How many red pills = 1 Fulcrum shift?


DodgerTA

 

Posted

I know this is a question, but I suspect I'll get a better answer asking this question in this thread rather than in the questions thread.

I'm not familure with Fulcrum shift at all, so i'm not even sure if this is an legit question...

Lets say you had a defender but did not have kin as your secondary.

Would it be possible to buff yourself with reds to the point that it would be "like" you had a "temp" Fulcrum shift? Speaking damage wise only here obviously.


 

Posted

[ QUOTE ]
I know this is a question, but I suspect I'll get a better answer asking this question in this thread rather than in the questions thread.

I'm not familure with Fulcrum shift at all, so i'm not even sure if this is an legit question...

Lets say you had a defender but did not have kin as your secondary.

Would it be possible to buff yourself with reds to the point that it would be "like" you had a "temp" Fulcrum shift? Speaking damage wise only here obviously.

[/ QUOTE ]

Each small red inspiration is 25% +dam. Fulcrum shift can generate up to 300% +dam (50% from the local buff from the 'fender and 25% from each of the buffs from up to 10 enemies). This means that, in order to get yourself up to there you'd need 12 small red inspirations.

However, something to consider is that defenders have a +dam cap of 300% and +dam enhancements in your attacks will actually operate against this cap. If you're packing 95% +dam from enhancements, it's only going to take 8 small red inspirations to get you to 295% +dam, which is close enough to be equivalent. This also means that most Kin defenders are wasting benefit from FS on themselves because they've already got 95% +dam from their slotting, which all goes to waste (or 4 of the FS buffs go to waste).


 

Posted

Wow i didnt know that umbral.. i may have to reconsider my slotting down from 3 Damage to 2 or even 1. many kinetics are almost perma-capped in damage (such as myself) on a team.

thanks for that alittle bit of info!


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

You mean red inhalants, right?


 

Posted

Eh.

Damage bonus is one of the attributes I monitor on my Kin/Ice (the other is recharge). On a mid-size to large team, sure, I'm running at 300% pretty much all the time. Solo or in a duo, however, it's not as common. Particularly solo, I'll run anywhere from 100-300%, with 150% being closer to the norm.

In that situation, I'm glad I have actual damage slotted in my attacks. There are times when I wish Bitter Ice Blast came back a little faster, but I like the boost I get from slotting damage when I'm solo. It usually means I can BIB a white minion from full to dead, but just barely, so those slots really help.

Besides, I think it's all moot once you start talking about sets. I suppose frankenslotting could get you spare slots to place in other powers if you went light on damage, but there are good set bonuses in most of the blast sets, and those bonuses tend to come with 5 pieces slotted. Not to mention the fact that Kin is pretty easy on the slots, anyway, so you probably don't really need the extra slots.

Ultimately, I think they should just increase our damage cap to match Brutes. Then everyone would be happy (everyone being me in this case).


Bye, everybody!

*Champion*

 

Posted

Yeah Nick i moniter damage as well (and recharge as it fluxuates with Siph Speeds) justt didnt know that +damage from Enhancements brings me ever closer to the evil 300% cap... jeese 200% is high enough for me sadly and even solo im capped at 300 almost all the time.

more ideas to change our inheritant power then!


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

More ideas? Sonic blast, cut down the resistance, or run with resistance debuffers.


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.

 

Posted

[ QUOTE ]
This also means that most Kin defenders are wasting benefit from FS on themselves because they've already got 95% +dam from their slotting, which all goes to waste (or 4 of the FS buffs go to waste).

[/ QUOTE ]

Good kin defenders (and controllers and corruptors) don't slot for damage.


 

Posted

[ QUOTE ]
[ QUOTE ]
This also means that most Kin defenders are wasting benefit from FS on themselves because they've already got 95% +dam from their slotting, which all goes to waste (or 4 of the FS buffs go to waste).

[/ QUOTE ]

Good kin defenders (and controllers and corruptors) don't slot for damage.

[/ QUOTE ]

why so serious?
anyway, i wont now that i know this. I always thought that enhancement damage didn't count towards the damage cap. (jeese and ive been playing how long?) well im not a number crunching elitist so..

P.S. I'm one of the best, i assure you.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

[ QUOTE ]
There are times when I wish Bitter Ice Blast came back a little faster, but I like the boost I get from slotting damage when I'm solo.

[/ QUOTE ]

Suggested slotting:

Two Acc/Dam/Rech
Two Dam/End/Rech
One Dam/Rech
It's three Thunderstrikes, one Ruin and one Maelstrom, but I can never remember which triple's the ruin and which one's the Maelstrom. If you get things at close to level 40 (one set caps at 35) you should be at just around 95% dam, 95% rech, around 37% acc and end.

Yours,

Never Shuts Up About Frankenslotting.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

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Yours,

Never Shuts Up About Frankenslotting.

[/ QUOTE ]

Nor should you.


 

Posted

You win the intraweb.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

[ QUOTE ]
[ QUOTE ]
Each small red inspiration is 25% +dam. Fulcrum shift can generate up to 300% +dam (50% from the local buff from the 'fender and 25% from each of the buffs from up to 10 enemies). This means that, in order to get yourself up to there you'd need 12 small red inspirations.

[/ QUOTE ]
You need Fulcrum Shift(TM)! One buff, 300%. No other damage buff comes close.

[/ QUOTE ]

That about covers it totally.....



Freedom Bound!!!

 

Posted

If you're teaming with Scrappers though, they have a higher damage cap. Brutes, an even higher damage cap.

Solo, you're not likely to get groups bigger than maybe five or six in your missions unless you herd them together somehow. The 97% damage from enhs lets you cap with only +200%, so you only need six mobs rather than ten. Or, the normal three-mob spawn since you can double stack it.

*shrug* YMMV. True kinetics don't tell other kinetics how to play... they're too busy bouncing off the walls and flipping out on stuff. :-)