-
Posts
2597 -
Joined
-
This is irrelevant from an end user viewpoint if they result the same number regardless of whether it is derived through more regeneration or more hp.
If you regen 25hp/sec it doesn't matter if you are doing it by having 25,000 hp with 0.1% regen, or 250 hp with 10% regen.
Your ability to repair damage (ignoring overkill on the latter) is the same.
It's not like adding resistance because resistance doesn't change your net regeneration, it just provides a cushion for damage. Adding hp will affect your net regeneration and provide a cushion for damage. -
I haven't encountered an AV yet that I believe I could solo with sonic that I can't do with fire. I've solo'd almost all of them.
Now if we had psy blast it would be a slightly different story as one of the AV's I haven't been able to tag yet makes judicious use of unstoppable, but that is only 1 of nearly 100. Unstoppable usually doesn't present much of a problem either, it's more his spamming of Fist of the Heavens (reminds me of my Diablo 2 paladin heh) or whatever it is.
There is nothing wrong with sonic/traps, it is a very good toon. But from a min/max perspective if that is the goal, then fire/traps is a notch above and so is traps/sonic. -
Quote:Define "difficult target"What..... How would fire be better, I think if you attack an enemy that has been debuffed 45-60 -res and you hit it with shout, it should hit more than blaze. I think Sonic would be able to solo difficult targets much easier than fire.
edit: it's not just a matter of "stack 60% -res and shout will do more than blaze". Take a closer look.
(we'll ignore damage buffing because it makes no difference for this analysis)
Shout does 88.6 damage.
So we stack 4 sonic blasts, and 2 acid mortars. For a total of 100% -res.
Shout now does 177.2 damage
Blaze does 113.7
We only have the 2 acid mortars for a total of 40% -res
Blaze now does 159.8
Shout is looking pretty good so far. But what about cast time?
Shout casts in 2.904 seconds vs Blaze at 1.188 seconds.
Lets assume we have some good recharge and have each attack recharging in 4 seconds.
Shout's cycle time is now 4+2.904 = 6.904 seconds
Blaze's cycle time in now 4+1.188 = 5.188 seconds
Shout 177.2/6.904 = 25.67 dps
Blaze 159.8/5.188 = 30.8 dps
Flares and fireblast both similarly do more dps than shriek and scream.
A sonic running at peak -res can just about keep up with fire, but remember that each time you pause to lay a trap you are going to lose most of your blast stacking. And you pause often to lay traps. -
If I were going to change AR it would be in this fashion:
Layered damage cones. What does that mean?
Take Buckshot for instance. It deals
0.91 DS in a 30 degree arc. Cool keep that.
I'd then layer a second cone with it that is 20 degrees that deals 0.1 DS
I'd then layer a third cone with it that is 10 degrees that deals 0.1 DS
I'd then layer a forth cone with it that is 5 degrees that deals 0.2 DS
The result is that it would deal:
1.31 DS over 5 degrees (81.95 damage)
1.11 DS over 10 degrees (69.44 damage)
1.01 DS over 20 degrees (63.18 damage)
0.91 DS over 30 degrees (56.93)
I'd do a similar thing to Flamethrower and I'd widen the arc of fullauto a bit (up to 30 degrees) and then do the same thing.
At the very edges all the cones would still do as much damage as they do now and as they get closer and closer to being single target they do concentrated damage.
Why? cause it can be done and it would make AR pretty unique without being OP'd and would resolve some or all of the ST damage issues, without negatively impacting any of the AOE, or recreating the purpose of any of the attacks. Plus the set already does a lot of little dots, so the fact that the layered cones would be a bunch of small orange numbers on top of what already exists is no biggy. -
I like my BS/Shield quite a bit. The only thing that bugs me is the redraw right after Shield Charge, but what can you do really.
I find the sets that have no weapon of any sorts look silly with shield regardless of how effective they are.
The nice thing as mentioned is that Parry lets you easily softcap melee. If you set it up so 1 use softcaps that will afford a lot of build flexibility for elsewhere and also sets you up so that the second will provide significant protection in the event you start getting debuffed as it takes considerable work to get Shields' ddr up high. -
-
Quote:Yes it buffs creepers, but that isn't that relevant other than when you refresh them as they show up to the fight kinda late once they are already out and following you mob to mob.Does Fulcrum affect the Creepers? My 'lil Plant/Kin is only 33 atm but i cant say i've noticed siphon power making any difference to their damage. If it doesn't then would someone mind explaining briefly where the farming damage comes from on this combo?
The damage comes from the fact that roots does double the base damage of other aoe immobs.
The speed of a plant/kin comes from roots, creepers and seeds. -
I'm not sure if it was in this thread or not, but it fits here.
FW as a Heal
With regard to Frostworks I know there is a player request for the power to provide a direct heal in addition to the hp buff that it offers. This issue was raised very early in the life of cold domination.
It sort of already does. The "heal" it provides is more powerful depending on how much you raise their peak hp by. Allow me to clarify.
I use FW on a controller with base hp of 1017 and raise it up to 1606.
If they were at 40% hp due to injury when I cast the power (406.8hp) their new hp without any direct healing will be 642.4. In a sense I have "healed" them for 235 pts.
The earlier you hit them with FW the more it will "heal" for because it will be whatever percentage of their hp left equaling the same percentage of their new high hp.
Another example would be hitting an SR scrapper with all hp accolades (because they gut FW so much apparently) when they are at 70% hp (1124 of 1606 hp). They will still be at 70% hp, but they will now have 1686hp, meaning you just "healed" them for 562 pts.
FW as a Regen power
The other complaint I've often seen levied against FW is that it should provide some +regen. I personally think this would be more appropriate for the power given the desire to not overpower the set. However, it already does provide +regen in a similar way to it healing.
Extending the example of our SR scrapper and assuming he has health (1 slotted for heal) he would be regening 10.5 hp/sec. When we apply FW he is now regening 15.76 hp/sec.
Interestingly enough it is like FW is already applying a 75% "regen" buff to that scrapper.
But Cold is a thinking man's set and FW is no exception. Lets look at what happens if we apply it to a WP brute in the think of things (say 6 enemies feeding rttc) and he has all hp accolades+hpt slotted for health, fast healing, and health.
Before FW: 76.9 hp/sec
After FW: 109 hp/sec
Which has effectively hit them with a 343% "regen" buff
Putting it all together
Now imagine that WP brute was at 60% hp when we hit him with FW. Not only did we just effectively add 343% regen to him we also just "healed" him for 657 pts of health.
Obviously if you apply it to a hp capped blaster you aren't doing much for them (nothing really), but in the same sense your cold shields aren't much use to a softcapped SR. Not everything is amazing in every situation, nor should it be. -
Quote:TS only does 40 aoe damage in a 7ft radius around the target. The full damage is only single targetFor Farming:
SS/fire better than SS/SD or Ele/SD?
Ele Melee has an AoE = Footstomp in Thunder Strike, where Footstomp has double the radius but 20 less damage @50 and a less PvE DMG Scale than TS. TS has a 18s recharge vs FS 20s, but TS has a cast time of 3.3s vs FS 2.1s.
FS on the other hand does 59 aoe damage with a 15 ft radius. From an aoe perspective FS>>>>>>>TS. -
-
Quote:Well yes and no. There are a lot of different ways to build VEATS, whereas stalkers are pretty much cast into a single mold.Hmm, i guess I mis understood what SoA were all about. i thought they were DPS first and support second. I guess they are really more about support with DPS second...like a defender?
For instance a Widow, melee fortunata, or Bane (w/ pets) will keep up with pretty much any stalker in terms of single target damage, while also providing very powerful aoe buffs and in the case of the bane very powerful debuffs too. All three of those VEAT's tend to do more aoe damage than stalkers.
Crabs are aoe machines that can off-tank, which is really quite unlike a stalker.
Ranged Fortunatas are more like a Psi/SR blaster.
In terms of burst damage though? no, stalkers are pretty much unrivaled in quick st take downs. -
Lol the fact that someone actually took the time to cut that clip short and then upload it was 3 minutes of wasted time.
What I really think they should do is -
You would probably be better of moving that extra slot to blaze and getting it ED capped for recharge. Or putting it in firebreath for recharge if you want more aoe damage.
-
I found damage procs to be underwhelming in VG. I kept them on my earth/ta, but that is because I need every spec of damage I can get. On my earth/fire I dropped them to free the slots to much more valuable areas.
The lockdown proc is pretty good in it though. Really good even. -
I'd like to see a stalker keep up with a perma pets Bane or Hunstman.
-
Quote:And I do love me some fireblast.Haha, there is that. Damn Defender buff/debuff values.
At least we still have Fire Blast to ourselves for the time being
Even when defs get fire I think superscourging Rain of Fire and not having to wait until 28 for blaze will keep me rolling fire corrs. For better or worse it is the only blast set I go with on corrs anymore though.
Then again, a traps/fire/dark def would be pretty astounding... -
Quote:Dev whim I guess, because it makes no sense. The inconsistent application of pseudo-pets and straight up power errors is one of the reasons I harp on Castle a lot. Yes there are a butt-load of powers in the game, yes there are a butt-load of errors too. The game is absolutely playable and enjoyable, but if that is signaling complacency then I'm unhappy.You're right, I clearly am missing the point why a rads debuffs scale down for the controller version, but not the colds debuffs. I can give what Max said about it being a pseudo pet, but even you discounted that that doesn't mean anything.
Quote:Your response taught me something about relying on tomax. Comp can't handle (at least not comfortably) "checking in the game" for the values, and coming back to here to simultaneously comment, Will use Mids from now on then.
Powers can and sometimes do differ beyond the AT expectations. Sometimes it is special exemptions and sometimes it is just random.
Quote:This makes no sense, first you say 30% -resistance is always -30%, but then say "if -resist were unresistable in pve they'd make changes to it" which is exactly what you just said it works as now. If 30% -resitance is always -30%, thats what unresistable means.
I'll use a very clear example, but it applies to any resistance.
Unstoppable puts you at 90% res.
So if your attack did 100 damage vs 0% res, it would now do 10 damage vs unstoppable.
If we add 30%-res it would go to 130 vs 0% res and 13 vs unstoppable.
Both cases are a 30% end damage increase.
If it were unresistable is would strip unstoppable down to 60% res meaning it would:
be 130 damage vs 0% res and 40 damage vs unstoppable. Which means it would have increased our damage by 400% from what we would have been doing if we didn't apply -res.
This is one of the main reasons why defenders were so potent under the i12 pvp rules set. They could do this.
Quote:My understanding, last i checked (now bear with me, I read patch notes, and don't remember seeing this change but it's been a WHILE since I reviewed it, and therefore if not expecting it to have changed had no reason to re-evaluate the strength of debuffs vs said enemies) Avs resisted debuffs more-so than other NPCs. So a 30% -resistance, would only equate to a (again, not sure on the exact scalar, if it even exists anymore) 10% -resistance on an AV for example. Similar to how I thought Debuffs scale down vs higher level enemies. IE, a power dealing 5% -to hit to an even level, would deal 4% to a +2 enemy no?
Now, if what you are saying, holds true that this is in fact not true, and AVs feel the full force of all -resistance/-defense/-to hit/-damage debuffs, that makes me a very happy man. But I don't recall ever seeing it pronounced working this way. Then again, its been too long to even attempt to locate where I reviewed this mechanic.
This link explains it
http://cityofheroes.wikia.com/wiki/Archvillain
Making sense of the chart is done by looking at the level of the AV and applying their resistance to debuffs. For instance:
A lvl 30 AV will resists things covered by AV class by 75%.
A lvl 50 AV by 85%
On top of that you need to factor in the purple patch for fighting enemies of different level.
For instance:
A lvl 50 fighting the AV's on the STF/RSF will be 4 levels below them.
They have 87% resistance to debuffs and your powers are 48% as effective.
So as an example a defender using hurricane would have it reduced down from 58.8% debuff to 28.2% debuff and then resisted by 87% down to 3.67% tohit debuff.
At that point you wonder why even bother using it. It is one of the major reasons why buffs are so much better than debuffs in what comprises our "difficult" content. Not only is the debuffer risking getting agro, they are doing next to nothing. While a buffer can stay in safety and contribute a lot more. Some games counter this with "healer agro". Ours just ignores the issue and lets ai be incredibly stupid. -
Quote:As mention it will cut through AV debuff resistance, but is still affected by Leveling difference, or purple patch.[EDIT: Nevermind, didn't realize the -Recharge in Siphon Speed was unresistable. Although what "unresistable" means in this context I don't know. If it means it ignores AV resistance but not purple patch, it's still reduced to just -30% Recharge total, which is a good start but would still require major assistance from the primary set. If it means it ignores purple patch but not AV resistance then it's doing very little.]
I'm pretty sure the reason it is unresistable is so that you always receive a 20% buff from it. If it wasn't you'd see it doing weird things when resistance to slow/-rech was in play.
Quote:Interesting. I also just looked at Psychic Scream on a Defender. That power is -62.5% Recharge, appears to self stack, with a base Recharge of 12 seconds. But, only a debuff period of 10 seconds, and you're wasting DPS hitting an AV with a cone.
Also am I reading the Blaster version of Shiver correctly? It looks like it might self stack. base duration 18 seconds, base Recharge 12 seconds, -62.5% Recharge per application. This has always been weird given Ice Control's Shiver Recharge time. Of course then you're a Blaster skipping blasts to debuff Recharge, but WOW at those numbers from a DPS AT. -
Quote:AV's don't have any special resistance to resistance debuffs. Yes resistance itself resists the debuff, but it is not unique to AV's. In fact very few AV's even have very much damage resistance at all, and it is rarely in very large doses. Of course there are a few that have god modes, but the same can be said about normal npcs.On point two I think he was referring to this:
http://wiki.cohtitan.com/wiki/Resist...28Mechanics%29
30% -res will ALWAYS increase your final damage by 30%. If the target has 99% res and you hit it with sleet you will still do 30% more damage than before.
Similar to how 30% +dam will always add 30% damage.
If -res were unresistable in pve they would probably make some drastic changes to it, such as lowering the values a lot because they give npcs resistance for a reason.
Quote:On point three, the reason the Sleet isn't effected is because the scaling does not apply to powers that summon objects/temp pets. Tar Patch, Rain of Fire, Dark Servant, etc all don't scale down either.
Defender Sleet is the same as controller and the heatloss pseodo-pet has the same version shared between def/troller, but differs when looking at the corr one. Anyone trying to find rhyme or reason when examining the consistency of pseodo-pet application would probably go nuts.
If you look closely at the "pet" powers you'll find so many mistakes that you wouldn't even know where to begin fixing them. Like did you know that corruptors actually drain more endurance with transference than defenders, but gain back considerably less? -
Quote:Ya someitmes they'll fire the damage while still drawing the weapon. That is a bug though and looks silly to prove it heh.I thought that some issues ago the animations were changed to play out within the set animation time of the power? I know that sometimes I'll observe aim shot or executioner's shot register their damage before the animation actually even finishes, because the powers take so long to go off.
I guess I could be misremembering though.
The old way was each attack had a set time. If your weapon was out you'd pause at the end before you could do the next move. Old Broadsword was horrible in this regard. If you didn't have your weapon out there would be no pause at the end as that time would be spent drawing the weapon.
The way it is now* is that they removed the baked in draw time so that if you are chaining weapon attacks it is now smoother and faster. In some cases, much faster. However, if you force a redraw you experience the "old" cast time.
*spines and thorny still have the baked in times. So aside from the stupid redraw sound and hitch in your movement they don't gain or lose time by keeping the spines out or redrawing constantly. -
Quote:Careful is my middle name. I have the power and have checked it in game and via Red Tomax.Be carefull with that number - its probably the accuracy on the summoning power, not on the pet itself which is almost always 1.0 accuracy. For some reasons the dev's chose to display powers that summon pets stupidly - they frequently have huge accuracies on the summon power itself (which can't miss anyways) but not on the pet power that actually carries out the attack.
For slotting I second many of the earlier recommendations - acc/dam/recharge is what you want and if you expect to fight anything higher than +1's and want the pet accuracy capped at least 60% accuracy is going to be needed.