slainsteel

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  1. Shields are nice, but 1 lotg +def/rech is usually good enough for them - you won't get 'that' much more of a benefit out of them by pumping even 1 more slot into them.

    BTW, to answer the incarnate route, you kinda need to go spiritual; +rech is super important to an ill/cold - he ideally should be at perma-hasten, perma-PA and perma-HeatLoss; plus you really want to cast as many sleets as you can if you slot it with procs.
  2. Quote:
    Originally Posted by Arkyaeon View Post
    people or badges?

    currently its a do it all or nothing. (except sync, though not even sure about that)
    You can get sync separately, but that's the only one - rest all need to be gotten in one go to get the well-stocked badge.
  3. Plug for speed club

    Ran our first try at it late last night; took a while to form it kept about at least one full team just from the club, rest PuG'ed - no idea how many were +2s and +3s, didn't even ask or look.

    4 /colds, 3 kins, 2 widows, 1 Ill/emp, 1 psi blaster, rest all melee dps; killed Marauder with more than 5 minutes to spare.
  4. Quote:
    Originally Posted by CaptSammy View Post
    I just do not get it.

    I have never done a Lamda that did not clear the street, courtyard, and turrets. It just makes the last phase go so much smoother, increasing the chance for success.

    The warworks in the first phase of the BAF despawn after 40, or I could see people POSSIBLY farming more of that. But you can't. I have never seen a BAF where they consciously put off taking out the AV to farm the adds. Though having people handle the adds is (in my mind) essential. I have never had a team succeed without taking care of them because of there +dmg +acc increasing over time.
    In my experience, except the first day, I've never had a team work on the adds, at all - and always succeeded.

    The farming on BAF that I was talking about was the AV farming; deliberately killing av's not in 10s of each other.


    Lambda again, never been a problem - get guns, hell, don't even use acids. If 'everyone' is on Marauder, his HP gets low fast enough to keep him SJ'ing around the place; players catch up to him fast, adds don't and he ends up usually fighting alone.
  5. An Ill/Cold, built well - like really built well (capped ranged defense, high resistance, proc'ed up sleet, Fireball/Fireblast/RoP, Perma-PA), is one of the most powerful builds possible at the moment in the game.

    That being said, Ill/Storm's are no ordinary builds either - I've had friends on Ill/Storms totally decimate mobs; I am not sure if they were able to solo AV's or not though. They were still amazing additions to teams, but then, these players also have superbly built toons.

    Personally, when building my Ill/Cold (I already had an Ill/Rad), I was conflicted between /Storm and /Cold, but /Cold won out for several reasons.

    .) Lower endurance problems (perma-Heat Loss just comes to you as you work for Perma-PA)
    .) Much higher -resist debuffs (particularly if you proc sleet with ach heel)
    .) Ability to buff your phantom + team members

    ToHit buffs are nice, but really, once you cap range def, you're generally fine - plus, you're an Ill troll, aren't your decoys supposed to be taking 'most' of your aggro anyway?

    With 50%+ s/l resist, capped range def, the rest of the stuff that escapes your PA's aggro really is nothing to you, so the -ToHit and KB can be 'useful', but not as much on a high end build.
  6. Quote:
    Originally Posted by Sermon View Post
    I wouldn't call it a speed run. A speed run is, perhaps, where you skip to the courtyard in Lambda, ignoring the streets and turrets.

    The trials expect a certain pace, and accomplishing goals without going out of one's way to clear adds is not a speed run.

    Personally, I can see the advantage of farming ixp, especially on a baf, but I have never done it personally. This is especially true if you have a team which would otherwise lose members between runs. Having to rebuild even 8 members can be a serious waste of time.
    Lambda Speed run would be, 60 IDF, take out guns, take out guard, get acids/caches, hit marauder. Only mitigation I usually like is taking out the guns, they have crazy range and hit really hard.

    Keeping the teams together, particularly now that people have some destiny powers, greatly increases team survivability versus having a team break off for adds.
  7. Quote:
    Originally Posted by rsclark View Post
    Huge assumption. Even at peak times, rolling from one complete BAF to starting the next, the minimal time I have seen is 15 minutes. On average, more time is spent looking to fill the spots for the 6-8 people who quit than we spent running the trial.
    Works on Virtue - I've run back to back trials pretty much every day with about a 1m to 5m downtime; at worst, we just go with what we have and still get it done in similar time. Yesterday we ran about 5, with I think the maximum downtime going up to 10 minutes, while a couple starting within 2 minutes of the last ending - and it was a Tuesday night with Virtue's load showing medium.

    This is with about 7-8 experienced +2 or above members and the rest we just pick up; I am making the assumption because I have been doing it.
  8. So on a farm BAF, you can do about a 45m run, compared to a 15m run, how many more threads would you get? 5-10? That's versus a component (20-200 threads) + 3-4 astral merits (12-16 threads).

    I still don't see how the math adds up.
  9. Recently I've had trial members want to kill everything on a trial for geting more iXP and threads. This doesn't make too much sense to me for a long term strategy.


    So we run a speed trial in about 15-20 minutes (BAF and Lambda), kill-all/farm trials take over 40 minutes.

    Considering you halve your rewards at this rate (assuming peak times and enough members for all trials), this is what you gain and lose,

    Gain:
    .) about 50% more iXP, assuming your slots are not all unlocked
    .) About 2-3 more threads

    Lose:
    .) 1x component (instead of 2 in the same time); that is a minimum of 20 threads, i.e., 40% iXP
    .) 3-4 astral merits = 12-16 threads
    .) Possible 1 emperyean merit (if you switch trials and toons), = 20 threads



    That's a total net loss of at LEAST 30+ threads, assuming you get only a common drop; uncommon/rare drops make it a MUCH more of a loss.



    Does this make sense? It seems that speeding trials seems to be MUCH more beneficial than farming everything.
  10. Our side:
    .) Make the nukes NOT have a crash or give them a lot more damage! Otherwise it just makes sense to not use them and use judgement instead.

    Their side:
    .) WTF, we just gave you judgement, it's like an additional Mini-Nuke, and you're ********?

    Our Side:
    .) But we have to work for judgement, we should get it because we run crazy number of trials and work to unlock it

    Their side:
    .) So what, now you want us to give you MORE just when we just gave you thiis?



    ..and so on.
    Guess who wins? The guys who write the code.


    Live with it or quit. The only two real options.
  11. Yesterday I was on 2 BAF's that reset half way through the first phase, today I was on two lambda trails, one reset on the first phase, on the third.

    By reset I mean, everyone was kicked from the team and we had to reform.


    This has caused enough hassels to have a lot of our players (close to 50+ that I myself know) simply just abandon getting them done; yet I don't see any threads about this issue sticky'ed on the bugs forum.

    What gives?
  12. The interface is only 2.5% res debuff, the rest is just the 'chance' of debuff, not the actual debuff itself.
  13. There already is a good example of a simple free-form respec interface available that works; it's called Mids Hero/Villain Designer. I am not sure why the game can't implement a level bounded respec screen like that which allows us to just move around powers.
  14. Sorry to play the devil's advocate here, but um, what were you doing with an illegal copy of Windows XP for six years anyway? I am not exactly what you'd call a Microsoft supporter, but if you used software illegally, what did you expect?
  15. slainsteel

    I20 announced?

    Quote:
    Originally Posted by Haggard4Life View Post
    The thing coming at the end of summer that you're probably thinking of is the server list merge.
    Ah okay, gotcha. Thanks for clarifying
    Waiting eagerly for tomorrow!
  16. slainsteel

    I20 announced?

    Quote:
    Originally Posted by Golden Girl View Post
    They said last week that it was going live this week, and Tuesday is the usual day for new Issues.
    Ahh - damn, I should read the boards more regularly.
    Well, still, finding out now that it's coming tomorrow, was kinda cool
  17. slainsteel

    I20 announced?

    http://boards.cityofheroes.com/showthread.php?t=256939

    Wasn't it going to come like end of summer or sumfin?
    Not that I am complaining, but a huge surprise, awesome one at that!

    Still waiting for the discussion thread to pop up.
  18. Quote:
    Originally Posted by Arcanaville View Post
    The advantage of simple calculations are that they are simple. Other people can read them, learn them, and adapt them. Lots of people have over the years, or reinvented them, but at the time I first wrote the basic versions of the survivability equations, I had that same choice: maximum fidelity or maximum clarity. I chose to use simple average equations because they would be most useful at the time. I still think most players at best can run those equations, or use a spreadsheet and get some numbers and try to extrapolate. They are still useful, if imprecise. Virtually all more complex approaches ever conceived of have been lost to time, because no one can sustain them.

    The irony is that the more complex you get, the less interesting the numbers can get because beyond a certain point, people can't understand precisely what you're doing and have to take your numbers on faith. And if they do, your numbers have to have very little room for misinterpretation.

    I think the threshold idea would be a good supplement to the simpler calculations, but I don't see them replacing those calculations.

    As someone said earlier, to truly get a precise idea of survivability, we'd need nothing short of a simulation. We're trying to get to a 'good idea', the spreadsheet does that just fine.

    It might be useful to take only the specific situations with the AV sets that you mentioned and have a survivability 'case' study for the tanks, based on the debuffs/buffs the AV's use; sounds like a lot of work though, for not 'that much' more data than we already have.
  19. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    And for a bit of comedy.....

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    And I'm done....
    Good night folks.... Hope the useless posting from my end came of some use to the tanker community
    This is my stoney, seems to do fine on every TF, including tanking LR solo,


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  20. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Well I'm having one heck of a time trying to come up with an Electric build
    throwing in the towel... here's where I'm at

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    Might be a better choice going DN and try to leverage that to get you to the softcap. A couple of end mod on PS as well wouldn't hurt for foe draining. Going Spiritual could be an option as well to get Energize back faster.
    Spiritual gets the heal back faster, gets your hasten remain on longer and gives more regen.


    Changed the build around a bit to increase survivability, about 6-7% lost in s/l resist but a lot gained in max hp/regen.


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  21. Quote:
    Originally Posted by Auroxis View Post
    1. Composite score is flawed as I stated. Just because content exists doesn't mean it's popular.

    2. Did you take Aid Self and SoW into the calculations?

    3. How many targets are surrounding, and for how long?

    I find the chart Dechs has more telling.
    I think you might be a bit disconnected from the rest of the thread here. Those questions have been clarified many times over in many different posts.

    I would suggest reading through the thread again to get familiar with the discussion before getting into it.
  22. Quote:
    Originally Posted by Auroxis View Post
    You're looking at the wrong builds then. Try Iggy's.
    Maybe you're looking at the wrong build?

    Iggy's invuln: Composite score - 1629
    Iggy's WP: Composite score - 1745
    My Dark build: Composite score - 3118


    What other build are you talking about?
  23. Quote:
    Originally Posted by Auroxis View Post
    I'd say WP is more survivable than Dark(and Inv more survivable than WP), looking at the max HP and HP/Sec numbers. But it's pretty close.

    In terms of offense there's no clear victor either. A damage aura is great, but dark has some endurance issues. WP has no damage aura, but it has good end management in Quick Recovery, and relies on passive mitigation to stay alive(meaning more time to attack). I still think that the damage aura trumps over anything WP offers offensively.
    I plugged the numbers in, Dark is coming out to be way ahead than WP or Invuln, any of the builds.
  24. Quote:
    Originally Posted by Arcanaville View Post
    That shouldn't be surprising. You soft-capped (to most things) a Dark Armor tanker: anything that can't kill it in about 12 seconds just can't kill it, and its hard to kill a soft-capped anything in 12 seconds. You'll notice, though, that the Granite tankers were catching up to DA as the time window dropped from unlimited to 180 to 60 to 30. Somewhere below 30 seconds the Granite tankers probably catch up and then pass the DA tanker, because Granite will be stronger against burst, and DA will have better sustained performance.

    In real life, the DA build would be problematic without knockback protection and has no DDR to soften defense debuffs. The Granite tanker is also highly resistant to recharge debuffs because a significant part of its strength comes from its massive defense and resistances and rooted. So you have to take these numbers in context. They represent one aspect of a tanker's strength: the numerical mitigation. Situational issues can modify real world performance in the same way that attacking a pylon is different than attacking more dynamic spawns of critters.
    No, I totally agree that Stoney's are better. In fact, I put in my stoney's numbers and they beat the Dark, if I factor in my aid-self numbers (44% every 5.8 seconds), despite the fact that he isn't optimized for defense, but more for speed. If I put aid-self on the dark, he loses on the defense cap which will make aid-self much harder to use, considering it's interruptible nature.

    So what I am saying is that this would clearly put Dark as the *next* most survivable tanker to Stoney? KB prot can be built in easily, ddr would still be an issue - but other than DDR, there doesn't seem to be anything that would prevent us from placing dark as clearly the second most survivable tank?
  25. Quote:
    Originally Posted by Arcanaville View Post
    Iggy's Willpower build is arguably more impressive: it scores higher than his Invuln build in overall survivability on my composite scoring system (both builds are in my linked comparison spreadsheet).

    Incidentally, I'm working to port my old proliferation spreadsheet and my PvP DR calculator to google docs for reference as well, but the proliferation spreadsheet in particular will take a lot of work due to the extensive use of formatting.
    Holy crap!

    I just plugged in numbers from a dark build to a copy of your spreadsheet I cooked up to see what the composite score comes out to be, it um, seems to beat granite?

    I might have done something wrong, this is a build I used (not really well built, just threw in stuff there to get to really high resist and cap s/l/e/n) - dark regeneration is set to 1 enemy.


    Code:
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