Dark Manipulation


Another_Fan

 

Posted

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Originally Posted by MutantX_7 View Post
When talking about melee cone attacks shouldn't we be talking about Eviscerate not Schockwave from claws?
Maybe, maybe not. Shockwave calculates its chance to hit as a melee attack. However, it's range is enhanceable, and when the devs upped the range of melee attacks they did their best to make sure none of them were enhanceable. Which implies they didn't consider Shockwave a "melee cone". So it's probably best to use these criteria: (A) If an attack's Range can't be enhanced even through backdoor slotting of something such as a Centriole HO -AND- (B) it's typed as a Melee_Attack for tohit calculations then it's a melee attack.

Really, the only two oddballs I see are Claws/Shockwave and Ice Melee/Frost (which I think has enhanceable Range and is not typed as a Melee_Attack despite a 10' range).


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

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Originally Posted by Oathbound View Post
I really wish people would stop saying this, because it's not true.
Except it really is. Even most AVs have below average psi res. Any players who have played tanks since the early years will quickly shout how much they feared fighting psi using mobs.

Only a few defense sets carry significant psi def or res and these sets are rarely found on mobs.

Meanwhile numerous mobs will see protections to fire,cold, and energy in the 20% range and res upwards of 40% or even higher in some mobs cases. None of this is new to be spoken of. Its not just Lethal Dmg that gets LOLd at these days.

But Psi DMG never will be mocked by any but a fool. So please keep mocking it and confirming it for all who are in the KNOW. Keep in mind its well known only 1% of blasters are good, the ones who out tank tanks. If your blaster doesnt get tanks brutes and scrappers sending you tells during TFs in secret shame asking them how your blaster is out tanking them, then your not one of the 1%.

Bentley Berkeley:50 Psi/Ment/Force LoreRP Virtue blaster. None better with few equals. I fear not the Shadow Shard and Faathim is not KIND!


 

Posted

Quote:
Originally Posted by MutantX_7 View Post
Now I love mental manipulation, and will recommend it to any and everyone, but i would hardly call it the only viable blaster secondary. Each 2ndary its own strengths and weeknesses, but a lack of viability is far from true.
Sadly they really dont. Most are just pure attack sets and blasters have SO MANY attacks they are much better off having options for utility and control rather then more offense in thier 2ndary. Some 2ndaries like Fire are in fact so good they can outshine some primary attack sets. Like an elec/fire blaster I once had. He pretty much came to favor his 2ndary attacks far above his primaries. Its still well known for example that sapping isnt something blasters should even bother building for so Elecs main 2ndary function is still a joke, yet if they buff it to be effective then could anything stand against that much steady dps and sapping in one? not likely as sapping offenders are proving every day.

Though perhaps that is the goal to make blasters start to compete with the new blaster, the Offender who has long been favored by many who want to blast but not work so hard to survive.

I am not saying the 2ndaries dont have any use nor thier place mainly in concept builds. Speaking of which anyone else think we need a blaster 2ndary that would be something of a martial or weapons melee style trick set maybe with some toys from stalker ninjitsu, to really let us make some kind of dual pistol wielding spec forces guy who also can hold his own up close?


 

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Rad/Dark is amazing fun.


 

Posted

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Originally Posted by Demetrios Vasilikos View Post
Bentley Berkeley:50 Psi/Ment/Force LoreRP Virtue blaster. None better with few equals.
lol


 

Posted

One thing I know for sure is I will not pair Dark/Dark. Dark Blast only has cones and /Dark requires you to run in for soul drain. It's just a lot of running back and forth.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Demetrios Vasilikos View Post
Except it really is. Even most AVs have below average psi res. Any players who have played tanks since the early years will quickly shout how much they feared fighting psi using mobs.

Only a few defense sets carry significant psi def or res and these sets are rarely found on mobs.

Meanwhile numerous mobs will see protections to fire,cold, and energy in the 20% range and res upwards of 40% or even higher in some mobs cases. None of this is new to be spoken of. Its not just Lethal Dmg that gets LOLd at these days.

But Psi DMG never will be mocked by any but a fool. So please keep mocking it and confirming it for all who are in the KNOW. Keep in mind its well known only 1% of blasters are good, the ones who out tank tanks. If your blaster doesnt get tanks brutes and scrappers sending you tells during TFs in secret shame asking them how your blaster is out tanking them, then your not one of the 1%.

Bentley Berkeley:50 Psi/Ment/Force LoreRP Virtue blaster. None better with few equals. I fear not the Shadow Shard and Faathim is not KIND!
Just because enemies many not have a player equivalent ability, does not mean that they do not have some form of resistance. Many enemies have a Self Auto power that grants them various resistances. For example, Carnival of Shadows have defense to Psionic attacks, are resistant to Psionic damage but vulnerable to Lethal damage. There used to be a spreadsheet someone made that listed many of the resistances and defenses on enemies. I'm not sure how accurate it was, but it looked fairly correct when I was doing a ton of testing on my Ice Blaster (for an old guide I never got around to finishing). I do recall that most robots and Praetorians (from the L50 arcs) had a high resist to Psi (50%?), with the exception of Clockwork, which took extra damage from Psi (not sure if it was just Clockwork or if it also included the Psychic Clockwork as well).

Suffice it to say, yes, there are quite a few enemies that have Psi resistances.


-= idspispopd =-

[size=1]Arc ID: 3155 - Project Prometheus (Seeking Feedback, now with less invalidation)[/size]

 

Posted

(hmm, nevermind)


The Bacon Compels You.

 

Posted

Quote:
Originally Posted by Chaos Creator View Post
Rad/Dark is amazing fun.
Yessssss



 

Posted

Quote:
Originally Posted by Cyclone_Jack View Post
Just because enemies many not have a player equivalent ability, does not mean that they do not have some form of resistance. Many enemies have a Self Auto power that grants them various resistances. For example, Carnival of Shadows have defense to Psionic attacks, are resistant to Psionic damage but vulnerable to Lethal damage. There used to be a spreadsheet someone made that listed many of the resistances and defenses on enemies. I'm not sure how accurate it was, but it looked fairly correct when I was doing a ton of testing on my Ice Blaster (for an old guide I never got around to finishing). I do recall that most robots and Praetorians (from the L50 arcs) had a high resist to Psi (50%?), with the exception of Clockwork, which took extra damage from Psi (not sure if it was just Clockwork or if it also included the Psychic Clockwork as well).

Suffice it to say, yes, there are quite a few enemies that have Psi resistances.
Actually are quite mistaken and old Doc Vahz is quite right. Even so called psi resistant mobs in COX never get past 40% psi res,and those are mobs using dark defense and will power sets. Even AVs do not recieve an amount of psi protection on par with the other more common dmg types. Meanwhile all clocks, which is a mob found at virtually every lvl range, including multiple TFs and popular story arcs are so soft to it that having a psi ment blaster evena lowbie newb of one on a synapse TF can make it go from long and dull to fast and frantic.

And though its been a while last I checked not a single mob in COX has psi res above 40% meanwhile many many mobs will see fire res as high as 80% for example. This is espcially true of AVs with any kind of scrapper tanker defense set. Also the psi mental set tends to really shine when exemping as its not one so depending on given tiers like getting thier nuke at 32.

Psi for blasters has been alot like what dark melee was to scrappers in the early days. A unique set gifted with tools that may seem inferior to those clinging to the old ways, but when you learn to let go of the old, you will find the new is armed and armored for the world we live in now, not the one we remember.


 

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Originally Posted by Vanquishedfool View Post
Actually are quite mistaken and old Doc Vahz is quite right. Even so called psi resistant mobs in COX never get past 40% psi res,and those are mobs using dark defense and will power sets. Even AVs do not recieve an amount of psi protection on par with the other more common dmg types. Meanwhile all clocks, which is a mob found at virtually every lvl range, including multiple TFs and popular story arcs are so soft to it that having a psi ment blaster evena lowbie newb of one on a synapse TF can make it go from long and dull to fast and frantic.

And though its been a while last I checked not a single mob in COX has psi res above 40% meanwhile many many mobs will see fire res as high as 80% for example. This is espcially true of AVs with any kind of scrapper tanker defense set. Also the psi mental set tends to really shine when exemping as its not one so depending on given tiers like getting thier nuke at 32.

Psi for blasters has been alot like what dark melee was to scrappers in the early days. A unique set gifted with tools that may seem inferior to those clinging to the old ways, but when you learn to let go of the old, you will find the new is armed and armored for the world we live in now, not the one we remember.
Not true. Those mobs generally viewed as "Psi resistant" (mostly zombies or robots) commonly have 50% or even 60% psi resistance. This includes Council/5th Column Mekmen/hoverbots, Nemesis Jaegers, Malta titans, BP Husks, most Drone mobs (ParagonPD/Rikti/Etc), Skyraider Jump Bots, and some others. Edit to add that Clockwork (the low level group) are indeed weak to Psi, Psychic Clockwork (the high level group) are resistant to Psi.)

Conversely, the only mobs highly resistant to Fire that aren't special case mobs (AVs, Objects, or other special mobs that have across the board resistance to all/most damage types) are Arachnos Fire Tarantulas (60% fire resist) and Minions of Igneous (as high as 40%). All other cases of Fire resist are 30% or less. (Possible exceptiosn for the newer mob types [such as those added in Going Rogue], as I haven't seen a lot of data on those.)



Here's the mob Resistance spreadsheet that was mentioned earlier: Click me. It's out of date, but other than not having the data on new mob groups should still be mostly accurate.


@Oathbound & @Oathbound Too

 

Posted

iirc neg energy is the least resisted damage type a player can use.
Fire and cold are next.

worth being aware of is that with the extra damage effect that fire carries even in the face of resistances it is almost always the most damaging choice you can pick.

psi is nowhere near as little resisted as some people seem to think. It is resisted quite commonly in 'typically encountered content' and it is often resisted to a large degree as well.

The statement about AV's rarely resisting psi is however accurate. Especially if you face the ones with god mode powers. That said, psy blast for defs and blasters and corrs deals a lot less damage than some other sets, so whether it is worthwhile to pick just for that is debatable. ie. a fire/traps corr will still rip through most AV's (even ones with godmodes) faster than a psy/traps corr. The only truly remarkable psy using set is illusion.

edit: didn't consider toxic as players by and large have very little access to dealing toxic damage as a significant portion of their total damage...yes even banes lean toward mostly non-toxic damage.


 

Posted

Quote:
Originally Posted by Oathbound View Post
Here's the mob Resistance spreadsheet that was mentioned earlier: Click me. It's out of date, but other than not having the data on new mob groups should still be mostly accurate.
When looking at that list, remember to multiply damage by the number listed, so 1.25 means they are weak to that damage type and will take 25% more damage, while having a 0.75 means they will resist 25%.


-= idspispopd =-

[size=1]Arc ID: 3155 - Project Prometheus (Seeking Feedback, now with less invalidation)[/size]