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Posts
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Joined
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Tried to log on to Champion Server
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in so far as stun and Crane animate in the same time, personally, i was hoping to palm strike someone across the room, but... oh well.
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Both sets just got A LOT better!
Haymaker is a... HAYMAKER!!
Statesman's fist as FOOTSTOMP!!
GET READY VILLIANS... OH YEAH! THROWIN' HANDS!!! -
Is it known whether this will be implemented as an all kick SET (original) and an all punches SET, or can we pick animations on a *per-power* basis to "hybrid" the new animations with the old?
Note: I dont mean cycling animations. I mean would you, say, pick a set at creation and stick to it or change it at ICON: I want thunder strike to be a kick, EC a punch, etc.
Edit: Clarity (?) -
I have both DB/SR and claws/SR, and I prefer DB in general. Claws does have good mitigation tools and damage, but the thing that I dont care much for is the longer animation time of swipe coupled usually with the animation time of focus. I'm spoiled by faster animating fighting games (Street Fighter to Tekken, KI, MK etc) and anything in a combo/attack chain (save a finishing move) that animates in greater than a second or so is austintatious. In some cases I'd even trade some overall damage just to have a smooth consistant flow of sharp attacks. The trio of FU, focus, and swipe (in whatever combination) usually felt clumsy and left me putting in the tier 9 claws attack as a quick animating change of pace. *I dont feel that Im ripping things apart with my claws.* For some reason, likely timing, I never felt the need to substitute any move on my db with BF, sweeping, and AB. Those attacks flow well enough for me and the experience is much more ripping.
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*unplayable*?- depends on what your doing. Difficult? Yes, and you'll probable need breaks. It also depends on whether or not you can spend money on the uniques that can be slotted into health for end, namely: miracle, numinas, pancrea. End proc in stam from P'shifter. How many end slots you can afford to put in attacks, toggles, etc. Will purple sets be used? Some have end bonuses This is the simple answer.
The complex answer will be something like: evaluating the end consumption on your toggles and your attack chain in EPS and compare that number to your recovery to get a sense of end loss and determine a rate of "decay" for end. Some people have a better "sense" than others (which seems to be related to math skills, dont look to me I just understand the principle. When it comes to practice my numbers are consitantly off).
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Wanted to table an idea for mutants such that this pack would include a set of weapons (or costume parts for peeps w/o weapons) would be organic in appearance to the point where it looked like a mutated limb or parasite- similar to Lost or Rularuu (could have extra eyes etc).
Extra costume change emotes for bubbling skin, warwolf burst and Venom-like tenticles and whatnot optional, too. -
The stun in MA and Crane kick animate in the same time and, iirc, the first 2 kicks are .83 sec - many punches activate in this timeframe including follow-up in claws. Makes me wonder if they will "barrow" animations of the same timeframe or make new ones. Either way sounds great.
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I assumed that was the plan after they gutted the set and turned it into en....er.....gy.......me..................le...... ........
But now you can color it, so it has that, lol.
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Yep, asking for it now is: "Mr. Gorbachev, tear down this wall."
Would be kinda cool if instead of ET critting for extra dam or no -hp, it should just have a chance to do old animation. -
I can honestly say i have done all secondaries to 50 with dark melee. My personal favorites by far are sr and sheilds. As a matter of QoL for the character and game play, I always find it better to not be hit then to mitigate effects- although getting hit makes it much more interesting.
The scope of this topic is very broad since effectiveness/utility of the secondary can often be altered to some degree by the primary, example: my dm /regen and /wp often felt redundant (in typical game play) because of the constant healing afforded by multiple sources, over-abundance of end, etc. Whereas invuln, sr, shield and DA felt very complementary. /fire is decent overall, esp damage, but still seemed a little too squishie solo for big game (never lived up to the hype one would think), but faired better on teams so one could focus on damage.
Note that *these* builds never made use of IO's (except dm/sr)in any degree, it was just the case that I enjoyed dm/ a lot and wanted to experiment with secondaries. -
Im clearly not in any legue for number crunching and pretty much follow suit with recommendations, try them and adjust my builds based on results. If I changed them based on numbers, I'd be a numerologist- not a gamer (bad illusion to the movie "Pi").
That being said, BillZ and others did a fantastic job with the comparisons of brutes and scrappers (see the stickies for "results are in" and "results are in take 2" on scrapper forum main page), so using brute AT modifiers and ignoring fury, isnt that enough post-hoc analysis for a theoretical build? String your best moves, compare it to AV regen and if string > regen = attack!
I'd think that with dm/da the most limiting thing would be endurance (or maybe enough recharge in/for DC), not damage, but... well... see my first sentence. -
DM/ sr or sd, FM/ sr or sd, and last on a really high-end build db/sr-- just out of fun. Having a minimalist attack chain that isnt to clunky (I hate long animations) is just good fun
, especially with stacked Achilles' heel and fury of the gladiator (sweeping strike). Practical for AV's? Not the way I built it, but that wasnt my intention.
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I have it for the shield wall unique. I have never clicked it once I hit soft-cap. In really bad situations (like jumping into Rikti Mothership bowl with shady help in the beginning) I might hit Eye of the Magnus. Still, I dont see that Im hit that often.
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I dont like /regen for a lot of reasons Umbral stated. I find it to be clunky, and with no -recharge def, that is essentially the beginnnings of its cascading "def" failure.
It should have -recharge def to keep its sinosoidal green-bar somewhat consistant in its ebs and flows. Having the clickies up when need is the lifeblood of the set- resiliance is a good place for it.
Put -regen in reconstruction (like its poison def) if you have to or in integration, but give it some.
If -recharge isn't given, maybe make IH and MoG rechage at constant rates, yet still effected by +rech enh.
I like the actual INSTANT HEALED idea of IH-- maybe set the healing to (dunno) 400% unmodifiable and the slotting effect how much you are healed.
-Heal resist in fast healing and resiliance (20% in both?)
Edit: clarity -
any idea what the actual %dam increase is for toons? I heard 80 to 100 depending on AT. So a power that does 100dam would do 180 to 200 respectively?
Edit for math (or lack there of), and thanks to Serrateso I dont have to post again!!
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So I pulled all my sets and inf together to make a build inspired by ShredMonkey: db/sr
Global Rech: 206.25%
Hecatomb in BF: 89% rech in 6.11sec- with GSFCproc (hence this post)
Achilles' Heel in AS
Fury of Gladiator in SS
Currently, I can hit an even con target (lvl50) for 497 + 107 for heca-proc (to deathmages around portal corps....lol good times) w/o crits and with all but the Gaus-proc firing- how much damage boost should i expect from it? I am 3x stacking BF with it slotted, and yes, I know its a waste of a slot just doing an experiment.
Correct me if I am wrong, but would the success of this chain firing as desired be around 0.002 (0.2 x 0.2 x 0.05)? -
Worse than his mag 100 stun, is his mag 1000 carpal tunnel, HAR! *buh dum bum*
He isnt as hard as I thought he would be based on the hype, the fact that he phases to out of synch and your temp powers are demetional rooting lasers (or something) is pretty self explanitory. The scrappers (me and one other with some help from a blaster) on the team took out the other AV's as needed while the tanks and trollers and defenders concentrated on keeping him from getting too much back. The 4 av's didnt seem as strong as a typical AV.
My questions is do the debuffs that rad and kin usually bring really have any effect on him? His regen was rather low any way, and when I saw him regen up one tic from around 5000hp to 18000: about 5.75% (13000/226000). We didnt stop attacking and make any measurements with and with out debuffs over time- just throwing those numbers out there on individual experience. -
Is it possible to soft-cap damage on ss/sd and what would that take?
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I wonder if its gonna be a per power thing or do you have to keep the full set the same color.
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Rocket Pop armor!! -
Dark melee/dark armour - cotton candy melee and pom-pom armor? Oh, yeah, ill go there. I hope SR can be altered a little, too.
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I think an cone arc fire sword attack would be a good replacement for breath of fire. "*Sweeping Fire Strike*", I like it!
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/fixed- like im ripping through people. What?! If you get to origami objects for large DPA, I want quick lower DPA... -
Seems its just a visual reminder that your doing leathal damage. Of course that logic begs the question of why cremate doesnt get a fire hammer summoned, but w/e. I, too, would prefer to loose the sword fx- just a quick uppercut for fire sword (like shockwave in claws) and a hammer fist like the behemoths for GFS, then loose the sword in circle. Make fire the punchy set for SCRAPPING. Keep the damage types as they are if all fire is too damaging.
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300% sounds about right, but bare in mind that a more important concept is how you're getting it. With defense based toons, +health bonus (+hp) will give resistance (taking more/bigger shots) and regen (as a percentage of max health), such that, +hp has "two effects for the price of one." IMO, I'd build for max hp FIRST (in any toon) then overall regen.
Edit: max hp has higher priority over +regen in the scope of this discussion. I'm NOT saying ignore soft-cap and go right for max hp or otherwise not play the strengths of a set to get max hp. -
Is this a PvP or PvE build or both?
(First questions are first, which we kind of ignored: what is it (this) and what are we going to do about/with it?)
If this is a PVP build I can see NOT having SD in favor of using the utilities of leadership.
I, too, agree with Nicro, but whether hasten is *needed* is moot. I usually make a point to take it. I know some dont like to because it takes a lot to make perma and peeps dont like "2 fighting styles."
Devian makes a good point about end: you have a ton. I personally would drop stam or CP as they uaually contribute least in terms of end, but since you dont have hasten and I didnt calculate rech on DC, you may want to keep QR, DC and CP. That would typically be plenty. What manner of battles are you engaging in?