Madam_Enigma

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  1. Quote:
    Originally Posted by Hobo_Healer View Post
    Defenders can't solo. They are there to heal the team, when not teamed they should roam around and heal people street sweeping.
    Hobo, I know your likely joking. It's just, attitudes exactly like you describe have gotten me booted from teams while playing my TA/A. You know, for the crime of not having a heal, even though before I joined I specifically mentioned a lack of healing and what I did instead.
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally I think it'll be pretty balanced solo. I know that I always get a lot of usage from Scourge when soloing my Corruptor. The way I see it both Defenders and Corruptors will deal the same damage solo but Corruptors will always get Scourge while Defenders get better buffs/debuff which may or may not be useful.

    That being said I do see where you're coming from. With Going Rogue the primary reason to roll a Corruptor over a Defender is that Corruptors solo a lot more easily. Defenders have always been superior on teams. I think Defenders do need a boost solo but maybe Corruptors should get a team boost to compensate.

    Personally I've never liked the idea that being useful on a team has to mean that you suck solo (in any game) but that's an old argument.
    And it doesn't. Look at my defenders. I take all or most of my primary, AND all or most of my secondary. Granted, my dark defender didn't pick up a travel power till 30, nor did my TA/A defender. The TA/A one though has more attacks due to not needing stamina. Solo, I can go slow enough that endurance isn't an issue. In teams, endurance isn't an issue.
  3. Quote:
    Originally Posted by Soundtrack View Post
    Sorry to trudge this up again...

    Just want to double-check: Is it a known issue that the OSA doesn't ignite 100% of the time? If so, then I can live with that and won't get frustrated when it happens.

    I'm knew to TA/A so I thank you for your patience!
    I find oil slick lights 100% of the time for indoor missions. Outdoor missions it usually lights too. But outside of a mission it sometimes doesn't. Especially if the zone is populated at the moment.
  4. Quote:
    Originally Posted by Soundtrack View Post
    Lewis, thanks very much for taking the time to respond. I'll definitely give that a try.

    I've never thought about trying a fire/TA... seeing as how Fire is my favorite type of controller, you'd think I'd give this a shot!

    And maybe I will! LOL
    I created a macro button to target the oil slick, then launch my mystic charm (origin attack) at it. Of course I have to double press the button for the macro. Still works nicely.

    I did see one fire troller who was a moron. He kept igniting my oil slick... by putting Bonfire RIGHT in the center of the oil slick. Thus ensuring nothing stayed in it. Ever.
  5. It takes some time to really hit it's stride, but TA/A solos pretty well. Especially post level 26. Just make sure you can do energy or fire damage either with powerset or origin attack. A HUGE amount of your damage comes from oil slick. I'm talking "melt 16+ even con minions in seconds" damage. Although archery isn't a slouch in damage it's self. At least, not unless fighting warwolves.
  6. Was trying out dual pistol on blasters, and I got to thinking. This set seems tailor made for defenders. It's got all sorts of debuffs and utility abilities built into it. So, why not pair this aoe happy ammo swapping beast with Trick Arrow. Any thoughts on this combo? I would think TA would help improve damage via it's pair of -resist debuffs. And you could either hold bosses (without using EMP arrow!) with supression fire, or swap to fire rounds to easily ignite oil slick while damaging foes.

    I'm not sure how bad redraw would be. DP seems to have minimal draw time.
  7. Madam_Enigma

    Dual Pistols

    Quote:
    Originally Posted by Shinkada View Post
    Lol'd hard at saying that less complaints = more changes. That's possibly the single most blatantly wrong thing I have ever heard from someone regarding this game.
    It's more a case of the following two examples:

    "Oh no, I hate this set. Change it now! Everyone agrees with me that it under preforms, so change it! Anyone who doesn't agree with me is a blind fanboi!"

    Which gets read by developers who wonder what you see is wrong with it

    or

    "This set is under preforming. This is why I feel it is. This is how it could be changed to improve."

    Which do YOU think gets a dev's attention faster? Well, according to CupaJo, the second one does. What do you think happens when you have a hypothetical 50 people saying "Well, the set is ok, but it could use a few tweeks" vs 10 people saying "Ok, the set needs some work, here are the areas which need work and why" vs 150 people going "anyone who disagrees is a fanboi cause I say the set sucks"? My guess is that the developers see that the majority who weighed in on the issue probably just didn't like it for some nebulous reason, many people like it as is, and a minority think it under preforms.

    I think it ironic that when TA and Archery first came out everyone said archery sucks because "it's all lethal damage so does low damage". And now it's touted as one of the best blast sets, while a set which looks like it does comparable damage but can deal reliable non-lethal damage is inferior to it.

    Admittedly my dual pistol blaster is only level 11 so far. I just got Going Rogue at 10:30am as of the day I post this. So far though it's damage is very respectable. I compared it's damage over the course of 50 levels to others touted as the 'best', and it competes very well I find. I'm enjoying the large amount of aoe and cone attacks so far. Enemies tend to melt before me, even faster if I'm teamed with a good tanker.

    I do think a few attack animations so far are a bit long. Bullet Rain for example is the main one so far. Even so it does very good damage. And using elemental shot an enemy is weak to makes a noticeable difference. As do the various secondary effects.

    My overall assessment of Dual Pistols so far? A solid 6/10. I'd rate it higher, but the long animations of a few attacks drag it down.
  8. Madam_Enigma

    Dual Pistols

    Quote:
    Originally Posted by Smiling_Joe View Post
    With so many aoes and also with the DoT in fire ammo I'm finding that I can pull aggro off my wife's Black Dwarf right through her taunt.
    That's nothing. An hour ago I pulled agro off a fire tank AND an ice tank, at the same time. After the fight they asked me what I did to cause that. Previously, I'd only known a TA/A defender to pull agro off an ice tank.
  9. Madam_Enigma

    Dual Pistols

    Reading through this long winded argument still. Just thought I'd log into the game and pull up some numbers though. First, I will give unenhanced values. Then enhanced values. Then likely damage based on those for the a high lethal resistance foe. I'm only comparing Full Auto, Rain of Arrows, and Hail of Bullets because that's what people here keep comparing. I'm pulling the unenhanced values directly from the game mind you, so it is accurate.

    Keep in mind people keep saying Lethal damage sets are subpar because so many things heavily resist it. And they do, right? Let us assume an enemy has 50% resistance to lethal damage.

    First of all, let's take a look at Full Auto.

    Full Auto (unenhanced)
    Recharge Time: 60 seconds
    Average Damage: 178.55
    Damage Per Activation: 44.64
    Damage Per Cycle: 2.79

    Full Auto (enhanced at +95% damage)
    Average Damage: 348.1725
    Damage Per Activation: 87.048
    Damage Per Cycle: 5.4405

    Full Auto (enhanced) vs 50% Lethal resistance: 174.08625 average per use

    And I'll admit right now that 50% resistance might be a tad high. This is for illustrative purposes only.

    Rain of Arrows (unenhanced)
    Recharge: 60 seconds
    Average Damage: 150.15
    Damage Per Activation: 37.54
    Damage Per Cycle: 2.35

    Rain of Arrows: (enhanced at +95% damage)
    Average Damage: 292.7925
    Damage Per Activation: 73.203
    Damage Per Cycle: 4.5825

    Rain of Arrows (enhanced) vs 50% Lethal Resistance: 146.39625 on average

    Ok, so let us look at Hail of Bullets now. I'll do two vs resistance numbers. One with standard rounds, one with one of the other rounds. I'm not gonna add in the bonus damage proc from fire rounds though. That's a tad unreliable from what I've seen.

    Hail of Bullets
    Recharge: 120 seconds
    Average Damage: 166.66
    Damage per Activation: 39.97
    Damage per Cycle: 1.34

    Hail of Bullets (enhanced to +95% damage)
    Average Damage: 324.987
    Damage per Cycle: 2.613 (ok, this looks low, but then it has twice the recharge too so it evens out)

    Hail of Bullets (enhanced) vs 50% lethal resistance: 162.4935

    But wait, what if you weren't using lethal damage ammo? It's accepted that 30% of the damage can be swapped for a different type. At level 50 this would be 97.4961 damage or so. And you do know which mobs heavily resist lethal damage right? So let's recalculate that.

    After subtracting the 30% damage being switched from lethal type before resistance is applied, we learn that 211.24155 is the new average damage vs that highly resistant mob.
    Damage Per Activation: 77.9415

    Looks pretty balanced to me so far. Once I get the power in game I'll be able to tell better how effective it really is. But so far, it looks good on paper.

    Also remember that Rain of Arrows is a 'rain' power. Thus if the enemy leaves the aoe after one tick, it only takes a third of the damage. Plus HoB has aditional secondary effects that can be useful too.
  10. Madam_Enigma

    Dual Pistols

    Quote:
    Originally Posted by Santorican View Post
    I championed this change in the beta forums, and beat it and beat it and pretty much killed the subject but none of the developers wanted to listen.

    Also whoever said Archery is over powered in on something lol. Rain of Arrows is pretty much what defines the set. Without it, its a decent set.
    Not to mention... Uhm, end game a LOT of things heavily resist lethal damage. Fighting something with 60% lethal resistance or more? Rain of Arrows is less effective. Fighting the same enemy with Dual Pistols? Just swap ammo types to something that works better then 'nuke'. You end up with about the same damage I bet.
  11. [ QUOTE ]
    Shes putting a 8 ft radius 2 mag stun against the controls a Fort gets.


    lolwut?




    [/ QUOTE ]

    I don't get it, you read what I write, and don't understand it? If I had to pick between one VEAT and one HEAT and I could only have one, I would personally take the HEAT because if played well they can fill in for whatever role the team needs. VEATs are... damage dealers. They go about it in different ways, and fortunas get some control too. But they are still damage dealers.

    For the team of 7 blasters Turbo used as an example then I would definitely want a warshade. Would get another damage dealer, good crowd control, and the ability to tank if required without having to do an extreme build or dip into pool powers.
  12. [ QUOTE ]
    [ QUOTE ]
    Consistantly... kill... O.o... I assume you have actually played a tri-form warshade... right? Between my kelds and my SoA, the kelds tend to kill things at the same speed, or faster. Especially my warshade. And that's fighting more enemies to boot. But then, not every fight goes exactly as intended. Sometimes the excrement hits the fan. In such a situation what does a SoA do? They keep attacking and hoping that pure damage will solve everything.

    What does my warshade do? Protects the team. If my WS is on a team with 7 blasters, I know I don't need to worry much about dealing damage. I dish it out with the best of them, but I know it's not my primary way of helping the team. I turn on the stun aura toggle and start keeping the enemies from hitting my squishy team mates. stunned enemies do zero damage after all.

    [/ QUOTE ]
    It's amazing how you can continue talking about two ATs when you know nothing about one of them. You keep talking about how Kheldians can out control SoAs, but are completely ignorant of the numerous controls Fortunatas get.

    funny how this parallels the defender and corruptor comparison topic where you admit to having never played a corruptor past lvl 12 and then go on about how you know in your heart that defenders are better. Really if you're going to compare two ATs at least play them both to at least lvl 40 before you open your mouth.

    And yes, I have a lvl 46 tri-form warshade and lvl 50 bane and a lvl 43 widow.

    [/ QUOTE ]

    it's amazing how you can consistantly talk without reading comprehension! At no point had I claimed that a warshade can out control a fortuna. You gave examples of the venom grenades and frag grenades and bane powers. That implies Soldier of Arachnos. And when comparing them vs a well played keld, I'll take the keld any day of the week.

    Your claiming I've got no experience with the VEATs... That's funny considering I was there on test server testing them out before they went live. I'd leveled both the Spider and widow to level 30 normally, then they did a bump to 50 and I did testing at 50 for several weeks. I worked on both night widow and fortuna builds. Bane spiders I don't really have much experience with yet, but I do intend to try them out too. Likely on test first in case I don't like the bane spider play style.

    Claiming I don't know what VEAT's can bring to the table? That's a laugh.

    Your right, I haven't really played a peacebringer to 50. Actually my PB is level 6 still. My warshade is stalled at 32 right now because I'm mainly working on my crab. Then I'll work on my widow for a while before returning to my warshade. No, I don't have eclipse yet, but already I know what all can be done with a well played warshade.

    I will say this again, and you had better pay attention and stop disregarding it as fantasy. I know what a fortuna and widow bring to the table. I know what crab spiders bring to the table. And honestly? I feel warshades bring as much if not more.

    But let me guess, you can't stand anyone having an opinion not your own still? Because that's what this entire thread is. OPINIONS vs OPINIONS! Amazing isn't it? That your arguing so rudely trying to prove everyone claiming kelds are good is lying due to SoA being better in every way.

    I've stated my opinion on this topic multiple times in this thread. Read this very clarefully Turbo. Maybe you'll finally grasp this.

    Both SoA and Kelds are good, but for different reasons. Both bring a lot to the team if played well.
  13. [ QUOTE ]
    How about you start basing your opinions on factual data instead of belief. Just like how you believe defender's Aim is greater than blaster's Aim in value when blasters have 62.5% damage buff and defenders only have 50% damage buff or how you believe that */Rad corruptors have -20% res on enervating field when it's actually -22.5%.

    [/ QUOTE ]

    How about you start basing your insults on actual information? For one thing, I did NOT include AIM before because for one thing, I didn't have the exact numbers for it available. Nor could I get them since the servers were down. And your going on still about me messing up my math a tad the second time I ran the numbers without being able to double check the values... When you yourself keep doing YOUR math wrong? Pot, meet kettle.

    You've been claiming that I"m basing my opinions off of pure belief. In other words you think I'm just pulling things out of a fantasy world. No, I'm basing my opinions AND beliefs off experiences. I've been trying to demonstrate the numbers to illustrate various things, you keep claiming I'm "not a thinker".

    I guess it's easier for you to dismiss someone's opinions as fantasy when they aren't using the information supplied them by the developers, but just relaying experiences. Probably because you feel that if someone doesn't record videos of their playtime and post them on youtube, they didn't play?

    Here's a tip for you Turbo, I have actually gotten booted from teams while playing defenders because the blasters felt I was doing too much damage. They didn't like the idea of a 'support' type who could defeat enemies as well as they could. And that's using a secondary most people consider gimped due to it being lethal damage.

    The developers have stated repeatedly they feel that defenders are the most balanced archetype. They also have said in the past that for an archetype to get buffs when it's not under preforming there would have to be a trade off. As such, what will you decide all us defenders want to trade to get higher damage? Because it looks to me like you and Fulmens are the only ones really campaigning for a damage buff.

    So tell us what have you decided that us lowly defenders who can see how and why the class is balanced will have to give up to get the damage boost you want? Because what I'm gathering from your replies is this attitude on your behalf.

    "I am Turbo_Ski and I know best. Defenders do too low of damage in my opinion, and my opinion is the only one that matters. Anyone who doesn't agree with me is a Believer, and if they try using any sort of reason they can't be thinking. If they were thinking they would naturally see how brilliant I am and that I can't be wrong."

    Yes Turbo, that's how you come across. Your coming across the same way over in the keld forums while you espouse your belief that SoA are intrinsically superior to kelds in every way.

    By the way, I'll point out something else while I'm at it your holy of holys. I find your logic of "Because the power gives X percentage of a buff to each team member I should add the buff given to each seperate team member together for the total buff" to be flawed. The flaw lies in the fact that you are adding the buffs together as if it's one large buff. It's not. By your logic Group Fly would be the best travel power out there because you would add the travel speeds of each person affected by it together for the total flight speed it gives. By this logic team teleport is more powerful then it is because you multiply the teleport range by how many people are being teleported. The leadership toggles are an aura. The value for the aura is always the same no matter how many are effected by it.

    Or do you also add up the defense values and mez protection values of everyone being affected by dispersion bubble into a large lump sum to decide if it's being effective enough to run?
  14. Consistantly... kill... O.o... I assume you have actually played a tri-form warshade... right? Between my kelds and my SoA, the kelds tend to kill things at the same speed, or faster. Especially my warshade. And that's fighting more enemies to boot. But then, not every fight goes exactly as intended. Sometimes the excrement hits the fan. In such a situation what does a SoA do? They keep attacking and hoping that pure damage will solve everything.

    What does my warshade do? Protects the team. If my WS is on a team with 7 blasters, I know I don't need to worry much about dealing damage. I dish it out with the best of them, but I know it's not my primary way of helping the team. I turn on the stun aura toggle and start keeping the enemies from hitting my squishy team mates. stunned enemies do zero damage after all.
  15. [ QUOTE ]
    Remember what I said in the thread earlier folks. Madam_Enigma is a "believer" not a "thinker".

    [/ QUOTE ]

    If by 'believer' you mean "is capable of looking at information, reading what the developer's intentions are, and then forming decisions based on available information", then I must be a believer.

    Although, I'm wondering what your possibly meaning by "not a thinker". So let's see just what the definition of thinking is. thinking is.

    [ QUOTE ]
    to have a conscious mind, to some extent of reasoning, remembering experiences, making rational decisions, etc.

    [/ QUOTE ]

    Hmm, I remember experiences and make rational decisions more often then irrational ones. I also have a conscious mind.

    [ QUOTE ]
    to employ one's mind rationally and objectively in evaluating or dealing with a given situation: Think carefully before you begin.

    [/ QUOTE ]

    Interestingly. I've been trying to use logic and reason in this very thread. I've looked at the points made by people such as Turbo who have one opinion, and then have been writing responses to explain my opinions and the reasons behind them. I've used hard numbers, in game experiences, and analytical capabilities. Yet I've been denounced twice now as a "believer, not a thinker".

    [ QUOTE ]
    to have a certain thing as the subject of one's thoughts: I was thinking about you. We could think of nothing else.

    [/ QUOTE ]

    Hmm, here too is an interesting aspect of the definition. I've been trying to debate an issue, or rather a non-issue so it must be something on my thoughts. Implying that I'm thinking.

    [ QUOTE ]
    to call something to one's conscious mind: I couldn't think of his phone number.

    [/ QUOTE ]

    Multiple times in this very thread I've recounted things that I remember. I've drawn upon experiences in this and other MMO's, and thus proven I am capable of calling up information from my subconscious to my conscious mind.

    [ QUOTE ]
    to consider something as a possible action, choice, etc.: She thought about cutting her hair.

    [/ QUOTE ]

    Hmm, yet another interesting one. Because I HAVE considered the various suggestions. I don't come to the conclusion they are needed, or would be helpful. But I have considered them.

    [ QUOTE ]
    to invent or conceive of something: We thought of a new plan.

    [/ QUOTE ]

    Yet another definition of thinking which applies to me. I am a writer. I mostly write short stories for myself and my friends. However in my sig is a link to something I have written. I also am game mastering an RPG campaign, thus am constantly having to conceive of things.

    [ QUOTE ]
    to have consideration or regard for someone: Think of others first.

    [/ QUOTE ]

    Amazing isn't it? The very fact I'm taking the time to reply to this blatant insult means I have some sort of consideration for you Turbo. Right now, it's disgust.

    [ QUOTE ]
    to esteem a person or thing as indicated: to think badly of someone.

    [/ QUOTE ]

    Hmm, now it's really starting to cut to the quick. To esteem a person or thing as indicated? Well, right now I do think you are being narrow minded and rude Turbo.

    [ QUOTE ]
    to have a belief or opinion as indicated: I think so.

    [/ QUOTE ]

    Amazing again! I have the opinion that defender damage is just fine and doesn't need any 'fix', thus again proving I am a thinker. I am capable of having beliefs and opinions.

    [ QUOTE ]
    (of a device or machine, esp. a computer) to use artificial intelligence to perform an activity analogous to human thought.

    [/ QUOTE ]

    Ok, this one doesn't apply to me since I'm a flesh and blood person.

    [ QUOTE ]
    –verb (used with object)
    11. to have or form in the mind as an idea, conception, etc.
    12. to consider for evaluation or for possible action upon: Think the deal over.
    13. to regard as specified: He thought me unkind.
    14. to believe to be true of someone or something: to think evil of the neighbors.
    15. to analyze or evolve rationally: to think the problem out.
    16. to have as a plan or intention: I thought that I would go.
    17. to anticipate or expect: I did not think to find you here.
    –adjective
    18. of or pertaining to thinking or thought.

    [/ QUOTE ]

    More and more as I go down the list I see things that apply to me. I guess that this makes me a "thinker"

    To be fair, let's look at the definition of 'believer' too.

    [ QUOTE ]
    be·lieve (b-lv)
    v. be·lieved, be·liev·ing, be·lieves
    v.tr.
    1. To accept as true or real: Do you believe the news stories?
    2. To credit with veracity: I believe you.
    3. To expect or suppose; think: I believe they will arrive shortly.
    v.intr.
    1. To have firm faith, especially religious faith.
    2. To have faith, confidence, or trust: I believe in your ability to solve the problem.
    3. To have confidence in the truth or value of something: We believe in free speech.
    4. To have an opinion; think: They have already left, I believe.

    [/ QUOTE ]

    Well what do you know, the two aren't mutually exclusive. For example, I believe that there must be some sort of supreme being. However I think that no religion has the full truth. I came to this decision after rational thought and research, coupled with belief.

    Turbo_Ski, do us all a favor and stop insulting anyone who has opinions not your own.
  16. TURKEY! DUCK! GOOSE! PIDGIN!

    Sorry, got stuck using fowl language.
  17. Either way, warshades dont' really benefit as much from the idea as people would like. We're already capping our damage
  18. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Khelds < SoA in teams
    Khelds > SoA solo

    [/ QUOTE ]

    False, I play my Kheldians efficiently, especially when damage dealers join my team. I make sure to be on big teams with one or more Dps, so I'm usually doing heavy dmg throught the battle. Quasar and Unchain Essence have proven to devour mobs better than most blasters. Peacebringers are doing supreme to extreme dmg by level 10...making them DPS power houses from lvl 6 on. Secondly Soloing is a Moot point as nearly every AT can solo.

    In teams Kheld shine more for the boost they receive from each teammate, so I would have to go with them on teams. The forms alone give them far more diversity in teams then SoA's.

    [/ QUOTE ]
    You seem to forget that SoAs boost the entire team's damage, tohit, and defense.

    Let's assume it's just 1 Bane and 7 blasters and another separate team of 1 WS and 7 blasters.

    1 bane provides 15% dmg, 15.6% Tohit, and 15.6% Def to the entire team. 8 people benefit so that's 120% dmg, tohit, and def being distributed. Since it's 3 different buffs it's 360% total benefit.

    1 WS on a team of 8 blasters gets 20% dmg buff per blaster. that's 7 times 20% which is 140%.

    Sorry but SoAs are superior in teams than Kheldians here.

    [/ QUOTE ]

    And that one warshade can do some tanking where requred, run a stun aura to negate the threat of minions, stack disorient to negate bosses, as well as help kill groups super fast.

    The SoA? They add one more damage dealer and some team buffs. Nice team buffs, but stilll not as versatile as the warshade you mentioned. If I had to pick one or the other for a team, and only got one of either? I'd go with a keld since a well played keld can be exactly what any given team needs, and change roles as team needs change.

    Now, if I knew multiple people would be running leadership, or there's more then one SoA going to be coming then sure the SoA win out.
  19. [ QUOTE ]
    Scourge isn't part of base damage and you can only estimate the scourge increase by increasing the damage by 17.52% AFTER res debuffs have been calculated out. 17.52% is the avg. damage increase an attack with scourge has over an attack without scourge done against a target of any hp count.

    [/ QUOTE ]

    I was not doing a DPS comparison, or did you not figure that out? I was doing a MAXIMUM damage possible in a single use comparison. DPS calculations or for those to do who care to get the headache from bothering. I was demonstrating just how the damage scaling actually works. Not working on dps calculations. Because showing just how the damage actually works out on a Same Power comparison I was hoping might enlightening you to some basic facts. Such as the fact that corrupters are INTENDED to do HIGH damage.

    And there is very much information on exactly how much damage scourge does. It's average damage contribution to an attack chain is something for others to figure out. For the purpose of what I was showing, applying scourge is binary. Either you apply the damage or not. If you apply the scourge damage, you apply the listed damage to the total damage before buffs and debuffs are factored in.

    You will notice I just gave with and without scourge damage. That's because there is no "multiply by 17%" for scourge. Either it does the damage, or it doesn't. The game it's self will tell you the average damage factoring all things in. I wasn't working on average. I was working on best case "all damage components go off".

    [ QUOTE ]
    Blasters bring an avg of 40% dmg for themselves through defiance.

    [/ QUOTE ]

    Geez you can't even grasp a simple comment stated multiple times. I did NOT include blaster's defiance for a reason. Because it is NOT really a controllable variable. Is this an alpha strike? If so you don't have that damage buff. If not, what attacks were used to set up for it? Because different attacks will buff damage by different amounts. Don't add an 'average of 40%' to this, because there is nothing saying "Yes this hypothetical situation includes a large fight that's been going on". I included controllable and quantifiable buff sources which always preform the same way. Defiance doesn't always preform the same way, and you have to be attacking first before you get the buff anyway.

    [ QUOTE ]
    completely wrong on the formula as well. You completely excluded (41.71+83.42) from the 20% damage buff and then of course you got the resistance value wrong and wrongfully added an extra 41.71 in for scourge.

    [/ QUOTE ]

    No, I didn't wrongly add in an extra 41.71 for scourge. That IS the damage scourge does for thunderous blast if unslotted. So if scourge goes off, that is always the amount that is added to the attack. Either you get the extra damage, or you don't. If doing a damage calculation to include scourge for how much the power can potentially do, you must add in the damage scourge does and not a multiplier based on 'average scourge performance'. And since the odds of using Thunderous Blast twice against most enemies is pretty much non-existent, it's pretty safe to say that you must either include it or not.

    Did you notice something bout the math formula I used? The stuff in brackets is solved first. THEN you go from left to right so it's the answer to the first bracket PLUS the answer in the second bracket, THEN multiply for the damage buff. I'm trying not to be rude, but your starting to sound like you don't remember how to do complex math problems.

    Your info on how to calculate the average buff for defiance still doesn't apply to the examples I was showing for a pretty big reason which I keep pointing out. It is dependant on having been attacking already. This is why I also showed the without scourge calculation.

    Oh, and if I can't remember the exact value of something I didn't write down on a piece of paper while the servers are down, pardon me for not having perfect memory. Forgive me if I'm incapable of double checking information on the fly when my source is unavailable. I'm sorry, but we can't all be gods like you so obviously must be. Nor can we all understand City of Data's sometimes confusing format like OBVIOUS gods such as yourself can. Forgive us mere mortals who must suffer with the limits of their own capabilities.

    And if you can't figure it out, that paragraph is what's called being sarcastic.

    Scourge is what allows corrupters to fulfill their role as a high damage ranged archtype when combined with their buff/debuff secondaries. And you'll notice that corrupter secondaries aren't really focused on pure defense. Even the more defensive of them contain offensive debuffs. Defenders aren't intended to be a high damage archtype though. They can potentially achieve near blaster levels of damage when built right though. Near, but not quite blaster levels of damage. Defenders are intended to do just that, defend a team.

    In all honesty, I'm not worried about any given archetype stealing the role of any other archetypes. If I were, I'd be more concerned with blasters losing ther 'team spot' to corrupters. And it may be moot anyway. We don't know what the level requirement for the new zone Going Rogue will have is going to be.

    Wouldn't it be a kick in the pants if it required being level 50? Then all the "I'm deleting all my defenders and rerolling them as corrupters to bring hero side" people would be stuck leveling as villains.
  20. The problem is we're defenders. Three of our primaries can raise the horse from the dead, so we can beat it to death again. The second horse just means the Darks can rez one off the other.
  21. [ QUOTE ]
    [ QUOTE ]
    man our weekly "healer" threads aren't what they used to be.

    [ QUOTE ]
    It doesn't have to be empathy but you do want some form of healing along with buff/debuff against level 54 boss spawns. Otherwise, the few hits that do get through are going to wear people down.


    [/ QUOTE ]
    yeah, FF and Cold totally needs heals in order to protect a team. /sarcasm

    [/ QUOTE ]

    FF or Cold in that particular situation, with no heals on the team are going to be watching a lot of people die. Been there, seen it. I really find it baffling that people get so indignant about healing as a game mechanic. It has a place, along with buffs, debuffs and everything else.

    [/ QUOTE ]

    It's not that we don't think healing has it's place in a team. It's the teams that ONLY want healing, and assume every freaking buff/debuff set MUST have a heal or six. This is what the 'healer' mindset demands. It wants empaths who don't know what Fortitude and Clear Mind are, and that go for medicine pool to be a better 'healer' (cause they get another single target ally heal and another rez).
  22. [ QUOTE ]
    First you're wrong on the max potential on corruptor base damage for thunderous blast. It's 208.54 not 250.26.

    [/ QUOTE ]

    I got those numbers by copy/pasting strait from the game, so are you saying the game is lying about the numbers? Let's do some basic math. Shall we?

    41.71 smashing+83.42 energy=125.13 damage every time you use the attack. You will agree this is proper math right? Because if not, then your saying that the six calculators I used to recheck it are lying.

    Then there is a high chance (at 50) for 41.71 energy damage. 41.71+125.13=166.84

    Next there is a fifty/fifty chance for 41.71 damage. 166.84+41.71=208.55 damage.

    But that's not 'best case' is it? Then there's scourge. So for maximum possible damage with a corrupter you must include scourge damage too, right? That's another 41.71 damage. So 208.55+41.71 is what? That's right, 250.26 damage best case (scourge goes off, both damage chances go off). So in a complete vacuum it does 250.26 damage maximum.

    Now since this is a corrupter and we're assuming a rad/electric defender, a electric/rad corrupter, and a electric/* blaster let's include the damage boosts rad can get reliably solo. That's +20% damage from AM and a -20% resistance debuff. Note I am not including enhancements. That's because we have no way of knowing if the person chose to slot for damage, accuacy, recharge, or what. Maybe they underslotted damage to get more end drain? We don't know.

    For best case situation this corrupter already just did 250.26 damage unenhanced, but with AM it would be 300.312 damage total. Assuming no resistances of course. This damage is then modified by the enemy's resistance (or lack there of). Since they presumably had no resistance to start, let's give the full corrupter resistance debuff of 20%.

    The math so far would be as follows:

    (41.71+83.42)+(41.71+41.71+41.71)*1.2=X
    X*1.2=Y
    Y=360.3744

    For a defender the math is less complicated because they don't have scourge damage added in. neither do blasters.

    Speaking of blasters, maybe I should have included Aim in my calculations. I didn't though. If I did, I'd have to use it in my calculations for all 3 archetypes. By omitting Aim I removed one variable to reduce math clutter.. Nor did I include the buff from Defiance since there's no way of knowing which attacks were used before casting Thunderous Blast. If it's the alpha strike (which nukes I've noticed usually are) then there is no defiance buff most likely.

    Please note this is also excluding things like +damage powers cast by allies and red inspirations.

    But don't let me stop you from forgetting to include Scourge in 'maximum possible damage' calculations. Also don't let me stop you from double checking math too. I know a 0.01 difference isn't much, but in math even a small discrepancy can in the long run foul you up. That's why I quadruple checked my math each time, and triple checked I was putting the correct values in to begin with.

    By the way, enhanced with ED levels of damage enhancing, the maximum possible damage for a corrupter's thunderous blast is 488.007, and with the buff from AM raises it to 585.6084. Still higher with -resist powers active. Don't look now Turbo, but your math for 'maximum damage' that a hypothetical corrupter could deal with the power is too low.

    For a defender who slotted for 95% damage with enhancements they do 422.9316 at their peak with AM.

    But of course if this is an alpha strike, the corrupter doesn't get scourge damage do they? This means base damage+enhancement bonus+AM bonus. That comes out to 488.007 damage for the corrupter before resistance debuffs are factored in. 66 damage isn't that large of a margin.

    Factoring in Aim alters things even more. Defenders remember get higher damage buff values from powers then blasters or corrupters. So adding Aim in will close the gap a bit.

    Remember, because defenders get the highest values for most buffs and debuffs, using those damage buffs and resistance debuffs can easily close the gap in damage. This is why TA came with the -res values for Acid Arrow and Disruption Arrow reduced to 20% each for defenders. When they were 30% each it was too powerful due to them being stackable without slotting.
  23. But then consider, even if it does check per enemy... Is it needed? If your miring your already hitting the damage cap, and have already hit the hard cap for tohit
  24. [ QUOTE ]
    Lastly, if you want to see Khelds solo well, you can check any youtube vid, the same can apply to PVP, having the ability to solo is shared with many other AT's so its pretty much a moot point. Kheldians don'r need leadership powers as Primaries to be good, they also don't need an inherent as broken as "Conditioning", every Veat I see, I included, have stam.

    [/ QUOTE ]

    Conditioning is actually pretty dang useful. It's not a super high value, true. However the boost is nice. I picked up stamina on my crab since I'll be running more toggles, and love using the vet attacks too (which are end hogs).
  25. [ QUOTE ]
    [ QUOTE ]
    no, they have 75% to-hit same as you.

    [/ QUOTE ]
    That's my point, my 75% base to-hit drops to 56% against a +2 (to me) enemy, and an even-con (to me) enemy is +2 to my tier-one henchmen. Are you saying pets are immune to the purple patch?

    [/ QUOTE ]

    What I'm saying is that when my henchmen attack an even con enemy (to me), they still hit based on MY level. The pet level appears to matter for HP and damage, not accuracy. I find just a single SO worth of acc lets them hit 95% of the time when I'm fighting +1's (+3 to the tier 1's). Such slotting isn't enough for ME to hit a +3 that often. Even with 10% bonus to-hit (which my claw scrapper doesn't always have).