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Well luckily for you, I don't cast it at all, so you can always enjoy your relative level of speed.
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Ok ? I doubt we'll ever team ingame because with your attitude, I'd leave or kick you (nothing to do with SB/not SB).
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Also Shield Charge is broken, and is stated as 'being looked into.' That and Fire/Kin totally pwnz it, yo.
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Heh. And heh.
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Ah, but see, you've taken me out of context and side tracked into a different discussion entirely. The point of the question is that in light of everything else a /Kin can do, SB is mere icing.
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Much like taking any power beyond Brawl is mere icing, afterall you can perfectly level to 50 by punching -1/x1 missions. Again, I don't find it that fun. YMMV.
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My apologies, you seem to have missed any of the arguments in the post you are quoting or the one before it.
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No, I'm pretty sure I didn't miss anything. I'm also pretty sure you perfectly understood me as your wording just screams "troll" with anyone with working brain cells, but I can pretend I believe you. This was in reply to the question "is SB needed ?". No it isn't, but why would you skip it and go slower for the sake of going slower ?
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We aren't speaking about theorical perfect teams, we're speaking about Kin with some mysterious group A who we have not confirmed the identity of
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Which is great at low levels, but by the time you have transference everyone should have a competent attack chain that does not require SB to be utilized.
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Teams where everyone have competent attack chains by level 26 would fall into my definition of "theorical perfect teams". I've never seen such a team ingame, but then again that might be because I'm not up to your über standards.
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Transference will eliminate any endurance issues your team might have while simultaneously debuffing a key target.
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1/ If it doesn't miss. Which will happen, the maximum tohit chance is 95%.
2/ If it doesn't hit a dead enemy. Again, probably not a factor for your über self, but for the rest of us commoners it happens pretty often especially on fast-moving teams.
3/ To people in a 20 feet radius of your target. Even "theorical perfect team" wouldn't do justice to such a team.
As for the debuff part I'm just going to assume you had a brain fart, as surely someone as knowledgeable as you would know even defender Transference isn't a full drain on anything +2 and above (and even a full drain needs -recov to be actually efficient for more than a split second), making it basically meaningless as a debuff unless stacked with other end drains (we won't consider a team moving slow enough for the kin to use Transf twice on the same target as someone as skilled as you wouldn't play with scrubs like that).
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So all we're left with is 50% recharge, and that is unnecessary after Fulcrum Shift.
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Uh.
FS is a damage buff. Recharge =! damage. Both can be complimentary to each other, but are two completely different mechanics.
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It's really not, and I'm sorry you don't know how to make a well designed character. I could help you, if you'd like.
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That would be great. Here's a few builds I can't manage to make and need your input on :
DB/invul, 45%+ S/L, 33%+ F/C/E/N, Hurdle/CJ, 300%+ regen, infinitely sustainable endurance (or 10+ minutes) while running a gapless AS/BF/AS/SS chain.
DM/SD, softcapped to all three positions, maximum acc/dam/heal/end% on SL, 300%+ regen, 90%+ DDR, slotted up OwtS and resistances, Hurdle/CJ perma-Hasten, infinitely sustainable endurance (or 10+ minutes) while running a gapless SM/SL/SM/MG.
Kat/FA, 45%+ S/L, Hurdle/CJ, infinitely sustainable endurance (or 10+ minutes) while running a gapless GC/GD/GC/SD chain.
(I'd also want the standard secondary powers slotted up on all builds as well as BU/SD, of course.)
My issue in all of these builds is I don't have enough recharge to use these chains and have to resort to weaker attack chains. Obviously I'm doing something wrong, and I'm looking forward to be enlightened. If you could post the results in the scrapper forum it'd be great as I'm sure other people could use the help.
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Aaand time. I never said SB was useless, I said it wasn't necessary. Since you're quoting me specifically I'm going to assume you think that is my position, and I wish to assure you that it is not. If we are talking about some hypothetical, then never mind.
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That two line jump wasn't to make my post look cool.
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People are going to do all of this regardless of whether or not I have SB. Since they've now apparently risen up from the commoner status you gave them only moments before, I have to further question why I need to SB them when I can provide them with benefits that greatly overshadow it with the rest of my powers while simultaneously increasing my personal enjoyment and effectiveness.
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You seem to be confused here, I'm lumping myself in with all the dirty commoners. You're the one elite skilled dude who should teach us.
Further confusion it seems as I can't help but wonder if you somehow thought we were talking about Night Widows ? Unlike FU/BU, SB and FS aren't mutually exclusive so this isn't an "either or" situation, but rather a choice between 2 and 2 + 1. Given the choice, I'll always pick 2 + 1 ; I'm crazy like that.
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And for the record, I've already stated, quite clearly, that I do not wish to be on teams that need SB to fix their builds any more than I wish to be on teams than think they need a Heal0rz. If it's not clear, I do not think people of these mentalities have the necessary intelligence that I would deem enjoyable to be around.
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Not sure why did we go back to the "need" thing after we established SB wasn't needed. Not sure if there was a need for the leet "heal0rz" meme to further establish yourself apart from the unwashed masses.
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Though I do admire your rather direct and nonsensical need to insult people you just entered into discussion with. Bravo, your lack of tact shall be remembered for the ages.
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Thank you. I'm sure it'll make an entertaining anecdote while you're sipping tea with your buddies and laughing about these people who "do not have the necessary intelligence" to be honored with your presence.
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I would think they could, you know, turn on a travel power.
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I would think you might have, you know, heard of that little thing called "travel suppression".
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Else I have Inertial Reduction as well, if they really can't move faster than a snails pace.
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That you are going to recast every minute, with our theorical perfect team being in the 25' radius every single time. Okay.
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a Granite Tank/Brute is really the only character I see having problems in the movement department.
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Sarcasm is hard to do when presented with something so blatantly stupid. Most granites pick TP and are the ones least affected by movement suppression.
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On that note, the /Kin SBing everyone is almost assured to come in last, with the party arriving at different intervals if you buff after the fight, or the Kin will be doing drastically less damage if you do it during.
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Face, meets palm, again.
Use Siphon Speed. Run. Jump. SB. Animation plays and stops you from controling your movement, but the momentum keeps you going. Repeat as needed.
This is Kinetics 101, dude.
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Assuming argument 1, the party will arrive at the spawn at very different intervals and have to wait for the Kin to arrive, or just go in without him and do drastically reduced damage in comparison as they wait for him to arrive so he can use FS and move the team along.
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Ok, I think we've officially moved from theorical perfect team to theorical crappy team. I doubt you could find 7 players who couldn't deal decent damage while SBed without FS.
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Furthermore, SBing people seems to have the adverse effect of what you are implying based on my own interaction with the power; I usually notice most of my team run into a wall shortly after application and then defiantly challenge the wall to it's perception of self for a good 30 seconds before backing up... and running into a DIFFERENT wall.
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Thirty seconds, right. So our theorical crappy team consists not only of ridiculously weak characters, but the poor players also run this game on a netbook.
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In contrast, the Kin who just doesn't need to worry about SB is usually at the spawn first or at the same time as everyone else. He is now able to immediately utilize FS, and then immediately move on. The team stays together almost the entire time.
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Back to theorical perfect team who always stick together in a 20' radius at all time !
I'm starting to see a trend there, but that might be just me.
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I'll mention it again, just so I can stop getting this explanation, I'm well aware of what recharge does.
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Sure, if you say you do.
(FS doesn't boost recharge.)
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The point is that with Transference and Fulcrum Shift your team is buffed to such a high degree that you do not need your powers going any faster. You will be wiping spawns before everyone has cycled through their attack chain. Fulcrum Shift is that stupidly powerful.
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That would be true if you killed one spawn, then stopped there and logged out. That's not really super efficient though, most people like to take on spawns after spawns and occasionally finish missions too.
Of course... If you're going so slowly you're not even aware of travel suppression... You might have everything recharged for every spawn, and I guess endurance wouldn't be a concern either. Suddenly, it all starts to make sense.
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The formula for recharge is:
Recharge Time= Base Recharge / (100% + buffs - debuffs)
Fortitude, when 3 slotted for recharge come back at 30s. With a duration of 120 seconds, that means it can be kept up constantly on 4 people. That's not bad.
Math: 30.1s = 60s / (1 + .99)
The .99 being the enhancement value we get from 3 slotting with recharge. Now then, let's get some Speed Boost going on that character and watch that Fortitude really take off!
Math: 24.09s = 60s / (1 + .99 + .5)
Er... 24 seconds? That's it? Okay, so we can still only buff four people. We certainly aren't keeping the entire team fortified. SB Hasn't really helped us at all. But sixty seconds is still a fairly short amount of time, let's take a look at what it does to a long recharge power like Adrenaline Boost.
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An useful rule of thumb when doing maths to support your point : don't be wrong.
(Another even better rule of thumb is to do maths to understand how stuff works, rather than make up your opinion about how stuff works and then try to manipulate maths to support your view.)
Everything in there completely forgets animation time. Fortitude animates in 2.27s before server ticks, which means it actually animates in 2.508s. Let's say 2.5s.
Three even-level recharge SOs give you 94.93% enhancement (let's say 95%).
So, in that example Fortitude can be used every 2.5 + (60 / 1 + 0.95) = 33.27 seconds.
With a duration of 120 seconds, we can see it can be kept on 120 / 33.27 = 3.6 players. We can't have 3/5 of a player, even if he doesn't have SB and takes a nap between each spawn, so that's only 3 players.
Add SB into the mix.
2.5 + (60 / 1 + 0.95 + 0.5) = 26.99 seconds.
We can now see it can be kept on 120 / 26.99 = 4.44 players. Well, 4 players.
Now I'm pretty sure 4 is more than 3, so SB allows our theorical Empath to keep one more person under Fort.
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Adrenaline Boost has a 300s recharge, which can be brought down to 150.7s with a recharge reduction value of 99%, or 3 rechredux enhancements. Let's add SB!
Math: 120.48 = 300s / (1 + .99 + .5)
Alright, we shaved off a good 30 seconds this time. Unfortunately the buff doesn't last long enough for it to matter a whole ton, we'll still only be able to put it on a single character. However, that means the character being Boosted in this manner will only have 30 seconds of downtime where the buff isn't being applied to them. That is "not bad".
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Not going to bother adding the animation time to that, AB not recharging as fast as Fort the difference isn't as meaningful.
Instead let's use the numbers given and look at something else.
AB lasts 90 seconds. Without SB, it recharges in 150s. With SB, it recharges in 120s.
150 - 90 = 60
120 - 90 = 30
60 / 30 = 2.
That's right, in this situation SB just singlehandedly slashed the downtime on this buff by half.
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Heat Loss, (3 rechredux enhancements) will go from 180s to 144s.
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Going from 180 - 90 = 90s downtime to 144 - 90 = 54s downtime on the buff portion, again quite the improvement.
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Also, 90s (the common recharge for Build Up/Aim and others) will be reduced too 36s from a recharge value of 45s (3 slots blah blah blah)
Why is it that we do not see a massive performance increase unless we go beyond 60-90s? Recharge has what is called ~diminishing returns~ in that the more of it you add, the less response you get for it. So adding 50% recharge on top of powers that already have it really isn't going to do as much for us as we'd like to believe. While we do see some marked benefit on very long recharge powers, it is still by no means suddenly allowing them to be spammed all over the place. The enhancement they gain from SB is "not bad", which is definitely a far cry from "the best buff ever". For low recharge powers SB isn't really doing enough to warrant its' use, and while you might argue that not everyone has rechredux slotted into their powers, I might also argue that I shouldn't have to conform my build to players who don't know how to build theirs.
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How can you deduct that from math showing otherwise, math that you posted yourself will remain a wonder to me.
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As your character engages in being level 50 the amount of characters that have enough recharge to fit their needs is always going to continue increasing, making SB continuously less useful. A "Good" team, or even just a competent or sucky one, isn't going to need SB for the large majority of their powers as Fulcrum Shift will provide all the necessary omgwut that you will need. That the Kin can *also* solve your endurance issues while simultaneously neutering a key target should be some kind of criminal. Fortitude, Adrenaline Boost, and Heat Loss simply can't compare in the sustained potential Fulcrum Shift alone can offer.
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Suddenly we're all level 50s. It's nice, the goalposts keep moving - sometimes it's "when the kin gets transference", sometimes it's "with FS and transference", sometimes it's "at level 50". Randomness !
To balance that out, we're seemingly back into the "people need SB" thingy, after it has been disproved, what, one page ago ? Another familiar theme is confusing Fulcrum Shift for +recharge, or +recharge for +damage. I'm starting to think Warkupo read "+recharge translates to damage" somewhere and understood "+recharge = +damage" instead.
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People not playing Kins because they don't want to SB everyone for 19 seconds (still max) every 2 minutes is a terrible shame when the answer to their problems is obvious and still so incredibly viable.
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Hey, here's something I can actually genuinely agree with.
Well, the gist of it anyway, not the 19 second max figure which doesn't seem to come from anywhere that I can see. SB animates in a second (1.188s with server ticks), x7 that's 8.316, add a little bit of time for selecting your teammates and that's about 10-12 seconds and... Oh now I get it. You're the kind of guy who would actually use SB by casting it, waiting for it to recharge, casting it on another person, waiting for it to recharge, and so on.
Heh... And now I take a look at the posts made since I'm typing this, and I notice Smurphy made the exact same remark.
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As it is, SB ranges from "not bad" at lower levels and then continues to be more detrimental as you move on.
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Right. The "lower levels" without animation times using level 50 invention enhancements in their powers. Right, right.