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Posts
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Quote:The only problem is that this is the intended role for controllers. Though I think we're at the point now where rocking the boat is just a bad idea.is extreme support specialist, at the expense of other attributes, a role that many people will ever want to play? If the answer is what I think it might be, then it's quite possible that the Defender AT needs no changes because it is already well suited to a niche that is naturally small.
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Kin/Ice should be plenty good.
As for the ragnarok proc, if it works properly in ice storm, it'll have a chance to go off when you first drop the power and again at every ten second interval as long as the power is still going. -
I disagree. Both ATs are already significantly better than others. There's a reason why the old LRSF team of choice was 1 brute and 7 corruptors.
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That montage picture contains a subliminal message...
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People still play stalkers despite brutes being available.
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Quote:I'm not sure what type of hypothetical situation we're discussing here, but the point I was making is that radiation emission can apply its -res and will never have to reapply it throughout a prolonged fight. This is a luxury that other sets with superior -res do not have.EF has a 1.5s cast time and applies 30% -Res. TA spends twice that long and applies 10-30% more (dependent on Achilles' Heel proc in Acid) if it uses both Acid and Disruption, or 20-40% with a single application of Acid w/Achilles' Heel proc and 1.83s animation.
Sonic blast's nature makes it very difficult to accurately estimate damage output, so I don't know what set would actually be the best. -
Oh in that case you've pretty much succeeded at that goal. If you mentioned it I didn't see it, but it might be worth mentioning that all heals will break sleep, though the argument could be made that that's irrelevant when considering a powerset on its own.
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All my team's matches are completed now. Here are the stats I have.
Across all matches:
John Murdock- 1 loss
Big Mike- 3 losses
Garent- 3 losses
Across the last two matches:
John Murdock- 18 kills
Big Mike- 12 kills
Garent- 4 kills
I was ahead of Mike's character in kills before, but then he respecced into a different build half way through and pulled way ahead of me.
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Oh, ouch, yeah. You're gonna want to cut that down a lot. Most of the people who look through guides are beginner-moderately experienced players for whom a lot of this isn't important. I think you should definitely cut the blurbs on status protection/resistance formulas.
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I'm gonna vote to keep heal decay on. However, I think trying to keep the season shorter is a good idea.
I expected there to be a few problems since it was the first time we've tried something like this, but I had fun despite them. I think if we can get a second season going there will be fewer teams but those teams will be more likely to stick around through the whole thing. -
If we get the Eden map, I'm going to cry. My team's been lucky enough to get the hollows tunnel map a few times during the league and it just made me feel sorry for the other team. Though one of those times was against a team with two storm defenders, so that map was just as favorable for them as it was for us.
By the way, the 20-0 score looks one sided, but there were a bunch of times where we were low on health and barely hanging on. There were two seperate times where Mike and I were both below half health, and at one point Mike's health was so low that I couldn't see his health bar. We definitely fought harder in that match than we did in the others.
By the way, has anyone else been keeping track of their team's individual kill and defeat totals? I was keeping track of mine's, but my computer blew up and I had to get a new one, so all I have now is our death totals. -
Trickshooter, gotta give you props for giving the best argument ever for current vigilance not being good. I think your vigilance suggestion delivers on a few things that an ideal inherent should have, but misses out on others.
pro: The inherent is a reflection of the AT. The scrapper and blaster inherents are clearly for attacking, and the tanker inherent is clearly for getting aggro for teammates.
con: 30 feet? That's pretty short. I also feel the numbers are too small to have any sort of impact on gameplay except for the ones for resistance. -
Quote:I thought your argument was that the difference in corruptor damage potential is too large compared to the difference in defender support potential.Damage advantage gained through -res/+dmg powers is irrelevant to the discussion since those aren't available in every set, and a 25% advantage in a -res/+dmg power doesn't translate into a 25% damage advantage. We're talking about base+inherent damage here, a subject that covers every level range and isn't balanced around when you finally get that special -res/+dmg power from whatever set you chose, if there even is one.
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Quote:Hey remember that part of this thread where I proved that less than half (five out of eleven) of the buff/debuff modifiers have a 25% advantage for defenders?Defenders support numbers are supposed to make them superior to corruptor in overall team support but that's not going to happen unless you buff defender base damage some to lessen the corruptor/Defender damage gap so their 25% support advantage can catch up to the corruptor damage gains.
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Nope, it's today. Unless you can't make it. Then it's tuesday.
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Quote:I checked it out and it looks like you're right.Defender support advantage is 25% the majority of support powers at the moment mainly because most look directly at the ranged buff modifier (1.25 for defenders compared to corruptor's 1.00).
Defender Enervating Field: -30% res -25% dam
Corruptor Enervating Field: -22.5% res -20% dam
30/22.5 = 133%
25/20 = 125%
Defender Radiation Infection: -31.3% def -31.3% tohit
Corruptor Radiation Infection: -25% def -25% tohit
31.3/25 = 125%
Defender Ice Shield: 15% defense
Corruptor Ice Shield: 11.3% defense
15/11.3 = 133%
Defender Sonic Barrier: 20% resistance
Corruptor Sonic Barrier: 15% resistance
20/15 = 133%
Defender O2 Boost: 176.7 HP
Corruptor O2 Boost: 155.5 HP
176.6/155.5 = 114%
Defender Snow Storm: 62.5% slow
Corruptor Snow Storm: 50% slow
62.5/50 = 125%
Defender Accelerate Metabolism: 25% dam
Corruptor Accelerate Metabolism: 20% dam
25/20 = 125%
The Breakdown:
Modifiers for which defenders have a 33% advantage: resistance debuffing, defense buffing, and resistance buffing. (3)
Modifiers for which defenders have a 25% advantage: damage debuffing, defense debuffing, tohit debuffing, speed debuffing, and damage buffing. (5)
Recharge buffs and endurance drain seem to be using the same values, though I doubt many people care about the latter.
However, I think that saying that scourge is a 12% damage buff isn't accurate. Scourge has a habit of causing wasted overkill: damage far over the enemy's remaining hp total which doesn't actually help you at all. The proper way of measuring scourge's benefit would be to see how likely it is to come into effect on attacks in which a normal non-scourge attack would not have killed the enemy. This is a value that varies greatly depending on enemy rank, level difference, and powerset. Because of these variables, I think any attempt to show scourge's benefit in numbers, while interesting, won't really reflect how it works in game.
It's both simpler and more accurate to say "Corruptors deal 15% more damage than defenders, and they also have scourge which becomes more useful the tougher your enemies are." -
This has been pushed back to monday. Looks like we'll be doing it at the same time matches are usually held (8PM EST).
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How long does it take to get all that out though? It pains me to say it, but I think radiation might be best since its -res is in toggle form.
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It's a balancing factor on teams too, not just solo. You can buff your teammates, but you remain a weak point unless there's another defender on the team.
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In the way things currently work, don't corruptors currently deal 15% more damage (not counting scourge) than defenders while defenders have support values that are 33% higher?
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Quote:If you want to be survivable, I suggest taking aid self. Unless the powerset you choose already has a self heal that is.i want to be able to survive and look after teams mates, any idea what to pick from or any good hints
The fighting pool should probably be avoided. It has some use with certain powersets and/or once you get high enough to get an ancillary power pool shield, but in most situations tough and weave aren't worth it on a defender. -
So John Murdock hasn't been in the game for over a week now. Apparently his power supply failed. He was supposed to have installed a new one by now, but I still haven't heard from him. Please don't make fun of us if we need to reschedule.
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I have three defenders. The ones not in my signature are energy blast and ice blast. The energy is 50 and the ice is 34.