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Quote:You didn't take Bitter Ice Blast? @_@I don't know how much I have spent on this build so far, but he is my main character so it would be worth more the 2 billion inf. I can solo x8/+2 missions and just yesterday I went up against a mob of freakshow set to x8/+4, I managed to kill the 2 bosses and all but 3 minions before I needed blue inspirations, but I didn't have any on me at the time. With i19 coming out, I should be able to solve most of my endurance problems and finally get Bitter Ice Blast which will help with taking out bosses.
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I know this has been discussed before but it was a long time ago.
Does any of you know if the knockback proc happens right when the "teleport" starts or AFTER the hole "spits them out"? I am trying to get more ranged defense and the full stun set gives good range but I don't want the knockback to mess with my wormhole. It's cool if the knockback happens as soon as the teleport hits. If it happens after, does it mean that the mobs get pushed back even further?
Basically, if you have the full Stupefy set, do you notice anything different? -
While they don't deal a whole lot of damage, they add a bit more controls and they have surprisingly high health or Dominator's health is that low? lol
I am lvl 33 and I was looking at numbers and I think each Gremlin has about the same health as I am (I think a bit more?)! I know it isn't saying much but think of it as having two "meatshields" when you solo.
I like having two pets. One is lonely and three is too squishy. Two is PERFECT! -
I've never tried this BU proc because most of the pets seem to have better damage proc than Build Up. However, I am considering buying one for my Genins since they can't take any fancy damage proc (except for one knockback).
So basically, when they attack, it gives them about 16% chance to proce build up and BU lasts like 5s? -
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OH!!! I've always thought Blaster's damage modifier is 1.0 for both range/melee. Is Blaster's melee 1.125 as well? Isn't Scrapper the only one being 1.125? T_T
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Quote:I meant to ask this. How come Blaster's Blaze damage is so much higher damage than Corruptor's? I looked at the math but I can't seem to add up to 188.9 damage unenhanced at lvl 50 with 25% higher base damage modifier.
Fire/Electric Blaster DPA @50, unenhanced.
Flares: 63
Fire Blast: 51 (Ouch!)
Fire Ball: 75 (16 target max)
Fire Breath: 41 (10 target max)
Blaze: 170 ()
Charged Brawl: 131
Havoc Punch: 96
Shocking Grasp: 100
Corruptor's Blaze in mids shows 126. That's 88.4 + (7.51 x 5) = 126. 25% increase is only like 110.5 + (9.39 x 5) = 157.45?
I didn't know Blaster's "base" damage in blast set is higher? Am I missing something here? I know Blaster's damage scale is 1.0 and Corruptor is 0.75?
Another interesting thing is Dominator's Blaze 168 damage with recharge at 12s is still less than Blaster's Blaze with 10s recharge? Doesn't Dominator have 0.95 range modifier?
PS: Blaster's Blaze damage is crazy high... lol -
Quote:I've recently been thinking about trying out a Blaster as this is the only AT I have never played much. However, I keep seeing people talk about Blasters as having severe issues soloing beginning around level 30. Apparently this is due to mob hit point scaling and blaster damage just not keeping pace.
Is this really the case? Does the Blaster AT literally become mediocre damage and low survivability? That just....doesn't make sense. And if that really does happen, maybe someone needs to smack Castle in the back of the head until he fixes it.
So how about it folks? Are people over-exaggerating the situation?
(In case it matters, I would prefer to play an Energy blaster for concept purposes.)
Well, a Corruptor/Defender with secondaries that don't benefit them much (ex. Thermal, Empathy) will have a harder time soloing. I know I absolutely hate soloing with my AR/Thermal Corr (it's like the worst combo ever for soloer).
I think Blaster's damage is fine. You just have to take those control powers and make sure you carry some breakfrees because if a boss mezzes you, you may die before he does.
I think "mediocre" damage probably means that Blaster doesn't have the survivability to back up his damage. Just like Ninja Mastermind. They deal a lot of damage but when the pets die (which they do often being melee and having no resistance), they deal less damage over time. Maybe this is where "mediocre" damage came from. A Blaster with a lot of set bonuses may prove otherwise but by the time you've got enough set bonuses, you are probably well into your 45+ or even 50.
I normally don't like to solo with my Blaster. I did have a lvl 50 Sonic/Ice. -
Well, Fortunata has a pbaoe confuse and a mini-nuke. Not that you have to use stealth to use them but just saying that the idea of a "stealthy" controller-type does exist and I don't mind seeing it in Dominator. Afterall, doesn't Illusion control have stealth and team stealth?
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Quote:I am actually fine with Swap Ammo to be honest...I mean sure, the secondary effects of the other Ammo Types could definitely be better, but I like the idea of them all the same. Once again, I think that the only things that really need changed to make DP a competative set are:
1.) Add DoT Fire Damage to Pistols (tier1 attack), equal to Dual Wield.
2.) Allow Piercing Rounds to KEEP it's -res even when using a "non-standard" ammo type.
4.) **Optional** Increase Piercing Rounds Cone by 15 degrees (for a total of 20 degrees, same as BroadSword's Head Splitter).
3.) And Either:- Allow ES to cause Knock-Down even when using "non-standard" ammo...or
- Decrease ES's animation time, while still keeping it's same damage modifier.
I feel, that these changes would be enough without breaking the set and making it "too powerful" in any way. At the VERY least...it's a good place for the dev's to "start".
Oh, I didn't know Piercing Round loses its -Res when using a non-standard ammo. Interesting. Does this mean that Pistols lose its -Defense too if I put AH proc in it and use non-standard?
Yeah, I actually kinda like Ice Ammo. The slow are pretty good on a large team. I've tried Toxic ammo but I feel the damage is less for some reasons? I am not too sure about the -damage debuff. It's kinda hard to tell. -
Quote:I vote for jumping effects on VS for sure. Anything to help elec.
Back in the days, there weren't cell phones and calling contacts, when we walked up hill in the snow to school and walked up hill in the snow back home again....we could have more than one VS out at time. Those were the days i tell ya. All these changes over the years....lol
I have like a level 44 emp/elec def that i basically refuse to play, but can't delete because he was my first char that i made it well into the game. I just quit playing him, because he was so crap-tastic after seeing what others sets could do. I will only play him on double xp weekends, so i will finally make it to 50. I need to look at the buffs to the set then.
Its good to know, the elec blast got buffed, a look at its recharge times. I will have to look at that in mids and take my elec def back out. Its a shame the dam buff is only for blasters. The set has turned out to be lackluster on defenders. VS was supposed to make it different and give you that pseudo pet, but after we lost the ability to have two VS's out, then elec really became subpar.
EM is great from what i understand and seen. Electric blast just wasn't. And, since castle is looking at underperforming sets (and alternative animations), lets hope elec is on his list. A little second look, like what he did to burn would be nice.
VS should could use alittle something else. Jumping would help. An Alternative, would be some wide arcing thing around the caster, that would just shoot a blast out, kinda like a pbao and act like the pet. If it's blasts jumped, then it would be way cool (and the visuals with Short circuit/Lightning field/Cond Aura would be just friggin awesome)
I would love to atleast see a jump effect added to VS.
Oh..you could have two VS out before? Interesting. I was thinking why didn't they just allow Elec set to cast more than one if recharge is up. It's not like they last for a long time and it takes like 2s to cast.
Oh well, no duplicated VS is fine but a jumping effect would be nice. -
Quote:Some ideas:
* /Ninja could make for a natural secondary with both melee and ranged.
* A Gadget/ primary could have stuff like zap-guns, tranquilizer darts, caltrops, traps, web grenades, flash bang grenades, smoke bombs...
Yes, I would play a Natural set. I like my super heroes/villains fairly "low-powered" RP-wise (not game mechanics).
Fortunata has access to "stealth". Maybe Dominator can have a stealth too to play like a Mind-control Ninja/Assassin? I would love to have access to throwing stars. I love them but I don't feel like taking them as epic powers.
There is Taser power for stun and possibly +damage. -
Quote:Maybe they just need to "turn it on". I remember when they buffed Stalker with natural 10% chance, Dark Blast couldn't critical. They then fixed it.I do have a question along these lines. I have a hero stalker from Praetoria. As expected I have APP powers. However these powers don't crit from hide. I'm not sure if this is working as intended or not? I do know the PPPs do crit from hide.
I am assuming they need to do the same thing for PPP powers. -
Hell yeah!!
I've been wanting a Gadget Control for a while.. in fact, the new Mastermind Whip attack is what I've been asking. Something like Whip/Chain control to complete my "Dominatrix". :P
I don't know if the reason we are not seeing Dark Assault / Gadget Control sooner is that there's already sets that are similar? Like Trap and Dark Miasma. -
Quote:I think I was talking about Grav/Elec. Elec has Build Up. I was comparing Grav/Elec VS Fiery Assault and suggesting Lift as a decent range attack.the envenomed dagger does -250% which is enough to be noticeable, but the effect only lasts for 10 sec and you would prolly run out of charges on the dagger before you killed the AV unless you had a lot of dmg
(also i just noticed that in your OP, you said gravity has build up, which it entirely incorrect, none of the control sets have build up) -
Quote:Not sure if it's mentioned already, but Venom Grenade is worth taking. Yes, it causes redraw but so what. Especially since it stacks with Poison Ray, it's a solid means of keeping your DPS up between stealth strikes.
I think the design behind SoA is probably having Crab start alpha first (as they can't hide) and that's why they have better shield/HP and better innate range defense (as opposed to melee defense). After Crab start with Venom, Bane(s) go in and mash the !@#$ out of the mobs. Venom can increase Bane's "toxic" damage by 40% which is quite a bit.
Yes, Bane has access to Venom as well because 1. if you use it in the beginning, you lose Hidden. 2. it causes a little redraw. I've tried to use Venom first and then Poisonous Ray.. ugh, it just feels so long. I rather just smash twice with Shatter and Pul. -
Quote:Wow.. price has dropped that much?!!! I haven't bought them for a while. Last time I checked (was probably a month ago), there wasn't even one for sell at lvl 20 and there were a lot of bidding so I didn't bother.Achilles' Heel? No it's not, if you look for the low level ones. I was able to pick up a lvl 12 recipe for 100-200k. Chump change by IO set standards.
Did you just get lucky? -
Quote:Yup, Yup!Wow, The lady Grey Proc added some nice dmg and debuff I likey thanks for the heads up!
But I still think a set shouldn't be balanced with "sets". Some people may not have time to get good sets. AH Proc is freaking expensive!!!!
Merc without those two procs don't stand out at all. -
Quote:Say what?
At level 50, Dual Wield deals a baseline of 82.58 damage (57.81 lethal and 24.77 ammo variant). The incendiary DoT provides an additional 16.7 damage (sum of 7.07 * .8 ^ n, where n is each integer from 1 to 4). Unless you consider 20% more damage (because it's enhanced by all of the same things that buff your baseline damage) "not much", you have no clue what you're talking about. It's similar for the other attacks such Empty Clips (56.92 base damage, 13.8 bonus damage for 24% more damage with incendiary on), Bullet Rain (62.52 base damage, 13.8 bonus damage for 22% more damage), Executioner's Shot (132.63 base damage, 24.96 bonus damage for 18% more damage), and Hail of Bullets (204.48 base average damage, 33.6 bonus damage for 16% more damage). The only attack that doesn't benefit from incendiary ammo's DoT is Pistols, and it doesn't get anything except for the damage type alteration for any ammo type. Incendiary Ammo adds a massive amount of damage, especially for your AoEs.
As to the damage type changing being more useful than the damage itself, that's just as much of a joke. The damage type alteration is too small to have any meaningful effect upon the performance of the set (it's only 30% of your total damage that changes). Even against enemies that heavily resist one type of damage and are weak to another (like CoT behemoths with their 20% resistance to fire and 20% weakness to cold), it's still better to use incendiary ammo for the bonus damage than it is to use cryo ammo for the damage type advantage:
Assume that incendiary ammo contributes roughly 20% more damage from the DoT. A 100 damage attack with cryo ammo is going to deal 70 lethal damage and 30 cold damage. The same attack with incendiary ammo would deal 70 lethal damage and 50 fire damage. Applying resistance and weakness, the total damage on the two attacks would be 106 for cryo ammo (70 + 30 * 1.2) and 110 for incendiary ammo(70 + 50 * .8). The ammo type advantage simply doesn't exist. The only real difference in the performance of the various ammo types is simply in the secondary effect of the powers themselves. For damage, none of the other ammos beat incendiary ammo, even in situations that are good for them and bad for incendiary.
Just curious, have you compared to Fire Blast's ST damage? I am curious how Dual Wield, Execution and Piercing Round perform on the dps chart. Both Execution and Piercing are heavy hitters but also the slowest and I think Piercing debuffs resistance?
Piercing Round has 20s recharge so Dual Pistol may need Pistols in attack chain as well? That will be 4 ST attacks (Piercing is a narrow cone I know).
Can you figure out the math? With Aim and Without Aim into consideration. -
Quote:Yup I agree. I've been playing my Kin/Dark Stalker and having just ONE aoe is good enough for me. Hell, I would even settle for Ninja Blade and Broad Sword's first cone attack. It's not a whole lot of damage but when you hit more than 2-3 targets, it really adds up in a large team setting.This is true, but thanks to the way AoEs are laid out, there is an immense difference in potential performance in a set that has even just one AoE, and the same set with that one AoE removed. To be fair, though, that narrows the big offender list to MA. DM has a more interesting difference; in PvE, having Build Up instead of Soul Drain is actually a fairly significant drag on peak performance. Soul Drain really is just so good that it can elevate a set with otherwise fairly middle-ground DPS into the top end.
Some Stalkers coming here to complain because they probably made an Energy Melee (I see them all the time still) and when they fight on a large team, they start with AS and try to placate and Total Focus. That's like a bit over 10s of just doing two attacks! After those 10s, your teammates probably killed 50% of the minions or more. This leaves a bad taste for a Stalker on a large team.
I actually advertise myself as "AoE Stalker' when I look for team. I want people to know that I am not only limited to ST and AS. I also usually run teams myself. I don't wait for people to invite me.But honestly, when I play Spine/Elec/Dual Blade or even Kin, I feel more like a Scrapper with better critical rating. lol To some people, this is fine but to some who are looking for a cooler Assassin, it is not good enough.
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Dominator's melee modifier I think is at 1.05 while range damage modifier is at 0.95. So technically, Dom does more damage with melee but it's also more dangerous and may take time to reach the target.
All my Doms use melee attacks but I made this thread just to figure out if all-range Dom does good enough damage to overcome a real AV (I don't think GM is impossible at this point without melee attacks and drained psyche). -
So by numbers, Fire/Fire still has the "best" range raw damage? I won't include hot feet's damage.
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If Mids is correct, Embrace of Fire lasts 30s on Dominator? Does the non-fire damage part last 30s too or just 10s like before?
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It's a curse!!! The Legs stick with you forever!
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I am not too sure how much the dev is willing to change in Ninja set.
Assuming everything else is balanced, they can at least change Crane from kb to kd. That will make Ninja users very very happy! We no longer need to watch Genin follow somebody down the next level after a knockback and we can't command him back in time and aggro more, or watch the Ninja "pause" to wait until the knocked target gets up.