Jibikao

Forum Cartel
  • Posts

    3510
  • Joined

  1. Jibikao

    Mm dps

    Quote:
    Originally Posted by Lobster View Post
    Not like Commando or merc/ in general needs any help making sadfaces :P.
    The thing with Commando is that if he stands far, it benefits Full Auto (more coverage) but to get the most out of Buckshot and Flamethrower, he needs to stand at like 40' range.

    It's frustrating that the Soldier's full auto only has 20' arc. That is so narrow.
  2. Jibikao

    Mm dps

    Quote:
    Originally Posted by Codewalker View Post
    Incendiary Swarm missiles, however, does 30.56 damage to each target, and from the looks of that power, it also summons a burn patch... under each target hit. That's why it does such insane damage when it hits a lot of targets. The burn patches themselves can hit up to 5 targets with each tick (8' radius).
    This makes Commando's Full Auto looks really sad.

    Commando on paper looks good. He has several aoe but they are cones and it's much easier if it's a target aoe like the missiles.
  3. Quote:
    Originally Posted by Shred_Monkey View Post
    Patron powers don't build assassin's focus. That's the problem I was addressing, so Patron Powers don't fix my issue.
    That is a good point. I forgot about patron not giving Focus. My Spine has burst. I mostly only use it for set mule. I don't use it unless it's a big group of enemies around me.
  4. Quote:
    Originally Posted by UberGuy View Post
    In general, you'd be better off to put the Stalker ATO "re-hide" proc there.

    You have to include cast time. That's 1.188 + 6 = 7.188. The chance of the proc going off is CycleTime/60*PPM, or 7.188/60*3 = 0.3594. So the SBE is better by almost 1.8x.
    Oh, I am thinking of putting both ATO and cash Purple proc in Assassin Strike. That way you get re-hide and a guaranteed purple proc damage which is pretty high. Holy !@#$

    So even in a 6s recharge attack like Ablating, the SBE is a lot better? Mmmmm, I guess it is a bit "pay to win". lol But it's not to the degree of overpowering (or is it?). And Ablating is good because it has shorter act. time.
  5. Jibikao

    MM PvP - Primary

    Are we mostly talking about MM VS MM?

    I am not an expert but one time I took my Ninja/FF to warburg. I saw a lonely Robot/whatever. I sent my Ninja in and caltrops and rain of fire really messed up Robot's AI. I am sure he was in BG mode but the pets' AI was really messed up for a while.

    Not saying Ninja rules in PvP but I just want to bring up what I've seen from Ninja. Of course if the pets spread out, the caltrops/rain of fire effect will vary.
  6. Quote:
    Originally Posted by UberGuy View Post
    Standard ATO procs are 4 PPM, and Superior ones are 5 PPM. Most of PPM versions of "20% chance" procs I looked at, such as Mako's Bite, are 3 PPM as SBEs. ToD SBE's are 2.5 PPM. The proposed SBE Hecatomb proc comes in at 4.5 PPM, potentially subject to change.

    Some of the procs, such as Performance Shifter, apparently did not work out as expected when put passives or toggles, with their very fast re-activate rates. The original PPM PS proc was about 2.5x better on average than a Miracle unique. (This is one reason I don't have much sympathy for anyone who bought a bunch of them on the basis of working out what the original PPM meant in terms of endurance recovered / minute. I think anyone who knew how good they were - and used that as a reason to buy them - was, shall we say ... unreasonably optimistic that they would not be changed.)
    Oh my... I really should follow those cash item threads. I have no idea they are changing the new ones to that. This is very useful info.

    I am so going to buy Purple procs then! 4.5 PPM means each time you use Assassin Strike, you are guaranteed to get a purple proc damage? Holy s@#$!

    So the standard proc like Mako's is 3 PPM. Mmmm... is this better than the old 20% fixed rate? Let's take Ablating strike for example. It only recharges in 6s. I suck at math. If you put it in Ablating, which proc is better?

    And also, I am not familiar with damage proc in PPM. Is that the "average" chance to happen or it's fixed like Stalker's proc where Guile proc can only happen once within the time limit? The only ATO damage proc I've tried is in Blaster's Dark Blast Gaze which has 20s base recharge. I know whenever Gaze hits, I see the fire damage proc.
  7. Quote:
    Originally Posted by UberGuy View Post
    It's not a bug. The issue is that they don't work the same way. You can't compare them directly. PPM stands for "Procs Per Minute", and by design, they proc more often in powers that have longer cycle times. (Cycle time is cast time + base recharge time). The idea is to keep the average number of times they proc per unit time fixed instead of the average number of times they proc per power activation.

    All SBEs that are procs use the PPM system.

    There are two things involved that make this better than a standard proc.

    One is that it's better by design in longer cycle powers. If it procs 20% of the time in something with a 4s cycle time, it will proc 40% of the time in something with an 8s cycle time.

    The second thing is that you can improve recharge time with slotting and global recharge. So if you have something with an 8s cycle time that you can get down to 4s, then it's twice as good to put a SBE/PPM proc there rather than a regular proc.

    Oh?! I thought it's just ATO procs that are based on "per minute" system, which I do think is better than the old 20% flat chance because that makes slotting very boring as you always want to put in an attack that recharges faster.

    So cash Mako set's Lethal damage proc is based on "per minute" as well? Oh my, I have not followed any of the cash sets. I have no idea they are changing it to "per minute" system. So the basic proc happen like 4x/minute right?
  8. 1. Ninja has the worst personal attack but it also has a spammable smoke flash.

    2. Beast, you need either Hawk or Raven for the -fly effect, especially at lower level when you don't have access to patron Mace.

    3. Necro, I actually like the attacks. Yes, they cost more but Dark Blast and Gloom are two very good DPA attacks and the new Life Drain is so much better even if you are only using it for self healing. I would at least take Life Drain. And tohit debuff stacks so the more the merrier.

    4. Merc, Burst is pretty good if you want AH and Negative procs. I took M3 Grenade because Merc's aoe damage is pretty poor (mostly narrow cones) and I put Energy and Smashing procs. It's nice to add 50% knock back control to the set that already has many knock backs. Chaos!

    5. Robot, I would take the aoe attack because it has aoe stun in it which can stack with your Protector's.

    6. Thug, not really sure. Maybe the one that has knock down if I really need it.

    7. Demon has good options but I won't take all 3 of them.


    As my personal rule, I usually take at least one attack early and then I respec.
  9. Quote:
    Originally Posted by Lobster View Post
    Heh. Compelling argument! I may try that slotting if I do another dark/ controller. 6 procs per target? That's better than I was expecting and I wonder if PPMs will take a nerf when used in things that function like this (anyone tried it in /time's hold field???).

    I kind of like Fearsome being an actual attack - it's kind of like a subtle reminder to use it (I tend to not actually need to use FS or SF on my dark/dark unless I remind myself, as they just aren't needed for the +1/2 that I'm running the DA arcs at).
    If you put proc damage in Fearsome stare, don't you get hit when the proc happens initially?
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    It would be awfully nice in fearsome stare, but I had to six slot that with cloud senses. Court order. The nice part about putting it into shadow field is that it takes full advantage of the great recharge that the set has six slotted and plus in a long fight you get six almost guaranteed procs on anything that lives for the entire duration for just the one cast time. That's right, six: the zero second proc fires twice because there's an initial hold component in addition to the recurring one.
    Wow... Shadow Field proc that often? It must be nice to have negative damage from Cloud Sense.
  11. Jibikao

    Mm dps

    Quote:
    Originally Posted by Jeremia_Bane View Post
    For example if you put an aura into each pet, and an achilles heal proc into jounin, you can only 4 slot them for accuracy/damage/endurance. A thugs, necro, demon or any /storm will be able to get all 5 auras without sacrificing any petslots. So not only will he gain +10% res and 5% defense over you, he will also have 3 more slots available for stuff not dedicated to survivability in his pets. Also the ranged pets that can accept them will apply procs like achilles heel -res alot faster than melee pets who have to physically run over to their target to apply them.
    This is why I've been petitioning Pet Recharge sets in all primary sets. I don't see why some sets should have the advantage to get two more pet unique and even if they allow Ninja to have Pet Recharge, we still need to find room for them.

    So not only Ninja is inherently weaker on paper (having the worst survival of all and being majority melee), but they are also weaker due to the lack of two pet unique sets.


    Oh and you are right that Assault Robot's -500 regen is definitely the reason why Robots can solo AV easier. Robots, on paper, have lower DPS but that -500% regen is going to make up so much for it. It's annoying that an all-range primary set with the best survival has -500% regen. It's like WTF?? Hello? To me, Ninja and Beast should have huge -regen. Jounins have some but poison darts suck.
  12. Quote:
    Originally Posted by PleaseRecycle View Post
    Reppu is correct to say PPM instead of SBE if we're talking about the proc imbalance problem. ATOs have the same issue. Performance shifter PPMs were actually "nerfed" in today's patch, though they still perform better than regular PS procs. I'm not the forum's foremost expert on the subject but basically if you put a PPM of 4 or better into a power like AS, it will proc 100% of the time because the base recharge is 15 seconds, regardless of how low you've gotten its actual recharge. Some of us have a problem with that, oddly enough. How PPMs work in damaging aoes is somewhat hazy, but when I saw that putting the will of the controller proc into shadow field made it proc with something like a 95% rate on every possible check my eyebrow wasn't raised, it was ejected at escape velocity.
    Ok, I am a bit confused. What is the term PPM? SBE is Store Bought Enhancements. PPM is?

    I am glad they are adjusting SBE enhancements. There is no reason why cash sets should perform better. That's bad for business. Cash enhancements are good if you are low on playing time and don't want to grind for them.
  13. Quote:
    Originally Posted by Leo_G View Post
    Oh damn! I forgot about that! I need to find out when I can squeeze in some time to play my DB/Nin...wait, I deleted that...

    So that means I get to start over? DB/Ice? I haven't tried /Ice.


    *concept concept gotta think of a concept*
    /Ice is really good. I love it so much more than /Nin.
  14. Store Bought Enhancements proc better? It must be a bug right? I can't imagine why SBE should perform better.
  15. Jibikao

    Ninja/Storm?

    If you are new to MM, I would recommend against Ninja. Ninja is at the bottom of the barrel and it may discourage you.

    Having said that, if you want to try the most challenging set first, you may get better sooner!

    Some advice.

    1. Don't take more than one personal attack. Archery has very low damage. Unless you are going for full set bonus of Thunderstrike, Archery can't take any fancy secondary sets for proc damage. You are better off just throwing Smoke Flash all the time. I see you took 3 personal attacks. That's too many IMO. You are not going to have a lot of time blasting yourself because your paper Ninjas will need to be babysit.

    2. /Storm doesn't have self heal so I would highly recommend you take Tough and maybe even Weave. Ninja/Storm works better if you use bodyguard mode and you need to have extra protection you can get.

    3. Oh and one huge mistake. Tornado is the only secondary available to MM that can take BOTH Pet and Pet Recharge sets. You definitely want to stick 4 uniques there. Those 4 unique will make a huge difference for your paper ninjas.

    4. Jounins should have a mix of proc and damage sets. AH proc and Negative proc damage.
  16. Quote:
    Originally Posted by ricohdah View Post
    Anyone playing their stalkers in i23 beta? I have a pylon time of 2:07 for 429 DPS on my DB/Nin (Thought I was going to say StJ/SR, didn't you?) with the new incarnate power. Also have the Hecatomb and a Mako's SBE procs equipped since they're free for testing purposes.
    Damn, maybe I should respec my old Db/Nin. I like Db, but I don't like Nin. lol

    429 is nice. By the way, which one is the SBE proc? You put the procs in Ablating right?
  17. Jibikao

    Mm dps

    Quote:
    Originally Posted by Redlynne View Post
    The problem with ninja defenses is that 7% and 12.5% falls into the Wet Paper Towel In High Wind category of "Are You FORKING Kidding Me?!?" as a protection scheme. Heck, the +14% To Hit Buff of the Incarnate Trials is bigger than the sum total of Defense that ninjas can have natively (with no way to enhance it other than Maneuvers, or a Secondary or an Aura IO).

    Unfortunately, these piss poor pitiful levels of Defense are entirely consistent with the Issue 0 through Issue 8 design mentality that all Defense based protection schemes need to be starved for Defense so as to prevent them from being effective as a survival scheme.
    I do believe Ninja should get some S/L resistance just like Beasts'. Not much..but it may prevent getting one shotted.

    I don't know man. As a game developer, what would you do? Buffing Ninja's defense so it becomes more Beast or buffing their damage even more? I am sure they can add a bit of defense and resistance but I do hope they can buff Ninja's damage even more because Beast has Fortify Pack that turns them into god-mode. Ninja has smoke flash but it only works on one target and it costs quite a bit of endurance.

    I have a good list of ideas for Ninja. Maybe I'll create a new thread for it. I know you play Ninja too and may be we can come up some good ideas.

    Are you leaning towards giving them more survival or more offense? I think the basic survival is what the Wolves have 12%ish defense plus 16%ish S/L resistance. This is a given IMO. I want to give Ninja even more damage. I think we already have primaries that survive better. What we need is an even better Glass Cannon. Glass Cannon has its advantage when survival is not a big deal (like having a tanker on the team, etc).


    I've leveled my NInja/FF to +3 so it's definitely doable. With a very large team, your Ninjas can get covered with defense and even resistance.
  18. Jibikao

    Mm dps

    Quote:
    Originally Posted by Mad Grim View Post
    I've got the aforementioned Ninja/Time, who is actually my main. Force Field will get you a tad more def, but lacks the buffs and debuffs of /Time. /Time also has a small amount of -regen, which allows for better AV and GM soloing. On that front, I've beaten quite a few, including (recently) Lusca. Granted, I used some T3 incarnate abilities, Including Diamagnetic that offers -regen.

    And yes, runners are a problem, another good reason to pair with /Time- they still run, but very slowly.

    As for Demon outdamaging with the -res, yes, it is possible. Probable even. Then, Demon really has no outstanding weakness- AoE heal, great resist, top notch AoE and ST damage. The Prince is very sturdy and even has some control.

    I do like ninjas a lot, but they do need some work on survivability- More def would be nice, and some lethal resist (they have body armor). But yea, Ninjas should have more def than Beasts for sure. As is, the Jounin is the only one with outstanding defense.
    I made that Ninja/FF years ago. I think that's good enough for me. I am working on Beast/Time right now (lvl 35) and I can already see a huge potential once I can get Farsight perma and Powerboost. /Time is just so much more versatile than FF.

    I like to compare Beast to Ninja. So far, Ninja has better aoe than Beast because majority of Dire Wolf's aoe comes from long range cone and yet he runs in, so only the initial two cones can hit a few targets.

    Beast's ST damage is pretty high with 10 stacks of PM. Once I hit incarnate, I'll try to solo GM/AV with Beast and see how they fair.

    I'll keep bugging Synapse about Ninja and Merc though! I think Ninja should at least match Beast's base defense.
  19. Jibikao

    Mm dps

    I do think Demon has the highest potential ST damage though if you include all the -resist from your primary.
  20. Jibikao

    Mm dps

    Quote:
    Originally Posted by Mad Grim View Post
    As for the Nins having top ST damage- they do, edging just ahead of Demons, who are hax.

    Oh and I find that Genin outdamage the Jounin, due to Jounin standing pack and using poison dart.

    The Oni... he's weird. In melee he refuses to cycle all of his attacks, I believe. Otherwise he does great damage, and is the source of much of your AoE. Though you should watch out- Rain of Fire tends to make stuff run. Though if you're running time, you have Distortion Field, two layers of Caltrops, and Time's Juncture to slow them to a crawl. Also, his RoF is based on an Anchor, probably to void him casting it constantly with no targets or something stupid like that.

    Finally see somebody that understand Ninja the way I do! I am a long time Ninja/FF user and he is +3 Incarnate now.

    You are correct on a lot of things.

    Putting survivability aside (Synapse said he is looking into Ninja, Merc and Necro), Genins do more damage than Jounins and the reason is that Jounins use caltrops that fear the mobs away. Jounins would chase and sometimes shoot that low damage Poison Dart. I would say their overall AI has improved over the years but Genins, on the other hand, are very aggressive. They use attacks almost as soon as they are recharged.

    I used to think what it would be like if MM pets only have melee. Well, Beast answers my question. I think if Jounins only use swords, they'll perform even better. We don't need to see how they waste Hidden with that low damage Poison Dart. Poison Dart needs to be changed to what Victoria pet has...that high damage Eye Beam.


    And you are completely right on Oni. On paper, Oni should do amazing damage because he has so many attacks available to him but he doesn't always cycle them the way other pets do. I've PMed A. Hawk about this and he knows about it. I've even calculated that Oni's best DPS is just simply cycle Fire Blast, Ring of Fire, Char and throw in Breath of Fire/Rain of Fire in between. The fireswords, while looking cool, actually lowers Oni's dps because once he draws his sword, he seldom cycle fire blast. Fire Blast has very good DPA. And in honesty, Ninjas need all the control Oni has to help them survive better. I don't like it when Oni draws his sword because that also means he uses immb/hold less.


    If Oni truly cycles Fire Blast as soon as it's recharge, Oni has good damage.


    There are other factors that reduce Ninja's overall damage and usually involves the "fear" factor in their caltrops and roa and how Genins would knock back and the ninjas "wait and watch". The DoT damage also ends as soon as the target is dead.


    Ninja is a really problematic set but potentially, Ninja has very good ST damage. I've beat Black Scorpian with Ninja/FF and beat a Giant Monster on Monster Island with incarnate powers (without my Vanguard pets, who actually deal one of the worst ST dps, my Ninjas run low on endurance and couldn't keep up with the dps).
  21. Quote:
    Originally Posted by Shred_Monkey View Post
    If spine burst had a 1.6 second animation and ripper had a 100% chance to critical out of hide, I'd start playing the set tonight. It'd be an AoE beast in a game that heavily rewards AoE beasts. And the play style would be thrilling. As is, there's at least 3 other stalker primary sets that satisfy my min/max-d damage machine urges in ways spines can't.
    One thing about Spine Burst is that you can easily replace it with a patron aoe. Spine Burst only has 30% critical from Hidden, which is lower than patron aoe. You are right. Spine Burst is slow and I mostly only use it on trash enemies. If I have good recharge, I don't even use Spine Burst. I just use Throw Spine whenever it's up. Hey, at least Spine Burst can take pbaoe sets. Lots of good choice in pbaoe sets.
  22. Quote:
    Originally Posted by Reppu View Post
    Spines is underpowered, why are you debating this?
    I find it funny that you always talk like your opinion is the absolute truth. People debate with you because they don't agree and then you ask them why they don't agree?

    Spines is a late-blooming set for sure. It starts out very weak (to the point of torturing) but it's one of the better sets for Stalker especially with the new AS change. It now has a great ST attack that it didn't have before. Also, I love purple chance for knock down in Throw Spines. It works quite well when you open the battle BU + Throw Spines and 25% of the target gets knocked down. Spines has very good complimentary secondary effects. In fact, I believe Castle said Spines has a bit "too much" secondary effect. Spines has slow debuff, immb, and knock down.

    Spines has much better sustained aoe damage, and Elec is better at burst aoe damage.

    And Thunderstrike is one of the weaker powers in set IMO. Yes, it's a good follow up after Lightning Rod but that's about it. It is slow and its radius isn't big and the aoe damage part isn't high. I do like Chain Induction a lot. I think it has a great potential with damage procs. I think you can easily substitute Fireball with Thunderstrike in pve.
  23. Quote:
    Originally Posted by Shidosha View Post
    Ok, what sort of numbers *should* I be actually seeing if it were working properly?
    A critical Uppercut is close to a critical Assassin Strike from hidden (interruptable version). That's all you need to know. :P

    Now if you use Placate and then hit a Double Critical on a combo 3 Uppercut... that is just beautiful.
  24. MM is one of the few ATs that can really duo well with any AT IMO.

    Looking at your combo Beast/Time, a resistance based set should compliment well, like /sonic or /thermal or even /pain.

    I actually really like teaming with SoA because their team defense benefits my pets a lot. You don't need to ask them to buff my pets. They just run the leaderships and you follow them.


    Tanker is a good choice too because you can buff the Tanker and have him handle all the aggro. Your Beast's squishy problem is reduced to half.
  25. Beam Blaster has very high ST damage and the mini nuke is very good. I like it.

    But I no longer play him much because I combo it with Beam/Fire and I really don't like /fire.