SS and EM for Scrappers!!


bAss_ackwards

 

Posted

Have any of these powersets ever been available for Scrappers. If so, why were they removed?
If not, do you think that they might be available for Scrappers any time in the future? I love both of these powers, but I'm sad that I have to be using a Brute or Tanker to be able to use them.


 

Posted

Now that EM has been completely neutered, it can probably be ported to scrappers without too many crying about it.

SS, however, would probably be nerfed pretty hard before it comes to scrappers. Not that I think it would be numerically OP (I know it has been speculatively theorized as more or less in line with other scrapper primaries), but the overall perception is that it would be just that. Brutes and tankers everywhere would probably be very upset.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

Quote:
(I know it has been speculatively theorized as more or less in line with other scrapper primaries)


At level 50
Disregarding secondaries
Ignoring crits (with the same crit rate on everything it wouldn't add anything)
Assuming +100% damage from enhancements/set bonuses
Averaging BU as +30% damage for sets with BU

Scrapper Footstomp with perma double-stacked Rage : 355 damage in a 15 feet radius, with a 80% chance to knockdown.
Scrapper FSC with averaged Build Up : 255 damage in a 10 feet radius.
Scrapper Spin with 2x FU : 272 damage in a 8 feet radius.
Scrapper Spine Burst with averaged BU : 163 damage in a 15 feet radius, slight slow.

Scrapper KO blow with 2x Rage : 890 damage at a 13 feet range, with a guaranteed 12s mag3 hold and knockup.
Scrapper Midnight Grasp with saturated SD : 604 damage with a 18s immobilize.
Scrapper Greater Fire Sword with averaged BU : 405 damage.
Scrapper Headsplitter with averaged BU : 374 damage, 60% chance to knockdown, small defense debuff.

Average tohit
Doublestacked Rage : +64%
DM with saturated SD : +30% (+48% if slotted for tohit, but SD needs to hit)
DB/Claws with 2x FU : +20% (+32% if slotted for tohit, but FU and BF need to hit and are attacks, hence are better with damage)
Other primaries : +32% while BU is up, a third of the time.

Yes, that's looking at specific numbers in a vacuum, but if KO blow dealing more than twice as much damage as other typical scrapper T9s or Footstomp dealing more than twice as much damage (considering the radius), and for both powers also offering superior mitigation than the scrapper counterpart, strikes you as "in line with other scrapper primaries" then by the same token, FF or emp defender damage is "in line with scrapper primaries".

SS is already quite good (I would argue too good) on brutes, and this is an AT with lower damage buff mods that also get proportionally less from damage buffs as their base damage is balanced around Fury giving them a much higher average damage % than other ATs.

Sure, people will point out Rage has a crash, that the rest of the set isn't stellar (although it isn't anywhere near as bad as people want to make you believe) and so on. Me, I'll stick with the same conclusion in any SS scrapper discussion : port the set with the same values, even with no crits, and I'll instantly roll a SS/SD scrapper and, while obliterating everything standing in my way, proceed to laugh at everyone who thought it was balanced. My most played character right now is a FM/SD, I certainly don't mind being overpowered and I certainly wouldn't mind the upgrade SS/SD would be.


 

Posted

Quote:
Originally Posted by Nihilii View Post


At level 50
Disregarding secondaries
Ignoring crits (with the same crit rate on everything it wouldn't add anything)
Assuming +100% damage from enhancements/set bonuses
Averaging BU as +30% damage for sets with BU

Scrapper Footstomp with perma double-stacked Rage : 355 damage in a 15 feet radius, with a 80% chance to knockdown.
Scrapper FSC with averaged Build Up : 255 damage in a 10 feet radius.
Scrapper Spin with 2x FU : 272 damage in a 8 feet radius.
Scrapper Spine Burst with averaged BU : 163 damage in a 15 feet radius, slight slow.

Scrapper KO blow with 2x Rage : 890 damage at a 13 feet range, with a guaranteed 12s mag3 hold and knockup.
Scrapper Midnight Grasp with saturated SD : 604 damage with a 18s immobilize.
Scrapper Greater Fire Sword with averaged BU : 405 damage.
Scrapper Headsplitter with averaged BU : 374 damage, 60% chance to knockdown, small defense debuff.

Average tohit
Doublestacked Rage : +64%
DM with saturated SD : +30% (+48% if slotted for tohit, but SD needs to hit)
DB/Claws with 2x FU : +20% (+32% if slotted for tohit, but FU and BF need to hit and are attacks, hence are better with damage)
Other primaries : +32% while BU is up, a third of the time.

Yes, that's looking at specific numbers in a vacuum, but if KO blow dealing more than twice as much damage as other typical scrapper T9s or Footstomp dealing more than twice as much damage (considering the radius), and for both powers also offering superior mitigation than the scrapper counterpart, strikes you as "in line with other scrapper primaries" then by the same token, FF or emp defender damage is "in line with scrapper primaries".

SS is already quite good (I would argue too good) on brutes, and this is an AT with lower damage buff mods that also get proportionally less from damage buffs as their base damage is balanced around Fury giving them a much higher average damage % than other ATs.

Sure, people will point out Rage has a crash, that the rest of the set isn't stellar (although it isn't anywhere near as bad as people want to make you believe) and so on. Me, I'll stick with the same conclusion in any SS scrapper discussion : port the set with the same values, even with no crits, and I'll instantly roll a SS/SD scrapper and, while obliterating everything standing in my way, proceed to laugh at everyone who thought it was balanced. My most played character right now is a FM/SD, I certainly don't mind being overpowered and I certainly wouldn't mind the upgrade SS/SD would be.

I'd like to see a post where someone said that SS is balanced. If anything I remember reading quite a few places that people do not want SS ported to scrappers because it will get nuked lol.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
I'd like to see a post where someone said that SS is balanced. If anything I remember reading quite a few places that people do not want SS ported to scrappers because it will get nuked lol.
SS is "balanced" as a set around one major concept: there are crappy powers and there are stellar powers. Essentially, within the set, there are powers that are stupidly weak (Punch, Jab, Handclap) and powers that are stupidly strong (Rage, Footstomp, KO Blow). Assuming that you take all of the powers in the set and that you aren't using many powers from outside of the set, it's roughly balanced because you have to use the crappy powers while your overpowered powers are recharging. The problem with the set comes when you start bringing in powers that aren't within the set (like pool and ancillary powers), the entire "balance" of the set falls through because you can replace the crappy powers in the set with powers that aren't as crappy (and oftentimes simply "good") from other sources.

Honestly, when SS and/or EM get proliferated (it's a question of "whether" with SS and a question of "when" with EM) I expect them both to get some rather substantial reevaluation. With EM, I expect Whirling Hands to get some love to offset the fact that ST damage is less important than AoE damage and the set itself doesn't have particularly stellar utility (stuns are nice, but not when they're not particularly reliable) like DM. With SS, I expect a lot of changes: changes to dam/rech/end and/or animation time to powers to bring them more in line with the effectiveness of other attack powers, a severe reworking of Rage to bring it back in line (at the very least, a reduction/removal of the massive +tohit), and likely a reduction in effectiveness of Footstomp. Just as I doubt Stone Armor or Energy Aura will be proliferated to Scrappers without some changes, I doubt either of the power sets in question will be proliferated to anyone without tweaks to fix problems with the sets.


 

Posted

Quote:
Originally Posted by Nihilii View Post


Yes, that's looking at specific numbers in a vacuum....
Why yes it is.

What is the recharge time of all of those powers, and how much damage would they do over the course of, say, 300 seconds, assuming you fire each of them as soon as possible, every time, against their maximum number of targets? (Just to keep things simple a bit.)

More importantly, is it okay to do more damage less often?

The current case with Shield Charge is...probably not a valid one, except to show that even a severely OP power isn't so out-of-line that the Dev's notice it immediately


 

Posted

Quote:
Originally Posted by Nihilii View Post


At level 50
Disregarding secondaries
Ignoring crits (with the same crit rate on everything it wouldn't add anything)
Assuming +100% damage from enhancements/set bonuses
Averaging BU as +30% damage for sets with BU

Scrapper Footstomp with perma double-stacked Rage : 355 damage in a 15 feet radius, with a 80% chance to knockdown.
Scrapper FSC with averaged Build Up : 255 damage in a 10 feet radius.
Scrapper Spin with 2x FU : 272 damage in a 8 feet radius.
Scrapper Spine Burst with averaged BU : 163 damage in a 15 feet radius, slight slow.

Scrapper KO blow with 2x Rage : 890 damage at a 13 feet range, with a guaranteed 12s mag3 hold and knockup.
Scrapper Midnight Grasp with saturated SD : 604 damage with a 18s immobilize.
Scrapper Greater Fire Sword with averaged BU : 405 damage.
Scrapper Headsplitter with averaged BU : 374 damage, 60% chance to knockdown, small defense debuff.

Average tohit
Doublestacked Rage : +64%
DM with saturated SD : +30% (+48% if slotted for tohit, but SD needs to hit)
DB/Claws with 2x FU : +20% (+32% if slotted for tohit, but FU and BF need to hit and are attacks, hence are better with damage)
Other primaries : +32% while BU is up, a third of the time.

Yes, that's looking at specific numbers in a vacuum, but if KO blow dealing more than twice as much damage as other typical scrapper T9s or Footstomp dealing more than twice as much damage (considering the radius), and for both powers also offering superior mitigation than the scrapper counterpart, strikes you as "in line with other scrapper primaries" then by the same token, FF or emp defender damage is "in line with scrapper primaries".

SS is already quite good (I would argue too good) on brutes, and this is an AT with lower damage buff mods that also get proportionally less from damage buffs as their base damage is balanced around Fury giving them a much higher average damage % than other ATs.

Sure, people will point out Rage has a crash, that the rest of the set isn't stellar (although it isn't anywhere near as bad as people want to make you believe) and so on. Me, I'll stick with the same conclusion in any SS scrapper discussion : port the set with the same values, even with no crits, and I'll instantly roll a SS/SD scrapper and, while obliterating everything standing in my way, proceed to laugh at everyone who thought it was balanced. My most played character right now is a FM/SD, I certainly don't mind being overpowered and I certainly wouldn't mind the upgrade SS/SD would be.
That is one hellava vaccum right there. Why with SS are you using double stacked rage for everything? You know the end crash would kill most people if they tried to keep that up and it takes a large recharge bonus to even make it double stacked.

Then you for some reason only add Build up to fire melee but skipped Firery embrace, why? Seems like your making SS look ALOT better then it is.

Sorry but when someone looks at numbers like you have and skips so many important other factors they really hold no merit at all.


 

Posted

Argue all you want, give me a direct port of SS. Once again : I'm completely fine with that.


 

Posted

If it's balanced before being ported, there'd be no reason to argue. If it's ported as is, I know personally I'll be too busy playing it to post about it.


 

Posted

Quote:
Originally Posted by Nihilii View Post
If it's ported as is, I know personally I'll be too busy playing it to post about it.
And I'd be too busy facepalming to either post or play it.


 

Posted

Quote:
Originally Posted by Werner View Post
I just hope that Super Strength gets ported soon, in whatever form they port it, so that this monthly argument can at least be about something real.
This. The only reason I want it for Scrapper is so we don't get this monthly argument. I would play it and I don't need it I have my SS/SD Brute and with GR if I want I can bring him Hero side so I don't really need SS for a Scrapper.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by BrokenPrey View Post
This. The only reason I want it for Scrapper is so we don't get this monthly argument. I would play it and I don't need it I have my SS/SD Brute and with GR if I want I can bring him Hero side so I don't really need SS for a Scrapper.
I ran up a SS/wp brute as a sort of 'poor mans' SS scrapper. LUV IT. The only downside is chasing that stupid fury bar, freakin' thing makes me crazy.

First toon that coming blueside.


 

Posted

Looking at Billz thread, Scrapper Super Strength is below Martial Arts in Single Target DPS.

Assuming Billz didn't get the BEST of the BEST DPS attack string on it, how much better would it be?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Nihilii View Post


At level 50
Disregarding secondaries
Ignoring crits (with the same crit rate on everything it wouldn't add anything)
Assuming +100% damage from enhancements/set bonuses
Averaging BU as +30% damage for sets with BU

Scrapper Footstomp with perma double-stacked Rage : 355 damage in a 15 feet radius, with a 80% chance to knockdown.
Scrapper FSC with averaged Build Up : 255 damage in a 10 feet radius.
Scrapper Spin with 2x FU : 272 damage in a 8 feet radius.
Scrapper Spine Burst with averaged BU : 163 damage in a 15 feet radius, slight slow.

Scrapper KO blow with 2x Rage : 890 damage at a 13 feet range, with a guaranteed 12s mag3 hold and knockup.
Scrapper Midnight Grasp with saturated SD : 604 damage with a 18s immobilize.
Scrapper Greater Fire Sword with averaged BU : 405 damage.
Scrapper Headsplitter with averaged BU : 374 damage, 60% chance to knockdown, small defense debuff.

Average tohit
Doublestacked Rage : +64%
DM with saturated SD : +30% (+48% if slotted for tohit, but SD needs to hit)
DB/Claws with 2x FU : +20% (+32% if slotted for tohit, but FU and BF need to hit and are attacks, hence are better with damage)
Other primaries : +32% while BU is up, a third of the time.

Yes, that's looking at specific numbers in a vacuum, but if KO blow dealing more than twice as much damage as other typical scrapper T9s or Footstomp dealing more than twice as much damage (considering the radius), and for both powers also offering superior mitigation than the scrapper counterpart, strikes you as "in line with other scrapper primaries" then by the same token, FF or emp defender damage is "in line with scrapper primaries".

SS is already quite good (I would argue too good) on brutes, and this is an AT with lower damage buff mods that also get proportionally less from damage buffs as their base damage is balanced around Fury giving them a much higher average damage % than other ATs.

Sure, people will point out Rage has a crash, that the rest of the set isn't stellar (although it isn't anywhere near as bad as people want to make you believe) and so on. Me, I'll stick with the same conclusion in any SS scrapper discussion : port the set with the same values, even with no crits, and I'll instantly roll a SS/SD scrapper and, while obliterating everything standing in my way, proceed to laugh at everyone who thought it was balanced. My most played character right now is a FM/SD, I certainly don't mind being overpowered and I certainly wouldn't mind the upgrade SS/SD would be.
Comparing other scrapper Primaries to SS with double stacked Rage is similar to comparing all Primaries with Perma Saturated Soul Drain. It is kind of ridiculous. Rage has it's crash were your KO blow will do something like 8 dmg. MOST people will have it single stacked with a small overlap. Will it be good? Yes. Will it be unbalanced? I do not think so.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by _Pine_ View Post
Comparing other scrapper Primaries to SS with double stacked Rage is similar to comparing all Primaries with Perma Saturated Soul Drain.
Perma-saturated Soul Drain and double stacked Rage aren't even remotely similar. Rage can be used and operates at full capacity whether you're in combat or out. Soul Drain requires that you have and hit all 10 targets surrounding you. You cannot guarantee that you will have 10 targets around you at all time. You can guarantee that you will be able to use Rage no matter how many targets are near you or whatever effects you're under. Even more so, you've got to deal with the fact that you're having to devote roughly 8.5% of your animation time to keeping Soul Drain up compared to the ~2% use of Rage (which actually means that perma-Soul Drain has substantially higher recharge requirements than double stacked Rage).

Even with that comparison, double stacked Rage is still stronger because you're getting 200% +dam (Scrapper numbers) and 40% +tohit with 16.7% time lost compared to perma Soul Drain providing 30% +tohit and 150% +dam (assuming you hit all targets). With double stacked Rage, you're getting functionally 330% total base damage dealt irregardless of what the fight conditions are compared to perma-Soul Drain providing 345% total base damage dealt under optimal circumstances. Under more reasonably circumstances (5 targets averaged), you're going to get only 295% total base damage.

Quote:
Will it be good? Yes. Will it be unbalanced? I do not think so.
Then you obviously have no idea how to identify balance. The only thing keeping SS from being completely borked is the fact that Jab and Punch are miserably bad attacks. Of course, with the same recharge that gets Rage double stacked, you can pretty easily get your other attacks (and additional out of set attacks) down to low enough recharge times that it doesn't really matter.


 

Posted

Quote:
Originally Posted by Umbral View Post
SS is "balanced" as a set around one major concept: there are crappy powers and there are stellar powers. Essentially, within the set, there are powers that are stupidly weak (Punch, Jab, Handclap) and powers that are stupidly strong (Rage, Footstomp, KO Blow). Assuming that you take all of the powers in the set and that you aren't using many powers from outside of the set, it's roughly balanced because you have to use the crappy powers while your overpowered powers are recharging. The problem with the set comes when you start bringing in powers that aren't within the set (like pool and ancillary powers), the entire "balance" of the set falls through because you can replace the crappy powers in the set with powers that aren't as crappy (and oftentimes simply "good") from other sources.

Honestly, when SS and/or EM get proliferated (it's a question of "whether" with SS and a question of "when" with EM) I expect them both to get some rather substantial reevaluation. With EM, I expect Whirling Hands to get some love to offset the fact that ST damage is less important than AoE damage and the set itself doesn't have particularly stellar utility (stuns are nice, but not when they're not particularly reliable) like DM. With SS, I expect a lot of changes: changes to dam/rech/end and/or animation time to powers to bring them more in line with the effectiveness of other attack powers, a severe reworking of Rage to bring it back in line (at the very least, a reduction/removal of the massive +tohit), and likely a reduction in effectiveness of Footstomp. Just as I doubt Stone Armor or Energy Aura will be proliferated to Scrappers without some changes, I doubt either of the power sets in question will be proliferated to anyone without tweaks to fix problems with the sets.
That seems like a pretty ****** way to balance a set, but I'm fairly certain that SS has been this way before Castle was the power dev jefe correct? I just hope that when they do look at SS they can improve its ST dmg.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

I stand corrected Umbral. TY =)

I honestly couldn't think of a better thing to analogize though =( I do have to say that on my SS tanker, the rage crash is very annoying. I wouldn't like it on my scrapper either I would imagine.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by Werner View Post
I just hope that Super Strength gets ported soon, in whatever form they port it, so that this monthly argument can at least be about something real.
Aye. I'll repeat what I've said. Super Strength is probably not going to be amazing in the single target DPS department. We're going to be getting it for Footstomp, and for a lesser extent Knockout Punch. That set is reminding me of the problem Psi Assault had with Dominators - one extremely useful power and a fist full of unremarkable powers. Something needed to be done about it long before it was ever proliferated.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

It would be cool if NCSoft would hire on 50 temporary software engineers fix most or all of the major issues that players have with each powerset and then let them go. It would be awesome!


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

First of all, I hope the devs don't try to 'balance' SS based on perma double stacked rage, like some posters do, lol.

SS is one of the most over-rated sets in this game, based on all the cries of 'overpowered' I see in these forums. I like the set because I have a preference for melee and the concept of characters with super-strength. I think some are falsely swayed by the fact it's popular in large part because of that, and because the set relies on a couple of great powers balanced by a bunch of mediocre to lame powers, and also how some of the powers work (ie. the massive screen shake and booming sound effects - I remember someone listing similar reasoning for why they felt shield charge was overpowered outside of numbers).

Rage is a nice power, but even with the damage boost the power offers, SS doesn't blow other sets away in dmg output, it simply allows SS to do dmg on par with competing sets. Without rage, SS is a bottom feeder in dmg output, plain and simple. The accuracy bonus is nice, but overkill in the vast majority of game situations. And you pay for that with a glaringly annoying ten seconds of impotence, and an end crash that creates serious endurance issues with most combos. And the way the end hit is delivered, all in one shot, can be very problematic in a lot of situations. So in the end, you're using a power selection and slots to do dmg on par with other sets, and you get a great accuracy boost (in a game where hitting things is not very difficult in most cases) in exchange for endurance problems and an annoying ten second crash every two minutes. I'm not seeing that as overpowered at all. In terms of double stacked rage (which is not nearly as easy to create and maintain as some seem to imply), I'd gladly see it made non-stackable in exchange for removing the ridiculously unfun ten seconds of no damage every two minutes, and perhaps less of an end hit.

In terms of damage, it's single damage output is mediocre to subpar for brutes and tanks, and if you look at bills workup, even when ported to scrappers, it's not a top single target dmg set, so I'm not sure how anyone could cry 'overpowered' (of course the same cries could be heard by the calculator crew when katana got its animations tweaked, yet the game survived without becoming city of samurai...). Those who list the numbers on kob ignore the in game reality that in most cases it's just overkill. One, even with this high damage attack, SS is mediocre in terms of single target damage over time. Two, spending three seconds one-shotting a minion is no different than another set dropping it with two speedier attacks. Three, thanks to it's long animation, there are plenty of instances where all of the damage and end is wasted as you uppercut a corpse, lol. It's a very fun power, but nowhere near as powerful or valuable as some try to imply by simply posting numbers and ignoring how it actually works in the game.

As far as aoe goes, SS is definitely one of the better sets, but there are plenty of sets on par with it. Another power that gets tagged with 'overpowered' is footstomp, because some folks just post the numbers that support their position and ignore the other circumstances that do not. Footstomp is probably the best aoe attack in the game. But it should be because it's in a set that is devoid of aoe outside of footstomp, and its in a set with mediocre to subpar single target dmg, so it should have strong aoe abilities, and if it isn't getting a bunch of 'good' aoe powers, it should get one 'great one, and it does. FS basically supplies ALL of SS's aoe dmg and mitigation, and it comes at lvl 32/35, so it should be the best aoe attack in the game (don't even try to pass off handclap as a useable power, lol). If you weaken FS, the set will underperform. You simply cannot balance FS with other sets aoe powers, because the other sets have their aoe capabilities more evenly distributed throughout their powerset, where SS gets it all from this one power. If FS was weakened, then you would have to add a couple of cones/aoes to earlier powers, and/or buff handclap to compensate, or you end up with another crippled set like EM.


 

Posted

Quote:
Originally Posted by Santorican View Post
It would be cool if NCSoft would hire on 50 temporary software engineers fix most or all of the major issues that players have with each powerset and then let them go. It would be awesome!

I'd rather them create new powersets than trying to 'balance' sets that are already all in the same neighborhood ability-wise.


 

Posted

Quote:
Originally Posted by Santorican View Post
That seems like a pretty ****** way to balance a set, but I'm fairly certain that SS has been this way before Castle was the power dev jefe correct? I just hope that when they do look at SS they can improve its ST dmg.
Yes. Most of the highly problematic sets are problematic specifically because they were designed by the Cryptic devs. The new devs have made some small changes since then, but, mostly, they're in their current states because of how the original devs designed them, comically ignorant of some of what we now know to be fundamental balance concepts (like survivability equivalence and DPA).


 

Posted

Quote:
Originally Posted by Bocus_King View Post
That is one hellava vaccum right there. Why with SS are you using double stacked rage for everything? You know the end crash would kill most people if they tried to keep that up and it takes a large recharge bonus to even make it double stacked.
Just taking a quick glance at the numbers posted, and it seems you'd need similar levels of recharge to get the +30% average damage buff from BU.

Quote:
Then you for some reason only add Build up to fire melee but skipped Firery embrace, why? Seems like your making SS look ALOT better then it is.
Maybe Fiery Embrace was skipped because it's not a part of the powerset called Fiery Melee? It could also be added on top of double stacked Rage. You see, when scrappers have access to eight different secondaries that means (ignoring all statistics) only one in eight Fire Melee scrappers could pick it.

Quote:
Sorry but when someone looks at numbers like you have and skips so many important other factors they really hold no merit at all.
I don't think criticism like this holds any merit at all when you yourself skip obvious factors.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein