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Posts
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Joined
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You've got BU activated, and Mids considers the Gaussian proc in BU to be always on.
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Quote:For the love of [deity of choice] please make it smaller and less clunky. I'm running at 1200x720 and the damn thing is still too big to fit nicely onto the screen (and I run at the smallest window size possible)
Personally, I run in 1680x1050 with 113% window size and I originally thought the market window looked too small. Just to check, I moved the window size slider back and forth (to 100%, then back to 113%), and sure enough, I found out the market window was originally at 100% even though I had it at 113%.
... I'm not sure if I'm clear here. Basically, the market window seems to be locked at 100% window size until you move the slider, regardless of your actual settings. -
Higher recovery gives you more ticks. Only increasing max endurance can increase the amount given per ticks.
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Quote:All these assumptions are using the top chain in each scenario -> GC GD GC SD for Katana. If you use DA for Katana, DPS will drop significantly. Claws and DB haven't a DA-like move so their top chain would have the same mitigation as Kat without DA anyway.
It really seems that it shouldn't be since, with a resist set like /ElA, you'd surely use a single DA to cap Melee Def which would prevent you from using the top chain and lower it's DPS.
I also think the slight DPS drop in Claws is certainly worth the superior AoE capabilities. It's also good to remember Claws and DB will have superior tohit compared to Katana (although burst Tohit, with BU, can be nice against high defense stuff as a FU/BF miss can start "cascading tohit failure" on such foes).
Slotting the PVP IO into LF is certainly an option, although it'll only proc once every 10s as opposed to once every 5s... Yeah, that's actually not so bad and I didn't think of that. Evis is bad DPA for scrappers, on brutes I seem to recall it looked better but not sure about that. -
While Kat/ lacks BF/FU, it just does so much damage on its high end chain I think it'd be first, at least it seems so on my spreadsheets (my closest experience is on a Kat/FA which can reach ~260 DPS... Assuming I pop insps so I don't need survivability).
The pylon results topic shows DB/Elec far above anything non-Shield, but I think Shadowsylph put far more effort into maximising his DPS than anyone else - including Shielders. You can see his build here, the focus on damage is extreme.
Stuff like Assault and global dam bonuses stack better on Kat as this primary operate at lower damage% values to start with, without BF/FU (but tend to have higher DPA on attacks and faster animations making for higher proc usage). That said, I could be wrong and maybe DB/Elec is in fact the top dog.
As for scrapper Claws, its high end chain starts a bit under DB, and unfortunately lags further behind because it can't slot the PVP -res IO. Never looked too much into Brutes so can't comment on that. We're still talking about 230-240 DPS or above, while also enjoying Spin and Shockwave. -
Just tried it in game on an alt with 105 max end so I could be completely sure about it (activating Unstop, no toggles running, monitoring end) : it crashes to 0.
The best thing you can do is get as much recovery as possible, as the higher your recovery the faster you get end ticks. -
It does get better. It's arguably the sturdiest combo out there for S/L situations without significant debuffs.
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Sorry, that was tongue in cheek. I was just refering to the larger-than-usual fontsize your whole reply had.
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Strictly speaking about the font size.
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I kind of want to go with a snarky answer everytime someone sends me a "need team?" tell, 'cause, yeah, my characters aren't some helpless bystanders who *need* a team, thank you very much.
It's not like "need" saves space compared to "want". I know most likely it is just ignorance, but sometimes I wonder if they purposefully want to be annoying. -
I know that's just semantics but for me a +HP buff is just frostworks. "Buff" is already descriptive, saying a "+"HP "buff" for stuff like heals is redundant.
HP buff = heals
regen buff = +regen
+HP buff = maxHP buff
IMHO, YMMV. -
Quills is actually high DPS and DPE... Like any aura. The slow is tiny and slotting for it only enhances -movement, I'd strongly recommend against slotting slow over damage.
As for Cloak of Fear, I'm not a big fan of it so best to let someone who actually uses the power speak. -
Quote:That I can certainly agree with.
Claiming that the current incarnation of EM is a critical design mistake on par with, say, the PvP changes is overstatement at best. -
As far as I can tell, his math is right ; the 37.5% figure is after AV resistances to debuff are considered.
100% -regen does make most things unable to regen for as long as the regen debuff is on, including Giant Monsters.
Archvillains, on the other hand, have about ~85% resistance to regen debuffs at level 50 ; which is why Envenom's -250% regen turns out to be a -37.5% debuff. -
He's low level, so he has much lower HP (which results into lower regen). While you also do lower damage, the damage/enemyHP ratio is in your favor compared to fighting at level 50.
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Looking at the big picture involves considering the negative impact ET has on your survivability, the overkill damage on teams because of long animations, and so on. Ideally, it also involves playing the set as some flaws might not be immediately obvious.
For example, I used to believe EM/DA would make a good combo, thanks to stacking stuns and DR nullifying ET's -health. As it turns out, after playing it, it's not so hot ; using DR efficiently involves waiting for your life to go yellow/orange, and using ET in these conditions can sometimes make things go very bad very quickly. Either I waste damage output by not using ET (which can eventually lead to my death, if I do too low damage and die before my enemies), waste heal potential by using DR too soon (which can eventually lead to my death a few seconds later, given hard enough foes). Add to that the long animations on ET and TF can make it easy to take too much damage and die before having the time to hit DR.
Cue in "you don't know how to play blah blah blah" people. Thing is, I wouldn't need to "know how to play" if I picked any other primary, and I would put similar if not higher damage numbers while enjoying superior survivability. -
On top of the huge -regen (considering this is an easily obtainable temp), it deals 160 base damage with a 1s cast. That means it stacks very well with damage buffs/insps you might have.
Extreme example : DM/SD with saturated SD, AaO and 20% global damage bonus. That's +250% damage buff, so each dagger hit is going to deal 560 damage. -
Quote:It's really not.
Considering how END heavy the set combo is
FM's dots are essentially free of charge. Additionally, Incinerate is one of the most efficient ST attacks for DPE.
Then look at Shield. AaO is basically an endurance buff when speaking about DPE. SC is yet another great DPE attack (of top on all its other advantages). Being defense based, Shield also avoids endurance drains.
FM/SD is high middle of the pack when it comes to endurance efficiency. It doesn't have true end management tools like Regen/WP/Elec/Fire, but it makes up for that with the advantages listed above.
So, to answer the original question : it takes 0 additional influence to make Fire/SD playable and enjoyable from level 1 to 50. Using SOs (or common IOs) will do just fine. I'd suggest investing in a steadfast +3 def and frankenslotting attacks, which is stuff you can do with the influence you gain from normal playing on your way to level 25-30 ; but adding miracle/numina/perf shifter uniques or going for +recovery bonuses would be extremely low priority on a leveling FM/SD for me. -
Quote:As far as I know that is the original origin. The thing is it was in games/systems where mages had much superior firepower than anything else, while also being extremely weak in pure damage mitigation. The ultimate meaning was always "best defense + best offense on one solo character", or at least that's how I understood it since the beginning.
I defined mine above as a character that is very tough (tank) and has ranged, AoE damage, ala fireballs (mage). I'm fairly sure that was the original origin, but have morphed into anything that's OP.
If you think about it even blasters are pretty damn sturdy in this game, able to make multiple machine gun hits as soon as level 1. It could be argued everyone in this game is a tankmage, compared to other games - or nobody is a squishy ; however, saying that doesn't highlight the damage mitigation difference between a SO blaster and an IOed out tanker, so I think it's best to use the term as something relative rather than a ranged damage + armors checklist. -
Elude lasts 3 minutes, all old godmodes have that duration.
The 2 minutes godmodes are the new ones like OwtS (Shield) and SoW (WP). -
Quote:While the video might seem impressive to someone unfamiliar with game mechanics, it's plain obvious the aggro cap is 17, and sure enough if you take a look romans keep "forgetting" the player as FB aggroes new targets. Not only that but at some point the player targets a roman and it's an even con (+0). Romans aren't terribly threatening at range as they just use one weak S/L attack, except for the engineers throwing a burn patch (which they don't seem to use on flying targets, or maybe this is because the player is moving ? I don't use fly much). Despite all that, the bubbler is taking a significant amount of damage and you can see his life bar goes down to 60-70% at one point. That's only in the first minute, after that his team comes in.Squishy? Watch who you are calling squishy.... squishy.
In one minute, taking significant damage on +0/x8 at range against a faction without ranged debuffs using S/L damage is what I'd call squishie, indeed. -
Agreed with Finduilas. While psi is more common in CoV, buildings for psi res/def involves too many tradeoffs.
Personally, I like Unstoppable on brutes. With a 90% resistance cap the power really shines, and unlike Power Surge there isn't a -recovery period ; so when it crashes, you can just pop a blue and keep on trucking. -
Googling "CoH target furthest mob" (I don't mention this to be snarky, but rather to say I don't have personal experience with the following) gives me this link to paragonwiki ; making a bind or macro with the target_enemy_far command might be what you're looking for (or maybe target_enemy_prev).
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Yeah, I can see your point, especially with their stacked grant covers making Parry not always as reliable as it is against everything else. I kind of went with a black&white argument here and forgot it's perfectly possible to have too much mitigation for the task at hand while not having enough to overaggro.
How's this for another approach ? *A-hem* :
See, that is where a ranged/armor AT could have it's use ! Romans don't hit so hard at range, and with ranged attacks you could just shoot a targeted AoE on them and lure them to the tanker in relative safety.