-
Posts
1110 -
Joined
-
It works just like an SO that would have a value of 20% this one is just resistance to ED. It's more like...4% extra res.
-
Either LR or burn. I believe burn might end up getting more mileage out of the proc.
And yes, splitting it up 3/3 would be a horrible horrible idea. That rech is the reason you get purples. -
Quote:Yep, on a DoT heavy build radial easily caps out the -res. A power set that doesnt have a lot of DoT might not be able to get -res to 4 but still likely does a lot more dmg.Regarding the Reactive Radial vs Core - your mileage may vary slightly if you have a damage aura. There is no way I am taking my fire/fire scrapper the Core route if all I end up doing is an extra 10% (disregarding resists) of damage vs all that wonderful fire damage. I wouldn't be surprised if radial tier 4 stacks the -res easily with attacking and using a damage aura. The radial should be doing more damage vs core.
-
I meant wtf another because THERE ARE ALREADY THREADS FOR THIS. I totally support making an SS/fire even for not farming they are just awesome (see my sig)
And auroxis is right, Fireball isnt getting anything more from FE than any other attack would. -
Quote:Um, seems to me you have become confused as this a problem relating to your understanding of the attack mechanics. As far as i know there is no such this has an "accuracy check" in the same sense as a "to hit check."If I slot for to hit will it also lower the chance for accuracy check ones too or just to hit ones?
I'm not sure where to start so... "requires a tohit check" basically means a power can miss. and it uses this formula to figure out if it will miss or not: (from the wiki)
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods DefMods ) )
* BaseHitChance is what the attack's chance of hitting would be if there were no modifiers at all no Enhancements, no buffs, no level differences, nothing
* ToHitMods is the sum of all ToHit buffs and debuffs (the debuffs will be negative)
* DefMods is the sum of all relevant Defense buffs and debuffs (ditto)
* AccMods is the product of all Accuracy multipliers
* Clamp(x) limits x to the range of 5% to 95%
ToHitMods and DefMods are 0 by default. AccMods defaults to 1.
BaseHitChance for players is ALWAYS 75% unless modified by the purple patch.
ToHitMods These comes from powers like Tactics, rage/build ups, and yellow insp. Enhancements and set bonus NEVER do this (except for this Kismet: Accuracy, which actually is Tohit not accuracy)
DefMods pretty simple, any def or def debuffs the target has on them
AccMods Now, this is almost ALWAYS from enhancements and sets.
HitChance For final chance you have of hitting your target. You want this at 95% (at which point you still have a 5% chance to miss your target) as often as possible.
Now whats different from Accurate Healing/tohit/debuff sets and Normal Healing/tohit/debuff sets is that the Accurate Healing/tohit/debuff sets will give you AccMods, often at the result of a loss of the other stats. And of course, they can only be used in powers that "require a tohit check," i.e. powers that can miss.
One important thing to take note of is that in Mids where is says all the stats for a power (dmg, rech, end cost, etc) it will say accuracy. THAT IS NOT ACTUALLY ACCURACY, its actually for HitChance. It's even more wrong because it doesn't cap at 95% it might say a power has 200% but its still only 95% HitChance. -
My guess is your gonna REALLY slow without IO sets, not to mention pyre rather than mu.
Good luck with that
Also, wtf another? -
Quote:Nope, only time you wont get iXP is when you are in the hosp. Otherwise can be on the other side of the map and get iXP.I'm wondering (in a completely baseless manner) if iXP is only shared in a short radius around the source?
So if you're off on the other side of the map hitting things more than a certain distance away from the rest of the team is the iXP not being shared?
Alternatively, is debt being paid off from faceplanting 'absorbing' iXP like it 'absorbs' normal XP?
Just a few idle thoughts that I've got no real way of testing myself.
I'm 99.9% sure debt doesnt affect iXP. -
No, dont do it. The kd is too much to give up IMO. And you really should use gloom, its good....like REALLY REALLY REALLY REALLY good.
-
Yep, always gotta moniter your def.
I generally moniter a lot more than that though. Playing SS/ a lot i moniter +dmg too. -
I recommend using macros that have your attacks in them to combine insp. And yes you can still maintain an attack chain. Popping reds though cannot be attached to attacks.
I also highly recommend macros for once you decide SS/fire is ******* awesome and want to make a 2nd build for more than just farming. It's going to happen :P
It’s much easier than having to unbind and reload files and so on every time. As combing reds is something i don’t recommend during an ITF for example.... -
LOL
I always play with my sound off (fx and music in the game suck ***) but im gonna have to take a look at this. -
Ticket drop rates are also increased when you fight +4s.
-
Yes, it is bugged. So dont expect it to pwn as much as it does now.
Also, iMidget i thought your time for Cyborg was 2:47 or something. -
Well, Fire cyborgs is a crap mish is you want to get inf. It's actually one of the worst mishs I've ever come across for farming and i have NO idea how it got so popular.
I recommend either FIRE! ID 423253 or FRONTLOAD ID 48218
Both of these mishs are insanely better than Fire cyborg.
Now, are you using red insp and combine macros? Your build looks good and I have no idea how you are so slow. Even for fire cyborg.
Also what tubby said, somewhere in the middle there FE posted your basic top tier SS/fire/mu farm build. And i posted a "cheap" SS/fire/mu build somewhere in their i believe as well. -
I have to disagree that rebirth is better than barrier. Healing/regen is one of the worst forms for dmg mit.
But it really depends on the toon I guess, i think barrier is more useful for the toons with moderate res/def numbers that are in the thick of the fight and it’s really useful when you have 0 DDR.
But of something like SD, SR, or even a squishy at the soft cap i think rebirth is better because it can keep your HP full so oneshot law saves you. And of course, rebirth pwns during the marauder fight for that reason. -
Well, IF everyone was the same then there wouldn't actually be much of a reason to team with different people, correct?
just blew your mind didnt I? :P -
Quote:I...guess so. I apologize i was so negative >.<You want to know a little secret? Players with attitudes like yours are a big part of the reason I DON"T like to team up. Because spending half an hour in a room (even an imaginary room) with someone like you is enough to destroy my enjoyment for an entire weekend. And let's be clear about this: I play this game to be entertained. I also *pay* to play this game, and last I checked my $15 a month had the exact same buying power as yours. So where do you get off basically telling me (or anyone with a playstyle like mine) that we're not only unwelcome as customers, but somehow "unworthy" of being here in the first place?
I still just dont understand it though. I have... a lot of people in my global friend list (100 or so maybe?) and i easily team with about half-1/4 of them regularly. And i met almost every last one of them in pugs. Just don't know why someone wouldn't want that. -
I completely disagree with everything the OP had to say. Of course thats just my opinion.
-
Well, awhile back I tested it out. Two builds with equal +rech and stats the mu build did the same mish in about 4 mintues compared to 6 it took on the soul build. So yeah...
Of course that was almost a year ago, A LOT has changed since then and that mish now takes less than 2 minutes to run haha. -
Only ended up using orange insp when the dmg aura nictus was up, auto hit is a *****, and then breakfrees of course. But that's beacuse i had barrier as an "OH ****!" button, which wasnt too often thankfully.
Thanks guys -
data chunk plz.
But so far it doesnt look very good as a farm only build.