useful member of any LRSF team, and is the first thing I look for when putting a team together. Dominators in general are good for any AV fights, as their immobilizes keep the AVs in the debuff areas and within range of the meleers. -
Envenom and Weaken are the two must-have powers, and Poison Trap is the only avoid-at-all-costs power. The rest of the powers are dependent upon personal preference.
Elixer of Life is a rez that is very similar to Mutation from the Radiation Emission set, but Elixer has a 4-second unresistable Mag 1000 hold after 90 seconds, so it can be dangerous to use if your target doesn't know about it. -
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ps. According to that, power blast is weaker than I thought. It only does about 65% of the damage of impale.
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Impale:
Effect 47.71 Lethal Damage
Effect 7 * 3.61 Toxic Damage over 6.10 seconds (after 0.5 second delay) (80% chance)
Power Blast:
Effect 11.57 Smashing Damage
Effect 36.15 Energy Damage
Each DoT tick for Impale has an 80% chance of occuring, and if one tick fails this check, then all remaining ticks are cancelled, so the average number of ticks for a power with 7 possible ticks is approximately 3.161
Base total damage of Power Blast: 47.72
Base total damage of Impale (0 DoT ticks): 47.71 (100% of Power Blast)
Base total damage of Impale (7 DoT ticks): 72.98 (153% of Power Blast)
Base total damage of Impale (3.161 ticks): 59.12 (124% of Power Blast) -
The City of Data project is an overhauled version of the old powers display that is currently still linked on the main site. The new database is still not entirely finished (still some coding issues to fix), so there's no link to it on the main site anywhere yet. RedTomax has been rather lax the last month or two in updating anything, so I'm uncertain if the new database will ever get tied in to the main webpage.
I was (and still am) the primary consultant for the new (and old) powers data on NoFuture (I handled the majority of the core data, while RedTomax coded it into a web-readable format), so if you have any questions regarding the displays there, or just power data in general, I can probably answer them.