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Quote:This I've been saying over and over. But people like SiGGy would have you think that Speed Boost is such a must have power your gimped without it in your build, or cast on you if not a kin.Granted, Speed Boost isn't strictly necessary - in the vast majority of cases, it's not going to make the difference between a win and a team wipe. And it's certainly possible to build a character for whom SB is of limited benefit.
Quote:Arguing that it provides no benefit at all, however - because you have other options, even if they aren't the most reliable or efficient ones - is disingenuous.
EDIT: And the post of mine you linked to, it's regarding soloing with a soldier of arachnos. Because one person was claiming that they are underpowered in part due to needing to eat a blue insp during EB fights or protracted battles. -
Quote:He crushed a chimney pipe actually, by accident. But then those aren't really as study as a steel pipe. Sturdy, but not THAT sturdy. While he's lifted 2 tons once, he just barely pulled it off. And Spidey is stronger then cap. He's in the low end of super strength though. Which says something about how badly the ultimate universe is scripted at times. Spidey in the ultimate universe has been depicted as being far stronger then in the mainstreem universe. As has Captain America. But in ultimate marvel, I'm tempted to rate Captain America as having a bit more super strength then Peter Parker.Pretty sure the first thing classic Spider-man did with his super strength is crush a steel pipe with one hand without thinking about it.
The thing is Spider-man is almost always fighting peopl with at least Thing-level strength so HIS low level super-strength is almost a non-issue.
I'm sure Spidey is stronger than Cap. -
Yeah, they ramped up the strength of the Ultimate versions. The mainstream Spiderman can lift a small car with strain, but a caddy would be too heavy to really toss around.
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Quote:The mainstream cap is at 'peak physical perfection', but still achievable (barely) by a normal person. Yeah, he's blocked punches by the hulk, but he didn't do so without budging. Nor can he lift a ton. He's not that strong. Nor can he go up against the hulk without help. The shield is a vibranium/adamantium mix though. And vibranium is known as the 'anti-metal'. So his shield destroying chains is valid. He hasn't thrown it fast enough to catch up with missiles or outpace bullets since he stripped out all the tech Tony Stark added to it in the early nineties either. Tony had built tech into the shield which allowed cap to control it like a boomarang, among other things. That was ditched less then a year later.The 616 Mainstream Cap has actually gone up against the Hulk more often. As well as blocking strikes from him and holding his own. If you look at just feats of strength alone he constantly does things in the super human strength level. Working out he is able to curl 500 or so pounds (have the scan but forgot the exact number on this part) as well as we see him bench pressing 1,100-1,200 pounds. Not to mention the number of times we have seen him throw his shield faster than a bullet travels. Also thrown it to catch up to a speeding missile and sever the chains that were keeping Falcon strapped to it. Breaking down reinforced steel doors with his hands. Bending guns, lifting huge tree trunks. Not to mention the number of people he has knocked out with punches that have superhuman durability. The list goes on with tons of impressive things that he has done over the years. Strength fears that exceed his Ultimate counterpart.
Ultimate Cap though has tossed a tank, ripped gun turrets out of walls, not only gone toe to toe with the hulk alone but actually came close to pushing hulk back in one issue during a contest of strength. He's been depicted as being about half as strong as Thor in the ultimate marvel universe. And Thor is roughly the equivilant strength as Hulk (when hulk isn't too enraged). Ultimate Cap has been shown able to throw cars around when he wants to, something Spiderman can't do. And Spidy has super strength. He bench pressed 1600 pounds in one issue of Ultimate Avengers.
Mainstream Cap bench presses roughly 800 I believe. -
Quote:Yes, because not using Evisc is going to hurt my attack chain so much. Because the ability to overwhelm an EB's regen with just Striike, Slash, Swipe, and Follow Up is gimping myself.You said it right there. Unless Conserve Power is perma, you will see a benefit from Speed Boost. No one said you're doing it wrong, but to deny that you will see _any_ benefit from having +recharge is false.
Even moving from mob to mob with +run speed will up your mobs defeated per minute, presuming you can control your toon's movement in tighter spots.
Any time I start to get low on endurance, I have two options. Cut out the high end cost attacks (which actually tends to improve my dps anyway) or hit conserve power. But if you insist on hitting Madam Enigma with speed boost even when I asked you not to, you've put me at the run speed cap, given very little benefit recharge wise, and 'solved' the endurance issues that weren't there. I have conserve power as an endurance issue fix already. If I need more end recovery for the moment, I can just hit it.
And that's only really a problem if I felt the need to be running around with 40% defense instead of 30% defense. Usually 30% defense is more then enough. -
Quote:Those accolades you mentioned, don't have them. Vet teleport, don't have it. Mission Teleport, don't have it. And if my scrapper has anything to do to aid the team besides spamming my infinately mutable attack chain, that's news to me. Powers would include... attacks, defenses, more defenses, more attacks, a few self utility powers, and Fitness pool.If all you're doing is spamming your attack chain then you should consider doing a couple of more things to help the team. Besides, even things like Eye of the Magus and other accolades are not available instantly no matter how much recharge you have natively. Veteran Teleport, Mission Teleport are other powers with extremely long recharge timers that benefit from +recharge powers such as Speed Boost.
Unless you expect blasters and scrappers to be the team healer? And what is my attack chain? Generally what ever I feel like hitting next, cause it's all recharged. -
Quote:Secondary of Super Reflexes, and no my current build doesn't have Elude. Nor would having elude up more often have mattered anyway. I use it as a panic button or for AV fights. And it's up more then often enough for that.First, nobody is saying that you need Speed Boost to fix anything. What we're saying is that you will benefit from it, plain and simple, there's no denying that. If you don't agree, I really don't know what to say.
You may not notice it on something with quick recharging ST attacks like Claws, I mean my Claws Brute has an attack chain of Follow Up + Gloom + Focus. I won't get much benefit for my ST chain, but it brings my AoE's up quicker. Now, I'm not sure what secondary you are, but you do know recharge helps those powers too? In my case, I'm Dark Armor. More recharge brings Dark Regeneration up quicker which in case allows me to take more damage. You may be WP or something else that doesn't benefit because all of your defensive powers are toggles. -
When you respec at 24, you can still take any power from the original tree. Your only locked out of the opposite tree. So a Crab Spider can take wolf spider powers, but not Bane Spider powers.
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Quote:Oh really, then pray tell... How much more dps do you think I could get with Speed Boost on Madam Enigma? I already have powers that recharge so fast that the only ones that aren't up almost immediately are Spin, Shockwave, and Eviscerate. And since the only power from Claws I didn't take was confront, how much more recharge do I need to maximize DPS? Please tell me, because I'm not sure what else I need to do. I already can pick pretty much any power to attack, and it's recharged by the time the next power finishes animating. If it's not, it'll be recharged by the time the third attack is done.Only for 100 levels. Did you know that Follow Up stacks with itself?
Edited to add: You seem to be unaware of the importance of damage per animation time. Once you have powers cycling faster than you can cast them, the only improvement possible to damage per time is by choosing to use the attacks that do the most damage in the least animation time. +Recharge allows you to cycle these attacks faster. They are your "best" attacks, not the ones that do the most damage up front. So for example, from Archery, Ranged Shot deals 2.76 scale damage and takes 4.67 seconds to cast, but Blazing Arrow deals 2.585 scale damage and takes just 1.83 seconds to cast (ignoring certain other factors). If both attacks recharged instantly, you'd only be dealing 0.59 scale damage per second by firing nothing but Ranged Shots, but you'd be doing 1.41 scale damage per second firing nothing but Blazing Arrows.
Similarly, for Claws, Swipe does 0.798 scale damage in 0.83 seconds, while Focus deals 1.46 scale damage in 1.17 seconds. Which is the better attack?
I throw in Eviscerate because I like the animation and the burst damage. I throw in Swipe now and then cause the animation is sexy. I toss in Strike or Slash interchangeably. If I can't reach the enemy, I cycle Focus, Shockwave, and Laser Beam Eyes for ranged attacks. Sometimes I throw in a LBE just for coolness factor. And if I'm running a lot of toggles, I cycle out the higher end cost attacks from my chain. If I don't feel like doing that, I hit Conserve Power once at 1/4 endurance and can gain endurance back while spamming attacks will nilly.
Surely I'm doing something wrong that requires Speed Boost to fix. Can you explain what it is? -
Quote:No, I have been saying that the +recharge and +recovery are not always actually helpful. Half my characters have no need for either. Once your character can fight for hours non-stop without speed boost, the +recovery from it is pointless for example. And fighting non-stop without running out of endurance is something many build for. Once someone has enough recharge that even with spamming attacks they always have 4 or 5 ready to go at moments notice, more +recharge isn't really needed either.Speed boost != Stamina. For someone to bring up flaws of logic and use such a poor analogy boggles the mind.
People arguing against the merits of +recharge and +end for the teammates are really just complaining that they don't like the +run speed aspect of it.
People who are complaining about the short duration of the boost are complaining about the tediousness of having to buff 'all the time'.
Bottom line is that some people don't like SB, but a large portion of the people like it and find utility in all of its aspects as well. If you don't like it you don't have to take it, and asking someone not to buff you with it is your right as well. Just remember that most people will raise an eyebrow because of it. -
So they were cloning the Ultimate Marvel version of Cap. Seriously, the Ultimate version of Captain America has been shown to have super strength. Able to throw tanks and such. Not to mention go toe to toe with the Hulk. Maybe not for long, but he did go toe to toe against Hulk, and actually blocked a punch from the hulk without going flying.
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Quote:Uhm, with Madam Enigma my recharge on attacks is such that... I have 8 or more attack chains possible at any given moment because all but one attack is recharged. And I spam attacks. As such, her attack chain is typically "What do I feel like attacking with next". Get enough recharge slotting and attacks, and this is true of pretty much everything. And once you hit that point, more recharge is rather pointless.Because this isn't about "attack chains." Attack chains exist as a limitation of recharge. If recharge didn't exist you wouldn't have "attack chains" you'd just spam your one best power as much as possible.
+Recharge doesn't just boost attacks, it boosts Aim, Build Up, Power Boost, etc. You can't "chain" these powers but +Speed will make them recycle much faster. This also happens to all Control AoEs, all nukes, and all recharge-intensive buffs and debuffs. Ultimately there are very, very few characters who don't benefit significantly from a +50% Recharge boost.
I know with my archery blaster too much recharge boosting actually hurts my attack chain periodically. Why? Because nothing is charged for a few seconds. And the powers that character has that would REALLY benefit from +recharge, one I don't use often cause it's cumbersome in battle (rain of arrows), and the other sucks for mid battle use since it's interuptable. -
Quote:Haven't played a claw scrapper yet have you? The majority of claw attacks all do around the same damage. Only Focus and Eviscerate, and spin do more. But if your throwing in Eviscerate into an attack chain of only two powers, your lowering your dps. And spin is wasteful on only one foe. If you throw in the other attacks, your finally doing great dps.Not all attacks are created equal. Higher recharge lets you chain your better attacks and ignore your weaker ones. It lets you chain your AoE attacks and ignore your ST attacks.
There is a theoretical limit to the usefulness of recharge, but it's generally far, far higher than anyone can achieve on their own - although they do try. In the vast majority of situations, increased recharge and increased recovery translate directly to increased damage output.
Let me put it this way. If you are a Kinetics character, and you are on a team, and you do not have or do not cast SB, then you are robbing yourself of the increased damage output and reward rate that SB provides. If that is a price you are willing to pay to avoid using the power, or one you will never have to pay (because you don't team), then don't take SB.
Quote:This is a reasonable stance: for a lot of people, SB is a sacrifice of enjoyment for increased rewards. -
Quote:Let's say I am using Sands of Mu on my crab spider. My base chance to hit a +0 minion is 75%. And I have +14% tohit from Tactical Training: Tactics. Just go with me, don't feel like booting up CoH to check the value. Let's say I'm trying to hit something with 20% defense to ranged. This is what my chance to hit formula would be:Hmm even in layman terms i am lost
So, considering I have a character with a direct Accuracy modifier I really should take it?
While I am asking questions can you help me with slotting Omega Maneuver? It doesn't have description like other powers so will enhancements still work on it? Should I give ti a full six slots and if i do what is more important? Accuracy, damage, recharge? ty
(75+14-20)*1=chance to hit, Or in this case 69% chance.
If I had 3 slotted CT: O however it would be this:
(75+14-20)*1.22=chance to hit, or in this case 84.18% chance.
If I slot a single ACC single origin into the attack (I know, you can't with SoM) the acc multiplier would be 1.55 and I'd have an even better chance to hit.
The beauty of Combat Training-Offensive is that it applies to everything you do with a to-hit check except pets. -
Quote:CT: O gives 22% accuracy to all your powers, even temp powers and vet attacks when 3 slotted for acc. This combined with TT: Tactics means you hit a +0 foe 95% of the time without any extra acc slotting. Great for lower levels when slots are at a premium. This can easily let you get away with only slotting 3 damage in attacks till later levels.I dont understand the mechanics. I was thinking that + accuracy was better than + to-hit. So, I am thinking I will still slot powers with 2 accuracy.
ty!
At higher levels, it's still useful. It will always apply, no matter the attack. Again, vet attacks hitting 95% of the time is a Good Thing. -
How is it beneficial to have powers that already recharge so fast you have eight or more different attack chains possible at any given moment recharging faster still? There comes a point when more recharge isn't helping, it's just wasted. If a debuff power that can't self stack, and has a 30 second duration already charges fast enough to be perma then it is wasteful to have the power recharging in 15 seconds for example. When you always have a good attack up already, more recharge doesn't help as much as you might think. When the difference between having Speed Boost on you, and not is something like 0.05 seconds worth of recharge time at most, it's not as helpful as you might think.
Or do you think that tier nine defense powers and nukes which drain all your endurance are really "every spawn" powers? Ok, the nukes maybe, but you had dang well better have an endless supply of catch breaths. People who think the only good attack chain involves Headsplitter twelve times in a row with no delay... Well they already build accordingly to pull it off.
And that's just the +recharge. The run speed component can outweigh the rest in usefulness at times. If the buff had a vastly reduced runspeed componant it would be much better.
Mind you, I never said that speed boost isn't useful. It is, BUT it isn't a godly buff everyone needs 24/7. And this is what I argue against. People who claim everyone needs speed boost 24/7, and that any kin without it is useless. That is what I'm arguing against. -
Oh yes, because it is so ridiculous to think someone can build a character which doesn't benefit from speed boost. Just as it's ridiculous to think someone might have more problems with it then without it. Because that team mate who's constantly getting hung up on the scenery is contributing so much to the team 2 rooms away.
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I can see all the Shield/SR captain america clones now.
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Quote:No, for a crab the extra bit of resistance is nice though.I haven't taken Wolf Armor on either my Bane or Crab, and I've never missed it.
The Crab really doesn't need the extra mez protection as they're already around scrapper/tanker levels of protection via Fortification + Crab Armor (those two let me resist Nictus-Romulus' rez-stun).
Bane's can benefit from it a bit more being as they don't get a mez protection toggle, but my experience was that the 4 points from Bane Armor was enough when combined with the fact that my decent (now soft-capped) defense meant most mezzes weren't even hitting me in the first place. The chance of there being enough mezzes of the same type aimed my way to overcome 4 points of protection is fairly low in PvE situations, nevermind the chance that enough of them will actually hit all at the same time. On the trip from 1-50 (and some tf'ing at 50) I maybe got stunned once or twice vs masses of Green Ink Men, and held a couple times by Rikti - we're talking single digits for total times mezzed on the journey, probably fingers-of-one-hand numbers.
I'll admit that passively resisting awaken-stun is a nice perk, but it's not worth an entire power choice just for that imo. -
Quote:Yes, because slotting for endurance redux has to be done instead of damage. Or... you could do something like 1 acc, 3 damage, 1 end redux. And get the same level of damage PLUS lower endurance cost.Endurance attack chain is not the problem at all , look my bane build does great at 0.79 endurance consumption everything dies fast enough.
If i slot in endurance into low attack , i would even kill slower and have to 4 shot stuff costing more endurance in the end .
But then again this is not the issue about damage this the issue about defense debuff. -
Quote:Oh, so their not a team based AT? Then all those amazing team buffs such as +15% defense to everything only affect the person playing the SoA? I wasn't aware of that fact. Or the plehtora of aoe attacks (which are really useful in teams)? News flash, you can get 27.5% defense to Range with just casual slotting. No IO sets required. It's then EASY to get that up to 40% def to ranged, which is close to the soft cap. Still no IO sets needed. At which point your hovering out of melee range, and dang near impossible to hit.You are not even know what is designed about what .
We have so many change in designs oh guess what defenders got a damage buff for soloing !!!
Tanks gotten a damage buff in most powers that were too low .
Oh hurray your philosphy dont fly !!!
Here is the picture of MMO people come in here alone . and want to level .
Oh 20 they unlock a VEAT , hurray lets try it out .
Eh i dont understand why i am taking TTM cause everybody out there makes it go down to 0 (cause maybe they didn´t slot it properly )
Why am i running it anyway every gun shot (woot there are tons at lower levels and 40+)
reduces it to 0 , why am i paying 0.21 (slotted if they do know that) 0.16 endurance for it ?
Ha this is the reason why people skip TTM, not cause its the highest value DEF around 10% . But cause when leveling it doesn´t provide much with all those stupid def debuffs on all mobs .
She hovers around complete safety blasting crap out of stuff , where did i hear those ******** stories again >.<
She teams 100% and cry for mommy when its a end of a arc for help .
Or put it on -1 godsake go tell your stories to kiddies who says WAUW
Am a vet player here who saw too much already .
Man if you have gotten 30 with the ARC from aran , you would have known how hard BABS EB version hit , thats with me being 22% def and 30% resistance unbuffed .
LoL cant imagine what positron would do to my poor crabby . -
Quote:You mean the fear aura which at level 26 my DM/DA does not have? That one? Is that the toggle I should turn off to eliminate the endurance issues? Interesting.DM/DA you dont need that much blues , just forget about some toggles like fear .
Quote:On a Arachos Soldier Crab , you need the minimal toggles to survive , without even having your defense reduced .
Madam Enigma
Endurance Recovery: 2.83%/sec
Endurance Usage with just armor toggles: 0.54%/sec
Endurance Usage with armor toggles, Combat Jumping, and Maneuvers: 0.86%
Ok, my DM/DA scrapper next. This character does have endurance issues. In large part due to Dark Regeneration, which even with 3 SO end redux costs 20 endurance to use.
Slimy Sam
Endurance Recovery: 2.22%/sec
Endurance Usage with just armor (including Cloak of Darkness for imob prot): 0.66%/sec
Endurance Usage with armors and damage aura: 1.05%/sec
Hmm, interesting. Note that is NOT with the fear aura. Sure stamina is only one slotted, but that wont improve recovery rate by too much more. Just about 0.22% when fully slotted.
Arachnid Huntress is my SoA. At level 41, I only have endurance issues during AV/EB fights. But that's pretty standard usually. I'll show two builds, one is the 'huntsman' build, the other is my crab build.
Arachnid Huntress-Crab
Endurance Recovery: 2.61%/sec
Endurance Usage with all toggles (all 3 leadership and fortification): 0.63%/sec
Arachnid Huntress-huntsman
Endurance Recovery: 2.57%/sec
Endurance Usage with all toggles (all 3 leaderships, fortification, and tough): 0.85%/sec
Very interesting indeed. Especially since endurance usage without fortification but with all 3 leadership toggles is 0.49%/sec. Which is as you say, the bare minimum. And it's less then my claw/sr scrapper's endurance usage with the bare minimum toggles!
Quote:Already have to pop 1-2 during a standarad boss none EB , so imagine how many blues i have to pop during a EB , now not counting the mandatory purples .
Quote:Yes unless you are IO out at lower levels . and we are not talking about 50 here powerleveled and going back to oroboros with 42.5% IO . you dont have enough slots to make your dream builds . but you have to do with what you have .
Other tricks are to put a single common end redux in each toggle, and slot end redux into high cost attacks. Don't run Sprint all the time. Turn it off for battles. Turn Ninja Run off too. It costs a ton to run. How much? Ninja Run all by it's self is a 0.43%/sec endurance drain. So shut it off during battle. Don't use an AOE against a single foe when you can help it. AOE and Cone attacks use more endurance then single target attacks. So if your only pounding on one foe, use single target attacks.
Quote:Purples are a must on squishy builds when a freak tank hits for 250 damage oh 2-3 hits is a kill . now imagine EB hitting for 250+ damage if they hit you !!
You would be too bussy popping greens all the time to even fight back .
Sorry standard layout is purple first , based on damage then green health to stop those unlucky streaks , and then blues .
Quote:On a crab soldier i need REDS and MORE blues then ever to kill a EB solo .
That part i dont mind since it makes it challenging , but then to have defense reduced by stupid mobs around . there defense reduction is usually more then my defense powers .
Simply means that i have to pop more purple to clean them up first .
Quote:Now enough talking how to kill EB /AV whatever solo .
Am not asking much but def resistance preferably into TTM (so all soldiers widows take it)
Of 33% will stop for soloing the nasty 7.5% debuff that keeps getting more and more .
While in teamplay with tons of mezz and detoggle later on it doesn´t matter.
Especially if people are playing at +3 the 33% wont make much a difference . they will still get chewed out unless capped on DEF .
In truth, you don't even need soft capped defense for the majority of the stuff you fight. And endurance will only be a real concern during extremely long drawn out fights, or vs things that drain endurance. -
I like having both the wolf spider, and crab/bane armors. Why? More passive status protection is a Good Thing. It's the difference between using an awaken and running the frell away, and being disoriented after using the awaken.
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Quote:Yes, but in the years leading up to his going rogue, everyone wondered why he was called Blueberry Turkey.Then again, nothing is in place saying that your Arachnos soldier has to be standard. You could make a Bane spider wearing neon orange and green striped tights with a jester's hat and call him Blueberry Turkey, if you wanted to.
Your initial costume slot IS a manditory Arachnos uniform after all. -
Quote:Which made absolutely no difference from a defensive standpoint. With or without the shield in hand in those fighting games, you take the exact same amount of damage when hit, and your ability to avoid being it is still dependent on your personal skill.They did it in those Marvel vs. Capcom games. Cap threw his shield. So there!
Do you know why when roleplaying you rarely see someone with a shield throw it? Even in a superhero game? Because it's a really dumb idea. You've got this object you carry with you as a form of defense. To help distribute the weight you hold onto a hand grip, with one or more straps ALSO holding it onto your arm. Especially true if it's not a buckler. Your using it to fend off attacks. In a superhero game your also using it as portable cover from that guy with an uzi and his friends. Would you throw said portable cover?
No, you wouldn't. Even if the shield is perfectly round, it's not balanced for throwing. It's not something you can just toss whenever you want either. Plus the second you throw your shield, it Is Not There. You don't have it for defense while it's flying through the air. That gunfire you were using it to avoid? It's now got nothing between you and it. Hope your really freaking good at dodging bullets. Plus Captain America aside, shields are not a yo-yo. It's not going to return to you. Your going to have to go retrieve your shield. And if you can stop bullets with this shield, you'd better believe your enemies will try to grab it the moment you throw away your 'weapon'.
You know, I find it funny how Captain America's shield is always shown from the front. It never shows how he carries it. Except when it's slung across his back. Then you can see the two straps which would hold it in place on his arm. But that's beside the point. Spartus: Blood in the Sand points out another very important fact in episode 2. Throwing away your WEAPON is a stupid idea to begin with. In the first episode you see Spartus constantly throwing his sword in battle, and then having to grab a new one, or retrieve his sword. Then in ep 2 he gets the fact it's a horrible idea literally pounded into him.