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Posts
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Quote:That "without sacrificing defense" part is important, because most things except AV/GM wont live long. In a build inspired by shred monkey, my db/sr has 206.25 global recharge that uses BF - SS - AS - [repeat]. With inspirations filling wholes in defense only, I can make dents in GM that dont do well to leathal dam like Stratophoria/Thorn, but cant sustain damage due to end. The "dent" did last a tick of healing, but I'm pretty sure without at least the 2x -dam stacking its futile. I should mention BF has the gausian proc and heca proc, AB has achille's heel, and SS has Fury of Gladiator (that was expensive), assult, and set-damage of 20.5%.The best single target attack chain seems to be BF - AS - SS - AS to me. However, the +recharge needed is hard to get and currently I don't see a way to do it without sacrificing AoE and/or defense.
(Wish1: enough recharge to perma conserve power...; wish2: BaB takes care of redraw for fireball to be used in Billz calculatoins)
Correction: under "perfect conditions" (no misses and all -dam procs firing, Gaus helpful but not required), I got a Thorn dented that healed in 1.3 (?) ticks of GM regen. I would like to see a pupled out db/elec try to see its max DoT with dam aura. -
1. My first thought was your not fighting tough/high enough baddies, then I rememberer you're talking about KB.
2. IMO even as a near obligate melee toon player, KD realistically, should only be used as a "slipping" animation on ice or oil, etc. Hit by force = reaction.
3. Diverisity in secondary effects is good. For blasters KB is especially good as it maximizes foe distance. IMO, if a blaster is doing melee damage (dont they get a 1.0 modifier for melee damage?(Yes, I know they have big hitting melee powers - thats also odd), something went wrong.
4. Wish: Give singulairity or some power in grav Knock IN (knocks peeps together to an epicenter) -
Quote:There was a time in this game origen ment something, but people complained and bonuses were removed. Now it's an artifact and seems to serve no other purpose than to help role-play relative to the players' notions.
In any case, in these circumstances, where a character has "real powers" that are natural to them there would'nt be much difference from them, visually speaking, and any other type of hero/villain. How would a character with a Superman type "natural" origin look visually distinct from a mutant, a mage, or someone who was splashed with radioactive ooze? -
Black hole slam should have a Knock-toward the epicenter with massive stun.
I like Archana's idea of hostile dimentions (should have a random effect when "phasing in", tho, like: damage, -regen, -acc, vomit, stun, sleep, etc. - totally random and irresistable) -
Thanks to both for the quick replies. It is clear. Thank you. IMO, Dispari's logic is better, and insofar as attributes should not stack, I doubt we'll see NR + CJ soon. I do understand Wind's stance that, I guess, he believes NR is a new inherent like sprint that could be used with any travel - especially since the this *could* be counterbalanced my not being slotted, and NR would be the inherent jump toggle to SS's sprint. Add a flight and TP buffs to NR and we may have something. Then we would be paying for true advantages: thats bad. NR still is being treated as a travel power and Dispari's logic seems to be the rule.
(For the record paying for a lvl4 pseudo-travel is a non-issue for me.) -
Quote:Im going to play devil's advocate here and ask, then, why hasten should NOT be suppressed while traveling based on this logic? (And dont give me the "its a special case" brick-a-brack. I honestly want sound reasoning.)
thats because cj and sj are both within the same set. Like you mentioned it works with any other travel power. Its strictly defined. Even working with acrobatics in the same set. They can just as easily set ninja run to stricly defining to work with cj, but no other travel power.
I understand why CJ and SJ and NR are exclusive powers, but hey, I'd run them all together if I could. The fact that I cant is "meh." The true bonus to NR is that its available at *lvl 4.* That fly and CJ or other cross pool combos can work, well, the inconsistancy kind of erks me. -
/e thread jack: From my recollection of D&D
Lawful good = Saintly = defined rules of conduct (not necessarily the local rules, but would likely function well in rules within rules, ie Christianity in the USA) followed for a universal balance of order/predictability over disorder.
Chaotic Good = Beatific = no rules but ultimately ordered/predictable- lions kill but understandably why. Police may kill not to cause unrest but to restore it.
Lawful Evil = Diabolical = difined rules to cause disorder. Truely mad scientist methodically causing disorder.
Chaotic Evil = Demonic = wanton abandonment of any system; universally causing further disorder/unpredictability - may or may not be purposeful, antisocial. Not necessarily purposeful enough to say evil FOR evil's sake. True demon. Satanic. may or may not have conscious purpose.
Then there are combos: chaotic-neutral (un-understandable purposeful balanced dungeon master/dev), neutral-good chaotic (usually for animals), Lawful Neutral - methodical for argueable/changing reasons (Ninja?), etc etc.
/e unthread jack -
Elude + Ninja run = the essence of flow with mind, body, and spirit with a choir of angels. (I dont slot it tho in my DM/SR, but it holds the Shieldwall unique for me
) Oh, and he never had a travel power before ninja.
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Unfortunatly, EC is too much fluff for me and always will be. It's too slow animating, and the damage and secondary effects - despite balancing - does not earn it a place for my MA/SR. It *looks* fantastic, but the animation also kills the damage for me. I've been criticized for this logic before, but I still think when the "chuck" of damage is delivered durring an animation is important in any attack chain for "smoothness." Not in terms of long-term DPS, tho, that's more mechanical/baked-in, but in some instances for short "combos" (finishing a leut quickly with as little moves possible) and overall feel, it is important for me.
Classical EC animation: longish jump -> damage -> back flip -> next attack. Modern varient: LONG animation (up front) -> damge -> next attack. I think it can initiate a smoother attack chain, but I cant figure out a good recharge to make it consistant, so I end up like King Snake - attacking with whatever power is up. I like chains, so I ended up dropping it for CAK, storm, crane (adding thunder and dragon's tail to taste for puchy-kickyness). This maybe revised after I hit 50- if I get there. -
1. I like what Leo G said about melee powers - ability to have a weapon or not and select the sets to go with.
2. RoF - definately needs to be looked at. In general, I like the ideas Billz tabled, but as far as the modified tier9 be sure to add KB and hold protection. Personally, I'd add the RoF explosion (preceded by a pause like nova or inferno) at the end and and take some self-damage - just to be different. Its too cool to not use. -
1. Just posting my appeciation for Ninja Run: very nice. Coupled with Elude its fantastic.
2. Wish list: I understand that as it's not a true travel power it will never be slottable(aww... shucks).
3. ninja run + dual pistals + ability to cling (2 seconds max) or bounce off vertical surfaces in GR (see title of #2) -
For adding utility to the Walk Power, I think adding a simple camera detatch mode for theatics is all that is needed and maybe being able to select riffs from the game as theme music. (Although unlockable Parkour cling to walls/street gymnastics would be awsome - too much coding involved, though)
On a completely separate and totally unrelated topic: when the natural perks come out can we have a "pimp set" with a big furry hat with a feather, bell-bottems, and platform shoes with gold-fish swimming in them? (Oh, and let us color the feather and fish) -
Would I play it? Heck, yes! I'll play anything in COH, especially if things die.
I do like the concept, but I'd like to throw in some improvements. Instead of scaling resistance make, make it scaling damage and recharge. (Note that the math for that balancing is beyond me.) As far a defense is concerned, your unnverving presence concept should be expanded to the prevailing mode of damage mitigation, i.e. not make you stronger but your opponets weaker. Make the set more similar to DA as far as fear and stuns and then add -dam, -to-hit, -acc, -regen, -recharge auras somehow instead of rez toggles or passives, defense, regen, etc. I think the key to this set is only as the situation becomes more dire the toon gets stronger until his/her rage explodes (or implodes- and provides knock-in NOT knock-back) and is self-consuming, but standing there he/she is in no way buffed only debuffs attackers.
Will this provide a good enough nitch to be adopted? Sorry probably not, but I like the brainstorming. -
Quote:1. What everyone else said.....and HS [though I'm not sure how much I'll use that, and I'll stop with IW once I get SoW].
2. I dont understand this part at all. HS is great defense- PILE IT ON! IW is your mez protection, and although SoW will also give it, the recharge is NOT enhancable and is about 3 minutes of down time without mez protection never any shorter even with help from buffers. Why would you do that? With the extra +end in SoW, you could easily run IW as well as everything else. -
Hehe, looking WAY back to the days where my inv/em tank's biggest threat was not hitting ET because of the AOE melee would actually kill me on a map herd
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/SR, (well not *solely* but I dont find the scaling rez as potent as my next point) and to throw it in the mix: what do you think of health bonuses (total hp) in the scope of increased resistance insofar as you can then take more damage, and they are reasonably abundant in set bonuses. On my dm/sr, I try to max it to make up for relative lack of rez. Seems to work well.
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Thanks Serrate. I just wanted to be sure as I was trying to follow the thread and usually I am wrong. Thanks to all for a great thread with great explanations.
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Quote:75% and not 66 2/3%? Since it's non-linear, do we know how to predict res/def equivolence? I tried looking on Wiki and Arcana's old guild but there is nothing helpful.
As I mentioned before, a character dropping from 45% def to 40% def would require 50% res to achieve the same mitigation as before. That means for the cost of 1 power (CJ) and 1 IO (Steadfast) you'd need to get +50% res. I highly doubt the devs would ever make it that easy to stack that much resistance. Remember, characters dropping from 45% to 35% would need 75% res. (To make things worse, it would make some sets unable to attain the same mitigation. Invuln, for example, would be pretty badly hit by this. It could require as much as 85% s/l res.) -
Quote:We don't need to start invalidating a lot of good builds, hard work, and hard won inf by reworking the whole system. It's both easier and more satisfying to boost the resistance based builds by giving them more and better options.
This. The game is not balanced around IO's anyway. If peeps have the time, inf, and immagination to build god-like builds that will ultimately not be challenged by "standard" play, let them. Speciallized builds is a mini-game now and gaining rez would help with diversification. I believe it will ultimately be self-limiting anyway, and only be done by a minority of players that are looking to do what exactly? Solo LR, Hami...? -
In a very modest way scrappers can, via Achilles Heel and Fury of Gladiator procs, allow for true force multiplication. Whether the devs will ever find it "thematically fitting" to allow for *consitant* force multiplication is unlikely, IMO. In AV battles, it is welcome solo. On teams... well its not as great as dedicated de-buffers, but every bit of stacking de-buff helps.
This thread is a recapitulation of tank vs scrap defense and blaster vs scrap offense and a little of whether or not scrapper utilities step on the toes of other AT. And the same point-counterpoint arguement persists: so much of the performance in this game is in such a narrow spectrum that its not so much are scrappers too powerful, but rather they are powerful enough. So much so that even if the thrust of the character is in one direction (wake of a motorboat), I can still stylize the same character in a variety of eddies, albeit ONE EDDIE AT A TIME. Thus, to make an even poorer qualitative statistical analogy, the scrapper sets set the standard both high and high enough that the standard deviation of a collection of scrappers (as a class of individuals) seems to cover all the bases, but individually tested its still sketchy. The quantum theory of scrapper-ness ?! -
Heck yeah, man, do it. With db/sr build with 208% global rech (3 stacked BF), I have achille's heel in AB, Fury of Gladiator in Sweeping Strike and the Gaus Proc in BF. the highest NON-critical hit Ive seen was 646 with sweeping strike with all procs on an even (lvl50) deathmage. Gets to be like gambling, tho: 0.4 x 0.4 x 0.05 = .008 (less than 1% of all procs happening in the 5.25sec window (and still with possible missing, so dont hold your breath)). I do have 24.5% global damage bonus. Great for big hp things, and the -rez helps on teams, too.
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You must slot it in follow-up as this is the only power you gave that has the option of slotting for to-hit buffs. This is not an attack IO; it a to-hit set enh. There is a ranged damage proc (i think in the decimation set) that could be used. But, like Guassian's, the set is worth more than the IO most of the time. I do use it in flares on my fire/mm blaster as kind of a ranged "jab" mostly out of fun- never crunched the numbers.
***oops mis-read the post, stick with Umbral's responce*** -
Here's a thread that discusses some of the math that Serrate held my hand through (thanks!
)
http://boards.cityofheroes.com/showthread.php?t=136877
Esentially, the proc will tack-on 100% (for scrappers) to base (unenhanced) damage for 5 seconds. This has has a 1/20 chance (5%) of happening each time you hit your power-up, rolls for the 1 in 20 every 10 seconds in a toggle- like invincibility, and, the best use of it, will have a 1 in 20 chance for powers like follow-up and blinding faint.
So... calculate your attack string for your power-up time and try to front load the first 5 seconds for your 1 in 20 gamble.... Try to calculate its benefit by multiplying the additional damage by 0.05 to take into account the gamble, and, if placed in an attack compare that value to another proc, or benefits of using something other than this proc.
The only time it really works out, IMO, is in follow up, blinding faint, and soul drain because they are used so frequently and SD hits so many. -
Quote:My thoughts were RoF/char, fire blast, fireball/blaze.Considering it's a "proliferation", I'm guessing it'll be more or less identical to Tankers' Pyre Mastery: Ring of Fire/Char/Melt Armor/Fire Blast/Fire Ball. Not that that's by any means a bad lineup.
Hopefully Dark oblit will be the 5th power available if you first pick 2 from darkness mastery.
Man, what to scarifice on some of my tighter builds for these... -
I like most of the powers, too. I believe it was origenally touted as the set that always had an available attack. The only real grief I have with it is the time you waste after your attack lands. Crane Kick should have 0.3 to 0.4 sec shaved from them so, maybe, you could hit them with dragons tail or storm kick as they got KB'ed.
Hopefully the new animations will help with the flow of attack. IMO, although the moves may animate in the same timeframe, sometimes when the actual damage is done can still have significant effects on what attack feels best before and after.