Consolidated Thread: Statesman's Task Force
The last encounter involves a) put cane or snowstorm on LR followed by B) 3300 hit points sustained - DEAD. Rinse repeat. Battles last 5 seconds.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Thanks for the diagram, Linea_Alba. What is the scale? In particular, about how far apart are the towers from each other, and from the boat?
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[Mako Has PBU level Elude. You will need sufficient buffs and debuffs to bring this down to reasonable levels. We had 6 x Tactics, 2 x Rad, and 2 x Earth Controllers. That put us in the +120% to +180% Tohit range. He fell over like a limp noodle. However, a team with no -def and no +tohit will be very hard pressed to take him down. It may even be impossible without either buffs, debuffs, or controls. Considering AV resist, the +tohit buffs are highly preferable. Primarily Fortitude, Tactics, Buildup, Aim, Yellow Inspirations.
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Just to emphasise this point, 50% worth of defense debuff (i.e. a fully slotted Rad Infection) inflicts about 5% worth of actual defense reduction on Mako, because of the high AV resistances (taking into account the I9 resistance reductions, it would be worse on Live) and him being +4 con.
20% worth of tohit buff, attainable from slotted (defender) tactics or roughly one medium yellow inflicts 20% worth of defense reduction. Even a blaster taking Tactics and dropping a couple of slots in it will help more than two rad defenders using fully slotted Rad Infection for this particular fight, at least so far as hitting.
So as stated, don't count on having 6 rads on your team allowing you to hit Mako. I am respecing my 50 rad defender into Tactics for this TF (and to some extent the new Hami), since the defense debuffs that work on everything else against the game aren't so hot against AVs.
If you are short on people with Leadership powers on the team (Tactics, Vengeance, etc.) pull medium and large yellow insps from the sg base insp bin you have hopefully been stocking with spares in preparation for this. If you are playing regularly anywhere near 50, you should be able to accumulate those pretty fast in normal play, even if you aren't into Kora fruit farming.
Defenders are anything but worthless in this TF. Stormers specifically will have a key role in defending the towers. Defenders in general are IMO very in demand, and taking up to half the spaces for a typical STF team. But that demand is tempered by wanting not just all debuff defenders or all buff defenders, but instead a mix of buffs, debuffs, and healing. Ideally, You need a little of everything, and certain key attributes you need more of. Just because they can't "do it all" with one defender or one type of defender is not a bad thing.
LR has massive accuracy buffs until you take down the accuracy tower. You're gonna have to do more than snowstorm him. In fact, the way his AI works, if that's all you do to him, it's pretty much a guaranteed insta-death. But then you already noticed that.
If he only hit you for 3300, count yourself lucky, he hit me for 4695 more than once. Overpowered ? Sure. But how else are the devs going to FORCE you to bring along a buffed tank. Everything else up until LR himself we did tankless with little difficulty. If they let that stand, tanks would be screaming bloody murder. As is, while we did win tankless, it was a nasty battle of attrition without a tank. I personally will like having a tank along.
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Thanks for the diagram, Linea_Alba. What is the scale? In particular, about how far apart are the towers from each other, and from the boat?
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Scale ? *laughs* It's conceptual, just drawn from memory.
And yes, tactics is more valuable than the debuffs when facing Mako.
We had +120 in tactics alone, plus vengeance.
While the Rads and Earth could have added up to ... *guesses* 200 ? 300 ? -defense ? with the AV resists thats only 30 to 45. The buffs are more valuable. Not saying the debuffs are worthless, just reduced significantly from their normal value.
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...
If he only hit you for 3300, count yourself lucky, he hit me for 4695 more than once. Overpowered ? Sure. But how else are the devs going to FORCE you to bring along a buffed tank. Everything else up until LR himself we did tankless with little difficulty. If they let that stand, tanks would be screaming bloody murder. ...
[/ QUOTE ]That's exactly my point about the cool kids. You shouldn't HAVE to have a Rad to take down an AV, you shouldn't HAVE to have a stone tank to take down another specific AV, you shouldn't HAVE to have a bubbler for the reactor core in the TV trial, but it sure helps. The core of all teams according to the devs has to be Tank, scrapper preferably /regen and an empath defender, and I say that's bullpucky! Why should they make a rad defender as nearly as invulnerable as a tank with RI against minion, lieuts, and bosses, but then neuter the HELL out of debuffs when it comes to AVs? I want this game to be more than green bar maintenance for the already overly self important tank. All the way up to ED we saw tanks solo the entire content of this game and then they cried and cried over the defense nerf so what do they do? They nerf the debuff, defenses, and controls of the squishies to compensate to balance PvP.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I've run it successfully without a rad. We had an ill/emp, an emp/? a kin/? and my ice/storm with 3 blasters and a inv/ss and we routed the whole STF. There were 2 deaths in the first 4 mishes that were kind of 'oops' I wasn't thinking deaths, and 2 deaths in the last mish. Very smooth and not difficult at all. I believe we had 3 or 4 leaderships with us and vengeance so the deaths at the end worked out well.
It seems like the more defs/trollers you have works well, provided you have enough damage with you. Another time went well with 2 tanks (2 inv), 1 blaster (ice/ice) and 4 trollers (ill/kin, ice/storm, grav/kin, earth/rad) and one emp def (who dropped after the first of the inner circle was defeated, black scorp).
One time I failed it because we had a tank that didn't have unstoppable was our only way to keep LR busy while we took down the towers. No one noticed his poor build since the rest of the team was so strong otherwise that we steamrolled through everything else.
In theory it would have been as good as the other teams. 1 'tank', 2 scrappers, 1 blaster, 4 trollers/defs including 2 kins an emp and my stormy.
[ QUOTE ][*]Lord Recluse's Buff Towers. Not a huge fan of the whole "gimmick" here that's sometimes used in video games of 'Destroy these so you can damage the boss, and keep destroying them if they get healed/fixed'. I know the idea is to keep the repairmen away from them, but inevitably one will slip thru, and due to how much damage it takes to destroy one, people could get downright severely frustrated by having to pound on them all over again. And in that time Recluse could regen right back to full health, adding further frustration. Also, who really wants to get stuck clearing the repairmen while the rest of the team is fighting Lord Recluse? Lose the repairmen entirely, or reduce how often LR can summon them, or make the Towers easier to destroy. As it is, the Towers are like fighting a lower level AV that doesn't fight back.
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Um...
Actually make an effort to kill all the Repairmen when you take down each Tower, and they won't respawn them after they've been defeated. We accidentally left 1-2 alive and they rebuilt the thing in seconds, but that was the only one.
And Scientist.... The Tower buffs have unlimited range. Trust me, players already used the tactic you're thinking of, and the Devs fixed that one right quick.
"A good Defender is the battle hardened Corpsman who will kill a Nazi with a tongue depressor while putting a splint on your leg, then hand you a fresh clip of ammo." ~Jock_Thompson
Repeat Offenders, TNT Profile, My little hero
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You shouldn't HAVE to have a Rad to take down an AV, you shouldn't HAVE to have a stone tank to take down another specific AV,
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As opposed to the multiple teams reporting doing just fine with Invuln, Ice or even Fire tanks? Seriously. You're complaining about the reduced effects of debuffs on AVs - which is a separate issue from this TF. It applies to every AV out there, not just these. So it isn't exactly a valid critique point for the TF's design, but rather of an entirely different issue.
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That's exactly my point about the cool kids. You shouldn't HAVE to have a Rad to take down an AV, you shouldn't HAVE to have a stone tank to take down another specific AV, you shouldn't HAVE to have a bubbler for the reactor core in the TV trial, but it sure helps. The core of all teams according to the devs has to be Tank, scrapper preferably /regen and an empath defender, and I say that's bullpucky! Why should they make a rad defender as nearly as invulnerable as a tank with RI against minion, lieuts, and bosses, but then neuter the HELL out of debuffs when it comes to AVs? I want this game to be more than green bar maintenance for the already overly self important tank. All the way up to ED we saw tanks solo the entire content of this game and then they cried and cried over the defense nerf so what do they do? They nerf the debuff, defenses, and controls of the squishies to compensate to balance PvP.
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And yet, you PMed me saying that you "were skeptical" that our team (that Linea was on) actually successfully completed the TF.
No Tank there.
The other RO team that ran it the next day had an Ice Tank keeping Recluse's attention.
Tank = Not required.
Emp Defender = Not required
Rad = Not required, but damn helpful for more than just -regen (which you can get the equivalent from multiple sources now)
The only thing that is required is communication, tactics, and good teamwork.
"A good Defender is the battle hardened Corpsman who will kill a Nazi with a tongue depressor while putting a splint on your leg, then hand you a fresh clip of ammo." ~Jock_Thompson
Repeat Offenders, TNT Profile, My little hero
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The only thing that is required is communication, tactics, and good teamwork.
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No, it also takes something akin to Tactics, which is my big complaint. Without serious To Hit buffs (more than you can get by just popping a few yellows, you can't do enough damage to bring Mako down. That's the real problem with the current setup. (If and when I get to Recluse I'll see if I have anything else to add.)
-D
Darkonne: Pinnacle's (unofficially) mighty Dark Miasma/Radiation Blast enthusiast!
Be sure to check out this mighty Arc:
#161865 - Aeon's Nemesis
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Bold quote is wrong, it takes more than 1 rad, 2 storm defenders, a kinetic and multiple leaderships. It took 3 shivans, a snowbeast, an amy, and a warwolf to finish Mako off. That's crazy talk.
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It depends heavily on what you have available. I joined another STF group last night (success) with my Earth/Rad Controller. Earth has lots of Defense debuffs, and my RI is slotted with Enzymes so it has lots of Def debuff as well. Our group had three Tactics running. Even after he fired Elude, I was still hitting Mako about half the time. We used no Veng.
We did spawn two Shivans toward the end, but they were mostly for the extra damage (and paranoia, we knew Mako's characteristics). The -Def they contribute is always welcome, of course. Last night's team had no trouble with any of the inner circle AVs, nor with LR himself or his towers (though we could have been better-equipped to handle the Flier, not many ranged attacks). However, I remember very well how the first STF team I joined was completely unable to defeat crazed-runner Mako.
So yeah, there's definitely some secret sauce happening with Mako. If your group doesn't have some significant defense debuffs, and/or stacked Tactics, and/or Shivans, be sure to bring lots of yellows.
Please try MA arc ID 351455, "Shard Stories: Scavenger's Hunt." Originally created for the Dr. Aeon contest, it explores the wild potential of one of the City's most concept-rich but content-poor settings: the Shadow Shard.
The STF is great and perfect. I have given it a doublt thumbs up, twice, so it must be so.
Seriously though, if you are having dificulties, it is a matter of co-ordination and player tactics/compatability. I've been on teams with stone tanks and buffing/debuffing, but we couldn't get past mako. I've also been on teams where I am the only tank (Ice/Ice) and we run over the whole TF. This is the best designed TF in the intire game, in my opinion. It has consistantly been fun, even when pounding on Mako for an hour in an Elude loop.
If at first you don't suceed, try try again.
=. .=
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No, it also takes something akin to Tactics, which is my big complaint. Without serious To Hit buffs (more than you can get by just popping a few yellows, you can't do enough damage to bring Mako down.
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Teams are managing with three Tactics running, it sounds like. One slotted Tactics is about equal to one medium yellow. A level 45 (minimum to get in) character has 20 Insp slots, IIRC. So with a little over half of those (12 slots), you can get four minutes of hitting Mako with the equivalent of triple Tactics. If the characters who aren't doing the damage carry a few spares and pass them to the blasters/scrappers, you can go up from there. Plus you can stretch this for another minute by getting Geas of the Kind ones Accolade (+100% Tohit, 60 seconds). And collecting medium insps should be pretty easy either in normal play at that level or by Kora fruit farming if you feel a need to do nothing but this TF.
It will require some coordination to make sure everyone uses the insps at the same time, but nothing like what the LRSF does or the new Hami raid. If people use them one at a time, and not all at the same time, the team will never accumulate enough damage to drop him.
Certainly if teams are spending 30-40 minutes fighting him, a trip by one or two members to a sg base to pull some insps out of storage won't slow things down.
And if you have sworn a Mighty Oath to never join a sg, you can make a solo one very cheaply (see the Oversight room) and put an insp bin in it.
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And Scientist.... The Tower buffs have unlimited range. Trust me, players already used the tactic you're thinking of, and the Devs fixed that one right quick.
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Actually, I wasn't thinking in terms of getting LR out of buff range of his towers, I know they buff him on the whole map now.
I was wondering about dropping Rad Infection on him (so his summoned bosses miss) and Enervating Field on a tower (so it goes down faster). If you get too far from the toggle debuffs, they shut down. I think its 200 yards, but I'm not positive.
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Teams are managing with three Tactics running, it sounds like. One slotted Tactics is about equal to one medium yellow. A level 45 (minimum to get in) character has 20 Insp slots, IIRC. So with a little over half of those (12 slots), you can get four minutes of hitting Mako with the equivalent of triple Tactics. If the characters who aren't doing the damage carry a few spares and pass them to the blasters/scrappers, you can go up from there. Plus you can stretch this for another minute by getting Geas of the Kind ones Accolade (+100% Tohit, 60 seconds). And collecting medium insps should be pretty easy either in normal play at that level or by Kora fruit farming if you feel a need to do nothing but this TF.
It will require some coordination to make sure everyone uses the insps at the same time, but nothing like what the LRSF does or the new Hami raid. If people use them one at a time, and not all at the same time, the team will never accumulate enough damage to drop him.
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Why not just adjust him so that you could get by using things other than To Hit buffs? Why are we so willing to accept that a mandatory 3x Tactics, or ~50 level 2 yellows, is good TF design? I'd find it a lot more interesting to be able to beat him with skillful use of the powers the group has, but that doesn't seem to be a viable option when Mako operates so far on the extreme of the curve.
-D
Darkonne: Pinnacle's (unofficially) mighty Dark Miasma/Radiation Blast enthusiast!
Be sure to check out this mighty Arc:
#161865 - Aeon's Nemesis
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Actually make an effort to kill all the Repairmen when you take down each Tower, and they won't respawn them after they've been defeated. We accidentally left 1-2 alive and they rebuilt the thing in seconds, but that was the only one.
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You just described what I was talking about, accidentally missing the repairmen. Tell me, how much did LR regen while you had to stop and deal with the tower? What if another repairman somehow got thru later in that fight and you had to yet again stop and deal with a tower, letting LR regen again?.
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The STF is great and perfect. I have given it a doublt thumbs up, twice, so it must be so.
Seriously though, if you are having dificulties, it is a matter of co-ordination and player tactics/compatability. I've been on teams with stone tanks and buffing/debuffing, but we couldn't get past mako. I've also been on teams where I am the only tank (Ice/Ice) and we run over the whole TF. This is the best designed TF in the intire game, in my opinion. It has consistantly been fun, even when pounding on Mako for an hour in an Elude loop.
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I wouldn't call that perfect. Beating on Mako for an hour is fun? Maybe if you're Silver Mantis's long lost sister
Call me crazy, but I just don't think a TF or SF should be so hard or frustrating that it can cause a team to give up and quit if they don't have the optimum team make up. With the RSF I really, really despised having to do that. Especially when not all of the team wanted to bail. Failed attempts left me a little bitter afterward, sometimes even made me wanna shut Co* off and not play it again for the rest of the night.
The reward is largely irrelevant, but nobody wants to spend hours doing something just to fail it in the end. May as well have not bothered doing it in the first place. Challenge is good and all, but Fun comes first. And it is not Fun to fail.
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Actually make an effort to kill all the Repairmen when you take down each Tower, and they won't respawn them after they've been defeated. We accidentally left 1-2 alive and they rebuilt the thing in seconds, but that was the only one.
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You just described what I was talking about, accidentally missing the repairmen. Tell me, how much did LR regen while you had to stop and deal with the tower? What if another repairman somehow got thru later in that fight and you had to yet again stop and deal with a tower, letting LR regen again?
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We hadn't even started on LR at that point. We decided it would be better and safer to take down all the towers before even attempting to attack him. And if you've been fine enough while taking down the Towers, you should be fine enough to take a few seconds to look for any Repairmen.
Honestly, I don't see this as an issue at all. Just make sure the team is aware that *all* Repairmen have to be defeated, take 5 seconds to check, then move on to the next tower.
I think you're making a mountain out of an anthill on this one.
"A good Defender is the battle hardened Corpsman who will kill a Nazi with a tongue depressor while putting a splint on your leg, then hand you a fresh clip of ammo." ~Jock_Thompson
Repeat Offenders, TNT Profile, My little hero
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Why are we so willing to accept that a mandatory 3x Tactics, or ~50 level 2 yellows, is good TF design?
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Mako's high defense is a well-known challenge of the STF for which a team needs to be prepared. I'd agree that it's not ideal, but neither is it really unusual. Tactics, Fortitude, Focused Accuracy, Targeting Drone, Radiation Blast, Radiation Debuffs, Yellows, Shivans, whatever you have available. I know some teams will be stopped cold by Mako (I was on one of them), and I'm slightly uncomfortable with that, but the STF is about as difficult a challenge as we can get on the hero side. I think it's reasonable in this case.
The respec trial needed to be easier in deference to weaker builds, but the STF isn't the sole source of anything hero-side except a few badges. If the data they collect over time shows that an inordinate number of STF teams are failing and that the #1 reason is Mako, then he'll probably be adjusted in some way. For now I think he's fine, though imo he needs 100% resistance to Avoid effects.
Please try MA arc ID 351455, "Shard Stories: Scavenger's Hunt." Originally created for the Dr. Aeon contest, it explores the wild potential of one of the City's most concept-rich but content-poor settings: the Shadow Shard.
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Mako's high defense is a well-known challenge of the STF for which a team needs to be prepared. I'd agree that it's not ideal, but neither is it really unusual. Tactics, Fortitude, Focused Accuracy, Targeting Drone, Radiation Blast, Radiation Debuffs, Yellows, Shivans, whatever you have available. I know some teams will be stopped cold by Mako (I was on one of them), and I'm slightly uncomfortable with that, but the STF is about as difficult a challenge as we can get on the hero side. I think it's reasonable in this case.
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Radiation Blast is irrelevant, AFAICT. The debuff is so negligible once it filters through to a +4 AV like Mako as to make no difference. Certainly, neither my blasts, nor those of our Shivans helped us any.
According to the City of Data numbers, my Cosmic Burst would have a -37.5% Defense debuff for 12 seconds if it hits. That winds up being about a -6% debuff when applied to someone like Mako in I9 (assuming he has no powers that offer extra resists against Defense debuffs), and I believe the effect only lasts for something like 3-4 seconds. That's just not going to help much, even if I could auto-hit with it. Granted, I'm fairly uninformed about the inner workings of Co*, so maybe someone can tell me if I went wrong.
But beyond that, I don't think this IS a good way to make the TF difficult. It just excludes groups without To Hit bonuses; they can nerf every other aspect of Mako into the ground, and otherwise buff themselves to the gills, but they won't be able to kill Mako. They can club him in something very near total safety for days but still can't actually win. To me that isn't difficulty, that's bad design they can get away with because most popular builds include copious To Hit bonuses.
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If the data they collect over time shows that an inordinate number of STF teams are failing and that the #1 reason is Mako, then he'll probably be adjusted in some way.
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That might be great relief sometime in 2008. :-(
-D
Darkonne: Pinnacle's (unofficially) mighty Dark Miasma/Radiation Blast enthusiast!
Be sure to check out this mighty Arc:
#161865 - Aeon's Nemesis
Yeah, I know. Defense Debuffs on Mako are very much an "every little bit" situation. Hence my saying I'm not completely comfortable with it. I'm more on the fence than my usual "accessibility" point of view here precisely because we're talking about the STF and the Rogue Isles signature Arch-villains.
At the same time, how far can you go to be accommodating with this TF? Mako is only one aspect of it. Most teams (not all, but most) will have to have a tank to manage the AV aggro. A team without certain power sets might be unable to keep their tank alive long enough for the rest of them to accumulate damage on LR. A team without CM, ID, or Clarity will need to bring a lot of break-frees to defeat GW. A team heavy with scrappers who aren't well-stocked with heavy defense buffs might be unable to overcome Ghost Widow's self-heal. A team with few area-denial powers might not be able to stop the techs from repairing the towers. A team with very little regen/res debuff might be unable to overcome the regen of a level 54 AV. A team with little control might be repeatedly overwhelmed by spawns from ambushes, the Flier, or Lord Recluse. A team with no significant ranged attacks or jump/fly ability is at a big disadvantage versus the threats presented by the Flier. Etc., etc.
Similarly, a team without significant to-hit buffing may be unable to punch through Mako's defense. He is one very visible possible point of failure, but he's only one. He's not even the only one that couldn't be overcome by sheer stubborn determination.
I don't really disagree with you, so this is probably all I'll say on the topic. About all I can figure is that if there's any one task in all of the City hero side where solid party composure, experience, and preparation are all most appropriate ... I figure it's the STF.
Please try MA arc ID 351455, "Shard Stories: Scavenger's Hunt." Originally created for the Dr. Aeon contest, it explores the wild potential of one of the City's most concept-rich but content-poor settings: the Shadow Shard.
Just would like to provide some numbers (just for heroes, as this is about the STF) as some I have seen here are wrong...
FA is a 20% tohit buff.
BU is a 20% tohit buff (10% on blasters).
Aim is a 50% (defender) or 62.5% (blaster) tohit buff.
Fortitude is an 18.75% (defender) or 15% (controller) tohit buff.
Tactics is a 7% (blaster/tanker/scrapper), 9% (kheldian), 10% (controller) or 12.5% (defender) tohit buff.
These are all base values; to get the approximate 3 slotted values multiply by 1.56.
So the best buff you could get from one Tactics is 3 slotted on a defender, about 20%. Less than a small yellow.
I'll leave the rest of the math up to you.
EDIT: Just because it's viable:
Vengeance is a 26.25% (blaster), 28% (controller), 31.5% (kheldians) or 35% (defender/scrapper/tanker) tohit buff.
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Aim is a 50% (defender) or 62.5% (blaster) tohit buff.
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37.5% for blasters.
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BU is a 20% tohit buff (10% on blasters).
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15% for blasters.
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So the best buff you could get from one Tactics is 3 slotted on a defender, about 20%. Less than a small yellow.
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Your value of yellows is a way too high. Try the following values:
S - 7.5%
M - 18.75%
L - 37.5%
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
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Aim is a 50% (defender) or 62.5% (blaster) tohit buff.
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37.5% for blasters.
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BU is a 20% tohit buff (10% on blasters).
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15% for blasters.
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So the best buff you could get from one Tactics is 3 slotted on a defender, about 20%. Less than a small yellow.
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Your value of yellows is a way too high. Try the following values:
S - 7.5%
M - 18.75%
L - 37.5%
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You're right on the first two. I was doing them from memory and had them wrong.
On the last - Are you suggesting the 25%/33%/50% numbers given on the insps themselves are lying? They certainly buff tohit, not accuracy.
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Aim is a 50% (defender) or 62.5% (blaster) tohit buff.
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37.5% for blasters.
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BU is a 20% tohit buff (10% on blasters).
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15% for blasters.
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So the best buff you could get from one Tactics is 3 slotted on a defender, about 20%. Less than a small yellow.
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Your value of yellows is a way too high. Try the following values:
S - 7.5%
M - 18.75%
L - 37.5%
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You're right on the first two. I was doing them from memory and had them wrong.
On the last - Are you suggesting the 25%/33%/50% numbers given on the insps themselves are lying? They certainly buff tohit, not accuracy.
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Insp numbers are nonsense, large purples with a 50% def buff face vale are in fact 25%, only red and oranges are accurate to their face numbers AFAIK
Good to know, I'll have to try to test them later.
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Good to know, I'll have to try to test them later.
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Pretty sure Arcanaville is responsible for the testing of those numbers.
"A good Defender is the battle hardened Corpsman who will kill a Nazi with a tongue depressor while putting a splint on your leg, then hand you a fresh clip of ammo." ~Jock_Thompson
Repeat Offenders, TNT Profile, My little hero
Um, I'd pick a stormy up in a heartbeat for the STF. O2 boost alone pays the price of admission. Add the ability to play 'keep away' at the towers and you have a very desireable powerset.
Have we done the same STF?
/Confused