Jade_Dragon

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  1. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Fair enough. It's not actual stealth, however, and that was what I was getting at. It won't affect aggro, as you said. I'm long winded.
    Well, it IS, it's just "stealth" means a lot of things. Stealth Radius doesn't effect aggro, Threat does. But most stealth powers don't have Threat -1 any more, even if they once did. (I think maybe Stealth itself might have at one time, but it doesn't any more)
  2. Quote:
    Originally Posted by Nalrok_AthZim View Post
    While it doesn't turn off, the Stealth portion DOES suppress. Even with that screenie you posted, you'll notice your stealth radius is a flat zero. Cloak of Darkness is not a pure cloak, it is also your immobilize protection, a nice +Perception buff and a place to slot a -KB IO.
    I'm sorry to do this, I disagree with je_saist for another reason, but that WAS, technically correct. According to CoD (and I'm pretty sure I have confirmed this myself) the stealth does not suppress in PvE.

    Part of the problem is that there are several factors that "suppress" in a stealth power. The first and foremost is the Defense. CoD's Defense is 3.75%, and this does not suppress. It is always 3.75% as long as the power is on.

    The other factor that suppresses is the stealth radius. On CoD, this stealth only suppresses when you click a glowie. It does not suppress on attack or when attacking. It does in PvP, which may be where you were unsure.

    The important point, though, is whether stealth suppresses or not, it does not effect aggro. CoD does not have a Threat modifier of -1. Therefore you do not recieve less aggro when you have CoD up. It will only prevent you from getting aggro from entering a foe's visibility range, as I described above.

    There is no reason not to have CoD up all the time, which as mentioned since it gives you 3.75% Defense, Immobilization protection, and a nice buff to your own visibility, is probably something you should do.

    Quote:
    Originally Posted by Emberly View Post
    No, it isn't. That's not how fear works in this game, and hasn't for a long time.
    In all honestly, you CAN scare the bejezzus out of a foe so that he runs in terror from you, but it's either a) not the Fear effect, but the Afraid effect Spooky (for example) uses, or b) you've done so much damage to him or he's so grey to you that you were about to slaughter him anyway. CoF can probably on average be used more often than OG, (especially since the -Acc can be useful) but I agree that in general they aren't meant to be "armors".
  3. Quote:
    Originally Posted by je_saist View Post
    Does that answer the question on why you don't see more dark armors floating around?
    I will say that this is probably why Cloak of Fear and Oppressive Gloom don't have a Taunt Aura on Brutes. (Or perhaps, why they DO on Tankers) These are not really powers that are meant to be used while tanking. Yes, they provide lots of mitigation, but the penalties with using them make them more situational or pseudo-click powers that you would turn off and on to "pulse" the control effect.

    Dark Armor's primary mitigation is its heal. You don't want foes wandering off stunned away from you for that very reason, not just because they will start attacking allies. Although that's certainly a big part of it.

    Unfortunately, my experience with the set is as a Tanker, so I can only go from what I have heard from Brutes, but I've noticed my Tanker seemed kind of fragile without Dark Regeneration, too. I would say it is as important to Dark as Invincibility is to Invulnerability. (And like that power and RttC, it is scaling)

    I'll also add that it's got nothing to do with perception. As I said, once you have aggro, stealth cannot cause you to LOSE aggro. What has happened is because you are no longer taunting that foe, because it is out of your taunt radius, your ally has drawn more aggro. Your own aggro has degraded, just as it would with any Brute, and your ally has managed to pull aggro off of you because he's able to build up more. (Twice as much, to be precise)

    This would happen even if you didn't have CoD up.
  4. Okay, let me clear up some possible misconceptions about Stealth.

    Stealth is NOT an anti-Taunt. That's Placate. Stealth does nothing to remove the aggro you already have. This is an issue for Stalkers, they are unable to use their stealth to avoid ambushes because the foes are already aggroed on them. Once a foe has aggro, it sees right through Stealth and heads right for you, attacking you even if it can't "see" you.

    What Stealth does do is it makes it harder for foes to aggro on you for the first time. As long as you are outside of your foe's visibility range, it will not see you and aggro on you. If you attack that foe, or any other foe that is "linked" in the same spawn, then the foe will aggro on you normally. So basically, what Stealth allows you to do is get in position for your alpha strike, without drawing any aggro prior to your attack.

    In a team where other players may be itching to start attacking, this mechanic is important to understand. If you want your Brute to grab aggro, it should be understood that you should be the one to go in first. In this case, it's doubly important that everyone wait until you have moved into the spawn and begun attacking before anyone else attacks. If they attack before you can begin attacking, most of the foes will not have seen you yet, and will attack your allies instead.

    This is the case with any Brute, though, IMHO if any teammate is so impatient that he cannot wait for the Brute to grab aggro, then he should be prepared to deal with the aggro himself. And any Brute will have better hold of the aggro if he is given a few seconds to attack anyway. So in normal gameplay, whether or not you are stealthed should have no real effect. You will hold aggro while in combat just like always, and will not lose any of it because of your Stealth.

    Now, there are a couple of exceptions. One is that while you are stealthed, you will draw less adds from other spawns standing nearby. If your allies move in behind you to fight the original spawn, the second spawn may add on them. You may have to react quickly, or already anticipate having to go herd the second spawn, in order to properly tank it. OTOH, you're a Brute, not a Tanker, and handling adds may not be your first priority. Hopefully someone else in the team will be aware of the risk and be ready to deal with the add.

    The other situation, it isn't really an issue, really, is that if you stay out of visibility range of a foe long enough, eventually it will lose aggro on you. This is something I do with all ATs all the time, if I'm overwhelmed, I run, while keeping an eye on the foe so I can see the moment he stops and gives up. If you're stealthed, the foe should give up sooner, since you're so far out of his visibility range. OTOH, you should probably not be running away in the middle of a fight, and you shouldn't lose aggro in this way if you're just like on the other side of the room or something. This is just a point that can help you if you're soloing.
  5. Quote:
    Originally Posted by Zem View Post
    It would encourage Stalkers to go after weak minions instead of bosses first. No thank you to this and pretty much ANY on-kill buff/debuff for the same reason.
    Well, it's just as silly, if you think about it, for a Stalker to get a demoralize on a Minion because he did NOT kill it. Which is just as possibly under the system. (Not likely, but possible)

    Perhaps the idea of a sliding magnitude based on the rank of the foes is a good idea. Or, the Demoralize effect could have a 25% chance to trigger on a Minion, 50% on a Lt, or 100% on Boss or higher. That would give you about an equal chance of the demoralize whether you went after the Boss first or the Minions.
  6. Quote:
    Originally Posted by Siolfir View Post
    And if you get hit during Placates animation before the next power gets queued, you get no benefit at all.
    That has almost never happened to me. I don't know that I've ever seen it.

    Quote:
    Also, keep in mind that the most damaging non-AS attack for several sets is an AoE which is only a 50% critical and that neither EM nor KM get any extra damage from their heavy hitters after Placate at all.

    It's not necessarily a straight-up benefit to damage when compared to just filling in another attack that's already queued (usually, it's not any benefit).
    It doesn't have to be a heavy hitter, it just has to be more than 1.5 seconds animation. IF, and I repeat IF, your concern is long term sustained DPS, there should be a choice in most cases that will result in increased DPS, even if only marginally. You should NOT consider using Placate a penalty.

    Still, I'm not claiming that Eagle's Claw is representative of this bonus. I know how good EC has become since the MA boost.

    My point is that although in most cases a Stalker's sustained DPS is slightly lower than a Scrapper's, this is balanced by a Stalker's ability to achieve a much higher DPA in his alpha strike. In the short term, the Stalker's DPS is higher. The Scrapper only pulls ahead over sustained attacks against a tough foe, like an AV or Rikti Pylon.

    If you are talking about sporadic combat against scattered foes, say you are fighting only 15 out of every 30 seconds, Placate should be up often enough that you can get a sizable bonus to your DPS. With Eagle's Claw, a DPA increase of 25.56% means an overall DPS increase over 30 seconds of 3.375%. Over 15 seconds, that's 6.9%. (Slightly higher than double because you're comparing the animation time of Placate+Eagle's Claw to a shorter time) And that's not counting if you open with an Eagle's Claw from Hide, which is a 100% increase in DPA with no increase in cast time. If you spread THAT out over 30 seconds, it comes out to about 8%.

    Let me make this simple: is there anyone here who would consider trading Placate's Critical capability for 12.5% more base damage? Not me, because I'd use it even if it DIDN'T Critical, for the mitigation.
  7. Quote:
    Originally Posted by Deus_Otiosus View Post
    The Brute is more survivable by about 200-250 more hit points, but on teams you will most likely have a greater share of incoming attacks than if you had made an equivalent Scrapper, and as a Scrapper you'll be doing more damage.
    Yep. The Brute's greater hit points are, in effect, balanced by the mechanic used to build Fury. Those hit points are needed to build to Scrapper damage. Solo, it should all balance out.

    On a team, the Brute has higher caps, allowing him to achieve higher survivability with team buffs to back him up. He also has more targets on which to build Fury. On the other hand, he loses damage because the amount of damage buffed by the team is lower proportionally than the Scrapper.

    In the end, it comes down to team makeup. If there are a lot of defensive boosts, the Brute will be more survivable than the Scrapper because of his higher hit points. If there are a lot of offensive boosts, the Scrapper will be doing more damage. If there are few or no buffers on the team, the Scrapper and Brute will be doing nearly equivalent damage, but the Brute will be struggling to keep himself standing. It that case it would probably be helpful for the Scrapper to off-tank, or for a second Brute or Tanker (since it would likely you would have a second or even third with such a melee-heavy team) to trade out tanking duties.
  8. The problem is not holds or stuns. It is that -Recharge as a defense effects Fury, while -Acc or -Def does not. Whether a foe hits you or not, you get the same amount of Fury. No matter how much damage the foe does, you get the same amount of Fury. But if your foes are not attacking you as often, that results in less Fury.

    That even makes holds and stuns WORSE, because less attacks are coming in while the foes are not held or stunned. A Dark Brute can at least be assured that when his Cloak of Fear and Disorient are off, the reduction in Fury goes away too. He does not disorient or fear with every single attack. (And even Energy Melee has only a chance of disorient with each punch. Ice Melee is a constant, stacking debuff)

    Personally, I don't feel it's EITHER Ice Melee OR Ice Armor that is the problem, it is the two of them in combination. Chilling Embrace has a higher -recharge component than any Ice attack, but it can be turned off. However, I think the problem there is that it is not MEANT to be turned off. It is a major part of the mitigation of a Ice Tanker, while Oppressive Gloom is not a major part of a Dark Tanker's mitigation. It is not intended to be kept up all the time, it is a drain on health. So a Dark Brute can turn it off to build Fury, and then turn it on when he gets in trouble.

    Cloak of Fear is intended to be up more all the time, but again, a Dark Brute can turn it off if he's building Fury. Even with it on, as long as he is attacking, he is breaking the Fear, so the foes will be attacking him, even if at a reduced rate. Chilling Embrace appears to be similar, but IMHO Chilling Embrace is not meant to be turned off like Cloak of Fear is. Its effect is intended to be more like CoF's -Acc.

    I personally think that the solution to Ice's problems on Brute is to replace the -recharge with something else, like -dam. This would be consistent with Benumb, from Cold Domination. The sets could even be renamed Cold Melee and Cold Armor to imply that connection. I would actually replace Chilling Embrace with a power like Artic Fog, it would give the Ice Brute stealth, while boosing his Defense, and then hit the foes with a -Dam. I think the stealth would be a nice addition, given that Dark and Energy Brutes also have stealth. (And stealth does not interfere with a Brute's ability to draw aggro, although it does reduce adds)

    OTOH, with the recent changes to Fury, it is entirely possible that Ice Melee and Armor will work perfectly fine right now. The individual Power Set impacts on Fury have been reduced by the change, and it is easier for all Brutes to get to 75%. So Ice could be working just fine on Brutes right now, it's just no one has yet to try it to see. Or, Ice Melee might be okay if not stacked with the -recharge from Chilling Embrace, at which time all you'd have to do is replace that one power, like I suggested.
  9. Yeah, I think the idea that you have to bid on something confuses people. If you see that there are items listed as for sale, that means you CAN buy them right then. You just have to meet their price.

    The system where the seller posts his final price, and the buyer has no choice but to meet it is nice, but this system can save you money in the long term. If you take the time to bump your bids up from a lower value, you can usually save. It also means that if you're willing to spend the money, you CAN get it, but you end up spending more than if you either wait a little, or do a little shopping around. (Such as, checking within a range of levels for an Enhancement or Recipe you want)
  10. It took me over a week to finish updating all my characters for Inherent Fitness. More than 2/3 of them I just had to log them in, they didn't have Stamina yet and so it didn't really take much time. But between just going through the login process, and the 1/3 that did need respecs (and about half a dozen need a respec for their second build now) it was pretty tedious.

    I'm happy, though, the results have been pretty good, and now that I'm done, I don't have to worry about it ever again. Hopefully it will be a long, long time before the devs again do something that impacts every character at all levels of development. I've been able to get back to playing, and enjoy the results.

    Inherents I don't see as a problem, as I have only two 50's. Those who have as many 50's as I have alts I can see having a problem. But I think in that case I would have taken it one at a time, going through the ones I felt would be most likely to benefit from the Incarnate process, and would be interested in going through it first. That's the way I've handled my side switching, after all.
  11. Quote:
    Originally Posted by The Grim Heaper View Post
    I've found breath powers (fire breath, frost breath) were given alternate animations where the cone originates from an outstretched hand, rather than the head/mouth region.
    Yeah. For some reason that example was escaping me.

    It does seem odd, though, that the devs redesigned attacks that come from the mouth to have different alternatives, but did not redesign attacks that come from the eyes. I personally think someone was being a goofball.

    The OP, though, I think may have been asking about attacks that DON'T come from the eyes being costumized so that they DO. Which is sort of the opposite. So although it's a possibility in the future, the answer is "not at this time".
  12. I don't think so. The command "target_custom_next" can be used to target only alive or only dead targets, but I don't think there's any way to tell it to select targets only above a certain amount of HP.
  13. Psi Armor = Willpower

    There was a discussion a while back about a Psi Melee set. It was put to a vote, along with, among other choices, Dual Blades I believe. Dual Blades obviously won. However, it could still come about in the future.

    I'm interested in seeing what a Psi Melee set would be like. It would likely have attacks similar to Psionic Assault, but the example of Psylocke from the comics implies that some sort of blades or knives could be manifested as one or two attacks from the set.
  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    On a good team using AS on anything less than a boss will most likely see you corpse blasting.
    I didn't say AS. I said AS OR Placate.

    Placate in essence gives you a 1.5 second animation time attack, that does the same damage as your most damaging attack. Presuming that your most damaging attack takes more than 1.5 seconds to cast, this MUST increase your DPS. You're getting twice the damage for less than twice the animation time. This can make a marginal DPA attack considerably better, and a good DPA attack at least marginally better.

    Plus, Assassin Strike is itself one of the best DPA attacks available to a Stalker. Yes, you only want to use it against Bosses, but you DO want to use it against Bosses, for the potential for Demoralize. You can continue to use AS, and Placate for that matter, without reducing your DPS. And of course, opening with AS will always improve your DPS.

    Is that capable of giving you 5% more DPS? I don't know, I'm not saying that is a fact, just my feeling in the matter. But I do know you can get 25% more DPA out of Eagle's Claw by preceeding it with a Placate. I can only do that every 30 seconds, more if I get some global Recharge. Is that enough to boost my DPS by 5% overall, I don't know, I've never worked up a chain to see. But I know that it IS higher.

    Since as a matter of course I can one shot a foe before I even enter the combat, and I KNOW I will be doing higher burst damage than the Scrapper, I'm not sure that a 5% or so lower DPS means that I'm going to be spending more time to kill my foes than the Scrapper. In a mixed group, most of both of our damage is going to be wasted anyway. And if I can take out three targets while the Scrapper is still working on the second, even if I can't do that until we move on to the next spawn, who here is doing the greater damage?
  15. Horse. Dead. Beating. Stop it.

    As for the argument, "What if I get to 50 and the evil stupid devs nerf it and I can't play any more and I hate the game and ragequit", um, well, first of all the devs don't just sit around waiting for characters to get to 50 so they can nerf that character into oblivion and force the player to start over. Yes, ATs get nerfed, it happens, but you learn to deal with it and move on.

    Second, the whole purpose of nerfing, well, overperforming classes in an MMO is because, well, they're overperforming. If they allowed you to just switch to whatever other class is the next in line that would kind of defeat the purpose. Besides, it would be nerfed soon enough as well. The devs want players to try out all kind of ATs, not just whatever is the Flavor of the Month this month.

    If you have enough alts, then you shouldn't be effected by nerfs, because either you will have another character that isn't touched by the nerf, or one that has actually been BUFFED. Which is another reason to go along with the devs' encouragement to create many alts. And you will know more about playing that alt anyway, since you will have played it from the beginning.
  16. Quote:
    Originally Posted by Father Xmas View Post
    I think the OP may be referring to the power customization, location of attack origin changes in I19 and is confused.
    Yeah, I think there was an assumption that attacks that previously were fired from the hand could be fired from the chest or the eyes, and attacks that were fired from the eyes could be fired from the hands or chest.

    As it is, we got ONE new animation for most attacks, and most of those were merely a different animation using the hands. It would have been nice if the eye attacks were given an alternate animation that used the hands, but instead we just got a second animation using the eyes.

    Interestingly enough, though, I have noticed that some of the Sonic powers (at least in Sonic Resonance) that originated from the mouth now can be fired from the hand. Since the original animations are sort of vague and really only come from the general location of the face, I guess you could say the old attacks are coming from the eyes or head. (Like psychic attacks)
  17. Well, not really. Defenses work best when stacked with other defenses, and so having just Tough or Weave by themselves isn't that helpful. On the other hand, when stacked with some IO defenses, plus Combat Jumping and some defenses from the Epic pools, they can really start to do some good.

    What you are probably wanting to know is that Tough is 10.5% Resistance to Smashing and Lethal, and Weave is 3.5% Defense to all. That's about the lowest it gets, even a Corruptor gets more benefit out of those powers, at 11.25% for Tough's Resistance.

    Also since Tough is only good against Smashing or Lethal damage, it's really only useful against melee attacks, so it's really only useful if you're planning on being a Blapper.

    Finally, I would say that if you are going to pick up Tough and Weave, you won't want to bother with it until after 22, when you can slot it with some End reduction. In the lower levels you will probably find it impossible to keep either up all the time, much less both of them. Honestly, Combat Jumping is probably better for the early levels, it's only half of Weave's Defense, but costs almost no End, and will enable you to get in and out of melee faster.
  18. Yeah, I miss Salibu as well. Saw the subject and just had to come in here to say that.

    Also, not sure if Severe was talking about her character or her forum avatar. I'm trying to remember it, some neon sign, and something about an, um, "Jiggle Room?" Ahem.

    The current avatar on Guru isn't it.
  19. Quote:
    Originally Posted by Leandro View Post
    Doesn't HeroStats already provide DPS measurements? It sounds like something right up their alley.
    Yeah, that was what I was going to say. The tool already exists, you just need to go download it and install it. And it'll give you even more useful information besides.

    Granted, I haven't used HeroStats in years, so my version isn't up to date. I haven't really felt any need for it since the buff icons started flashing to warn you before they expired. That's what I was really using HeroStats for.

    And just to say it, the OP's suggestion is exactly how it works, it parses the log file.
  20. Quote:
    Originally Posted by Silverado View Post
    Yeah, that has been in the game since CoV launched
    Really? I was pretty sure that was a new map for the tip missions as well.

    Which CoV mission or missions use that map? Because I'd like to check them out.
  21. I'll also point out that IMHO, 2 attacks well slotted with 5 Enhancements will stand you better than 4 attacks with only 3. It's a delicate balance, of course, but you don't want TOO many attacks you're trying to split slots between. Concentrate on the ones you use the most, and leave fillers to just use up time. Or even better, use Brawl when you're sitting around waiting for attacks to recharge since it uses no End.

    You also don't really need Acc or End in the attacks you use only as fillers, as they aren't used that often.
  22. I always figured the thing with the Warshades is that since you had to have a body to summon one, the rule of "no multiples" was relaxed. It may be innate to the way they work, though, if they work like Phantasm's duplicates and Soul Extraction's wraith, the difference may be that you getting your DEAD FOE to summon the Fluffy FOR YOU. So the limitation to one per caster is gone, since the dead body is the caster.

    I think it's simply that Fluffy isn't a self-aware pet, though. There appear to be three types of pets:

    1) The "psuedo pet" which is just there to implement a power. Caltrops for instance. It's not really a pet, it just lays there.

    2) The type of pet that is a manifestation of YOUR power, but sticks around. Lightning Storm, Tornado, Gun Drone and Voltaic Sentinel would be good examples of these. (Although Voltaic Sentinel may be limited to the one pet per caster) They aren't really conscious beings in their own right, they are you creating an effect that follows you around.

    3) The "true" pets, like Jack Frost, Animate Stone, the Fire Imps, Phantom Army, Phantasm and Spooky, and so on. These appear to have a certain amount of independent will, you summon them, and then they act on their own. The power is in THEM, not in YOU.

    The type 3 pets tend to have their own to hit and damage mod, while type 1 and 2 tend to use YOUR damage mod, since they are an extension of you and your power. And typically, only Controllers, Dominators and Masterminds get the type 3 pets. Dark Servant (the other dark Fluffy? ) seems to be a type 3 pet, but he deals no damage, so there doesn't need to be a determination if he is the same across the 3 ATs that can use him, or each should have their own version with unique damage. And of course there are "pets" that do the same damage across ATs which really shouldn't, but that's apparently another issue.
  23. In general, it is better to 3 slot Damage than anything else.

    You really only need 2 Acc if you are going up against reds (that is, you have your difficulty set to like +2 or more) or if you take on a lot of CoT. There can also be individual AT builds that have trouble with accuracy, for instance I've found my Kinetic Controller needs a little extra Acc since he has no way of boosting to hit or debuffing Def. Then again, he really only needs that accuracy in his holds, since missing with them would mean he takes more damage.

    Prior to level 20, IMHO accuracy is far more important than damage, and you should slot Acc first. However, recently a buff was added where low level characters start with a higher chance to hit, and it scales down to 75% at level 20, just like their damage starts at 100% and scales down to whatever the AT's damage mod is. (Or up, for Scrappers and Blasters)

    This basically means you don't really need to worry about Acc until 10, you can slot either 1 or 2 Acc DOs until 22, and then upgrade to 1 or 2 SOs depending on how often you fight purples.
  24. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Jack Emmert doesn't work here anymore.
    And I STILL don't think it would be enough.

    I had a time soloing a Tanker with 0.7 damage. I shudder to think what 0.65 would be like. Maybe ONE white minion. Maybe. If he had one attack and a -Res debuff on him.
  25. Yeah, I prefer to believe it's a technical problem and not just the devs wanting "no badge for joo MMs!" It may not be possible to distinguish pets from other critters that just may wander up and get involved in the mess.

    The MM's participation as a buffer/debuffer SHOULD earn him the rewards. However, in many cases the resiliance and buffs of the henchmen themselves provide as much or even more to the MM's participation.