GreenGiant

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  1. I think I understand now, that 20% from Builtup plays directly against my defense if I understand well ParagonWiki

    so they all had 25% chance to hit me, more since I'm playing at invincible level, for the duration

    Am I correct?
  2. [ QUOTE ]
    There are several possible answers for you:

    - Attacks with no positional component (i.e., melee/ranged/AoE), these are few and far in between, but they exist.
    - Secondaries granting to-hit buffs. If you're just at the softcap, a small to-hit buff can increase dramatically the amount of damage you take.
    - Aim/Buildup-like powers. These are usually found in the harder difficulty settings, and can grant a large to-hit buff for a short period of time (5-10 seconds IIRC), and the mobs tend to activate them just as they aggro you. That can make the alpha-strikes of the harder mobs a heck of a lot more dangerous.

    Basically, to-hit is going to work directly as a defense-kryptonite, and harder custom mobs in MiA have it much more readily available than non-custom regular mobs. You may need more defense to have more wiggle room, and/or to take purple inspirations to get a temporary boos in defense against the Aim/Buildup powers.

    [/ QUOTE ]

    I made the missions, I know what they have and I'm talking about minions scrappers and leutenants tanks mostly and it's not with builtup that they can pass thru my defense like that...it's only a 20% tohit buff after all.

    Also, the in-game content I can take 8 man spawn alpha without much trouble and in there, I'm going solo (both at invincible, I've been playing at invincible for quite some times now)

    For example, never a group of 7-8 minions and leutenants came near to bring me to 50% of my health but in my mission, they almost killed me, I actualy had to flee after killing half of them. They were built at Hard. Similar experience against a boss an 2 or 3 minions.

  3. Hi,

    I'd like to know why AE mob's pass thru my soft cap defenses(/SR and lvl 50) like hot knife thru butter. That's hard and extreme builts for custom mobs but standard elite bosses also.

    Thanks
  4. GreenGiant

    What to pick?

    I agree with Siolfir
  5. GreenGiant

    /SR?

    [ QUOTE ]
    I'm not reaching the cap with pool powers, that's why. :P I needed room for attacks because I need the combos for DB. I only took Weave to help with soft-capping. The rest is from IOs.

    [/ QUOTE ]

    I don'T remember everything of my built with my /SR but I remember getting cap with only Weave as pool power for defense buff.

    I checked with Mid's quickly and I reach 42.3 with all /SR defense and Weave 3 slotted with crafted defense IO, Steadfast 3% and Gaussian set.

    The other 2.7 % comes from some cheap IO sets but I don't remember which ones (I'll check when I'm home) but overall, it probably costed me around 15M to cap it at lvl 50.
  6. Hi,

    I would like to know how Position and damage defenses interact with each other, is it the best defense that is used or both if both apply?

    for example, if the attack is both melee and lethal, is it the highest that is used or are there 2 rolls made?

    thanks
  7. GreenGiant

    /SR?

    [ QUOTE ]
    [ QUOTE ]
    Yep, the main reason to go SR over Shields defense-wise, assuming you have an unlimited budget and were going to IO the hell out of it, is that SR has ridiculous resistance to any defense debuffs. If you get up to 47% or so, you pretty much STAY there. Other sets have other fun toys, but for pure defense it's -really- hard to beat. It's also very simple - take everything up to (and possibly including) Elude, slot them for defense, and call it good.

    [/ QUOTE ]

    You really don't need ALL THAT IO to bring SR up to Soft-Cap.

    This is what's good with SR...

    With only around 200,000,000 to 300,000,000 influence/infamy (depending on market conditions), you could easily reach soft cap defense. My SR brute is currently sitting at 53% Ranged Defense, 52% Melee Defense, and 50% AoE Defense, and I did keep within that budget. The only things that really came out expensive were the Touch of Death IOs.


    [/ QUOTE ]

    I don't know what you are smoking but I want some!

    For one, 200M to 300M is Ridiculously High amount of infamy and second, you only need around 10M to 15M to reach Cap using pool powers/IO and third, above 45% defense it's a waste except for PvP.
  8. GreenGiant

    /SR?

    [ QUOTE ]
    Am I missing something? How come in all the pages of this forum / all the guides, there is nothing on Super Reflexes?

    Is it that bad? Have a made a terrible no-no?

    [/ QUOTE ]

    /SR is very very strong...as long as you get your defense to cap although it depends what difficulty level you want to play at of course but if you want to play at the highest, you need defense cap and you have no healing whatesoever so medecine pool is recommended by lvl 50. Endurance is an issue as well with all the required toggles.

    Getting your defense to cap requires IO and some are more expensive on red side than blue side (Gaussian for example).

    btw, avoid elude, it's not all that good; it's better to cap your defenses without it.
  9. Hi,

    I would like to know if to hit debuff on mob is the equivalent of def on self? for example, if I have 30% def and I hit a mob with a 5% to hit debuff, is it the equivalent of 35% def against that mob?

    does Dark Melee to hit debuff stack?

    thanks
  10. /signed

    especialy when your test character is lvl 2 and the difficulty is hard
  11. [ QUOTE ]
    [ QUOTE ]
    Could have the one with the shortest remaining duration on top, counting down? That way you see when that one will end, then it cascades to the next shortest duration when the first runs out.

    [/ QUOTE ]

    ... the problem with that, of course, being not knowing WHO (on a team with multiple buffers) has their buffs running out. >.> Other than, say, "I just applied that 10 seconds ago."

    Of course, I think the OP is thinking more along the lines of self-buffs/tier9s like Elude as opposed to FF bubbles, FS and such.

    [/ QUOTE ]

    You can tell that I am a soloer more than grouper but something can be done too about external buffs.

    On yourself, external buffs could have the exact same timer as any other but something could be added on the toon giving the buff like adding icons under the teammate into the team window.
  12. [ QUOTE ]
    What about people that have their icons stacked because of multiple of the same buff(like fulcrum shift)?

    [/ QUOTE ]

    Always show the minimum duration greater than 0 OR show the icons beside one another instead of stacked.
  13. Hi,

    I would like to see a timer on the activated power's icons(not on the bar buttons but on the icons themselves). The flashing is really not enough

    It would actualy improve the quality of powers that have a penalty upon crashing but the knowledge will also remove the need to continualy check the icons instead of the fight.

    thanks
  14. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    But how hard is it to cap resistance on a brute without granite?

    [/ QUOTE ]

    This. The only brute I have at 50 is my Elec Armor and the only resist he can cap is Energy... even with Power Surge.

    [/ QUOTE ]

    Really? You may want to re check your numbers. With no resistance slotted in Power Surge, and three Resistance SOs each in Charged Armor and Conductive Shield, I'm able to hit 90% resistance to Smashing, Lethal, Energy (obviously), Fire and Cold. Negative Energy is at 75.9, Toxic at 52.5, and Psi isn't increased by Power Surge.

    My current actual Elec/Elec build manages to cap everything but Psi while using Power Surge, including Toxic... although I owe 15% total bonus Toxic Resistance to three of my four Purple sets, so that's really a bit out there. But that IS with only three slots in Power Surge, each with a Res/Recharge IO. Between that, and all my other recharge bonuses, I cap all but one resistance type and manage to have it available every 380 seconds, without Hasten. Or just a little over twice its uptime. The ultimate point being, my Brute is more consistent, but my SR with all positional defenses soft capped is still miles ahead in survival, because I was able to get him to that sort of Tier 9 Mitigation constantly, where my Brute had to spend 1.4 billion in IOs to scrape up 15% Toxic resistance and a few Negative Energy bonuses here and there. Soft Capped Defense definitely pulls ahead in practical use.

    [/ QUOTE ]

    Isn't the resist cap 75% for brutes? It is supposed to be like scrappers which is 75%. Tankers is 90%
  15. Is there a link available that lists all the limitations and the quotas for each location?
  16. Hi,

    I am trying to figure out why I get error messages when the quotas given for the settings are much higher than what I can actualy add.

    My setting says that I can add 12 boss/patrol/ambushes but I can only add 1 boss, 3 patrols and 1 ambush so 5...I don't understand. it also says I can add 23 wall glowies and 26 floor glowies... I didn't try yet but I guess that too will not happen...at least the number of rescue was correct.

    Are the quotas just bugged or is there some MA maths I have to apply (Like an overall total number of items or a point system applied to each item) ?

    thanks
  17. [ QUOTE ]
    Soul Mastery isn't universally considered inferior to Leviathan. In fact, for a SS/WP, Soul would have been my first suggestion, because /WP has Quick Recovery to help with the high cost of running Darkest Night. For SS/WP, Leviathan would have been my last suggestion, since hopping around to get cone positioning can interfere so much with your +Regen from RttC. Opening up with all those cones is just going to invite ranged retaliation when one of your strongest defenses is at its weakest. I really don't know what the people you were talking to were thinking.

    [/ QUOTE ]

    So my intuition was good...I started Mako missions already, is it possible for me to change my choice or is it too late?
  18. Hi,

    My Brute is SS/WP. I asked in game which patron pool is the best for Brutes and I was told Leviathan for the cones and I saw something liek that too said here so I picked it up but a bit reluctantly because Soul Mastery seemed superior for a brute that wants to be surrounded by mobs and Darkest Night seems like a greater tool to help, especialy with /WP.

    So, why is Soul Mastery considered inferior to Leviathan? The cones are only 30 degrees which means you constantly have to move to get more than 1 mob while Darkest Night is 21% damage debuff (and base 10% to hit debuf) and Gloom has the highest ST damage of all the patron pools (the cone is only 25 degree and crap damage per mob).

    Thanks
  19. it was tiny abnd said 1 ambush. I set it to small and now the front ambush worked but not the back and it says I can put 11 ambushes, 1 front and 6 back and 4 middle.
  20. Greetings,

    I'm trying my had at doing a misson and so far everything works as intended except the ambushes, they do not spawn.

    I've set one to happen when the boss lost 1/4 HP and the other when the npc is rescued but neither happen and I don't know why. Anyone has an idea of what can cause this?

    Also, I tell the mission to spawn the boss at the end and the victim at the front and that isn't working either.

    Thanks
  21. [ QUOTE ]
    2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank. Regeneration, though, is a small concern.

    [/ QUOTE ]

    Well, if you reduce it for scrappers, you make Unstoppable useless for scrappers and you better change Unyielding stance's immobility because I cannot group with a power that immobilize me even if I have teleport.