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Posts
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Joined
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The way I see it, 330% regen would regen 3.3 bars a second. +330% regen is a whole other matter.
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Sarrate: Sounds reasonable, that means the numbers for Dark Blast is just wrong in Mids'.
BZB: Now that Culex has updated her Damage Resistance spreadsheet, I don't suppose you can update this to take average resistances into account. You could do one for general play and one for just AVs. -
From what I can tell she just made a note of it and didn't include them in the calculations. Luckily there's not that many that has toggles that produce resistance numbers that vary with damage type.
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Well, Stone Melee has two things that makes for good synergi: high end cost and excellent active mitigation. What you need for high end cost is obvious, active mitigation isn't so I'll skip right to that. Active mitigation is much better on a set that relies on regaining hit points quickly as it's mitigation. That means Dark Armor, Fiery Aura and Willpower.
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They could give MA some -resist >_>, be melee equivalent of sonic blast.
Kicking the enemy in the jewels, his damage tolerance goes down sharply.
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I disagree, it would go up. You can punch him in the face all you want, it'll seem insignificant compared to the pain in his nuts.
I agree with the "higher chance for critical" idea. This would make the set somewhat unique, more balanced and not require much work. -
If that's the case then CoD is probably wrong and the "* 55.61 Negative damage PvE only, If not Hidden" should probably be ignored, making it a balanced attack.
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I'd say SD/SM for single target and SD/Fire or Fire/Fire for AE. SD/SS is probably the best mix (might be Fire again). Pyre is a no-brainer.
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<font class="small">Code:[/color]<hr /><pre> * 55.61 Negative damage PvE only
* ToHit -5.625% for 6s
* 55.61 Negative damage PvE only, If not Hidden
* 55.61 Negative damage PvE only, If Hidden</pre><hr />
This is what it looks like in City of Data (with PvP info removed). To me this indicates that it always does 111.2 damage and doesn't deal extra damage when hidden. All patron pool attacks look like this, so is this an issue for all Stalker patron pools? -
That's probably farming teams, they fight easy crap and just want to defeat them as fast as possible, no survivability needed. I'd be thankful not to be invited to such teams. Most teams still prefer to have one Tanker. Heck, most teams take anything that comes along.
I feel I should point out that your duo is very suboptimal. A SD/SS tanker surrounded by mobs and with double stacked Rage (common scenario) is already above the damage cap. A Kinetic helps you very little. I suggest a secondary that deals high base damage with few damage buffs instead. -
Fixed.
That there is hella convinient. Awesome job, Culex. -
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Because the chances of Brutes being able to "keep" their Patron Power Pool attack Gloom is very very slim imho. They'll most likely have to respec into Ancillary Power Pools upon faction switch and pick up Dark Blast, which will drop their damage averages substantially enough to say: Blueside: Scrappers > Brutes in damage.
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How the heck do you think that would work? Epic power pools are AT based. While Brutes could easily get Scrapper APPs, other ATs will not find it as easy. They might make something entirely new, but I highly doubt it. -
War Mace ranks low because it has redraw and thus can't utilize Gloom. Remove Gloom from the chains and it'll be a top contender, with great AE damage to boot.
They really need to fix the Epic powers for Villains. Check out Dark Blast for Stalkers. It's got better DPA than Energy Transfer! Either that power is horrendously broken or RedTomax has that powers info wrong. The optimal DM chain I found used DB as every other attack. -
You couldn't be more wrong, UberGuy! Fireball is typed Fire, not Smashing. Burn! (Which is also typed Fire, but only deals Fire damage).
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BZB, try KOB > Punch > Hurl > Punch > Haymaker for the SS scrapper. I get 207.8 DPS, placing it just behind Brute SS.
This to me shows clearly that Super Strength is overrated, if it wasn't for Gloom it wouldn't be that highly rated at all. It's still a great set since it gets good AE damage as well, but not the end all be all that Brutes make it out to be.
A few things to note for those who thinks Brutes looks too good:
First, Gloom. It takes 3.6 seconds before it finishes ticking, which means that in regular play it often doesn't have time to do it's full damage. I still feel it needs nerfing, but worth pointing out. If you look at the weapon sets you'll see how big a difference that power makes.
Second, Fury. BZB is using 90% fury for his calculations. This is as high as you get it while constantly fighting. The second you stop it'll drop. The average fury is lower than this, how much depends on the player and team.
Third, damage buffs. Any damage buffs you get will be more noticable on a Scrapper, until a bit after the Scrapper has hit the cap. This means things like AAO, Assault, popping an Enrage, Fortitude, etc will make the Scrapper deal more damage. -
Most of these would be too similar to existing ATs. Unless you can think of a really AT defining inherent that makes them feel significantly different, I don't think it's worth the effort. The possible exception is Assault Primary/Modified Pet Secondary, that could be made interesting.
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To clarify, it gives you 3.75% (if you're a scrapper or tanker) or 5% (if you're a tanker) unenhanceable if you have no allies in range. It also gives you some additional defense if there are allies in range, that number is enhanceable. I don't remember how much since you almost never have allies in range so I never bother with it.
Mid's is currently wrong about this power. It should allow you to set it to 0 allies. To do this you need to manually update the database to allow it to accept 0. -
There are only 573 different powerset combos (counting same combo on different ATs as different). It won't take you that long to get 573 characters to level 50, will it?
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This took close to no time at all for me, the time was all Culex's. I used her spreadsheet and would credit her if I had remembered where I got it from.
The weighting I'd use is the same I'd use for the enemy damage calculation, based on how many Story Arcs a villain group exists in. The tricky part is Minions, Lts and bosses, since the HP ratios that I feel would be important varies with level.
Don't think I'll bother though, I've cancelled my account since I'm tired and need a break, so unless they've changed it so that people who cancelled their account can still post there's not much point in doing it. -
Very good point. No, I didn't, forgot about that. I was just staring at War Maces numbers putting them in third place with 3 mobs fueling AAO, which seemed quite high. The redraw time would have to be added to Glooms animation time to get accurate numbers. Now all we need is someone who knows the redraw time.
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Battle Axe: Gloom > Swoop > Gash > Cleave.
200% recharge in Cleave.
Cleave just beats Chop by a tiny bit and that chain requires less recharge (160% in Swoop).
War Mace: Gloom > Clobber > Jawbreaker > Pulverize
Requires 219% recharge in Clobber.
Electric Melee: Gloom > Chain Induction > Jacobs Ladder > Charged Brawl
Requires 232% recharge in Chain Induction. -
I recommend heading to the PvP forums for any questions about PvP, very few people who PvP hang out in these forums.
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If you're not holding aggro, you're not tanking. Tanking specifically means preventing enemies from attacking other people by making them attack you. For you any mobs more than 17 are completely irrelevant, since you can't affect them. It only matters for your teammates who has to survive the aggro you can't hold.
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Well, if you can get 140% recharge in Fire Sword you can get a chain of Incinerate > Cremate > Fire Sword > GFS > Fire Sword.
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Percent of all mobs that has some form of resistance vs. damage type (including AVs and stuff).
<font class="small">Code:[/color]<hr /><pre>
Sm 16.80%
Le 18.75%
Fi 9.54%
Co 11.94%
En 13.17%
Ne 10.95%
Ps 10.55%
Ps 11.43% </pre><hr /> -
The last one is of course Toxic, I copy/pasted the psionic value to get the formatting right, remembered to change the number but not the name.