mauk2

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  1. Quote:
    Originally Posted by Mr_Louisiana View Post
    Well I want to solo. I have kids and have to afk alot. I want to be able to solo up to bosses. Im only gunna use so's cause ill be going back to premium at end of cycle. I really like the willpower secondary. The only other I have tried is invul and super reflexes both are ok to me. I like the shield concept but not sure on a defense only set. Im not looking to solo avs lol just do most content solo with the occasional group. I like low level electricity secondary but not sure how it preforms late game.
    I have a L50 elec/elec scrap with near-softcap S/L and a full set of Incarnate powers. It's probably one of the highest damaging toons I play, once I get the rhythm down, and a lot of fun.

    Electric melee is ALL about buildup and lightning rod. OMG, the damages.....

    On SO's only, electric armor does fine as long as you remember that endurance drain is part of your mitigation: You will find yourself getting beat up early, then the incoming damage peters out as they run out of end, then energize is up and you're healed again. You for sure won't be running +4 ITF's or anything, but you will not be terribly squishy by SO standards. No, you won't be Invuln or willpower tough, either, but that's the price you pay for the damage aura, which RAWKS.

    One piece of advice: If you choose electric melee, take and use an extra ST pool attack. I chose Air Superiority for the awesome knockdown, and just endure the loss of my kb resistance while I'm flying. Boxing will also serve if you'd rather, and is probably a 'smarter' choice.

    I just like flying every now and then.

    A nice approach for you might be sword/electric. The parry melee defense will realllly help an electric armor.

    EDIT: Important safety tip: Things run from electric armor scrappers. I solved this on mine by killing them so fast, but on SO's it might be an issue. Go brute, or take wp/invuln/shield.
  2. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    For my toons it would have to be my psi/ment/force blaster. His build is hard to breakdown the why of it working as I have shared it with no few friends over the years but all have found it hard to still do what I do with it.
    Interesting.

    I actually have one of these as a concept toon that's been stalled in the thirties for a couple of years.

    May I ask you to post a build, possibly with play suggestions. I dislike blasters, but this guy appeals to my sense of humor and I'd like him to work.
  3. The enzyme works, but I feel it's a bit of an exploit. More important, the cyto boosts your +tohit. It's not a lot, but people often forget, and tohit is important.

    Granted, if yer rolling rage it's less so.
  4. Quote:
    Originally Posted by all_hell View Post
    I don't think you can max all four stats, but you could prob'ly get something decent

    these maths may be wrong, but...

    I show a (lvl 50 + lvl 25 quad), both +5, yielding ~40.7 per attribute
    Then 2 +5 triples @ ~26.5 per attribute
    4 slots
    Pre-ED
    acc 40 + 00 + 26 = 66
    dam 40 + 26 + 26 = 92
    end 40 + 26 + 00 = 66
    rech 40 + 26 + 26 = 92


    I show a 2x lvl 50 yielding ~46 per attribute
    Then 2 +5 triples @ ~26.5 per attribute
    4 slots
    Pre-ED
    acc 46 + 00 + 26 = 72
    dam 46 + 26 + 26 = 98
    end 46 + 26 + 00 = 72
    rech 46 + 26 + 26 = 98

    Daaaang!

    I have long had a policy of six-slotting all used attacks, with maybe one or two five slotted on a super-tight build. This shows that four slotting is completely viable if you're willing to forego set bonuses as a primary goal.

    Suddenly, I can have a LOT of spare slots. (Starts re-looking toons.)
  5. Quote:
    Originally Posted by all_hell View Post
    Considering dropping hasten down to 2 slots on toons that aren't meant to mal down.
    Two level 55 rechargers is a niiiice boost.


    Quote:
    also considering putting them in my lvl 25 LotGs
    Any and all non-50 sets need serious re-evaluation now. Eradication, for example, is gonna be a SCREAMER. Touch of death is another one. I'm sure there's lots more.


    Quote:
    Any frankenslotting that involves quads
    Indeed. All those mako quads, all those decimations, etc, etc. I'd also look very hard at all triples. They don't exemp as well, but hey, performance is performance.
  6. Quote:
    Originally Posted by Blue_Centurion View Post
    Wow Mauk! You just saved me a week of work. (At the end of which I would have had a very expensive non optimal toon lol) Seriously, thanks. I just hit 20, since I am slow leveling, doing every contact. I will start gathering the materials for this build, and slotting them as I level up to the enhancers. It looks like I will run him exactly like this. Except, he's an ornery little bot named Snarky, not Heracles lol. Other than that you nailed it. Many many thanks.
    LOL, you're quite welcome.

    That said, I make no claims that's 'optimized' or anything, just that it'll play okay.

    I especially recommend both the glad and the steadfast as early as possible: That extra six percent REALLY helps early.

    Also, there's a lot more to be done: Both the slots in Hasten can be bumped to 55's, the three eradications can (and should) get +5 shifts, every quad on it should get bumped to 55, etc, etc, etc.

    If you're serious about pumping up a single toon, the top end is very VERY high these days.
  7. How are enhancement boosters going to change your slotting?

    For example, kinetic combats at level 40 are realllllly sweet.

    Any thoughts?
  8. Quote:
    Originally Posted by Supermax View Post
    So it sounds like 3 SO's in hover, 1 in fly, and 2 in afterburner.
    Hooooolly crap, that's gonna be FAST.

    Post vidz pls?
  9. Quote:
    Originally Posted by SpikyShane View Post
    Gah, too much thinking involved in this! So, am I best having Spin in my attack chain?
    Yes.

    You Will Like It.

    No aiming or jumping around frippery required, just fire it between followups and watch everything evaporate in the spinvelope.
  10. Yeah, everything I could find was old and not good, so I whipped this up for ya.

    Points:

    Capped HP's. Dude, yer HERCULES.
    Pretty decent regen.
    Enough end once built to get by easily.
    Price Is No Object. The level 10 Glad proc will not be cheap, but get it anyway.
    Does more than decent damage, recharge, etc.
    Softcapped SL, pretty close to some other stuff. Crowds are your friend.


    Villain Plan by Mids' Villain Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    HERACLES!: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(31)
    Level 4: Temp Invulnerability -- GA-3defTpProc(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(31)
    Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(19), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(42)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), BasGaze-Acc/EndRdx/Rchg/Hold(15), BasGaze-Acc/Rchg(25)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
    Level 12: Boxing -- Empty(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 18: Rage -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(36)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 26: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(27), Mocking-Taunt(39), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(40)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(46)
    Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(43)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Dmg(34)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(45)
    Level 38: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(43)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 44: Superior Conditioning -- P'Shift-End%(A)
    Level 47: Laser Beam Eyes -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
    Level 49: Physical Perfection -- P'Shift-End%(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45)



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  11. Hmmm.

    I remember you.

    Let me see if I got something in the slushpile and get back in a bit.
  12. First, always play what you like.

    Second, claws is fast, a little less recharge will not hurt.

    Third, you have invincibility and followup: A claw/inv hits what they're aiming at.

    Fourth, on an invuln, you have a stellar taunt aura. All the positioning you need the bad guys will do for you as they cluster around for destruction.

    Fifth, unlike a regen, you are safest buried in so many mobs you can't even see yourself any more. Spin is very likely to be heavily loaded if not saturated at all times.

    On my claw/inv, which has not half this build, the only critical powers are spin and followup, to max my damage. Everything else is supporting those two, or keeping me alive, or fun.

    Fun is important.
  13. Not bad!

    But really, if yer gonna spend the resources on FIVE panacea's, you should get the Glad 3 percent first. More bang for THAT buck.

    Also, I would not take eviscerate OR shockwave: Spin is recharged in under three seconds, what do you NEED any other AOE for? You are an invuln, you WANT them right next to you.

    Focus, followup, spin are your main attacks, and you are prolly fast enough to run just those three with an occasional lowby filler. But hey, if you want all those attacks, far be it from me to ruin your fun, and honestly, this toon will be a MONSTER.

    I did tinker a bit, to get a fifth slot in Focus and up your defense with the Glad proc, see what you think:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    MaCheeseMo: Level 50 Technology Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Resist Physical Damage -- ResDam-I(A)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(37)
    Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(11), Panac-Heal/EndRedux/Rchg(13), Panac-Heal(19)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), GA-3defTpProc(17), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(36)
    Level 20: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(23), Aegis-ResDam(34)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(36)
    Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Acc/Rchg(46)
    Level 28: Invincibility -- HO:Enzym(A), LkGmblr-Rchg+(31), LkGmblr-Def(37)
    Level 30: Weave -- HO:Enzym(A), HO:Enzym(33), LkGmblr-Rchg+(33)
    Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40), Ksmt-ToHit+(40)
    Level 38: Unstoppable -- S'fstPrt-ResDam/Def+(A)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(43), Thundr-Acc/Dmg(43), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(48), HO:Enzym(48)
    Level 49: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(50), Aegis-ResDam(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46), Mrcl-Heal(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(50)



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  14. mauk2

    Crit Damage

    Quote:
    Originally Posted by JLane View Post
    Minions and Below: 5% Chance
    LTs and Above: 10% Chance

    A few powers specifically state that they have their own crit chance (Typically 15%).
    Huh.

    I was just randomly poking about, and reading this thread a dim bulb flickered to feeble life in my head.

    The randomness of crits have never really pleased me. If a minion has a sliver of life, do I care that I just critted it? Yes, it hits hard, but often you wind up wasting damage on a defeated critter.

    How to address this?

    Well, how about this: If a target mob is 50 percent or more health when the attack cycles, the scrappers chance to crit for that attack is multiplied by 2. (Up to say 95 percent.) If the target mob is 49.9 percent or less health, the crit change is multiplied by zero. Or a very small number if that works better.

    Now, this means that the OVERALL number of criticals does not change. But it should greatly increase the chance that more criticals will fire when you WANT them, on fresh baddies, with little to no 'blowthrough.'

    If desired, you can change the numbers based on mob type: Minions and Lts, 50 percent health cutoff, double chance above cutoff. Bosses and EB's could get maybe a 25 percent health cutoff, times 1.75 above cutoff (or whatever the math works out to keep the overall damage flat.) AV's and GM's could remain unchanged, near-death crits are much less of an issue with that many hitpoints..



    This mechanism is actually already in place, now that I think about it, with Scourge.

    Should be easy, and would please me mightily.

    Ok, random thought over, carry on.
  15. Quote:
    Originally Posted by Acemace View Post
    In part because Mace was the perennial worst tanker power set from the games release up until 07 when we got Castle (former powers guy) to look at it. Some time following the buff to War Mace some complaints started to surface over Axe being an underperformer, complaints that rarely showed up prior to the nearly identical Mace set getting the upgrade.

    In fairness, Mace was QUITE bad before the upgrade. However, if they were shooting for parity, and the target numbers for cleave and pendulum are NOT reversed, then they overshot a bit.


    Quote:
    Castle's objective was to solidify Mace as the aoe melee set, and that's what we got but the numbers separating the two sets currently are not that monumental, in fact I believe had Floyd done nothing to WM Axe would likely still be thought of as the strongest weapon power set.
    I think that unlikely. The top cones are hugely disparate, with mace's cone doing about 190 percent the damage of BA's, due to the target limit and larger AOE. That's a fairly big deal. Plus there's clobber....

    Quote:
    All that aside, getting BA a little buff isn't something I would object to, but I'd prefer it be focused on the ST damage to keep the two sets distinct.

    This is interesting. I've never really thought of mace or ax being either ST or AOE focused, since both have plenty of both kinds of attacks.

    We have three 'heavy weapon' sets: Ax, mace, and broadsword. There's also the 'light weapon' (two handed) sets, katana and dual blades, but those both seem fine to me.

    Let's assume we want to differentiate like so:
    Ax is ST with kd.
    Mace is aoe with stuns and kd.
    Broadsword is both (earlier) with parry.

    On that metric, ax looks even a bit worse....

    Ok, among those sets, one power has a 'bleed' effect, Whirling Sword, which is 3, 100 percent ticks, each of ten percent extra damage, lethal, after 1 second, taking 2.1 seconds.

    This is a slightly better +damage mechanism than fire, but is more resisted and only applies to one or a few powers. Looks about even.

    Taking that bleed mechanism, how about this:



    For Ax, add bleeding to chop, gash, and swoop. This adds roughly 25 percent more single target damage to Ax, but does not raise AOE at all. For non-tanks it 'evens out' the performance of the set versus tankers, as they can skip beheader.

    For Mace, leave it alone. Maybe, MAYBE, raise the mitigation percentages on the low attacks by ten percentage points. They're pretty low....

    For Broadsword, add bleeding to Slice. This makes BS a more balanced set against ax and mace, and closes the gap between it, dual blades, and Katana a bit. BS is now a stronger AOE set (slightly), katana remains better in ST, and DB has it's fancy combos to differentiate it.


    This would bring up at least two and possibly three of the weapon sets (especially those saddled with both redraw and lethal damage) versus the non-weapon sets.



    Thoughts?
  16. As a note, am's are looking to be a lot easier to get with the signature arcs coming out.

    Considering how many I have, (I am moving away from Inf as my primary currency) I call this a good thing.
  17. Quote:
    Originally Posted by TheNavigator View Post
    This. If I'd been asked to predict the results beforehand I would have guessed that the brute would have been further out ahead in terms of speed than the results showed, but otherwise no big surprises.
    The tank, as a specialist, can do things the brute simply can't, period.

    The trick is, outside of the frankly insane parameters of a test-to-destruction like the challenge map, does the tanks edge mean beans?

    I strongly suspect in most cases it does not.
  18. If you have a GOOD build, you could try running my challenge map, 209245, on both toons and compare times.

    It should be revealing.
  19. Quote:
    Originally Posted by Kioshi View Post
    Yup, Grant Cover does that too besides A. Defense and Battle Agility.
    Indeed so!

    Although getting 90 plus without it is pretty impressive, if you're on a power-tight build.
  20. mauk2

    Cebr

    I really wish the devs would raise the reward cap for custom mobs above 100 percent.

    My challenge map would give pretty great rewards if they did.

    Oh, well.
  21. Um....

    Doesn't sd have three powers that grant DDR?

    Just sayin'
  22. mauk2

    Fire Melee/WP

    Oh, just a note:

    The damage Mids reports for fireball is wrong, too high.

    Just be aware.
  23. My main is an inv/ax and it pins me to say, but ax needs a bit of a boost to compete these days.

    Simply giving pendulum ten targets would do it, for my thinking. I gotta think cleave/pendulum got switched at some point.
  24. Martial arts is a solid mitigation set. If you like to micromanage your survival, regen can be very tough, albeit very busy.

    More aoe is good, and on a concept toon, jumping attack is not terrible.

    Layered defenses are good, nothing you wrote made me cringe.