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I dunno about "the same ease with which you can get defense", but the Brute I copied to beta has ~19% S/L resist from set bonuses with just the build I copied from Live. With a build that actually attempts to take advantage of resist bonuses, rather than getting them purely by accident, this could have quite a significant effect. Unless the values change significantly, I could pretty easily have permanently capped S/L resist on a /FA brute AND my current ~40% S/L defense.
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Quote:...the Enhanced Water Jet lockout is 8 seconds, and although I don't know what attack chain you think I'm using, it doesn't take long to get the first one off. With a 30 second duration, I can probably have a stack or two left from the previous fight.The fast recharge is accounted for there. I allow for 1 double cast in the 30 second window. mostly because you are going to go through 2 chains before you get your first one off unless you frontload with Tidal forces.
Quote:You are right it does have value. I would say it will be a solid quality of life improvement for blasters. I just don't see the aggregate of the changes taking blasters into the x8 range that other non force multiplier ATs are able to manage (or for that matter offensively oriented force multipliers).
Quote:Well catalysed ATOs are a little of no go zone for me. The only way of obtaining them in a reasonable time frame are the gamble packs.
However, apparently not all procs received an increased PPM, as was the plan last I'd heard. So the normal/Superior procs are still 3/4 PPM respectively, and the proc rates I've cited are slightly too high. So I'm actually looking at 46% in Water Jet.
Anyway, off to run a few missions and see how it works in play. -
The requirements for Born In Battle changed a while ago, but the progress bar and text wasn't properly updated, iirc. Here are the current requirements:
http://paragonwiki.com/wiki/Born_in_Battle_Badge
Do you have all of those? Also, since you have to be a villain or rogue to earn villain accolades, are you perhaps a Vigilante? -
Hasten lasts 120 seconds, and has a base recharge of 450 seconds. So you need +275% recharge in the power to make it recharge exactly as it expires. Hasten itself gives 70%, so you need 205% more total from slotting Hasten and global recharge combined. You can get ~95% from slotting the power, so that leaves you 110% short, so you need that much global recharge. If you have an Agility or Spiritual alpha, you can get more enhancement in Hasten, so you'll need less global recharge; if you don't slot Hasten to the ED cap, you'll need more global recharge.
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Quote:You can (and probably should) build stacks before getting mezzed; having it in a power that's usable while mezzed is helpful, but not the sole purpose. You also didn't account for the instant recharge on Water Jet, which is silly since it's the main reason I'm slotting it there. 6 casts of Water Jet per 30 seconds is easily done, even if I never use it during the Enhanced Water Jet lockout.Putting it in water jet means you have it in a power you can't use while mezzed. This is called defeating the purpose.
But lets look at your odds of getting meaningful mezz protection out of that. In any given 30 second window you have to stack 3 firings of the proc. Looking at a water blaster with a 150% global recharge and near ED limits for recharge water jet has a recharge time of 3 seconds a cast time of 1.5 seconds giving you 6 firings per window, and a max of 7 due to the lockout.
That gives you 7 opportunities to stack the proc 3 times. It really doesn't take much to understand that most of the time you aren't going to be protected. No mag 3 for you. What's more most of the time you are going to have to go a full 30 seconds or more before you can even hope to have your stack.
So when you attack that rikti spawn and you are bombarded with enough stuns to disorient an elephant, or you have multiple mezzing CoT mages, or malta, or Kinives, or even Freaks since they really needed those super stunners that proc is going to do you a world of good.
Also, you seem to be assuming that NPC mez is usually mag 3, like player mez is, but IIRC this is not actually the case. Mag 2 will protect you from a fair number of things; it's not totally worthless below 3 stacks.
Thirdly, considering that you're talking about taking alpha strikes from large groups of Rikti and having 150% global recharge, it would probably be more realistic to use the Superior version's proc rate, which should be 5 PPM under i24 rules (with my planned slotting for Water Jet, this means a 57.8% proc chance).
I'm patching beta now; if I manage to avoid getting distracted by the new shiny, I'll try it out and see how it works. -
Yes, I know how the i24 proc changes work. I'm the guy who's been explaining them to everyone.
3 PPM now is 3.75 PPM under i24. With a 1.67s activation, and an 8s base recharge, you'd get a proc chance of:
3.75*(1.67+8/(1+.3))/60 = 49% with 30% recharge slotted (roughly a single SO's worth)
3.75*(1.67+8/(1+.6))/60 = 42% with 60% recharge slotted (a Decimation or Thunderstrike set)
3.75*(1.67+8/(1+.95))/60 = 36% with 95% recharge slotted (ED-capped)
3.75*(1.67+8/(1+1.3))/60 = 32% with 130% recharge slotted (ED-capped and Spiritual Core Paragon)
In the absolute worst case, you're looking at a 32% chance. With different slotting, or a different Alpha, it would be higher than that. So, as I said, ~40%. Faster attacks will of course have a lower chance, but you can use them more often.
Personally, I'm planning to put the proc in Water Jet, which should be even better with its longer recharge and instant refresh. -
Quote:The duration is 30 seconds, IIRC, and at 3 PPM, I'm calculating a proc chance of ~40% in an 8s-recharge t2 blast (under i24 rules, assuming normal-ish slotting). Higher than that, for the Superior version. Thank you for your good luck wishes, but I doubt they will be neededThe new proc is 3 ppm and "Short duration" the usuable while mezzed attacks have recharge times that will bring that down to 5%-15% chance good luck stacking that or even maintaining it.
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Quote:We already have set bonuses larger than that, and they're supposedly being made larger.I would be very surprised if any of these resistance bonuses are more than 2%, with 0.75% seeming more probable to me. You can stick big numbers on the mez resists without affecting anything much though.
Quote:No, I'm saying that I don't believe that it will be worth it for a Blaster to build for resistance as opposed to Defense.
So, trade softcapped defense and no resist for for no defense and 75% resist? Not worthwhile, even if plausible.
Keep softcapped defense, and get 50% S/L resist instead of 40%? Now that would be a useful improvement. Not transformative, but useful, and (set bonus amounts pending) probably wouldn't require giving up much else from the build. -
+20% jump height would be .8 feet. Base jump height is really short.
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Here are some worst-case scenarios, so that if the changes don't live up to your hopes, you still won't feel *too* let down:
1) Increased debt. (High Pain Threshold has never been easier!)
2) +2% damage, but only against Underlings.
3) A 5% increase to your defense hard cap. Tankers, languish at 225.05% defense no more!
4) +3% resistance to unresistable attacks. Unfortunately, since they are flagged Unresistable, they ignore the resistance from this set bonus. But if you ever get hit by an Unresistable attack that is resistable, you're golden.
5) Stealth debuff resistance.
6) Increased hostage/kidnap follow radius. Actually, this one might be nice to have.
7) Increased crash strength (-90% health from Unstoppable? How about -91%?)
8) +5% jump height (but not jump speed). With this extra .2 feet, you'll be moving up in the world.
Now, no matter what the replacement set bonuses are, your disappointment will be tempered, knowing how much worse it could have been. -
I parsed that statement the other way: "tell restrictions aren't stopping RMT, so might as well remove them and let free players have a basic social feature".
Which isn't necessarily a good idea; RMT hasn't stopped completely, but it's hard for us (at least, for us players) to say whether it would be worse without tell restrictions. -
Quote:They aren't purple, as far as we've seen. Well, the def/res/heal ones might conceivably be, but the TAoE one almost definitely isn't, since we already have a purple TAoE set.here is a crazy thought , have the new purple sets only drop in Itrials and or IZones.
Also, yes, that IS a crazy thought. -
No, but you've missed a bunch of information that's been floating around the forums for a while.
We've known about the upcoming Blaster changes for weeks (they were the subject of a couple of Coffee Talk broadcasts), in far more detail than there is on the Overview page. The changes to Blast sets DO apply to Defenders (and Corruptors) as well as Blasters. So crashless and faster-recharging nukes, 80-foot t3 blasts, and fast-casting snipes are all usable by Defenders. In fact, the currently planned condition to allow fast snipes is having at least +22% tohit, which Defenders can achieve at all times with just Tactics + Kismet, while Blasters have to juggle Aim/Build Up and will still only meet the condition a part of the time (well, some Blaster sets can get it perma by various methods, but most cannot).
The only change listed in the paragraph you quoted that doesn't apply to Defenders is the Sustain powers.
Edit: Also, the whole point of the buffs is that Blasters have severe issues in multiple areas. Which isn't to say that Defenders are perfect and flawless, but in my observation they're mostly doing OK overall. -
Yep. 4 KC + 2 ToD/Mako would get you two resist bonuses, just like a full set of ToD (although maybe not the same resistances, we'll have to see which sets get what).
I suspect KC vs ToD will remain a typed vs positional build thing, as it is now. -
Quote:No, but it means absolutely something, and being significantly behind even the second-worst means something too.Oh crap, I forgot that single target means absolutely everything.
...but since a vast majority of the game is "weak stuff", I find this statement dubious. And when you're fighting AVs, GMs, and the like, you frequently have a team or league at your back that trivializes individual deficiencies. -
He's wearing tights from the Bodysuit pack, which is on beta right now, and doesn't appear to be a part of i24. But, I guess it might be.
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Your Brute, in Rest, has 2-3000% regeneration. Which is, again, implausibly high.
If you're expecting to become meaningfully tougher by incorporating some resist bonuses into your build, that's a strong possibility. And I don't think anyone will seriously dispute the claim that regeneration can outpace incoming damage if regeneration is high enough and damage is low enough. But you're talking about becoming totally unkillable, and that just won't happen, unless you're talking about stuff that probably wasn't going to kill you anyway. It won't. For one thing, the numbers would have to be hilariously high for that to happen. But moreover, such a thing would never make it through testing without revision. It's like speculating "what if this new damage proc one-shots Giant Monsters?" Mechanics-wise, a damage proc that deals a million damage is totally possible, but why would such a thing ever be allowed to happen? -
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Quote:As in, for builds to abandon building for defense, and build for resistance instead? No amount of resistance will do that.I am just questioning how much we would actually need to be comparable to the amount of def we can get.
But for it to significantly change the metagame of building, and to significantly affect how characters perform? Being able to get even 10-15% resist just to S/L could do that. There's no rule that you can't have defense bonuses AND resist bonuses, and sometimes they'll even be in the same IO set. -
Quote:*tilts head quizzically*Kinetic Combat's only claim to fame is its cheaper Melee Defense boost.
Here I thought it was the S/L defense.
Touch of Death and Mako's Bite should make fine options for the two slots remaining after slotting Kinetic Combat, which will be nice, but I'm not expecting that to be enough to cause a major price change. -
Quote:Not never, but not often.Right and we've never seen angry threads made where people were complaining about how they have to strip their purpled out builds and start over from scratch because of a change made to a few powers in a set or the introduction of a brand new power set.
Quote:Or have you guys forgotten the nerdrage that went on just a few months back when the devs didn't give out a freespec with the last issue that went live?
"Your proposed idea would force you to deal with a mild inconvenience you already deal with under the current system anyway" just isn't a particularly strong objection, is all I'm saying. -
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Quote:The same thing that would happen if the character were deleted or otherwise retired the old-fashioned way: you yank out the valuable ones with a respec, if necessary, and ditch the rest.Let's assume the devs were actually willing to add this feature. They're not, but let's assume they are just to demonstrate why this is a horrible idea.
Did you stop to consider what will happen to all the IO's, ATO's, and Attuned IO's?
The average level 50 character has 100+ enhancements slotted on a single build.
Also, I strongly doubt the average level 50 character has 100+ enhancements slotted, since a level 50 non-Kheldian character only has 98 slots total. Well, unless you count the default slots in the prestige sprints, I guess.
I think powerset respecs are rather unnecessary and undesirable, and unlikely to happen for all the reasons described. Just pointing out that your example of why it would be "horrible" is rather flawed.