Issue 7 for Scrappers, mostly SR Scrappers, Woo
Wait, I wasn't expecting this...
[ QUOTE ]
For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion.
[/ QUOTE ]
I'm sure we were told that under the new def rules that a +5 boss would be treated as an even conning boss, accuracy-wise, not an even conning minion. If this is true, /SR is about to become the god of all scrappers.
"I know 653 ways to kill a man. Fist to the face is #56."
[ QUOTE ]
I'm sure we were told that under the new def rules that a +5 boss would be treated as an even conning boss, accuracy-wise, not an even conning minion. If this is true, /SR is about to become the god of all scrappers.
[/ QUOTE ]
until the +5 boss one hits you, it will be far from being the god of all scrappers but it should be fairer and us super reflexes should have some seemably god-like moments to enjoy. I know the thought of standing amongst +4s and firing off aid self like i do so easily in an even mob sounds great but when i get hit i am gonna still have something to seriously worry about.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
yeah will still have the thrill of being one hit from death all the time, just without the soul numbing inevitability that those hits will be constant
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
[quote/] I know the thought of standing amongst +4s and firing off aid self like i do so easily in an even mob sounds great but when i get hit i am gonna still have something to seriously worry about.
[/ QUOTE ]
+5s will still hit more commonly than even level mobs under scaling defence:
e.g say you have 50% defence.
Vs enemy with accuracy of say 90%, they will have 45% chance to hit you.
Vs enemy with accuracy of say 50%, they will have 25% chance to hit you.
etc etc
Uhmmm...isn't this the way it works currently?
Well I chose a bad example:
Lets say something like 25% defence:
At the moment:
Critter A has (say) 90% accuracy, so he has a 65% chance "to hit" (90-65)
Critter B has 50% accuracy, so has a 25% chance "to hit"
With Scaling defence (and we dont know the full details yet) accuracy is multiplied by your defence. I suspect this will work as "doubling" your base defence to truly scale (but again we dont know for sure) if this is the case:
Critter A: 90% accuracy x 0.5 = 45% accuracy
Critter B: 50% accuracy x 0.5 = 25% accuracy
IN essence it means that defence always mitigates the same %age incoming damage (like resistance) whatever the level of the critter. At the moment, defence becomes progressively weaker as you face higher level mobs (and bosses and lts who have higher accuracy).
Again, precise details not known, but thats the principle.
Hmm, seems like a lot of speculation on your part, especially in the doubling your base defence. But we'll see
I'm afraid you're a bit mistaken about the nature of the ToHit calculation, but fortunately we do know quite a bit about it from Dev posts - one example being
this post from Statesman as reposted on our boards by Bridger.
The probability ToHit is:
[[(Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) Defense) capped at 5% or 95%] * Accuracy] (capped at 5% or 95%, again)
Currently (I6 and previously) enemies had a Base To Hit that was modified by their level and rank. Those modifiers are now being applied to Accuracy instead.
This will have a few effects and should indeed make the likes of SR (out of Elude), Ice Tanks and those who like to Parry or similar somewhat better off against more powerful enemies.
How it works out in practice, of course, we'll have to wait and see. But Defence is still being subtracted from Base ToHit, just as it was before.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
Damn we're going to rock .
With devine avalanch and SR surely you already do
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
Divine Avalanche is a panic button and nothing more, if anyone tells you its worth using at other times they're rotten liars.
EDIT: Its also usefull if you're slowed and want an attack chain filler.
It wouldn't make me change my primary for anything even if it was godlike. i can make AVs cower damnit
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
[ QUOTE ]
I'm afraid you're a bit mistaken about the nature of the ToHit calculation, but fortunately we do know quite a bit about it from Dev posts - one example being
this post from Statesman as reposted on our boards by Bridger.
The probability ToHit is:
[[(Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) Defense) capped at 5% or 95%] * Accuracy] (capped at 5% or 95%, again)
Currently (I6 and previously) enemies had a Base To Hit that was modified by their level and rank. Those modifiers are now being applied to Accuracy instead.
This will have a few effects and should indeed make the likes of SR (out of Elude), Ice Tanks and those who like to Parry or similar somewhat better off against more powerful enemies.
How it works out in practice, of course, we'll have to wait and see. But Defence is still being subtracted from Base ToHit, just as it was before.
[/ QUOTE ]
Mebad... didnt sleep much last night . Got my algerbra tangled up.
Principle is still the same tho - you get the same %age damage mitigation irrispective of the level of critters (just like defence). Point I was making was that +5 mobs will continue to hit you more often than +0 mobs however it pans out.
[ QUOTE ]
Divine Avalanche is a panic button and nothing more, if anyone tells you its worth using at other times they're rotten liars.
EDIT: Its also usefull if you're slowed and want an attack chain filler.
[/ QUOTE ]
I disagree with that, I use DA if I'm fighting something particularly tough at high levels so it's less likely to get my health down, rather then use it after my health goes down, fails and faceplant.
Also good if the enemy has a smidgen of health left.
[ QUOTE ]
Point I was making was that +5 mobs will continue to hit you more often than +0 mobs however it pans out.
[/ QUOTE ]
Yes they will, which I'm sure is intended. They'll hit you less than they do at the moment though, under most circumstances.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
SR Scrappers FTW, then!
*Krim looks forward to staying alive, for once ;-)* I'll be happy with that, plus the new Claws animations to boot, suddenly Kriminal is looking a better all-round build. I'm not expecting to suddenly become UBER but anything is a bonus
[ QUOTE ]
Super Reflexes Passive Defense abilities have been increased in effectiveness by 1/3rd.
[/ QUOTE ]
According to the I7 test thread, they've now been rolled back to I6. Excited over nothing there, I guess. Ah well!
Wrong. There is still the total change in the way defense in general works. Even if the set stays the same, we'll still get a pretty big buff.
But so will everybody I think SR is a little underwhelming, hence the aforementioned death a lot, it was that I was more looking forward to as an SR Scrapper. I'll see how it goes when I7 is out, anyways!
SR underwhelming? Bah, you should see me in the later lvls. I keep up (and regularly outlive) regens with ease.
*sigh* for all us "originals" who had SR long before the nerfs.. lived with the nerfs,.. and now suddenly have this putting us back where we belong?
It's gonna be City of SR Scrappers before long.
After all the times they took the mick out of us and joked about how crap we was now look at them squirm to have SR
Well we did used to suck back in the earlier issues, but ever since Issue4 (or was it 3 that introduced perma-elude?) we've never really been particularly weak at all.
[ QUOTE ]
SR underwhelming? Bah, you should see me in the later lvls. I keep up (and regularly outlive) regens with ease.
[/ QUOTE ]
Just my opinion of course! Maybe I've got that to look forward to but at the moment I seem to spend far too much time horizontal That's not to say I'm not happy with Kriminal's build, I am, it's just my defence only seems marginally better than a blappers at the moment.
*Thinks I should probably reslot after i7 *
Been a SR scrapper ever since the release of the game back in the US which is a VERY long time ago Have never had any problems with it at all. While i felt like a god, others did very badly when teaming. So it's all about choosing the right powers and slotting correctly. Many people like to skip powers and i am very against that.
[ QUOTE ]
Modified PvE critter accuracy. Defense powers will now work equally well against critters, regardless if they have higher accuracy. For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion. Previously, a more accurate critter could circumvent much of your defense, but this will no longer happen. This change is designed to alleviate the disparity between Defense and Damage resistance powers (for instance, a player with super reflexes will now be more effective against a high level critter, boss or Arch villain). This change has no effect on a player who does not have any Defense. This change does not affect PvP.
Reduced the effectiveness of Super Reflexes defense to AoE attacks (stalker and scrapper). With I6, Super Reflexes was given a very high bonus to AoE attacks in order to make it more effective against bosses and Arch Villains, since they typically use AoE powers, but with the new To Hit calculations, this is no longer necessary.
Super Reflexes Passive Defense abilities have been increased in effectiveness by 1/3rd.
[/ QUOTE ]
Big thumbs up to the new defense system and a plus on the passives. Now watch in awe as I go solo the entire Hive.