Tanker ATO is now working on Beta
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Where's the thread with the Tanker ATO info? I can't find it in the Beta forums.
@Rylas
Kill 'em all. Let XP sort 'em out.
In jab it was up reliably one stack, but it seemed pretty lucky if I got it to double.
Would it be a waste to throw this one into a damage aura?
Give it a try on test. It'd be a waste in the sense that it's proc/recharge, and you'd get little use out of the /recharge portion of it.
If it uses standard proc rules in toggles, it would have a chance to proc once every ten seconds, the 20 second duration of the buff would mean you'd never have more than 2 stacks.
However, there's nothing to indicate so far that these procs follow standard proc rules.
the best place for this is in an aoe attack that recharges in under 10 seconds. You'll be able to double stack pretty frequently from my testing using FSC.
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
In jab it was up reliably one stack, but it seemed pretty lucky if I got it to double.
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This put me at the hardcap for smashing, lethal, energy, fire cold and psi.
Negative was at 85 which is flat out good enough, and toxic was at a consolation-prize-but-not-worthless 42%.
I've been planning on trying to put it in lightning field to see if that was better, but I have not yet done so.
Either way, defence bonuses could probably be ommited from this build, though debuffs would be problematic.
EDIT:though with ageless, winter's gift and focused Acc, I imagine it'd be ok.
The cake is a lie! The cake is a lie!
That's probably a bug and not a feature of the proc. From what I've heard, the brute proc is also granting about 5 extra fury per target hit, allowing Brutes to maintain 100% fury if it's in an AoE. We have to presume that's not working as intended and that they're likely to alter the procs such that they only have a chance to fire once per power activation rather than once per target hit.
That's probably a bug and not a feature of the proc. From what I've heard, the brute proc is also granting about 5 extra fury per target hit, allowing Brutes to maintain 100% fury if it's in an AoE. We have to presume that's not working as intended and that they're likely to alter the procs such that they only have a chance to fire once per power activation rather than once per target hit.
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That said, it could be that, while it only procs a maximum of once per swing, it evaluates every target hit until it gets a success, artificially inflating the proc chance.
Not knowing what the proc rate for the IO is, or how it's balanced against recharge, I couldn't even begin to evaluate if this is happening, or even develop an opinion as to if I personally even THINK it's happening.
You could have a really good discussion about where, from a balance point of view, you think the number of stacks SHOULD be, and I'd probably say, from a res-def balance point of view, somewhere close to three under conditions of deliberate intent, and honestly? if you really wanted to balance res/def, probably more than 3.
Or you could make the argument that just because def is a bit over the top, doesn't imply that res should also be broken.
Or you could argue that with incarnate def cap, maybe def isn't so broken as it had been
Or you could argue that with all the wicked debuffs flying around, def is worth even more from the avoidance mechanism for debuff resistance
Or you could argue that, while you get hit with a great many more debuffs, and while a capped res build is still functionally weaker than a capped def build due to defence debuffs if nothing else, it's tough "enough" and it performs much more gracefully in the case of tohitbuffs.
Or you could argue...
Meh, I guess we'll find out.
The cake is a lie! The cake is a lie!
It wouldn't have to proc off of multiple targets on one swing, but imagine that they have successfully coded it so that the proc chance is dependent upon the recharge time.
Let's say that a power that recharges in 5 seconds, whether single target or AoE, has a 10% proc chance.
A single target power will have a 10% chance to go off every 5 seconds. An AoE power will have a 10% chance for each target it hits.
With three targets in range, there's a 27.1% chance you'll get at least one proc (correspondingly, a 71.9% chance of no proc).
1 2 3
n n n .9 x .9 x .9 = 72.9%
p n n .1 x .9 x .9 = 8.1%
n p n .9 x .1 x .9 = 8.1%
n n p .9 x .9 x .1 = 8.1%
p p n .1 x .1 x .9 = .9%
n p p .9 x .1 x .9 = .9%
p n p .1 x .9 x .1 = .9%
p p p .1 x .1 x .1 = .1%
So you'd have a 24.3% chance of one proc, a 2.7% chance of two procs, and a .1% chance of three procs. I would not be at all surprised if you hadn't noticed multiple procs from the same swing.
Now, there are arguments to be made that the bonuses should stack more, or that they should have a higher proc rate, or that the resistance bonus is too small, but that's a different argument.
If indeed, proc rate is a function of recharge time, then two attacks of identical recharge time should have identical proc rates, regardless of how many targets said attacks are hitting. That is the balance concern.
I'm running around with the proc in Burst, hitting big spawns in Perez Park, and I haven't seen it proc multiple times from one attack, nor does it seem to have a higher proc rate whether I hit one guy, four, or ten.
Proc rate does seem to change with recharge, though: it appears more likely to go off in Concentrated Strike (nearly always) than in Quick Strike (maybe one time in 3). (Similarly, the Corruptor proc goes off sometimes in Single Shot, but 100% of the time in Overcharge. That's a different proc, but it has the same "X times per minute" text so I assume it is a similar mechanic.)
I have no idea exactly how the proc chance is calculated yet, and my testing isn't nearly rigorous enough to deduce it. Right now I'm just trying to get a feel for how it works. Heck, my sample sizes are small enough that I could be completely wrong and I've just encountered a fluke.
But IF I'm right, the best place to put the proc wouldn't necessarily be a power with a slow or fast recharge - instead, it would be a power you most often use as soon as it recharges.
If I am not mistaken this proc can stack up to 5 times. I stacked it 3 times, it is the +res one right? Anyway pretty much a good to have on a def set like SR.
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.
The cake is a lie! The cake is a lie!
It wouldn't have to proc off of multiple targets on one swing, but imagine that they have successfully coded it so that the proc chance is dependent upon the recharge time.
Let's say that a power that recharges in 5 seconds, whether single target or AoE, has a 10% proc chance. A single target power will have a 10% chance to go off every 5 seconds. An AoE power will have a 10% chance for each target it hits. With three targets in range, there's a 27.1% chance you'll get at least one proc (correspondingly, a 71.9% chance of no proc). 1 2 3 n n n .9 x .9 x .9 = 72.9% p n n .1 x .9 x .9 = 8.1% n p n .9 x .1 x .9 = 8.1% n n p .9 x .9 x .1 = 8.1% p p n .1 x .1 x .9 = .9% n p p .9 x .1 x .9 = .9% p n p .1 x .9 x .1 = .9% p p p .1 x .1 x .1 = .1% So you'd have a 24.3% chance of one proc, a 2.7% chance of two procs, and a .1% chance of three procs. I would not be at all surprised if you hadn't noticed multiple procs from the same swing. Now, there are arguments to be made that the bonuses should stack more, or that they should have a higher proc rate, or that the resistance bonus is too small, but that's a different argument. If indeed, proc rate is a function of recharge time, then two attacks of identical recharge time should have identical proc rates, regardless of how many targets said attacks are hitting. That is the balance concern. |
One Target, no chance for multiple procs.
I used the same chain I did against the unruly mobs of my earlier testing, which is to say, not an ideal ST chain at all... embarrasingly bad actually, I was barely nicking the pylon, I was making headway, but not much. At all.
Bottom line: I was nearly always at 3 stacks, occasionally falling to 2. I can't make a definitive statement, but it "felt" much the same in regards to uptime as my earlier play.
I don't know if the current level of stacking is intended
I may be gaming the current rules very well (by accident)
There may or may not be many bugs
But right or wrong, what is happening does not appear to be a multiple proc bug. EDIT: or if there is a multiple proc bug, I can still get 3 stacks against a single target without exploiting it, so long as I spam the slotted power.
The cake is a lie! The cake is a lie!
The non-Superior versions are also tradable, and will be auctionable once they go live, although I'm not sure if that particular feature is working currently on beta. I estimate that they'll settle somewhere around the price of purples, if not lower - expensive, but obtainable with a non-absurd amount of effort, especially if you only need 1 piece like the proc.
You can get them via Reward Merit Vendors for 400 merits and 25 million influence.
Still, with the proc in Jab, I'm finding that it goes off pretty frequently, but I average one stack, though I did get up to three stacks during one mission.
Hmm...from what I am reading it sounds like some of these ATO specific IO sets are either hit or miss. I'm beginning to wonder if they will be worth the investment.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
Hmm...from what I am reading it sounds like some of these ATO specific IO sets are either hit or miss. I'm beginning to wonder if they will be worth the investment.
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http://paragonwiki.com/wiki/Archetype_Enhancements
http://paragonwiki.com/wiki/Might_of_the_Tanker
That is the basic version, which gives:
Set Bonus:
(2) Increases damage by 2%.
(3) Increases maximum health by 1.88%.
(4) Improves the Recharge Time of all of your powers by 7.5%.
(5) Increases Toxic and Psionic resistance by 1.89%.
(6) Increases Smashing and Lethal resistance by 2.21%.
This is quite a different buildout compared to other melee sets, and is less amenable to the 3/3 split slotting of the other melee sets.
I'm thinking this will be most valuable in a 1/5 slotting or even straight 6 slotting. IE, if you don't six slot it for the S/L, then the proc gets slotted alone in a power, most efficiently with 5 purples, and then the other 5 (or only 4 if you have something good to back them up) go in another power.
For example, 5 purples and an ATO proc could go in Clobber. This displaces the 3 erad/3 cleaving slotting for energy negative defense, but you gain 10-ish percent + global resists and 7.5 percent recharge. This also works in Cleave, Shadow Maul, etc, etc.
And remember, you can upgrade these to grant Purple level bonuses.
It's a very nice set indeed.
Personally, I'll be replacing my 5 C.Impact +1 Proc in Smite with 4 Tanker-ATOs (including Resist Proc) + 1 A/D/E + 1 Proc.
I gain +Dmg, +Rchg +HP and lose +Acc (which my build can afford to do). Plus, of course, I gain the Resistance proc bonus, which will nigh cap my S/L with one stack. As I swing Smite approximately once per 4 seconds, keeping the resistance buff up should be easy most of the time.
I look forward to it. Though, it will take me a while to earn the Reward Merits to buy 3 (I have enough for 1 currently).
my only real question was what power it gets thrown into.
looking at it i was hoping an auto power for my fire/fire like temp protection or even blazing aura.neither allow the set which sucks imo but whatever. so my only choices are combustion ,consume or burn. burn being the best choice since its used WAY more then the others
i have purples and pvp sets in incinerate and gfs and those are staying put.so i guess burn it is!.
btw on a side note if you use the merit vendor you can only get a a.i.o. every 4 days.theres a timer on it now
btw using the enhancement catalyst will bring better bonus's..here a picture of them for you that havent looked first is without the boosters..2nd is with
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So, I have a good tank copied over to Beta. I grabbed 80-odd superpacks for free and peeled those suckers open.
BTW: CARDS, DEVS? REALLY? IS THIS FREAKIN' POKEMON?
(ahem)
Anyhow, I got a crapton of ATO's and after tinkering with the converter (lordy, I hate gambling in-game, but the Astral prices look doable at least, so the packs/convertors are not required) I got a set of Might of the Tanker.
I popped it into Burn, figuring it would see a lot of use. Yes, it sure did!
I could maintain 1 proc pretty much as long as the bad guys held out. 2 procs was a bit harder but not much, generally only expiring when I had to move a long way to another spawn. 3 procs was difficult: In retrospect, a faster-recharging power might have worked a bit better.
Ehn.
In all, with the basic set, I was running 5 percent resists all + the set values all the time, ten percent when the crowds were thick, and could touch 15 percent when hasten was running.
The survivability improvement was noticeable, although not extreme. This toon is running a hella good build, and I moved down from softcap S/L to fit the MOTT set. Still, even with the loss of defense, I felt solidly more survivable.
Win! Love the Devs! Even with the stupid Pokie-Packs.