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Posts
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Joined
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Quote:I can point out many failings of the queue system, but minimized teams isn't one of them. Heck, I've never had a more boringly easy time than one BAF we deliberately ran with 12 people, because the escapee spawns, reinforcement spawns, and (I've heard and find plausible but have not been able to verify) the AV HP scale to the quantity of trial participants.I ran three Lambda trials on the first day using the LFG tool, and quickly realized this method of forming teams wasn't going to work well. It kept throwing us in with the minimum number of people, which was a recipe for disaster. I didn't bother trying to run BAF using LFG; I can't imagine running that one at the moment with only 12 people. Ever since, I've been going to Pocket D and joining trial teams forming there.
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Joined last night with a full bank of T3 powers:
Pyronic Partial Radial, Reactive Total Radial, Rebirth Total Radial, and Seers Total Core. And tonight I got my Pyronic Radial Final! ^.^
Fear the Ph1r3Ph0X! -
Well, if you're looking for a Scrapper, I'd say go MA because you can't have a Super Strength scrapper.
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Quote:This. This is my problem with Praetoria as "The Current Storylline," and I could scarcely have said it better myself. It's not that Praetoria is - or at least, was - a bad setting, it's that what the game is continuing to do with it strips it of everything that made it unique and interesting.This is something else I wanted to say - all the bad things I said about the writing in City of Heroes don't apply to Praetoria... Mostly. The arcs there are well-written, they draw from history established in-game, they have a lasting impact (sometimes different depending on what you do, such as Steffard becoming a serial killer), and there is enough of a weight of lore to Praetoria to make for a believable environment.
That's Praetoria up to level 20, however. The praetoria of 40-50 and especially the Praetoria of 50+ is boring and trite and has no real backstory other than "Tyrant bad! Go kill!" What was an otherwise rich, engaging world with believable characters and emphatic morality is rendered into nothing more than what Praetorian Earth was before we started calling it Praetoria - a goatee evil version of our own world. And it's not just the old, not-entirely-changed stories that do this. The Incarnate content does as much, if not more, to profane an otherwise good story. -
This! Also firing (Or, depending on track record and if it was in fact someone actually valuable having an uncharacteristic brain fart, administering one hell of a spanking to) whoever decided the Lore pet implementation as all Praetorian, even initially, was a good idea.
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Technically AE missions are in the game, so I'm going to count it - but one of the funniest things I'd seen that hasn't already been mentioned was in an AE mission against Malta. One of the patrolling Malta troopers said:
"Okay. So when THEY do it, it's called 'Having a kid sidekick,' and it's cool...
...but when WE do it, it's 'employing child soldiers' and it's a war crime? How is that fair?!" -
Quote:I'm basically just ignoring the Well for most of my characters and using logical extensions of themselves to explain much higher tier abilities. For example, I have a Kitsune character who, as she gains more and more powers, will gain more and more tails, until once she fills the Omega slot she's got her ninth.My issue with the Well is that whatever it is (I say it's Magic and nothing anyone has said so far has convinced me otherwise), your character becomes that Origin. It's like when the various Marvel characters got cosmic powers and became Captain Universe. For that amount of time they were Cosmic origin, regardless of what they were before. The Incarnate thing is worse because it's permanent. Now, for some of my characters who are part and parcel of the Coh backstory and are Magic-themed, it's fine. For others I don't mind if their origin is changed. But for many it's annoying to have this forced on them.
Hell, forget the Incarnate paths, a lot of people ignore the canon descriptions of their primary powersets in favor of their own interpretations; I know a "Radiation" Blaster who was made out of living water and who'd colored it blue and was calling it just that; the -Defense was the ability of her blasts to flow like... well... water, and into the cracks in people's defenses.
It was a brilliant little joy to see and I don't see how creative interpretations of Incarnate powers would be much different - like for a ninja I know who's using Void Judgement as a big smoke-bomb, followed by a two-second faster-than-the-eye ninja flip-out. Then hey, the smoke clears and everyone's suddenly unconscious/dead!
That's part of why Lore (deservedly) got such heavy flak - it was one of the two most complained about things in the Beta because it is harder to reinterpret as yours unlike the other, recolorable, customizable Incarnate powers. -
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The effect of Fury affecting secondary effects that Scrapper criticals do not is often heavily overstated; In Fire Melee, for example, it amounts to about a 2% deviation in overall damage.
However, BrandX is right about one thing, before I do a full mathematic analysis of AoE - [i]Firey Embrace[i] is not, in Mids, affecting Scrapper Burn and is affecting Brute Burn. I don't actually have a /Fire scrapper; Does anyone know if this is a Mids bug and it actually does boost damage; an in-game bug and does not, or WAI? -
I'm sorry, I don't... understand the question, which concerns me. What factor am I missing that says that the brutes with the same powersets and under the same set of conditions do more AoE damage?
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Okay! So I went and did some of the math.
I did a whole host of calculations through the magic of the spreadsheet, and here are my findings:
A given DM or FA attack, even with Firey Embrace active, will do more damage from a Scrapper on even one Soul Drain target than it will on a Brute.
Let's take a typical example, Smite.
According to Mids, the scrapper version does 90.84 base damage. Firey Embrace adds 37.16 Fire Damage. These numbers already account for criticals in the base damage only.
On a Brute, these numbers are 55.05 and 24.77, respectively.
Scrapper:
Base Smite Damage, Firey Embraced: 128
Smite, Enhanced to 95%: 249.6
Smite, Enhanced and 1-target Soul Drain: 326.4
Smite, Enhanced and 3-target Soul Drain: 352.0
Smite, Enhanced and Max Soul Drain: 441.6
Brute:
Base Smite Damage, Firey Embraced: 79.82
Smite, Enhanced to 95% and with 75% Fury: 275.4
Smite, Enhanced, Furied and 1-Target Soul Drain: 323.3
Smite, Enhanced, Furied and 3-Target Soul Drain: 339.2
Smite, Enhanced, Furied and Max Soul Drain: 395.1
This pattern follows for all attacks in the primary; The moment Soul Drain enters the equation with even one target, the damage evens out, and the more soul drain targets you have, the further the Scrapper pulls ahead.
Firey Armor favors brutes with that resist cap, and the higher self-heals, but Soul Drain strongly favors Scrapper damage. So in this combo - It's as it should be.
Do you want to do slightly more damage, or live slightly longer? -
Quote:Okay! Time to explain the damage scalars again.Just FYI, Brutes have a higher damage cap than Scrappers.
Brute +675%
Scrappers +400%
This isn't actually painting an accurate picture, because of the damage scalar, which is easiest to think of as a multiplier applied to the damage of all attacks. Scrappers have a 1.125; Brutes have a 0.75. The reason the Brute cap is higher is so that they can have room for fury.
1.125[Scrapper scalar] x (100%[base] + 400%[capped bonus]) x 1.1[crit] = 6.1875
0.75[Brute scalar] x (100%[base] + 675%[capped bonus]) = 5.8125
In most circumstances, Scrappers will do more damage than Brutes, especially in sets with any kind of sustainable self-buff - because a given damage buff to a Scrapper is almost twice as good as a damage buff to a Brute. Actually, it's 1.875 times as good. Scrappers get 100% value from powers like Build up applied to their damage scalar of 1.125; Brutes get 80% applied to their 0.75. Soul Drain at high recharge falls into this category and is an incredible damage buff.
That said, Brutes do get more out of resist-based sets because of their higher cap, the self-heal will be stronger because of the Brute's higher HP, and Firey Embrace is a special case these days in terms of damage buffing, one I haven't had a chance to fully analyze - Though Scrapper Soul Drain would apply to Firey Embrace damage and cause a huuuuge multiplier.
Oh wow. I think I actually have to go and look at the numbers and think about this one. -
Quote:That's because you shouldn't be trying to cap positional defenses on Invul, you should be going for typed on both that and Willpower.tru invul is very good but i couldnt seem to get the melee/ranged and aoe def soft capped and that is a major goal for me
If you really want positional defenses, go with Shield or SR, both of which live or die on their positionals. SR will be less expensive to softcap and has more affordable resistance to defense debuffs; Shield contains a wide-range non-crashing nuke and a damage buff and will be more amazing when it reaches said softcap. -
Quote:Iiiinteresting. How do you silence them?The best workaround I've seen is to bind one of the two/three "auto" powers to either W, Rbutton, or any other key that has another commonly used function.
For example: SR character with hasten leaves hasten on auto and binds W to "+forward$$powexecname practiced brawler"
Now, every time he wants to move forward (which is very often), you will queue up the practiced brawler power. The drawback here is the "power not recharged" sound, but this can be silenced. -
If you have one or the other, you're pretty much golden.
Attacks check the defenses of all tags associated with the attack and picks the highest. If you're attacked by an Energy Melee attack, it will check Smashing, Energy, and Melee defense and select the highest of the three - so if your Energy defense is capped it doesn't matter for purposes of that attack what your Melee defense is.
Therefore, if you're softcapped to all three positions or all defense types, you're pretty much covered save for a few outliers. If you have a set that grants defense, generally that set grants only typed or only positional, and it's best to focus where that set does.
TL; DR - In the case of WP, softcapping your Typed defense is the right choice. -
Quote:I have never actually had a problem with Trapdoor on any of my 50s - but then I get full IO builds out on people right at 47, so maybe that helps. But I can tell you that one reason Trapdoor gets more complaints than the Honoree/Holtz fight is that the Honoree/Holtz fight can be autocompleted, something I often do just for expediency's sake.TL: DR
I just don't understand why and how people have difficulty with him. I also don't know why people need to invent elaborate strategies to defeat him. Never had a problem. The harder mission is with The Honoree and the Vanguard EB. Vanguard has some really nasty debuffs, and the honoree does Total Focus on yah. -
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Fireball. Good damage, good radius, good recharge - It's just good, period, and available to so many ATs.
After that, Shield Charge. A 20-foot high-power TAoE in a >Defense< set? Yes puh-lease! -
I've deleted a few. Generally I feel I know, by about the mid-20's, whether or not they will entertain me enough for a longer haul. Some characters don't make it past that, either because they aren't interesting enough conceptually, or because the powersets don't click, and will get deleted.
I've never deleted a 50, however, and I don't plan to, though sometimes I'll transfer unused characters or old versions of characters to other servers when free transfers are offered. I had a chaos-causing but largely "helpful" Radiation character who felt righter as a Controller manipulating dimensional time and space than a Defender blasting at things, and now her Defender version is on Infinity while her now-main Controller version is on Virtue. -
I think it's a cute little addition, and I'm happy to see more nonhumans about!
...What do you mean, "Biased?" o.o -
Quote:I forgot about temps, and they're a good answer. Getting a Shivan Shard is pretty easy and should help you take him out quick-like.What I did with my Elec/Stone tank was grab three summon temp powers:
1. Clockwork Connection (ran the Penelope Yin arc via Ourobouros)
2. Warwolf Whistle (ran the Tobias Hansen arc via Ourobours)
3. Backup Radio (I had this already)
Once Trapdoor summoned his first clone, I summoned these and got the clones, then back to him. Every time he cloned, I bashed the clone, leaving the others to bash Trapdoor. By the end, only the PPD and I were standing. I really don't know whether the Clockwork helped, but I was still successful. -
There are still a few tricks you can try. Some of my lower-damage alts (including my Traps/AR Defender) have pulled Trapdoor into the lava and kept him there; the continual DoT and what debuffs I've been able throw seem to overcome his regen.
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Quote:The advantage of Fire Melee's DoT's being affected by Fury and not Criticals is sometimes overstated. Looking at the numbers for Cremate, the DoT accounts for a quarter of the damage, and Criticals for one tenth of that.So, I want to make a Fiery Melee/Will Power toon.
I'm trying to decide between a scrapper or a brute. What I'm thinking is: WP will be better on a brute because of the better base HP. Plus Fiery Melee has a ton of DoTs which Fury affects while criticals don't carry on to DoTs. I'm trying to see if there are any aspects where a FM/WP scrapper will be better than a brute in, but can't really think of any really.
So yeah, am I missing anything? Or is a Fiery Melee/WillPower brute superior to a scrapper in pretty much all areas?
That's a difference of 2.5% from otherwise expected performance, and that's the outside case. Fire Swords have an 80% chance per tick to stop ticking mid DoT and Incinerate delivers all its damage on a critical.
That said, Willpower will have a higher regen rate and maxHP, and without a consistent damage buff from the primary or secondary the damage will be pretty comparable. Throw in outside damage buffs or Musculature Alphas and the equation changes in favor of the Scrapper, but absent such things you'll probably be fine, damagewise, on a Brute.