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Quote:my current shield scrapper is on a static team with a shield tanker, so we both slot grant cover for our alliesDepends on your playstyle.
If you plan to always be on big teams and want to give your teammates the biggest buff possible then 2 or 3 slot it for defense.
If you just got it for the debuff resistance and you want your slots elsewhere then just put a defense or end red or lotg global in the base slot. -
it might be easier to post directly here, but then I lose all my formatting and the charts are unreadable, anybody know an easy way to port from excel to here?
Anyway, I was going to continue on to figure out Threat per Second, but my initial method had some flaws and then I realized that you can't isolate TPS by power set anyway.
TPS is going to change a lot based on what powers you have meshed together: primary, secondary and power pools -
Okay, there's a LOT of missing pieces in Threat, so all this is very rough estimates (though I will use the same numbers I calculated without much rounding)
anyway, the formula we are given is:
damage * debuff mod * AT mod * range mod * AI mod * (Tauntduration * 1000) = threat
I'm ignoring range mod since I have absolutely no info on that
I'm also ignoring AI mod since that depends on the individual enemy
I'm assuming all debuffs have a mod of 2 based on info in Paragon Wiki (http://paragonwiki.com/wiki/Threat)
Tankers have an AT mod of 4
They also have a Taunt Modifier of 2.050 which is multiplied in as well.
If the power deals no damage, the modifier for the damage is 1
If the power does not have a taunt aspect (there are a few, such as burn) the duration is assumed to be 1
The final formula looks like this:
dam * debuff (1 or 2) * 4 * 1000 * duration * 2.05
Threat is then listed by millions with decimal places being thousands. Basically, a rating of 1 means that the power in question produces 1,000,000 threat when used.
all stated accuracies are listed, those that are autohit in PvE are noted
These are based on unenhanced base stats for level 50 tankers.
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Note, I need some more information on Rise to the Challenge, my current rating is based on an assumption of having three-quarters the duration of other taunt auras. I've heard some unconfirmed rulers that the duration is actually 1 second, which would reduce it's threat rating to 0.016.
Chart, somewhat formatted.
Toggle: Threat - Accuracy - Spec
Click Power: Threat - Recharge - Animation - Accuracy
Dark Armor
Death Shroud: 0.480 - 1
Dark Regeneration: 0.480 - 30 - 1.17 - 1 - 10 targets
Cloak of Fear: 0.108 - 0.67
Oppressive Gloom: 0.108 - 1 - .96 dam/tar to user
Electric Armor
Lightning Field: 0.961 - 1
Power Sink: 0.008 - 60 - 2.03 - 1 - 10 targets
Fiery Aura
Blazing Aura: 0.528 - 1
Consume : 0.961 - 180 - 2.03 - 1 - 10 targets
Burn: 0.026 - 25 - 2.03 - 1 - unknown targets - fear - autohit
Rise of the Phoenix: 0.217 - 300 - 1.5 - 1 - 10 targets
Fiery Aura With Fiery Embrace Running - 30 seconds
Blazing Aura: +0.528 - 1
Consume: +0.961 - 180 - 2.03 - 1 - 10 targets
Burn: +0.026 - 25 - 2.03 - 1 -unknown targets
Ice Armor
Chilling Embrace: 0.108 - 1 - autohit
Energy Absorption: 0.108 - 60 - 1.33 - 1 - 10 targets
Icicles: 0.480 - 1
Invulnerability
Invincibility: 0.108 - 1 - autohit
Shield Defense
Against All Odds: 0.108 - 1 - autohit
Shield Charge: 7.627 - 90 - 1.5 - 1 - unknown targets
Shield Defense with Against All Odds:
Shield Charge: +0.7627 per opponent to a max of 15.636
Stone Armor
Mud Pots: 0.865- 1
Stone Armor With Granite Armor
Mud Pots -0.26
Willpower (need more info on which of these is accurate)
Rise to the Challenge(3/4s duration): 0.081 - 1 - autohit
Rise to the Challenge(1 sec duration): 0.008 - 1 - autohit
Battle Axe 81% to hit
Beheader: 2.402 - 4 - 1.33 - 1.05
Chop: 4.273 - 8 - 1.33 - 1.05
Gash: 4.709 - 10 - 1.5 - 1.05
Taunt: 0.329 - 10 - 1.67 - 1 - autohit
Swoop: 5.477 - 12 - 1.83 - 1.05
Whirling Axe: 2.402 - 14 - 2.67 - 1.05 - 10 targets
Cleave: 6.63 - 15 - 2.33 - 1.05 - 10 targets
Pendulum: 4.564 - 15 - 2 - 1.05
Battle Axe With Build Up (101% to hit)
Beheader: +1.921
Chop: +3.152
Gash: +3.767
Swoop: +4.381
Whirling Axe: +1.921
Cleave: +5.304
Pendulum: +3.652
Dark Melee 75% to hit
Shadow Punch: 4.036 - 3 - 0.83 - 1
Smite: 6.342 - 6 - 0.97 - 1
Shadow Maul: 10.359 - 8 - 3.07 - 1
Taunt: 0.329 - 10 - 1.67 - 1 - autohit
Siphon Life: 9.418 - 10 - 1.93 - 1
Touch of Fear: 0.108 - 8 - 1.17 - 1.2
Soul Drain: 2.402 - 120 - 2.37 - 1.2 - 10 targets
Dark Consumption: 3.844 - 180 - 1.03 - 1 - 10 targets
Midnight Grasp: 13.259 - 15 - 2.07 - 1
Dark Melee With minimal Soul Drain (85% to hit)
Shadow Punch: +1.615
Smite: +2.537
Shadow Maul: +4.143
Siphon Life: +3.767
Dark Consumption: +1.538
Midnight Grasp: +5.303
Dark Melee each additional target hit by Soul Drain (+2% to hit)
Shadow Punch: +0.323
Smite: +0.507
Shadow Maul: +0.829
Siphon Life: +0.753
Dark Consumption: +0.307
Midnight Grasp: +1.061
Dual Blades 85% to hit
Nimble Blade: 2.018 - 3 - 1.03 - 1
Power Slice: 2.786 - 5 - 1.4 - 1
Ablating Strike: 6.342 - 6 - 1.03 - 1
Taunt: 0.329 - 10 - 1.67 - 1 - autohit
Typhoon's Edge: 2.739 - 12 - 2.27 - 1 - 10 targets
Typhoon's Weaken: 5.478 - 1 - 10 targets
Typhoon's Sweep: 4.108 - 1 - 10 targets
Blinding Feint: 1.922 - 1.2 - 1
Vengeful Slice: 3.94 - 8 - 2.43 - 1
Sweeping Strike: 4.084 - 11 - 1.23 - 1
Sweeping Vitals: 6.487 - 1
One Thousand Cuts: 5.673 - 15 - 3.3 - 1 - 10 targets
Dual Blades With Blinding Feint (95% to hit, 98.3% to hit with Empower)
Nimble Blade: +0.757
Power Slice: +1.045
Ablating Strike: +2.378
Typhoon's Edge: +1.027
Typhoon's Weaken: +2.054
Typhoon's Sweep: +1.54
Blinding Feint: +0.721 (yes it is possible to reduce the rec on BF so that it can enhance itself)
Vengeful Slice: +1.182
Sweeping Strike: +1.225
Sweeping Vitals: +2.433
One Thousand Cuts: +2.127
Electric Melee 82% to hit
Charged Brawl: 2.018 - 3 - 0.83 -1
Havoc Punch: 3.171 - 6 - 1.5 - 1
Jacob's Ladder: 3.603 - 8 - 1.67 - 1
Taunt: 0.329 - 10 - 1.67 - 1 - autohit
Thunder Strike: 9.418 - 18 - 3.3 - 1 - 10 targets
Chain Induction: 23.16 - 14 - 1 - 1
Lightning Clap: 0.108 - 30 - 1.23 - 0.8 - 10 targets
Lightning Rod: 7.64 - 90 - 2.57 - 1 - unknown targets
Electric Melee With Build Up 102% to hit
Charged Brawl: +1.615
Havoc Punch: +2.537
Jacob's Ladder: +2.883
Thunder Strike: +7.534
Chain Induction: +18.528
Lightning Rod: +6.112
Energy Melee 75% to hit
Barrage: 3.171 - 6 - 1.33 - 1
Energy Punch: 2.402 - 4 - 0.83 - 1
Bone Smasher: 3.94 - 8 - 1.5 - 1
Taunt: 0.329 - 10 - 1.67 - 1 - autohit
Whirling Hands: 2.402 - 14 - 2.5 - 1 - 10 targets
Stun: 1.201 - 20 - 1.8 - 1
Energy Transfer: 10.955 - 20 - 2.67 - 1.2
Total Focus: 17.105 - 20 - 3.3 - 1.2
Energy Melee with Build Up (95% to hit)
Barrage: +2.537
Energy Punch: +1.922
Bone Smasher: +3.152
Whirling Hands: +1.922
Stun: +0.961
Energy Transfer: +8.764
Total Focus: +13.684
Fiery Melee 75% to hit
Scorch: 2.018 - 3 - animation time missing - 1
Fire Sword: 3.171 - 6 - 1.33 - 1
Combustion: 3.123 - 3 - 1 - 10 targets
Taunt: 0.329 - 10 - 1.67 - 1 - main target autohit
Breath of Fire: 3.267 - 10 - 2.67 - 1.2
Fire Sword Circle: 3.724 - 20 - 2.67 - 1
Incinerate: 6.005 - 10 - 1.67 - 1 - 10 targets
Greater Fire Sword: 5.861 - 12 - 2.33 - 1.2
Fiery Melee With Build Up (95% to hit)
Scorch: +1.615
Fire Sword: +2.537
Combustion: +2.499
Breath of Fire: +2.614
Fire Sword Circle: +2.979
Incinerate: +4.804
Greater Fire Sword: +4.689
Ice Melee 75% to hit
Frozen Fists: 3.928 - 3 - 1.33 - 1
Ice Sword: 6.342 - 6 - 1.33 - 1
Frost: 7.782 - 11 - 2.27 - 1 - 10 targets
Taunt: 0.329 - 10 - 1.67 - 1 - main target autohit
Ice Patch: 0.008 - 35 - 3.47 - 2 - unknown targets
Freezing Touch: 8.074- 16 - 1 - 1
Greater Ice Sword: 9.418 - 10 - 2.33 - 1.2
Frozen Aura: 6.822 - 20 - 2.1 - 1 - 10 targets
Ice Melee with Build Up (95% to hit)
Frozen Fists: +3.142
Ice Sword: +10.401
Frost: +5.074
Freezing Touch: +6.46
Greater Ice Sword: +7.536
Frozen Aura: +5.458
Stone Melee 82% to hit
Stone Fist: 2.402 - 4 - 0.83 - 1
Stone Mallet: 3.94 - 8 - 1.61 - 1
Heavy Mallet: 5.477 - 12 - 1.63 - 1
Taunt: 0.329 - 10 - 1.67 - 1 - main target autohit
Fault: 0.108 - 20 - 2.1 - 0.8 - 10 targets
Hurl Boulder: 7.88 - 8 - 2.5 - 1
Tremor: 2.402 - 14 - 3.3 - 1 - 10 targets
Seismic Smash: 17.105 - 20 - 1.5 - 1.2
Stone Melee with Build Up (102% to hit)
Stone Fist: +1.922
Stone Mallet: +3.152
Heavy Mallet: +4.381
Hurl Boulder: +6.303
Seismic Smash: +13.684
Super Strength 75% to hit
Jab: 1.634 - 2 - 1.07 - 1
Punch: 2.402 - 4 - 1.2 - 1
Haymaker: 3.94 - 8 - 1.5 - 1
Taunt: 0.329 - 10 - 1.67 - 1 - autohit
Hand Clap: 0.108 - 30 - 1.23 - 0.8 - 10 targets
Knockout Blow: 17.105 - 25 - 2.23 - 1.2
Hurl: 7.88 - 8 - 2.5 - 1
Foot Stomp: 3.411 - 20 - 2.1 - 1 -10 targets
Super Strength with Rage (95% to hit)
Jab: +2.679
Punch: +1.922
Haymaker: +3.152
Knockout Blow: +13.684
Hurl: +6.303
Foot Stomp: +1.664
War Mace 90% to hit
Bash: 2.402 - 4 - 1.33 - 1.05
Pulverise: 3.94 - 8 - 1.5 - 1.05
Jawbreaker: 4.709 - 10 - 1.83 - 1.05
Taunt: 0.329 - 10 - 1.67 - 1 - autohit
Clobber: 14.03 - 16 - 1.23 - 1.05
Whirling Mace: 2.691 - 14 - 2.67 - 1.05 - 10 targets
Shatter: 5.477 - 12 - 2.33 - 1.05
Crowd Control: 3.868 - 12 - 2 - 1.05 - 10 targets
War Mace with Build Up (110% to hit)
Bash: +1.922
Pulverise: +3.152
Jawbreaker: +3.767
Clobber: +11.224
Whirling Mace: +2.153
Shatter: +4.381
Crowd Control +3.094 -
How often do the various aura's proc?
I think Death Shroud, Blazing Aura, Icicles, Lightning Field and Mud Pots proc about once each second
but I'm not certain about the more subtle auras like:
Invincibility
Rise to the Challenge
Against all Odds
Chilling Embrace
Cloak of Fear
Oppressive Gloom
do those also proc 1/sec or are they quicker? -
well, until I get more detailed info, I'll put a 2 debuff modifier on things since I see somewhere most people assume most debuffs are at that level
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I'd go for Predator/Gladiator and pick up the Combat Shield for tough battles (think you can max out its bonus to about 20 minutes lasting)
I'm not sure what it is, but I think it is S/L and then build up on top of that. -
Quote:I understand the dmg and taunt portions, what I'm looking for is the bolded sections of the following equation:from highest to lowest
Taunt
Brute Taunt
Tanker Taunt Auras
Brute Taunt Auras
dmg/mezz attacks
pool/epic power dmg/mezz attacks
side note: the more dmg a tanker attack does the more threat the mob recieves. In PvP the longer a tanker animation is the more likely the target will be put under the effect of gauntlet.
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
as presented by Castle a while back
As it stands, I can figure out compared threat levels based on damage in melee range for any character, but I have no information to base a discussion on the effect of Radiation Infection or Slow powers, though I've heard that Slow powers cause heavy threat.
IE, I'm trying to fill in the blanks, I had hoped I would not have to make that clear when I limited my questions to debuff and range modifiers and ignored asking about Damage, AT and Taunt... -
I'm wondering if anybody has done any datamining to figure at the threat modifiers for different types of debuffs and status effects as well as range modifiers.
At the very least, I'd like to know which debuffs cause the most threat:
slow
-tohit
-def
-dam
-res
-rec
dizzy
hold
immob
kb
sleep
confuse
-perc -
I know that this has been asked for before, but seriously, more non-humanoid enemies would be a big boon.
Heck, you can use the same cylinder skeleton as the jaegers and spiders for things like dogs and big-cats maybe.
I'd also still like to see sharks in the water, and I don't care if they follow me on land...it's a fantasy setting anyway. -
Quote:I asked them if they wanted the exposure ahead of time, not sure they're familiar much with CoH, but they good work.Awesome! Thanks for that!
I'll get in touch with them right away. I usually try and get the artist(s) to contact me and give me the links. That way:
a) I know they want their submission on the list
b) The 3 pieces are correct in that they represent best what the artist is offering
c) They approve of the submission for this list on Coh and my use of photobucket.
So if you run into anyone else and if you talk to those 2 artists before i do, please send em my way. Thanks again! -
As usual when people post these things:
http://thrythlind.deviantart.com/gal...acter-Profiles
take your pick, have fun.
http://thrythlind.deviantart.com/gal...eneral-Fiction -
oh, they're not bad shots, just thought I'd give you a way to get a closer look
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find a wall, walk closer to the wall with the camera moved to around in front of the character....you can get some real close shots that way
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I've got a couple artists to add for you:
infinitesilence: http://infinitesilence.deviantart.com/
ROE-MESQUITA: http://roe-mesquita.deviantart.com/
both on Deviant Art -
Can't get you to do sketches outside of a convention, can I? I don't get to many cons in the year.
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hmm, now, see, this is counter to my consistent stands on matters.
Basically, I'd be for putting whips into the hands of scrappers, stalkers, brutes and tankers and the laser plasma rifle in the hands of blasters, defenders and corruptors.
I don't like power sources being ONLY available to one AT.
There's no reason that a person with a sword can't fight in a tankerish manner, for example.
to me, the uniqueness should be HOW the item/power is used, not the power/item itself.
In Masterminds case, the fact that they have henchman is what makes them unique
I'll never be for an AT only weapon with the possible exception of the Arachnos Maces, since it does make sense only Arachnos minions would have it -
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thanks...I could extend it with some of my fiction-related art, but not right now
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Arc 1: It begins with a riot... (ARC ID: 110465)
Levels 1-15
The hero is called to put down a riot and stumbles upon the trail of a vicious murderer with delusions of righteous grandeur.
Arc 2: Witch Hunt (ARC ID: 336680)
Levels 10-20
Continuing on from "It begins with a riot...", the hero has questions about the way things ended with the first story and uncovers a greater danger. -
Wyrmling(50 fire/fire tank):
Green Team group pic
Chibi-Wyrm
Kaiju-Fu
Wyrmling Reclines
Medusae(41 earth/rad tank):
Medusae
Medusae by Space Coyote
Medusae in Armor
Armor and Undead-Slaying Axe
Medusae Startled
Hanging out with Namikashi
Endcaller Mara(45 dark/elec defender):
Wrath of Heaven
Bikini
Blood Rose(50 dark/regen scrapper/22 dark/dark tanker):
Gathering Power
vs Vandal sans Vines
vs Vandal with Vines(Midnight Grasp)
Dorsal/Mikosame/Same-Bito (32 kat/inv scrapper/28 trick/arch defender/6 will/db tanker):
Frenzy...this is actually by me, hence how bad it is
Uniform
Vs Dark Bird(Gold Digger character)
One of my Versions of Kuwiko
First ever version of Kuwiko
Calico Rey (18 dark/shield scrapper):
Meet the Diggers
Satyr Dae (8 storm/elec defender):
Reclining
Greyskin (22 inv/ss tanker - pic is more based on Champions PnP version):
Greyskin unveiled
************
Various References
************
Comments or offers to add appreciated. -
Amethyst Sword
Blood Rose
Sang-Yoon Koga
Dorsal/Mikosame/Same-Bito
Endcaller Mara
Galatea Durandal
Castle Rat. Note: The Mako costume has been replaced with a Shampoo costume
Detective Crimson Rice
Medusae
Saffron-Chan
Wyrmling
Those are some of my more well-played characters (though Sa-Yoo is a port from a Scion chat game). Sorry for the large group of them, but I tend to have a habit of directing people at my galleries and saying: "pick one and have fun" -
Quote:Indeed, I only want the option, not forced, it wouldn't go with some characters.As long as it's not hard linked to a costume, that's the only thing I'd be worried about. I tend to use dual builds - but can't see me going beyond three very often, for instance (concpet, team, solo.)
For this DB/Willpower set that's supposed to be a family of characters:
Longsword/Gladius - damage, resilience, Fitness for travel, Fighting Pool
Katana/Wakizashi - damage/recharge, leaping, stealth
Rapier/Main Gauche - recharge/endurance, superspeed
Jian/Dagger - recharge, medicine, leaping
Khopesh/Falcata - damage, resilience, Presence
etc
I also wouldn't mind an increase to the build switch cooldown if I could switch away from a trainer...though the devs have already said more than that. -
Quote:This is the issue, yes.Since the OP hasn't replied yet - let's see if I understand him. I believe he's asking for each costume slot to also have a build associated with it. So, instead of just Dual-builds, we'd have up to 5 builds.
I have no opinion on this - if a lot of people want it, hey, more power to 'em! But, regardless, it's not something I personally would take advantage of. I havn't even done anything with dual-builds yet, because of the cost of fully IO'ing them out - I shudder at the thought of how much it would cost to IO out 5 builds per toon!
I'd like to have a character where I could have 5 build slots, one for each costume slot.
I'm not thinking software, hard-linked concepts where everytime you're in one costume you HAVE to have the other build, but, for example:
On my character Chi no Toorima, I currently have two builds and two costumes.
One build is named: Sister and is set-up more for recharge and speed. With that I choose my female form wielding a jian and a dagger.
The other build is named: Brother and is set-up (or will be set-up) for more single-target, hard-hitting power and resilience and he currently wields a katana and wakizashi (though might switch that to a heavier blade like the Dao or khopesh to better fit).
currently the concept is similarly trained brother and sister. Their pool choices and enhance set-ups are planned to be different.
If I had the option for more builds, I could add more people to this team with distinct play styles. -
Of course, the point of this is that I want some characters to be able to skip both, so the fact that I can skip one doesn't help when I want to skip both.
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