scrappers and AE.


Eva Destruction

 

Posted

Last night while playing in AE I teamed with a fellow scrapper who told me that his defense was at 70%.
I asked isn't that total overkill?
He replied not for AE ambush enemies.
Is this true?
Does a scrapper need to go that high above the soft-cap to be ambush dominant?


 

Posted

Pets have 75% to hit, so the soft cap to them is 70%. There are a lot of pets in AE, such as everything for a Mastermind. If I were playing AE regularly, I'd want 70% defense. Not sure what that has to do with ambushes, unless the ambushes are routinely Masterminds.


"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

Lots of AE baddies have enhanced to-hit. The last time I looked, for example, if the bad guys rez, they wake up with a 30 percent to-hit buff. (ow)

Some of the melee sets (esp the ones with fewer debuffs) have seriously enhanced base to-hit numbers. Think Mace, for example.


Long story short: The Devs, to discourage abusive over-farming, have expended some effort to make every bad guy equally...er...bad. So a lot of them won't debuff you, but they have some extra to-hit baked right in.

So, yeah. 70 percent for certain baddies is not at all out of line. I have a particular bad-guy faction that ostensibly 'soft-capped' toons have to chow numerous purples to handle.

If you're looking for challenge, AE has BY FAR the toughest things you can face in-game.


 

Posted

Quote:
Originally Posted by mauk2 View Post
The Devs, to discourage abusive over-farming, have expended some effort to make every bad guy equally...er...bad.
A task I gather they've completely failed at, and repeatedly. Not that it's a big deal to me if someone wants to get powerleveled 1-50 in a day. I enjoy the leveling process, so I like for it to take a long time and let me stop and smell the roses. Others probably want to get right to 50 - for PvP, to play specific task forces, just to see how fast they can do it, or for whatever reason. Seems like a bad thing to allow in general, as part of the appeal of MMOs for I think most people is that they are endless treadmills with level reflecting time invested. But CoH is MMO-light, and my fun leveling slowly isn't directly affected by their fun powerleveling. And I have to assume the powerlevelers are having fun, or they wouldn't be doing it.


"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

The +tohit from rezzes is with WP, and the power has always been like that (players included). My guess is, since it's common to put the Regen rez on farm mobs, people who didn't think twice about it picked any powerset with a rez - ending up with WP and its tohit buffage, amongst over buffs including damage.

It's still very possible to make extremely easy mobs giving full exp in AE as of today.


 

Posted

Quote:
Originally Posted by Werner View Post
Pets have 75% to hit, so the soft cap to them is 70%. There are a lot of pets in AE, such as everything for a Mastermind. If I were playing AE regularly, I'd want 70% defense. Not sure what that has to do with ambushes, unless the ambushes are routinely Masterminds.
Probably has something to do with whatever the kids are farming these days.

Quote:
Originally Posted by mauk2 View Post
Some of the melee sets (esp the ones with fewer debuffs) have seriously enhanced base to-hit numbers. Think Mace, for example.
Weapon sets for critters have higher accuracy, just like they do for players.

Quote:
So, yeah. 70 percent for certain baddies is not at all out of line. I have a particular bad-guy faction that ostensibly 'soft-capped' toons have to chow numerous purples to handle.

If you're looking for challenge, AE has BY FAR the toughest things you can face in-game.
Are you using the default "Standard," "Hard," and "Extreme" settings? Of course, a lot of mission creators do. People assume, and rightly so, that for a high-level mission the "Standard" setting is too easy....and critters set to "Standard" only give 75% XP. So they pick "Hard," because that should be a more appropriate challenge right? Oh, and it gives full XP! Unfortunately, critters of Lieutenant rank or higher will have Aim or Build Up if set to "Hard." These powers have a lower buff value than the equivalent player powers, but they'll still bypass the softcap. Of course you can use custom settings to avoid these powers and still have a critter that gives full XP, but that requires more work than some people are seemingly willing to put into it.

The entire question of "challenge" of course depends on what kind of mission you're dealing with. Farms are deliberately designed to be as easy as possible while still giving out maximum rewards....of course there's no guarantee that the creator will know what they're doing. As for AE story-based missions....they run the gamut from "as easy as possible, XP be damned" to "equivalent to standard groups like Council" to "equivalent to standard groups like Arachnos" to "I'm going to kill you" with quite a bit of "whatever powers looked cool/would be thematically appropriate" and "I have no idea what I'm doing" thrown in.


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