What in the world is up with Quartz Stone??!?


AzureHaze

 

Posted

I have held my tongue long enough. I have died more than enough times on my lvl 40 fire/shield scrapper with 41% Melee def and 36% ranged def in a Devoured Earth mish only because a measly quartz pet somehow phenomenally boosts all mobs accuracy to the point I am hit EVERY single time no matter how many pills I pop. Its crazy, please oh please do something about this devs!


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

/bind <key> targetcustomnext Quartz

It will be your best friend in DE missions with a defense based character.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
/bind <key> targetcustomnext Quartz

It will be your best friend in DE missions with a defense based character.
yeah.. just hit it a few times and it'll die.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Given how long Quartz have done what they do, I don't think we should expect any changes. I'm pretty sure the Devs know what they do, and are satisfied with it.

Like Werner said, it doesn't mean I like it, but I'm basically consigned to it.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Hmm. Number pad 1 for quartz and number pad 2 for sappers. Not a bad idea.

Before i18, the last time many of us would see them is in numina TF and the eden trial since the greater devoured and the rocks would be the only thing spawning at level 49+. They have moved those annoying things to higher levels now giving us headaches in the end game. Having to pull for the sake of survival and not just to mess around makes me sad. That bind will be most helpful. I need to write that down.

One question, though. Do I put the chosen key inside <>?


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Rieze View Post
Hmm. Number pad 1 for quartz and number pad 2 for sappers. Not a bad idea.
You can make quite a long string of attack priorities in a custom bind. If it doesn't find one, it moves on to the next. Or maybe it works from the end backwards. I forget. What I personally did was bind tab to a particular slot. Then I made macros that I could move into that slot. One was just regular tab. One was a long list of custom priorities. One was specific to my preferred targeting sequence for the RWZ challenge.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by AzureHaze View Post
I have held my tongue long enough. I have died more than enough times on my lvl 40 fire/shield scrapper with 41% Melee def and 36% ranged def in a Devoured Earth mish only because a measly quartz pet somehow phenomenally boosts all mobs accuracy to the point I am hit EVERY single time no matter how many pills I pop. Its crazy, please oh please do something about this devs!
as many other posters have said, Working As Intended

It's also likely that you will see more of the Devouring Earth in Future Praetorian Content, given that the Hamidon and the Devouring Earth are among the Praetorian Lore's Big Baddies.

Pets like the Quartz are looking to be one of the methods by which the developers intend to reign in the player base's obsession on Soft-Capped Defenses. Against Quartz buffed enemies, your best friends are heals, resists, and a high HP.

Now, this does not mean than every future mob is going to shred through Defense like it was butter. The developers are fully aware that there are power-sets in the game that only have Defensive Buffs, such as Ice Armor, Energy Armor, and Super Reflexes. Other sets, such as Stone Armor, Shield Defense, and Willpowerare also heavy on the Defensive side of powers.

It is likely that future mobs will carry extremely short term defense debuffs that any archtype with Defense Debuff Resistance will shrug off. The suggestion has also been made that Defense Debuff Resistance be given a protection similar to mez debuffs, and that Powersets with Defense Debuff Reistance would also get a protection modifier.

Powersets without Defense Debuff Reistance would be shredded under such a system, allowing Defense Based Powersets to continue as normal, while encouraging powersets without Defense Debuff Resistance to think about different ways to improve their performance.


 

Posted

Against the tip mission DE and their base hit of 64% ... that basically moves the soft cap to 59% so for that pop one small purple and you should be essentially back where you were.

The DE To Hit buff pets, as folks have pointed out, are far far far worse. The To Hit buff all the DE in the aura are getting is +100% meaning your soft cap vs that is now 145% not 45%. You could pop enough purples to counter the buff, but it is far easier to pull the DE away from their aura buff pet(s) then destroy the DE who drop the pet(s).

While popping orange and higher max health will help it's kind of a drop in the bucket compared to the amount of incoming damage you will now take compared to what the build (and you) are used to. On a 'pure' defense based character at the soft cap such as SR the incoming damage will have increased roughly 20 times (5% hit rate vs the now 95% hit rate) so where you were taking 200 damage spawn diving you'll now take 4000 (again very roughly). Popping orange will help (though using one purple will help more) vs the higher base to hit of 64% DE in the tip missions it really isn't effectively going to be doing anything vs the incoming damage while the buff pets are out do to the degree of change in the amount.

Last consider the streak breaker. Normally it's of little to no consequence for the player vs pve foes even though the foes use it as well as the players, the pve mobs by and large die too fast to take advantage of it particularly vs anyone with high defenses. However, when all those DE are now at 95% to hit the streak breaker is causing every other attack (by a single foe) to automatically hit regardless of their to hit roll. Not sure when (or even IF) this becomes an effective change in the incoming damage but I suspect it has the potential to impact a soft capped Tank (or max health scrapper with capped resistance maybe?) whose greatly higher hit point cap combined with resistances may see the effects and live long enough to talk about it, pop greens, use Dull Pain, Earth's Embrace, Dark Regen etc..


 

Posted

Quote:
Originally Posted by Doomguide View Post
Last consider the streak breaker. Normally it's of little to no consequence for the player vs pve foes even though the foes use it as well as the players, the pve mobs by and large die too fast to take advantage of it particularly vs anyone with high defenses. However, when all those DE are now at 95% to hit the streak breaker is causing every other attack (by a single foe) to automatically hit regardless of their to hit roll. Not sure when (or even IF) this becomes an effective change in the incoming damage but I suspect it has the potential to impact a soft capped Tank (or max health scrapper with capped resistance maybe?) whose greatly higher hit point cap combined with resistances may see the effects and live long enough to talk about it, pop greens, use Dull Pain, Earth's Embrace, Dark Regen etc..
If something has a 95% chance to hit you, the streakbreaker is the least of your worries. All it does is prevent lucky/unlucky streaks. There's a .25% chance of anyone with 95% hit missing twice for a given two attack sequence. That's the chance of streakbreaker stepping in.


Culex's resistance guide

 

Posted

Quote:
Originally Posted by Pitho View Post
If something has a 95% chance to hit you, the streakbreaker is the least of your worries. All it does is prevent lucky/unlucky streaks. There's a .25% chance of anyone with 95% hit missing twice for a given two attack sequence. That's the chance of streakbreaker stepping in.
Yep which is why I said "IF" ... but the point still remains.

What if they aren't at 95% but 80% via any of large number of possible debuffs and/or popping lucks.

What if this isn't solo but you are a Brute with Darkest Night duo'd with a */Rad Controller who's using RI. Particularly if this scenario is not solo but a small team vs x6+ spawns the idea that some combination of debuffs/buffs exists to drop the DE off 95% last hit chance to something still significant to the streak breaker ... well I guess I think it's worth thinking about even if it does turn out to be moot. My point being it's no longer necessarily as inconsequential as when their last hit chance is low double digits and the streak breaker will likely never ever kick in.


 

Posted

Quote:
Originally Posted by je_saist View Post
Pets like the Quartz are looking to be one of the methods by which the developers intend to reign in the player base's obsession on Soft-Capped Defenses. Against Quartz buffed enemies, your best friends are heals, resists, and a high HP.
Or the tab key and/or a targeting macro, which allows you to dispatch the Quartz quickly before any real harm can be done. You don't bring a bunch of Kins against DE because their Cairns give them resistance, you kill them first.

Quote:
Now, this does not mean than every future mob is going to shred through Defense like it was butter. The developers are fully aware that there are power-sets in the game that only have Defensive Buffs, such as Ice Armor, Energy Armor, and Super Reflexes. Other sets, such as Stone Armor, Shield Defense, and Willpowerare also heavy on the Defensive side of powers.
With the exception of SR (and only then if you exclude the scaling resists), none of the sets you listed are "heavily defensive." Ice relies on resistance to some damage types and lots of -rech to keep incoming damage to a minimum. Energy Aura relies on endurance drain as well as some resistance to common damage types. Stone relies just as much on resistance as it does on defense, especially post-Granite Armor, and even beforehand it's a mixture of both. Shields has resistance and +HP to work with, and Willpower has good resistance to just about everything, +HP, and high regeneration.

There is nothing short of a severe nerfing of +def set bonuses or diminishing returns in PvE that will cause people to shift away from building around defense, because there are very few enemies that are capable of reliably punching through that defense, and they're easy to avoid.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Thanks for the responses. The bind suggestions is something I haven't heard of before and I will definitely put it to use. It still makes me sad that DE can be boosted to 150% accuracy, but as many of you have said, its a a part of the game.


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

I consider it a game to get DE to spawn as many eminators as possible while fighting them. Between the Quartz and the Cairns, it makes the fight much more interesting. Its one of the few things in the game that forces you to play aggressively and pay attention.


Don't I know you???

 

Posted

Quote:
Originally Posted by dougnukem View Post
I consider it a game to get DE to spawn as many eminators as possible while fighting them. Between the Quartz and the Cairns, it makes the fight much more interesting. Its one of the few things in the game that forces you to play aggressively and pay attention.
Lol you must be lvl 50, soft-capped, full IO sets bonuses in all powers AND all accolades. That is craziness.


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

Quote:
Originally Posted by dougnukem View Post
I consider it a game to get DE to spawn as many eminators as possible while fighting them. Between the Quartz and the Cairns, it makes the fight much more interesting. Its one of the few things in the game that forces you to play aggressively and pay attention.
Lol, I'm not nearly that hardcore, but I understand the sentiment. I think every villain group needs at least one unit that strikes fear (or at least caution) to players, to keep the game from being completely mindless button-mashing.

Especially in the age of IO's, I find that a lot of players (and I include myself) are a bit on the reckless side, and do not use a lot of strategy on standard missions.