Ethric

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  1. Blasters with Radiation Blast.

    ...

    /em shelves his Rad/Therm
  2. For stalker modifiers, Headsplitter is 144.6 base damage at level 50.
    Still, not as good as critting with Midnight Grasp which is 153.48 base damage, some of it being DoT, but Headsplitter is a freaking cone (which means that it can hit multiples... z0mg!)

    Confront will be replaced by Placate and Whirling Sword will (probably) be replaced with AS.

    So, yeah. Awesome... stuff!



    Also, lol@TankersandScrappers for getting Electric Armor. But that's another subject for another thread.




    Thoughts?
  3. [ QUOTE ]
    calling them the dominator sisters.


    [/ QUOTE ]

    I liked the Fetish Family better
    but YMMV
  4. [ QUOTE ]

    Any reason for this?

    [/ QUOTE ]

    The devs hate resistance.
  5. Ethric

    click and buy?

    [ QUOTE ]

    More payment options is always good I guess.

    [/ QUOTE ]
  6. [ QUOTE ]
    To Be honest with you that problem is easyerly solved why dont you tell them what you are doing?

    [/ QUOTE ]
    [ QUOTE ]
    I agree with the sentiment of the OP but that you didn't communicate that you had two talk missions is not the games fault of course.


    [/ QUOTE ]

    I wish I had the chat logs, but I actually did tell the team what we were doing. Three of us who had dinged 15 on the last mish got stuck with these talk missions so it's pretty much sense to get these over with so we can start on the Marshal Brass arc which gives you the ouro portal and goldbricker jetpack.

    Thing is, it was pretty much a PuG and even if you tell them to go make a sandwich, do a bio break, these talk missions are still so irritating that the average PuGger will have their ADD kick in and quit, just because "nothing is happening" which I can't really help.

    If I waste 2 minutes wasting 7 other guys' 2 minutes, that's 16 minutes lost total. Minutes that cost REAL MONIES.
  7. You're in a 8-man team redside, people are closing to 15ish and are doing regular contact missions.

    Then you hit 15 and are introduced to a new contact.

    "Go talk to Seer Marino, lol." and you're sent from Cap to Mercy to hear for the 1500th time about 'her poor Paolo'. At this point some people are asking "what are we doing now?" and someone might excuse himself "kkthxgogogo bye"

    Not enough unnecessary talking? Want more? Well after that you're supposed to go talk to that bloody BB lolPvP contact "yeas it are vari dangriousaes wutch ut fr alienz LOL LORD RECLUSE HATES YOU OBEY NOW"


    tl;dr

    Get rid of "talk to" introducions, if a contact has to be introduced, do it like when the AE guy is introduced or when you unlock some contact.
  8. A virus that you get from interacting with trainers, esp. Ms. Liberty since she's trained pretty much every hero in Paragon!

    Unless you have a temporary shield power.
  9. The only reason to take the set is to enjoy the flame-coloured pillars that Cleave and Pendulum produce.
  10. Ethric

    ELECTRIFY!

    Thanks

    Any kind of improvement to the Electrical sets would be the right direction.
  11. My gametime card has not arrived yet and my sub is ending on Sunday.

    Sorry Meko but I can't make it for Monday. You can kick me out of the TF if you want.
  12. Ethric

    ELECTRIFY!

    I feel that currently enddrain is a horrible mechanic for PvE. The sets (elec melee, elec blast) give way too much damage potential for a weak effect that doesn't kick until late.

    My suggestion would deal with negating enemies that can muster up an Inferno or Total Focus with just 1 tic of end, like Paragon Protectors. At the same time it would make it more of a scaling effect and make Elec sets more useful on their own rather than requiring a specific other power set to perform (I'm looking at you, Power Sink, Transference!)

    To cut the chase: (also: see Summary)

    ELECTRIFY!

    Electrify would be a mechanic unique to the electrical attack sets like Electrical Melee, Electrical Blast, Electricity Assault and Electrical Manipulation, and in some cases Electric Armor.

    Basic mechanic would be this: the less endurance the enemy has, the better chance you would have to land a hold. The magnitude of the hold would be this: 3 for single targets, 2 for AoE and 1 for toggles (Lightning Field) and the duration would be set to 8 seconds (like Tesla Cage. However, should this mechanic be enhanceable? Saying no to be safe for now)


    The Electrify would check upon attacking how much endurance the enemy has, like Scourge -- but on the endurance bar!

    100% endurance - 0% chance to hold
    75% endurance - 25% chance to hold
    42% endurance - 58% chance to hold
    0% endurance - 100% chance to hold

    Example: you walk into a spawn ready with a Short Circuit, slotted with 3 endmod SOs (100% for simplicity's sake) The enemies endurance are still at 100%, so the Short Circuit doesn't hold, although it drains a lot of endurance off them. About 70% when slotted.

    You follow off with Ball Lightning and successfully hit enemies. Each enemy has a 70% chance to be applied a mag2 hold, which is good enough to hold a minion. The hold lasts 8 seconds. *

    Then, there is a lieutenant in the spawn, and you fire off a Lightning Bolt at him. Since he has only 22% endurance left, the chance to hold would be 0.7 x 0.78 = 0.546 = 54.6%
    This would be strong enough to hold a boss as they'd be a combined mag5 hold (ball lightning(2) + lightning bolt(3)) although 4 is enough.


    Example: You have access to Lightning Field and Power Sink (electric manipulation and electric armor). You use a Power Sink. Lightning Field starts to apply some mag1 hold tics (each damage tic accounts as a chance to hold) When endurance is at 0%, you'll have a 100% chance to land mag1 holds.
    But say, after a Power Sink (70% -end slotted), after 4 seconds there is roughly a 50% chance that minions in Lightning Field's radius have been held. 2 seconds after that there is a 35% chance to hold lieutenants.

    [censored] man overpowered!

    Hold your horses* . Since Lightning Fiel tics every 2 seconds, and the hold duration would be set to 8 seconds. This means it's only possible to hold up to lieutenants because the duration would be too short to hold bosses with Lightning Field alone. It is affected by purple patch, meaning:

    <font class="small">Code:[/color]<hr /><pre>
    0 8 seconds
    1 7.2 seconds
    2 6.4 seconds
    3 5.2 seconds
    </pre><hr />

    So the duration lowers the higher level your enemy is. At higher levels you can afford to spam attacks more, though.


    Also, the hold aspect is to help sets that have no access to reliable -recovery. Enemies are (now) able to attack with just 1 tic of endurance, and even if the attack was brawl, it still hurts a lot more from a critter than from a player. Electrify would put more meaning on 0% endurance = game over.


    Electrify would give Electrical Blast more mitigation for its loss of damage (it's decent but not GOOD, see Ice Blast for some major damage and mitigation.)

    This would make Electrical sets more independent rather than relying on eachother. Although you can achieve a 100% chance to hold after you've activated Power Sink and Short Circuit, it is not that immense when comparing against an independent Electrical Blast (who would have it at 70% after Short Circuit). The power level gained by those who can keep the enemies' endurance at 0% does not increase by much, since those enemies are not attacking anyway (well, with Electrofy they wouldn't be moving either!)


    Summary
    <ul type="square">[*] Increasing chance to hold enemies depending on their endurance.[*] Magnitude 3 for Single Target, 2 for AoE and 1 for Toggle.[*] Hold unenhanceable, unboostable, set to 8 seconds, affected by the Purple Patch.[/list]


    The animation? The Zappy dance of course.
    *)Purple Patch

    edit: some typos, added link to purple patch.
  13. [ QUOTE ]

    Are there any restrictions on what works on Robots? I'm asking due to the fact that both Protector Bot Repair and your Repair target bots ONLY. This implies that other heals(Pain Domination etc.), will not work on Bots.


    [/ QUOTE ]

    What? Although Repair is only for robots it doesn't mean that other heals aren't. Pain Domination, Dark Miasma, Poison and Storm all have heals that work on robots.

    Thugs' Leadership powers are quite similar, in a way that they only affect other Thugs. They can still enjoy from other Leadership buffs, though.

    The only "restriction" on Robots that springs into my mind would be Noxious Gas from Poison secondary. It's best used on a melee pet and Robots have none, making it trickier to use.
  14. Ethric

    TWANG!

    Looks like Manticore funded it

    /badjoke

    It'll be really interesting...
  15. Ethric

    Stone

    You're correct.
  16. Rerolling my Rad/Rad for this.

    ** l
    * *v
  17. Did you know that Ignite has this awkward pause during which you just stand there ...
  18. Except that SS and WP are good paired with anything. Fire/FF and Grav/Kin are both decent, but not uber.

    The problem isn't just SS/WP combo, both sets are overperforming. I leveled up a WP/Fire tank in the double exp weekend to prove a point. At level 18 with DOs I was already strong enough to stand in spawns semi-afk where a level 19 Invuln struggled. This was against Council, which have their cryo-guns. Sure, they slowed, but they did not cripple as you are saying. Many other secondaries do not have slow protection either, like Dark which is much more vulnerable to -rchg effects due to having its heal as a click.

    SS, on the other hand, just blows every other attack set out of the water. It does more AoE DPS than Electric Melee which is the worst primary for ST, while SS is among the ST DPS kings on the top. Stone and Energy used to be higher because Stone had faster animating mallets (which got slowed) and Energy got the infamous ET nerf. Guess which set might be next?
  19. WP already has better elemental mitigation than physical so it'd appear better if I did that.

    -Regen is crippling to many, yes, but there aren't *that* many mobs that do harming -Regen. Right now I can think of Longbow Spec Ops' EMP grenades. Longbow as a group are just nasty anyway. Any other factions that have oodles of -regen?
    WP does get resistance to -Regen in Fast Healing.

    Why would Slows matter to a WP? It doesn't have clicks that are affected by recharge except the self rez.

    I'd run a comparison to Stone Armor if I had the time, it's pretty simple to do but kind of time consuming esp. with variables like w/ Rooted on, w/o EE and so on with every combination.

    edit: I'll do a 7-mob comparison later.
  20. By the way, I think I found a mistake in my math in the picture earlier. I added +HP as mitigation value (which I was quite suspicious of doing in the first place anyway).

    I was doing a graph of WP vs. Invuln on how good they can survive different "pressures" like 100dps, 200dps and so on. The formula I used that determined the incoming DPS didn't have +HP added, and while figuring out what was the "immortality line" for WP I noticed that the figure was different from what I showed here.

    I believe this'd be the more accurate mitigation value: 1,478x1,131=1,671618. Extra HP helps, but in a different way:

    TotalHP/((DPS/Mitigation)-HPs)) = time until you die.

    I can't believe nobody corrected me on that mistake.

    Anyway, on that pressure survival here's the results:

    <font class="small">Code:[/color]<hr /><pre>
    3 mobs

    DPS WP Invuln InvDP
    100 100s 57.87s 108s
    200 24s 25,8s 44,1s
    300 13s 16,6s 27s
    400 9,8s 12,2s 20,2s
    500 7,5s 9,7s 15,9s
    600 6s 8s 13s
    </pre><hr />

    So what we see here is how each set performs in a vacuum in a mob of 3. WP has the advantage when the DPS count is fairly low, somewhere in between 100dps and 200dps. Invuln with DP against a mob of 3 does better in all cases shown here.

    Most of the time, this reflects what happens in game. Invuln is better against smaller mobs but WP does better against bigger ones. In solo play the DPS count is all the time fairly low, so WP isn't so bad there. QR helps with endurance which is great for Brutes.

    Even though, remember that 200DPS from 3 mobs is still pretty big. Say, all those mobs have 1 melee attack that deals 266,6 damage, animates in 1 second and recharged in 3 seconds. Three of these would equal that 200DPS. In this case as shown in the graph, WP and Inv w/o DP are pretty equal when it comes to survival at 200dps, while WP does better when DPS drops lower from that.

    That being said, in Cimerora, a +2 minion does 2 sword attacks, a 144 damage one that activates in 1.33 seconds and recharges in 4 seconds. They also have a 177 damage one that activates in 2 seconds and recharges in 8. These two can be combined for 44,7 DPS. Even 4 of these wouldn't match up to 200dps up to the 3 theoretical enemies that would deal more.
  21. It's 3 mobs around both to fuel RttC and Invincibility. The enemies would deal S/L damage. The DPS needed would show how big the "immortality" line is, that is, while a WP can go on through a mish without much HP dripping, an Invuln will wear down eventually.

    What would you like it to cover?
  22. Nitpicking time!

    [ QUOTE ]
    Another strength is Energy Cloak, the stealth power. This is the only stealth power in the game that does -not- suppress in combat.

    [/ QUOTE ]

    Cloak of Darkness, Shadow Cloak, Shadow Fall, Steamy Mist, Arctic Fog. None of those suppress during during combat either.


    Otherwise Col. pretty much summed up the set there.
  23. With DP the mitigation value would be 4.97.
    Which would be then 9.98 hp per second.
    The DPS line would then be 49.6 for Invuln with DP on.

    Still less than WP.
  24. Clicky.

    We'll assume that both Brutes are level 50, no accolades or set bonuses. Only powers that are on "all the time" and help against physical damage are used. For Invuln this means that Dull Pain is left out of the equation, and godmodes are left out as well. There are 3 enemies to fuel Invincibility/RttC.

    The powers are slotted with 3 level 50 basic IOs, hitting the ED cap. HPT, which can be slotted with both Heal and Resist, is only slotted for Heal. Same number of slots per side was used.

    The way how Defense's contribution to mitigation is calculated, it's by the reason that 1% of defense will mitigate 2% of the incoming damage. Thus, doubled.

    Over the red lines you will see the mitigation value of both sets against S/L. This is the "over time in a world without defense debuff" value, as it takes into account both resistance and defense and +HP. Having +HP means that you will 'feel' the hit by a smaller amount, but at the same time direct heals affect less % of your total health.

    Baseline for S/L is roughly 7/10 for WP/Invuln base performance. Without regeneration, Willpower would die in 70% the time it would take an Invuln without DP to die.

    But since Regen is the godsend of WP, WP can start regenerating fast as the fight starts, which means you will still have to beat a certain DPS to kill a WP( blue lines). Even though the overall protection is lower for WP, you still need more DPS to overcome the protection than Invuln who has not yet popped DP. DP is like a second chance button for Invuln that increases HP by a big deal.

    Over the purple lines you will see how fast one can see to recover health back. For WP this is huge: you can start regenerating a lot more HP back while maintaining decent protection. Invuln who has not yet popped DP will go down faster than WP in most cases, and even then will have problems in extended fights.

    This comparison was just against S/L damage, just FYI.

    edit: wording