joebartender

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  1. Quote:
    Originally Posted by boppaholic View Post
    I am needing some help in my understanding of how to calculate the DPS benefits of the reactive DoT proc. Here are my understandings of the interface procs and reactive (I could be wrong, so these understandings are more or less my assumptions from info I gathered):

    1. You max out at 6 ticks of the damage on one target over a certain period of time (I think it's typically 10 seconds)
    2. Each damaging power can hit for up to 5 ticks of damage (we'll say I have the 75% proc, so typically one power should get me 4 of those 5 ticks of damage)

    If these understandings are accurate, then I am almost positive that I would get to 6 ticks of damage within a 2 power attack - which would then suppress any more damage over time until the 10 seconds is up. If this is true, then wouldn't the reactive DoT proc net me only 0.6*(whatever the damage of 1 tick is) per second? Based on mids, that would be 0.6*(13.39) = 8 DPS.

    Am I misunderstanding something, or is this accurate?
    You can stack 6 stacks of ticks onto one target. Each stack can get up to 5 or 6 ticks I don't rightly recall.

    Tier 3 reactive was good to move me from 253 to 278 dps against pylons on my SS/FA.

    Others in the pylon threads seemed to have similar results.
  2. Quote:
    Originally Posted by Ultimus View Post
    What change was made to TF?
    TF used to have a mag 4 stun much like Seismic Smash has a mag 4 hold.

    When ET was changed to take 2.5 weeks to animate the stun on TF was also reduced down to mag 3.
  3. Quote:
    Originally Posted by GavinRuneblade View Post
    I have always wondered if adding damage enhancements to caltrops and other rain powers actually does anything at all. I have gone up to 120%+ including Alpha musculature and it still ticks for 2 each time. And I don't see it last longer because of damage or tick faster.

    Does damage do anything or is the only way to get more damage to put in a proc?
    RoF ticks for 5-7's on my Plant/Fire/Fire dom depending on if Embrace of Fire is active or not.
  4. Quote:
    Originally Posted by Kioshi View Post
    Also, don't know if you saw but I was told by someone and checked mid's... Defenders get an AT-modified RoF (83 dmg according to mids, against 126 Blaster/Corr, and Corr has scourge), unlike Ice Storm.

    .
    RoF also scourges for triple and not double damage. When your trying to solo AV's and GM's you will notice the difference between the two versions of RoF even more.
  5. Quote:
    Originally Posted by _Elektro_ View Post
    Ok, well here's the deal....

    I originally slotted Distortion field with slows... and it was mighty nice. I found it extremely useful, especially solo. It is very potent.

    But the original question of my post was what to slot it with, and now I am starting to think from your posts that I should stick with slows over holds then.

    Because with slows, I find it a must keep. I mean Rain, Fireball, Firebreath, with the mob nice and tight for the whole show... what's not to like? What I thought was it would get better with the holds. I think the reaction I'm getting here is it's not a good idea.

    Too bad the slow I/O's are kind of... blah.
    Unless I'm reading the attribute caps in a really off way slotting for slow is a waste.

    RoF is -40 movement speed. DF is -70. Movement floor is -90. http://wiki.cohtitan.com/wiki/Caps#Movement_Speed

    If you lead with DF and RoF any more slow isn't doing any good unless the effect is fairly heavily resisted and the foes that resist your slows tend to resist to a point that enhancing the power isn't going to make a difference.
  6. I would take Hoarfrost over Hibernate. The extra HP make a large difference when you take a stray hit from someone waking up that your trying to perma sleep. Odds are if you take a hit and need to pop into Hibernate your going to lose the sleep on someone and that will ruin your day.

    You haven't take either of your AOE from Fiery Assault which is going to make solo'ing above x3 or so a really PITA and time waster. If your just going to team as a sleep bot for your friends or something then your not likely to be bothered by this.

    Contrary to Infini I would never take Terrify. Hitting a spawn with Terrify seems like a great idea right up to the point that your team follows up your "control" with an AOE attack and the fear makes them run to the 4 winds. You have 0 imob to keep them in place, your team on the other hand is almost certain to have a metric ton of AOE flying around that wrecks your sleep and your terror.

    An easy question to ask yourself is: Do the groups I tend to play with take less on average than 30 seconds to blow through a spawn? If the answer is no then the rechrage you have on MC and MD are enough to rotate each spawn.

    Cast MD, 30 seconds to clear spawn, move to second spawn, cast MC, clear spawn and what do you know MD is back up and ready.

    If your team is clearing faster than 30 seconds a spawn then you can always fall back to tossing a couple of plain confuse out there, with the Proc in there making it into a mini MC this isn't the worst thing in the World.

    Odds are if your rolling spawns that fast your control wasn't really needed anyway and your adding more from your secondary than you were from your controls.
  7. Even in speed content at some point you get to a hard target that slows things down and it's a free 10-30 dps.

    In trials you don't get quite as much out of it due to needing to move at times but I'll take all the animation time free damage I can get my hands on.
  8. Quote:
    Originally Posted by Sarrate View Post
    Adamastor has 25% res to negative energy and -25% resistance to energy. So an NE attack would need to have ~66.67% better DPA than an energy attack to deal better damage against him.
    Didn't bother to look into the resistance of the GM. Thanks for pointing that out.

    Using Arcanatime it's 41.74 DPA for Mu Lightning and 55.60 for Gloom which is only 1.33 times better, way short of the 1.67 you pointed out.
  9. Quote:
    Originally Posted by Von Krieger View Post
    Well, I'm rather proud of myself. With two trays worth of reds and my Warworks lore pets I managed to defeat Adamastor with my SS/Fire/Mu Brute!

    May not be a surprise to anyone else, but I was rather stunned with my success.
    Congrats!

    Considering your /Mu instead of /Soul that is an even tougher challenge.
  10. Quote:
    Originally Posted by Gospel_NA View Post
    I'm still getting the hang of my SS/FA, but I don't see how you handle large groups of cimoreans and their huge amounts of defense debuffs.

    I only sit at 32.5% s/l and large groups of cimoreans rip through me pretty quickly when I'm the sole center of attention. Even with healing flames and mitigation from footstomp I find them to be a challenge at +0/8

    How do you manage these groups?
    His build is capped. It allows him to either keep 1 purple active all the time as a buffer or just pop as needed to avoid cascade failure.

    At 32.5 I keep 1 or 2 purples running all the time and don't have an issue with Cim's at +4.
  11. joebartender

    god help me.....

    Quote:
    Originally Posted by humulass View Post
    k so retype this now.

    so tryed tank agian. fowed out i dont like being the "MEAT BAG" anymore so ya. no idea what to make.

    k i am lookin for something good at..

    1) doing dam weather it be by debuffs or pure dam
    2) something that can make my dream of killing all AVs by solo posibly it makes me happy.
    3) i figer by above 2 good at soloung but with only 30 mil to work with something on a lack of cash i can make work for incar content.
    4) fun to play. but if it feal strong to me this last one doesnt realy matter
    If your looking to a build that can solo almost any AV for only 30mil inf then I think that fairly well limits the choice to Bots/Traps MM's.

    They can destroy most AV's on SO's and for less then 10mil you can cover that for your whole 1-50 journey.

    I would suggest hitting up the market forum and getting some tips on how to turn that 30mil into several Billion and then being able to open up all kinds of choices for what to play.
  12. Quote:
    Originally Posted by Crescens View Post
    So, I'm currently planning ahead in anticipation for when Street Justice comes out, and as I'm optimizing the build, I find myself simply not needing power sink from pretty much perma energize and physical perfection. My question is: am I crazy?

    I realise power sink has a very useful end draining component, but I'm wondering when it becomes justified to take that power solely for the end drain component.

    I think StJ looks Very promising; hard hitting attacks (according to beta) further enhanced by the combo system, slots for achille's heel proc, and no less then 3 force feedback recharge procs. AoE is on the low side tho and is one of my concerns for the set.

    I also took energy mastery APP over something like soul for more attacks/AoE. In the end, I managed to softcap S/L with very decent resists all around.

    Looking for any comments and advice!
    Powersink is worth taking just for the end drain the moment the power is open to be selected. By leaving Powersink out of a /ELA build your taking away a major chunk of your ability to have layered defenses. You only need to be able to survive for one cycle to take a spawn to nothing and use LF to keep them there.

    You stated you like the look of STJ but don't like the lack of AOE. So I am confused as to why your skipping LF as over the course of a normal nights play it will almost always be your most damaging power and by a large margin most of the time.

    I also don't get the reasoning for going into the Energy Mastery pool when your lacking in AOE.

    You said you were optimizing the build but you didn't state any end goals so it's hard to be less general than I have been.
  13. joebartender

    Back to Lib TV.

    Quote:
    Originally Posted by ultrawatt View Post
    Mmk, did some tests, AE still pwns.
    Yeah didn't notice an appreciable loss in inf/min, tickets/min or pl speed for my friends once I made adjustments to my arc.

    I do love lib tv for purple farming on my plant/fire/fire dom 15 seconds a spawn just brings in the recipes so fast.
  14. Quote:
    Originally Posted by Giant2005 View Post
    But you get the same xp either way, you do lose a little time in entering and exiting the mish for a second time but that time is very marginal at best.
    As an avid ticket farmer this isn't going to change much for me.

    Arc needs adjusted to remove the rez is all. Still cap tickets on one room. Takes 30 seconds longer now. Once the rez is removed that figures to be about 15 seconds longer as I won't be wasting attacks on something that isn't going to give me a reward.

    So 75-85 seconds a run.

    My biggest bottleneck is still going to be doing all the rolls and crafting and listing. That takes 30min of each hour for me.

    I really want to log onto Freedom and see if anyone is running a two for one nerf day special just for a giggle though.
  15. Quote:
    Originally Posted by warden_de_dios View Post

    You'll be exempted to level 20 when you start the arc
    I can't express how sad this made me.

    I will just read the summaries on the wiki rather than slog thru even 1 mission of level 20 content on my mains.

    I don't think in 5 years I have even met someone that had an exempt build for down to level 20.

    Nothing says fun like having to go turn your diff down to go play what is meant to be a bonus for being a subscriber.
  16. Quote:
    Originally Posted by humulass View Post
    He is goin to be a darmin toon so he will get some inf put into his build. Not a worry. Startin to think I may lvl him outside ae to learn the proper way to use him. Sence I may make him a main-alt.
    Since they removed all rewards from rezzers in AE you might as well level him outside to get a feel for him and unlock the farm of choice for you.

    Elec/SD works well on the council empire farm among many other maps.

    You can still of course farm in AE just a bit slower now with the change to rez and rewards.
  17. joebartender

    Cebr

    Quote:
    Originally Posted by Papaschtroumpf View Post
    Sooner or later something was going to be done about res farms. I just stupidly held out hope that the dev team would use this as a reason to buff the rez in /Regen.

    There is a reason that you use the /Regen rez and that is that the power poses no risk or increase in the chance to fail.

    I would be much happier with a buff players response over a nerf the farm response.

    If the power didn't flat out suck it could have never been used in this manner.

    You don't see RotP, Soul Transfer or Resurgence being used as the rez power in AE for a good reason.

    RotP from 16 foes is going to hit for 100+ pt's of KB and you have only 12 points of protection and 0 resistance to it and 50+ stun thats going to drop your toggles and end the farm real quick. Never mind the massive damage from that many RotP's. Heaven forbid you hit 40 mobs with ION and get smacked with that inferno.

    Soul Transfer: Hits for a mag 30 stun per mob. 16 of those and your toggle dropped and dead. Again if you led with Judgement your even worse off.

    Resurgence: At 1st glance seems like it isn't that bad but the +tohit will mean that the mobs will nail you even with venge or 4 purples running. The +damage and +recharge get them the dps to drop you even with your capped res. This one is possible to deal with but it is by no means something you would have wanted to deal with in a farming mission.

    So with these examples why nerf the type of farming instead of buffing a truly lame player power?

    Either way the farm goes away but at least with buffing Revive you can tell the players hey we gave you a buff.
  18. Quote:
    Originally Posted by Honcho View Post
    Under crafting gear/ max level 30/ defense sets/ defense you have the 3 Paragon Market IO set Karma, including the knockback protection one. There is no listing for resistence under defense sets/ and thus no place to put the Steadfast Protection PMIOs.
    Since under max level 40/ defense sets/ there is a resistence set listed, I'm guessing that the missing resistence set under max level 30/ is a bug.

    So two questions, did this ever come up in Beta, and did the Devs say that it was intended that there be no matching Steadfast Protection PMIOs? Second did the boards ever settle on what to call PMIOs?
    Store Bought Enhancement: SBE's

    As to whether or not the missing Steadfast IO was brought up in beta I really don't recall. I keep 30 to 40 on hand in my base and dole them out as needed so it isn't an item i think about often.
  19. Most of the info that Culex gathered is still valid as I don't recall any enemy types that had resistance added to them.

    You will have to look into new Praetorian groups on your own but his work should cover the bulk of what your looking for.

    http://boards.cityofheroes.com/showthread.php?t=115749
  20. Quote:
    Originally Posted by Wing_Leader View Post
    Really? It seems like a lot more than just theory being bandied about. In just a single thread in the Scrapper forum on "Brutes vs. Scrappers, which is better?" there were five pages of debate involving power/enhancement/buff interactions that were based on empirical data and what seemed like a pretty deep understanding of the numbers. It took a while before I realized that none of it was relevant to a player not slotting purples and "frankenslotting" in exactly the most optimal ways. And it took a while because it was assumed as the default approach without explicit mention, to the point where it was necessary for one or two posters to mention these assumptions explicitly only when the points they were trying to raise seemed to be falling on deaf ears.



    I appreciate this insight (I really do, I'm not being sarcastic, I swear). But unfortunately it is all pretty much greek to me. You are assuming I know what tickets are or merits or what you get from them or bronze, silver, or plutonium "stuff" is or what it means to "roll" them, and so on. None of this is understood by me (or my friends who are thinking of returning to the game). None of the game's own player documentation explains this in an easy-to-digest form. Most of it feels like lore accumulated by people who have been following along with this crafting system from the beginning and know where to go to get minor updates to their knowledge.

    Is there a comprehensive and up-to-date Player Guide on this you would recommend? Even if there is, I will have to decide if I want to get into it all. I mean, there's just something about this kind of "crafting system" that doesn't feel at all congruent with comic book superheroes (unless every character is meant to be Reed Richards or Tony Stark, which seems both bizarre and unappealing to me).
    So every new system we added that had in game descriptions and on screen help text come up you just click past and ignored?

    If that is the case then reading up on paragon wiki is your best best as you have an quite a bit to catch up on.

    If you have market questions the market forum is very helpful. Those that post there are very willing to help someone learn the ropes of how to make piles of inf for minimal effort.

    By your definition of casual you run a fair amount of TF's. From those TF's you likely have the resources on hand to build what ever you want.

    You have to understand that out of the 100,000 players that play this game very few come here to post. The ones that do are going to trend toward being the long term dedicated player.

    To burrow a little further down that rabbit hole the scrapper sub forum is where you go to meet the top end min/max power gamers and talk out max dps builds that can solo multiple AV's using only brawl on auto while you post exploitable images of Zwillenger. Ok maybe it isn't that bad but judging your build against the regulars of the Scrapper forums is a recipe for IO envy.

    .
  21. Quote:
    Originally Posted by Fiery-Enforcer View Post
    The reason people reacted the way they did because MARTy was being set off in beta a day before the release of i21. Whether it was a bug or not, I think some of the reactions were pretty fair. Also, the parameters given to set it off were complete ludicrous and weren't very helpful as far as testing goes.
    This.

    The lack of transparency was bound to foster a aura of suspicion as to what would now be considered cheating and what would be considered aggressive gameplay.

    As a person who likes to push the limits in game I don't want to end up with a banned account because some new metric says that something I have done for over 18 months is now beyond the pale.

    If they as a dev team had been able to give some more realistic metrics on what would trigger MARTy then I really think people would have felt much less apprehensive about it.

    I know as an anti exploit measure details have to be limited. Some more realistic trigger points would not have hurt.

    The Ustream the next day in which it was intimated that MARTy can be adjusted on the fly left me hopeful that the system will be actively looked at and kept from being to big a PITA.
  22. Revive really needs something added to it.

    /DA's rez has a mag 30 stun, a 15 second untouchable window and if you happen to die surrounded by a horde of baddies as I tend to you will especially like the heal portion scaling with number of foes hit.

    /FA does a boatload of damage, does large KB and has an untouchable window to toggle up in,

    /WP heals for more and gives you some nice offensive buffs to crush whatever has killed you the 1st time.

    Though Resurgence is in the same boat with Revive in not giving you any kind of protection to allow you to toggle back up.


    Even as an avid farmer I am always happy to see a player set get buffed.

    At this point even if the time to max tickets was tripled the biggest drain on my inf/min would still be rolling recipes, buying salvage, crafting and selling IO's.

    PL'ing might be a bit slower for a short while until new ways to optimize xp gain are learned but that is just the nature of farming.
  23. joebartender

    BS vs WM vs Axe?

    Quote:
    Originally Posted by Rodion View Post
    I made an Axe/Fire brute on a lark to see how it works with three Force Feedback: +Recharge procs in the AoEs. Mids reports something crazy like a 320% recharge bonus, but I somehow doubt it'll be that fabulous. Only at level 17 so far, so the madness hasn't started yet.
    The Force Recharge proc doesn't stack. The proc does no longer have a suppression period so a 2nd proc'ing while the 1st buff is active refreshes the buff.

    With only a 10% chance to fire off I don't see it staying refreshed all that often. I'm lucky to see it up every other footstomp on my SS/FA brute even in packed mobs.
  24. Quote:
    Originally Posted by Wing_Leader View Post
    It seems like the only discussions on AT builds and play strategies to be found on these forums are relevant to power gamers who are intimately familiar with "the numbers" and have seemingly unlimited access to every IO in the game, no matter how rare or expensive. Am I the only casual player who also isn't a complete newbie?

    How do you guys afford to fill up an entire L50 (+1) character with the rarest IOs in the game? How does one do this without farming or spending three years playing the same toon every day? I mean, farming is a metagame practice that I find somewhat puzzling. Farming itself isn't really fun, is it? It is something you do, not for its own sake, but because it is the only way to accumulate the insane amounts of influence necessary to create these ridiculous builds with all those IOs. And yet this has become so common, or so it seems from the working assumptions of threads on builds on the forums, that things like IOs and set bonuses can't be regarded as just "influence sinks" intended to bring equillibrium to the in-game economy. They are now part of the unwritten Standards for End Game Play.

    So how are casual gamers expected to participate at what has become the new Standards for End Game Play without farming? When I join teams with my old L50s, which pre-date the Incarnate system, I am self-conscious about the fact that I might get booted for being less than half as effective as everyone else who seems to have full sets of "purple" IOs (or whatever), top-tier Incarnate powers, and so on. I found WoW to be a dreadful experience because keeping up with the requirements of "end game play" was like a second full time job. Prior to the Invention System, COH had always felt like an MMO that had escaped that trap. I'm not so sure it is like that anymore.

    Is there still room in this game for casual players who want to experience the max-level content, but who don't want to turn farming into another life's career just to obtain the necessary IOs to be useful on a team nowadays?

    Builds on the forums are theory crafting. Just because you see someones uber super special awesome build in a thread doesn't mean it has been built or being used by that person. Everyone can max a build in Mids not everyone is going to be able to devote the time and resources to do that in game.

    From your reg date you have been here for 7 years on and off. You should have a pile of merits to roll on random recipes, you should have had several big ticket IO recipe drops over the years, it is trivially easy to run tip missions to get A merits and use those recipes to fund your toons.

    You have stated a obvious dislike for farming. A decent story arc in AE that runs 5 missions will net you 7500 tickets. Take those tickets and go roll 10-14 bronze, 15-10 silver or 35-39 bronze and craft the good stuff. Easy 80-300 million that way. You can do a new story arc each time. It's not as fast as farming a mission that caps tickets in 1min but it's much more rewarding in the story dept and very easy to do for a casual 1 hour a night player.

    Lastly I wanted to say I agree with just bout everything Dark Gob had to say, especially the part about you really not wanting to be on a team with pancakes that kick you for your build.
  25. joebartender

    Cebr

    Quote:
    Originally Posted by Aquila_NA View Post
    If CEBR was banned all of TopDoc's missions would be unpublished and unpublishable as well. The fact that you can still find anything by TopDoc indicates that he unpublished it or renamed it, himself.
    When you search for his mission you find nothing. When you search for Topdoc by name you can find CEBR.

    The arc has a little hand inside a circle icon on it now. When you hover over it the icon displays banned.

    edited for clarity.