mauk2

Legend
  • Posts

    1562
  • Joined

  1. So, I have a good tank copied over to Beta. I grabbed 80-odd superpacks for free and peeled those suckers open.

    BTW: CARDS, DEVS? REALLY? IS THIS FREAKIN' POKEMON?

    (ahem)

    Anyhow, I got a crapton of ATO's and after tinkering with the converter (lordy, I hate gambling in-game, but the Astral prices look doable at least, so the packs/convertors are not required) I got a set of Might of the Tanker.

    I popped it into Burn, figuring it would see a lot of use. Yes, it sure did!

    I could maintain 1 proc pretty much as long as the bad guys held out. 2 procs was a bit harder but not much, generally only expiring when I had to move a long way to another spawn. 3 procs was difficult: In retrospect, a faster-recharging power might have worked a bit better.

    Ehn.

    In all, with the basic set, I was running 5 percent resists all + the set values all the time, ten percent when the crowds were thick, and could touch 15 percent when hasten was running.

    The survivability improvement was noticeable, although not extreme. This toon is running a hella good build, and I moved down from softcap S/L to fit the MOTT set. Still, even with the loss of defense, I felt solidly more survivable.

    Win! Love the Devs! Even with the stupid Pokie-Packs.
  2. Quote:
    Originally Posted by mauk2 View Post
    Hella lot of whining.

    I think the dev's should make new Hami-o's to replace the functionality of the fixed ones, and have them drop from the Avatar at the end of the UG and similarly beefy critters. (Looking at the Seed zone event, for one.)
    Actually, scratch that. I was thinkin' too small.

    I think the Hamidon should get a new set of Hami-O's choosable from reward tables.

    I think the Battalion should get a new set of Batal-O's choosable from reward tables.

    I think the Rularuu should get a new set of Rulu-O's choosable from reward tables.


    (Those are my three guesses as to the Coming Storm baddies.)

    Better even still, these O's should all be different. Duo's, trebles, quads, quints, and throw in oddball buffs like mag 1 status, global inf boosts, prestige bonuses, PBAOE ally buffs, etc, etc.

    Hell, even some DDR. Get creative with it!

    Inventions are awesome, no doubt, but it's been YEARS. How about some new stuff?
  3. Quote:
    Originally Posted by BrandX View Post
    They've gone live?
    They're on beta and actually proccing now. Thus, the code is alive for them. Sorry for the confusion.

    I just checked out the tanker ATO set (I like scraps, but I LOVE tanks, sorry) and that one is solid awesome-plated WIN.

    But I haven't seen anybody looking at the scrapper ATO set, and I sure ain't gonna peel open another 80 packs to make one....

    At least not tonight.
  4. mauk2

    SS and more aoes

    Quote:
    Originally Posted by Talen Lee View Post
    We're not so lucky.
    Dude.

    What is wrong with you lately?

    Be constructive.


    As to the thread topic: Super Strength is good because it is ICONIC.

    This is a SUPERHERO GAME. You bet your bippy Super Strength is gonna be good. There are other super hero genre games out there, and in ALL of them, Super Strength freakin' rocks socks.

    It's expected.

    That said, it's unlikely to get too much better. There's acknowledging the genre's tropes, and then there's just crazy.
  5. Quote:
    Originally Posted by electric_emu View Post
    As a Tank. I want a combination that makes me tough as all hell and able to dish out some pretty good damage and maybe even be able to farm. I realize I wouldn't be as fast or hard-hitting as a Brute, but hey... what can you do? Let's pretend I have infinite funds, what combo should I use?

    My first thought was Fiery Aura for the primary. I've heard very good things about the durability of a softcapped FA, and Burn, Blazing Aura and Fiery Embrace is a DPS orgasm with almost any secondary.

    My real question is... what should I use for a secondary? I like the idea of Titan Weapons for its AoE smashiness. The taunt animation is cool, too. But endurance... eww.. I do NOT want to use Super Strength. I have a SS/FA Brute already.

    Suggestions, Tanker-people?
    Fire/fire/body tanker.

    With proper investment, it can do what you are after. It takes a bit of doing, but omg, once you get there....
  6. Quote:
    Originally Posted by Santorican View Post
    Cliffnotes, what'd I miss?
    Hella lot of whining.

    I think the dev's should make new Hami-o's to replace the functionality of the fixed ones, and have them drop from the Avatar at the end of the UG and similarly beefy critters. (Looking at the Seed zone event, for one.)
  7. The ATO sets seem to be live and sorta working now.

    Has anyone tried the scrapper set yet? How does it work?
  8. Quote:
    Originally Posted by Local_Man View Post
    And nothing makes a team better than folks with a good sense of humor. I don't mind a team wipe from everyone laughing. (And I've had a few.)
    OMG yes. I've been teamed up with people and laughed so hard I couldn't see. Skype FTW!
  9. Quote:
    Originally Posted by Eric Nelson View Post
    Enhancement Boosters are not exclusively available by using Paragon Points -- Tier 9 VIP Tokens can also be spent on them.
    ...which requires a sub.

    ...which is real money.


    Assuming you worry about such things


    Long story short, cyto's just freakin' RULE. They always have. ESPECIALLY in Invincibility.

    I like Invuln toons, so I'm very glad I have a good stock of these bad boys socked away.
  10. Quote:
    Originally Posted by Slazenger View Post
    Am surprised these are still selling for this amount?

    I've been purchasing 10-20million inf pvp recipes, and once i22 hits I will just convert them into the unique's.
    The converters are not looking to be either reliable, or inexpensive. Some people really like the gambling aspect of it, others really do not. The dislike, I think, will support prices for a good while.
  11. My guilty confession:

    I love using unusual 'idle' stances for bad guys.

    Oh, the shame of it....
  12. Quote:
    Originally Posted by KnightofKhonsu View Post
    ...and so far I am impressed. I have no compliants at this point. This is a new combo for me so I wanted to touch base with those scrapper affectionatoes on some tips.

    First, I plan on adding Cbt jumping, super jump, and spring attack. And adding either super speed or hasten.

    Second, I'm toying with adding boxing, tough, and weave; however, I'm not sure that would be a good fit. I'm not even sure it would be worth it with the power sets I'm using.

    Anyone have an opinion or run something similar can share with me their experience? Thanks.

    MA/inv is a superb combo for a low-damage, high survivabilty toon. And by low damage, I mean the lack of AOE, MA actually does very VERY good single target damage these days.

    Spring attack will help with AOE and if you can stand the bad animation, is a darn nice powah. Try and synchronize it with focus chi if at all possible.
  13. Quote:
    Originally Posted by Deacon_NA View Post
    Maybe it's coincidence, but when I read this thread:

    http://boards.cityofheroes.com/showthread.php?t=280987

    I thought the HO fix would get moved up the bug priority list quite a bit. Maybe it was already a priority, dunno.

    You could look at the difference between Enzymes and the +Def HOs and say the difference is real but not game breaking, the PBUed values for Farsight shown in the above link are game breaking.
    Yeah....

    The Dev's have to realize they've got monumental balance problems due to the way buff/debuff stacks. Hell, the RMT'rs have to drive that home every day.

    (For an enlightening look at how serious this is, look at the MARTy values again. Yes, those insanely high limits DO get hit a LOT by the RMT farmbots.)

    It's City of Debuffs. That's just a fact.

    Maybe this fix is a sign the Dev's are finally going to address the buff/debuff stacking issue?
  14. Quote:
    Originally Posted by Hyperstrike View Post
    And running missions longer without needing to dump or losing drops.
    And turning a couple of my toons into veritable common-IO Wal-Marts on the auction house. My GOD the inf rolls in!
    Heh, same here.

    In my favorite niches, I buy recipes in lots of 120.
  15. Quote:
    Originally Posted by _Pine_ View Post
    This will make almost all hamios obsolete. :/
    Cytos are,were, and will remain the best slotting choice for Invincibility.

    As for the rest, well, if Hamidon IS part of The big Bad, maybe the Dev's should re-touch his bits a little.

    Just sayin'.
  16. Quote:
    Originally Posted by _23X_ View Post
    So I was goaded to increase the SG ranking of my solo SG, over a month or so I spent ~125 billion to get the #2 spot on Infinity, and the best part in doing so it encouraged the #1 sg to spend a little north of 150 billion to secure their #1 status. with nearly 400 million between #2 and #1 there spot is safe from the likes of me anyway, for long while.
    slax is ebil
  17. Quote:
    Originally Posted by Kazz View Post
    Well, I can't say I didn't see it coming. Fortunately for me, I only use Cyto's in my builds anyway and not Enzymes or membranes - never felt comfortable "cheating" the values, even if it wasn't explicitly a bug.
    /agree

    This impacts me hardly at all.

    However, I expect the price of cyto's to SKYROCKET, as every invuln build suddenly has a very good use for them.
  18. From here:

    http://boards.cityofheroes.com/showthread.php?t=281919

    We get this:

    Enhancements

    Hamidon, Synthetic Hamidon, Titan and Hydra Enhancements will no longer incorrectly enhance attributes other than those specified by the enhancement.


    Took them long enough.

    If yer sitting on enzymes, membranes, and the like, better move them fast.
  19. Quote:
    Originally Posted by Hopeling View Post
    This depends a lot on power sets. In the absence of damage buffs, yes, the scrapper advantage is minimal to nonexistent.
    Correct.


    Quote:
    Brute Sweeping Strike hits for 70.9 damage base, so you're looking at 70.9*(1+.95+1.6) = 252 damage.
    Scrapper Sweeping Strike hits for 106.4 damage base, with a 15% crit chance, so you're looking at 106.4*1.15*(1+.95) = 238.6 average damage. The scrapper is a little behind.
    (nods) A more extreme case than the one I use, but accurate. This actually favors a scrapper a smidgeon, due to the higher crit chance, but you're giving the brute extra fury, so it's a wash, more or less.



    Quote:
    But if I add double Blinding Feint:
    Brute double Blinding Feint gives +60%. It hits for 70.9*(1+.95+1.6+.6) = 294 damage.
    Scrapper double Blinding Feint gives +75%. It hits for 106.4*1.15*(1+.95+.75) = 330 average damage.

    The addition of a moderate damage buff brought the scrapper from slightly behind, to well ahead. So yeah, scrappers definitely do benefit substantially more from damage buffs such as Blinding Feint, Follow Up, Against All Odds, Power Siphon, Musculature alpha, Assault, Build Up, red inspirations, or team buffs.
    Exactly! However, note your use of the word 'moderate'. In my experience, once the buffs start flying, it is rare for a moderate case to be found. Maybe in small teams doing low level content, would this be a common occurrence.


    Quote:
    A scrapper at the damage cap does more damage per hit than a brute at the cap, and requires less buff to get there.
    ....

    Er.... At the cap?

    No, and that's precisely the point: At the cap, the scrapper SHOULD be doing rather a lot more damage than the brute. But it isn't so.

    http://paragonwiki.com/wiki/Limits
    http://paragonwiki.com/wiki/Damage_Scale

    From there, note:

    Brute AT scale: .75
    Scrapper AT scale: 1.125

    Brute cap: 775%
    Scrapper cap:500%

    Assume an attack with 100 base damage.

    Brute: 100 x .75 = 75 damage x 7.75 at cap = 581.25
    Scrapper: 100 x 1.125 = 112.5 damage x5 at cap = 562.5 x1.06 crits = 596.25

    That's a 2.5 percent deficit for the brute, which I humbly submit, is not so much as 12 percent. (NOTE: The upcoming ATO scrapper proc MIGHT change this picture slightly or a lot: Time Will Tell.)

    However, if we're assuming a buff-rich environment, the Brutes higher hitpoints and MUCH higher resistance cap is giving the Brute something on the order of a 100-200 percent boost in survivability.

    The scrapper is paying dearly for that 2.5 percent damage output lead.

    I've been saying for months that scrappers, blasters, and stalkers should have their damage caps raised to 600 percent, precisely to make them more attractive in buff-rich environments like this. (NOTE: Another way for the Dev's to address this for scrappers would be to make the Scrapper ATO proc dramatically improve their crits, and while less attractive than raising the caps, this is also a way forward.)
  20. Quote:
    Originally Posted by Granite Agent View Post
    My understanding was that since the nerf to Fury -- now you have a hard time getting it above 75% and maintaining it -- scrappers actually come out slightly ahead in the DPS comparison.
    Not....really. Did you examine the two builds posted in this thread? Unless I messed those up somehow, they're dead even. Except the brute is waaaay tougher.


    Quote:
    Then when you factor in the higher base damage scale for scrappers they pull head for self-buffing dmg sets like /Shield and Claws (follow-up) or DB (the follow-up power).
    Not...really. The only advantage scrappers have damage-wise is pseudopet damage. Assuming the brute can maintain 70-ish fury for a large percentage of combat time (which I find pretty trivial on a good brute build) then the brute is pretty much dead even to somewhat ahead, depending upon how much DoT damage they have.

    Again, this is my experience in play, and is backed up by my Mid's tinkering. If I've got Mid's borked somehow, I'm happy to be shown the error of my ways.
  21. Quote:
    Originally Posted by Wing_Leader View Post
    Thanks! That was helpful.

    It definitely confirms my notion of Brutes as "better defenses than Scrappers, better damage than Tankers", a sort of in-between AT. Based on your example above, I'm actually even more impressed (than I was before) that a Brute can come as close to Scrapper damage as it does. I'll gladly trade the small damage advantage Scrappers have for the small defense and taunt advantage(s) of the Brute. I don't expect anyone else to feel the same way though.
    50 fury is quite low. Just for the record.

    In my experience, 70 is easily sustainable. In more extreme situations, you'll be peaking above 80 pretty regularly.

    At 70 percent, brutes are easily on par with scrapper damage, and still moar tuff.
  22. Quote:
    Originally Posted by PleaseRecycle View Post
    Okay look mauk, I understand that coming up with a couple builds and crunching various numbers takes effort and I'm not trying to wave away your argument, but you basically showed that the brute is approximately 12% better at survival and constructed a circumstance where that 12% betterness is the difference between life and defeat. I'm not denying that it is possible for that to happen, what I am denying is that that's a common situation in actual play. You sort of give the game away when you say "and then the brute takes an orange" because what is keeping the scrapper from taking a purple or a green at some point here?
    Absolutely nothing.

    However.

    Any purples have identical effect between those two builds. Any greens favor the brute, by the mentioned 12 percent. Yellows, pinks, etc, all have identical effect on both builds.

    Oranges, however, can raise the brutes S/L resist to 90 percent. It's not a difficult target to reach. And at 90 percent S/L resist, the brute is suddenly NOT 12 percent more durable (which is a huge difference in and of itself).

    When SoW is popped, the scrapper can resist 75 percent, with oranges, the brute can resist 90 percent. (Or with a barrier, or an outside buff, etc.)

    That gives the brute a crushing 250 percent advantage in damage mitigated. For every 1000 points of S/L that lands, the scrapper takes 250, the brute 100.

    And the brute ALWAYS has more base hitpoints and more base regen, and so is much more likely to begin any conflict with full hits.

    It's a huge difference. 12 percent is a LOT, over time.

    Quote:
    If you're taking sustained 80 dps through all of your defenses and resists, you must be killing the hell out of a lot of things.
    Thus why I consider 70 percent fury a conservative estimate. At 80 percent fury the brutes damage output is considerably better than the scrappers, assuming I haven't screwed anything up.

    Quote:
    I'm saying that WP is one of the brute sets that has the smallest advantages over the scrapper equivalent. Any set that can cap one or more resistances or has access to dull pain has a much larger advantage over the scrapper version than WP does.
    I agree. Yet as I hope I've made clear, even on willpower, the brute has a huge advantage.

    It's HUEG! It's got it's own weather!