Castle PM reply on Energy Aura armor #s
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Scrapper Regen = Stalker Regen (minus QR of course)
In other words... Scrappers, Brutes, and Stalkers have the same base values.
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The regen value for stalkers and scrappers is the same because regen is based off your total health. (with stalkers having less health).
Hence you can use the same regen values for both ATs and still have stalkers at 76% effectivness of scrappers.
The actual numbers for defense and resistence powers are not a function of your health, hence they need to have different base values across the ATs.
15% is nothing to sneeze at, atleast post-I5... S/L is awfully low, but nothing you can't patch up with Weave and whatever else you get.
For Stalkers and Brutes though... atleast in PvP anyway, it *feels* like SR and Nin Stalkers have more DEF to EVERYthing than */EA Brutes... infact they(SR stalkers) seem pretty similar to, fighting against SR Scrappers, atleast to me... EA stalkers... though fairly uncommon, didn't seem to have any less DEF than the EA brutes I've fought. ...But then I run builds that can see these stalkers and start attacking them before their Hide and Stealth is dropped. One of their sheilds seems to give extra DEF against my Repel as well when combined with their Hide AoE defense.
I guess what this all means to me is, EA Brutes, even after I7 changes DEF calcs, will still be behind the game. They should really get their bread and butter utility powers(Drain, CP) earlier before Stalkers and move the rinky dink Auto-Powers up the chain(and boost their Bases some).
It's also a little silly that Brutes get energy cloak and Stalkers get repulse... isn't that just being contrarian?
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I wouldn't be suprised if those are the numbers for both Brutes and Stalkers... here is some logic for you all to digest (not taking into consideration the different caps and HP).
Brute Invuln = Scrapper Invuln
Scrapper Regen = Stalker Regen (minus QR of course)
In other words... Scrappers, Brutes, and Stalkers have the same base values.
So I don't see why the base values of EA for Stalkers and Brutes wouldn't be the same.
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because they specifically saidthey changed the brute values separately from the stalker values in the patch notes.
from the 12/1/05 patch notes:
* Increased the effectiveness of Brute/Energy Aura powers (Kinetic Shield, Dampening Field, Power Shield, Energy Protection, and Energy Cloak).
Stalkers had this change in the 11/16/05:
* Boosted Smashing and Lethal defense for Stalker Energy Aura/Kinetic Shield.
* Boosted Energy defense for Stalker Energy Aura/Kinetic Shield.
* Boosted Energy damage resistance for Stalker Energy Aura/Energy Protection.
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I'm thinking (hoping) he looked up the Stalker numbers and the Brute modifier is actually 0.1. This would be consistent with some of the results I've seen posted since they announced the Brute EA buff.
I knew EA was buffed at one point... didn't know it was just for Brutes though. I know all about how regen scales with HP. So chalk this up to uninformed conspiracy theories.
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Truedusk - Human Rogue
From the 11/29/05 patch notes:
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CITY OF VILLAINS
Powers
* Increased the effectiveness of Brute/Energy Aura powers (Kinetic Shield, Dampening Field, Power Shield, Energy Protection, and Energy Cloak).
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Of course, "Increased the effectiveness" could mean any number of things, but I could swear I saw some folks post results from tests that showed the respective defense and resistance of those shields to be increased over what Castle's numbers indicate. I guess that's just hearsay at this point, and we'll know for sure when Stupid_Fanboy posts the resuslts of his current test.
yeah, i'm slogging through a 19 MB text file.
edit. here's what I got.
5303 attacks
2049 hits
38.64% hit rate
this would put unslotted Kinetic Shield at 11.36% defense which really looks silly. So I'm thinking that the Crossbow attack of the Luddite has some sort of +acc modifier.
I guess i'll have to wait till tonight and rerun the test with no shields on to get their base hit rate.
hmmm. hey, anyone know the acc modifer on our own archery sets? aren't they supposed to be the most accurate sets in the game?
Level 50 is a journey, not a destination.
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I would have guessed the opposite. There is a default 7.5% resistance (0.075) and then a modifier to this for the power in question (1.7x 2.0x and 1.4x).
I dont know if the Brute factor is applied to the original percentages or to the multiplier, not that it really matters.
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Those values are base for the specific toggles. I did not add in the stealth powers def bonus.
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So this is the base for Brutes? Are Stalkers lower than this?
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My guess and its just a guess is that they are the same, both being secondary sets from the same release.
However Hide has a fairly nice defense bonus better that Energy Cloak, which will put them 1 up on a brute.
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Those values are base for the specific toggles. I did not add in the stealth powers def bonus.
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So this is the base for Brutes? Are Stalkers lower than this?
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My guess and its just a guess is that they are the same, both being secondary sets from the same release.
However Hide has a fairly nice defense bonus better that Energy Cloak, which will put them 1 up on a brute.
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not really. hide only has the mega AOE defense, 37.5% when hidden. melee and range are only 3.75% when hidden. Energy Cloak doesn't suppress when you attack either, Hide does. EC stay up around 3.5-5% and hide goes down to ~2% to all.
Level 50 is a journey, not a destination.
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The actual numbers for defense and resistence powers are not a function of your health, hence they need to have different base values across the ATs.
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In general, powersets that are shared do not seem to have different base values across ATs. The difference between them is usually only in the AT-modifier used. Just look at Invulnerability for Tankers/Scrappers.
That said, sometimes powersets are manually changed for some ATs but not for others. This would seem to be the case here since we have patch notes mentioning just the Brute version. It is however not the general case.
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I'm thinking (hoping) he looked up the Stalker numbers and the Brute modifier is actually 0.1.
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Don't get your hopes up.
Every single scrap of information I've seen indicates that Scrappers/Brutes/Stalkers share the same AT-modifier for defense/resistance.
You're stuck with 0.075.
The strange thing is I remember a stalker post a week ago in which a test showed the base value for S/L for a stalker was 16%!
Energy Aura Kinetic shield test
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That's why i want to find out if archery has any acc bonuses. If they do, then my numbers could possibly agree with the 16% that foolishseth posted.
5303 attacks
2049 hits
38.64% hit rate
that's 11.36% defense
BUT, if any archery attacks have an acc bonus, like say 15%, then this happens.
38.64/1.15 = 33.6. 50-33.6 - 16.4% defense from Kinetic Shield. That would make sense. I just have to figure out if it's true.
when I test tonight, i'll look for something like this.
5000 attacks
2875 hits
that's a 57.5% hit rate (50*1.15)
Level 50 is a journey, not a destination.
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If anything SF, archery does have the +acc bonus. Either Posi or Manticore posted about when the set first came out and if I'm not mistaken seemed to state that it was the highest bonus of all sets.
It gets +acc because its a drawn set and a buff because they wanted archery to have something distinctive since it has no true secondary effect. Wouldn't be surprised if NPCs have these bonuses; Wyvern seemed to hit a lot too.
Try your test on a villain without any drawn weapon. All drawn weapons have a +acc bonus, and bows moreso, I believe. Maybe get a Family muscle guy to come up and brawl you all night.
i'm just gonna test against that same even con luddite again. i'll let him get set up with the crossbow and let it record over night. that will let me figure out his acc bonus, though I have a feeling it's 15%.
Level 50 is a journey, not a destination.
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Something else that doesn't make sense about these numbers:
How can Fire and Cold defense be the same as Energy defense? You get F/C/E/N defense in Power Shield, and you get an additional amount of E defense in Kinetic Shield. So unless Power Shield gives more F/C defense than it does E defense (which would make another thing that is completely contrary to what was widely believed), E defense should be higher than all of them.
Mass test:
Any input on the proceedure used?
I don't mind trying to generate more data. It might confuse the issue, but you can always throw out what you don't like for your final analysis.
Get enough people doing this and spectators may see servers full of energy brutes, all holed up in instances, in parties of one...
slowly getting pounded on by even con minions...
The cake is a lie! The cake is a lie!
isolate a minion.
stand there.
type /demorecord <name>
go to bed
wake up
type /demostop
then you have to search through the demo for the line that indicates an attack by the minion.
then find the message that indicates the damage numbers that pop up when he hits you.
compare totals.
i'll have kinetic tested for S/L by tomorrow afternoon.
so we still need to test the following
kinetic vs. a pure energy attack
power vs. pure energy
power vs. pure fire
power vs. pure cold
power vs. pure negative
cloak vs. anything
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
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If anything SF, archery does have the +acc bonus. Either Posi or Manticore posted about when the set first came out and if I'm not mistaken seemed to state that it was the highest bonus of all sets.
It gets +acc because its a drawn set and a buff because they wanted archery to have something distinctive since it has no true secondary effect. Wouldn't be surprised if NPCs have these bonuses; Wyvern seemed to hit a lot too.
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yeah i get turned into a freakin' pin cushion whenever i do a Wyvern mission.
Raiyna - 50 MA/Reg/Body (Liberty)
Ravyn Starr - 50 DM/EA (Liberty)
Kalathys - 6 DkCn/DkAf (Liberty)
Global Handle: @DrewBysh
I'll call dibs on power shield vs. flame.
I'll try a longbow flamethrower.
I wouldn't be surprised if they get an acc bonus, since lonbow get everything else under the sun, so I should probably do a baseline test against them as well.
and that dot may make for a log file of interesting size...
With luck, by the end of the week, we might have an answer...
The cake is a lie! The cake is a lie!
From a PM response from Castle about a week ago:
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Archery has, on top of the standard 'weapon' 5% accuracy bonus, a +10% accuracy modifier.
So, against an even level minion with no particular DEF, you would have a 75% * 1.05 * 1.1 or 86.625% chance to hit.
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That's for the Archery powerset. No idea if that applies to Luddites wielding crossbows, but maybe that could help.
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not really. hide only has the mega AOE defense, 37.5% when hidden. melee and range are only 3.75% when hidden. Energy Cloak doesn't suppress when you attack either, Hide does. EC stay up around 3.5-5% and hide goes down to ~2% to all.
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only the stealth suppresses on a stalkers hide not the deffense
While i was leveling my EA Brute, Now 40, the patch that buffed us came when i was in my 30's. I did really notice a defference
the numbers that Castle stated for the defense numbers for an EA brute seem about right from my experiance. add energy cloak and overload on top of that and i'm just about untouchable for 3 mins.
In my opinion, i'm happy with the way EA is now. A self heal would be nice but i can live with out it
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I wouldn't be suprised if those are the numbers for both Brutes and Stalkers... here is some logic for you all to digest (not taking into consideration the different caps and HP).
Brute Invuln = Scrapper Invuln
Scrapper Regen = Stalker Regen (minus QR of course)
In other words... Scrappers, Brutes, and Stalkers have the same base values.
So I don't see why the base values of EA for Stalkers and Brutes wouldn't be the same.
Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.
Truedusk - Human Rogue