Pyro_Master_NA

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  1. dark/fire or dark/ma tank. If you don't want a WS that is. Dark has no resist holes, and a great heal, so with a bit of defesne investment, you should be able to handle any enemy group at +4x8, at least survival wise. MA would make getting more defense easier because of the +10 defense to all. Fire would have more damage for you though, with 2 AoEs and great ST damage for a tank. The AoE damage aura will help with both AoE and ST as well.
  2. Quote:
    Originally Posted by MagicFlyingHippy View Post
    Objection! -Resist is not additive, it is multiplicative. Four -15% debuffs does not compound into x1.6 damage, it compounds into x1.749 damage. Four -20% debuffs does not compound into x1.8 damage, it compounds into x2.0736 damage. An 18% proportional difference - were it not for the damage cap, the defender would surpass the corruptor here.
    First off, you have a lot of guts for saying you think Arcanaville is wrong, and that deserves some bravery props.

    But you're wrong here. Resistance resists resistance debuffs, but the target's base resistances are always used, so that this compounding effect can't happen. So if they had 75% resistance to damage type A, and got a defender level sonic blast debuff, it would debuff by 5%, bringing it down to 70%. A followup attack with 20% resist debuff would be reduced by the base 75%, so the target would still lose another 5%, not 30% of 20%. This means that 4 15% resistance debuffs will lower resistance by 60%, not your compounded figure.
  3. Thanks. That was not what I wanted to hear, but I expected as much.
  4. Just a quick question here. If I use summon spiderlings, burnout, and summon spiderlings, what will happen? Will it kill and respawn the spiderlings, summon new, additional spiderlings, or have no effect?
  5. Quote:
    Originally Posted by Mint View Post
    How do you reach it, just add the % up from defense, lets say your a SR tank, so you add up the percentage from your enhancements on each defensive power, so if it says, 20% 20% 8% 8%, add those up and you get 56%. Is that how you do it?
    Yout don't reach the softcap all at once necessarily. You soft cap to specific types of damage, or types of attacks, the ladder being called positional defense. The way it works is that you want (out of incarnate trials at lvl 50) 45% defense to your desired damage type, positional attack type, or all types/all positions. The types are usually grouped in 2s as such: smashing/lethal, fire/cold, energy/negative. Psionic damage doesn't get "paired up" with anything else, and toxic damage doesn't roll for defense(at least not typed, you can defend against it positionally). Your positions will be melee, ranged, and AoE defense. These are independant from each other, and independant from all the damage types.

    So in your example you have 20, 20, 8, 8 for defense values, but you don't list what kind of defense it is. Let's say for this example you have 30% smashing defense, 20% energy defense, and 15% melee defense. You get attacked with a melee attack that is flagged to do smashing and energy damage. Since your smashing defense is highest, this is the value that gets used, so you will defend against it with 30% defense.

    You do not add up defense from various types. Ever.

    The softcap refers to getting one type or position to 45% defense. The most common things people shoot for is either 45% smash/lethal on melee oriented characters, because those are the most common damage types, especially in melee (sometimes people will go for energy/negative after that because energy is the next most common damage). Or capped range defense for ranged characters such as blasters, and most controllers/defenders/corruptors. The last kind is the "best" way to cap and that is to cap all 3 positions, melee, range, and aoe. Some people will get those 3 to 32.5% defense so one small purple inspiration will bring them to the cap.

    I'm sure someone else will come up with a better and more in depth response, but that sums up the basics.
  6. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    My Crab is the melee, no-pets variety. He cycles Slice, Arm Lash, Shatter Armor and Venom Grenade.
    Melee crab? Blasphemy!
    No pet crab? Blasphemy!


    I'm glad people are getting use out of more than just the 3 aoes that a huntsman can get.
  7. Quote:
    Originally Posted by Psion1 View Post
    Reading comprehension at its finest folks, here on the CoX boards. Pyro you need to go back and look at exactly what I've written because you obviously aren't getting it, or understanding the content or context.

    I don't feed trolls, and I've requested information from the OP. Seems to me the thread went downhill when you your munch buddy started attacking people requesting information from the OP- so why don't you guys chillax and give them time to respond, and take your yacking elsewhere.

    Or go create your 4 man /Time God Squad and pose for the ladies. Mike, don't get all butthurt because someone said Time wasn't optimal, and it just so happened to be your suggestion. No one is attacking it.
    OP gave all the info needed in the first post. Thread went downhill when you came in, and I'm willing to bet if I stop troll feeding you'll stop and this can be productive again so I'll go on my way and if anyone else gives a good or bad example of a 4 man team, I'll say my opinions on them and elaborate why I think so in a clear way so people understand the content and context since that seems to be some people's weak points.
  8. Quote:
    Originally Posted by RaikenX View Post
    Chuck Norris...
    Haha that's what I was looing for! But I think I could rephrase it a bit from my first post. An attack chain is what I had in mind. A more realistic scenario is you have a pocket kin for damage, pocket emp for regen/recharge/defense, and a pocket pair of thermals for res. Then figure the max damage attack chain.
  9. Quote:
    Originally Posted by MikeRobe View Post

    And you've yet to suggest a 4 man godmode team.
    This sums up my thoughts rather well. The whole post does, but I wanted to point this out specifically. Any of the mentioned combos would work honestly, it's about having fun, and for this post also being a steamroller. Which isn't that hard if you plan it with 4 alts.
  10. Quote:
    Originally Posted by Psion1 View Post
    I asked for more information- you sir, are trolling and really need to take a chill pill. KThxBai.
    You said a lot of combos suggested would faceplant constantly. You then said your random PuGs would fair better at +4x8, which would be a hell of a 4 man PuG. You also offered nothing constructive. I had suggested several sets prior and stuck to the OPs criteria of all 4 characters having the same sets, or potentially 2 pairs. And you have still not come up with any suggestions. All you have said is :

    Quote:
    A good example would be 4 /Times. I've played exclusively with a Time since it's been released, and you'll be able to get away with more with 6-8 of exclusive /Time AT's than 4. Compared to the other options you WOULD like to go for if you're duplicating AT's, /Time may not be quite optimal. In fact, its really not.
    This is total bull. 4 times is capped defense, 300% recharge with no slotting if you get hasten, 4 hold patches, large amounts of -regen for hard targets, 4 aoe def/res debuffs, decent damage buffing, and some insane healing and regen. You're right, no way can that survive AVs with capped defense, over 50 hp/s regen, -800% regen, and enough recharge to run their top attack chain. That'd just be crazy talk. /end sarcasm.

    You also claim to be asking for more information on what the OP wants. Read the first post. and you'll see 4 radiation alts were mentioned and you specifically said they didn't seem to be looking for that. Give a suggestion or stop putting down other people's suggestions.
  11. Kinetics will be able to debuff any one target down to about 25-50% damage pre FS, and Post FS will floor 1 enemy and get the rest at 50-75%.

    Ice/kin/soul tanks can get single target to about 15% (if they take the right interface, can't think of the name) and they can get aoe about 60% IIRC.

    That means total damage, not debuffed damage. So 60% in my last figure is -40% dmg.
  12. Quote:
    Originally Posted by Psion1 View Post
    What is this team going to be doing? A lot of the combinations being thrown out here would faceplant on the higher end trials with multiple AV's and EB's, ambushes, number of mobs, etc.

    To me, a God mode team is one where no one dies and everything gets steamrolled. I promise you with some of these combos being listed, you might not all die on the harder TF/Trials/SF's with multiple EB's/AV's/Boss ambushes, etc.- but someone is going to.
    First of all, this was all negative and no positive at all, which doesn't do ay good. It also doesn't suggest what WOULD be able to steamroll.

    Second:
    4veats=beast
    4fire/rads=beast
    4emp/sonic=beast
    4(insert any corruptor here)=beast
    SO, I don't see what you're getting at. Suggest something that would fit the OP's request or go troll somewhere else.
  13. Quote:
    Originally Posted by Giant2005 View Post
    I think your confusion is that stupid Gaussian's BU proc in Tactics. Turn tactics off.

    Is there some way of getting Mids to let me turn tactics on without it turning that proc on?
    Shift+Right click tactics. Slot all other slots except the BU proc. To see with the proc on, just shift+right click again on the power.
  14. I see a lot of big buff combos being thrown around. 4 sonic shielders, 4 thermals, 4 bubbles, 4 soldiers, etc etc... BUT! I say debuff. Because after 2 characters with the same buffs, you are not really doing any more becuase of the buff cap. Really, something that mixes buffs with debuffs would be optimal. Which is why I say fire/rad. AM will not cap recharge, recovery, or damage, but it will make sure all 4 of them are useful, and all 4 of them add to your abilities. And your debuffs will not floor -res or -def or -damg(although they'll come damn close), but each one will be great. On a shielder, after 2 people cast, the other two are pointless. Same with kinetics, any more than one is overkill and wasteful IMO.
  15. Pyro_Master_NA

    Icy Bastion...

    Quote:
    Originally Posted by Supernumiphone View Post
    Hoarfrost is a heal on a very long timer. Probably the most skippable power in the set IMO.
    I know the reason for this attidtude, but it still gives ~400HP, which will do quite a bit, especially when Icy Bastion is up. Yes, +HP powers are less useful on stalkers than other ATs, but it's still useful, and a HUGE heal if you get low on health.
  16. Really, traps/, rad/, and cold/ anything will do fine against AVs. But /fire will not be unique in any way honestly. Everyone and their mother has a boatload of fire characters.
  17. I think under these conditions the brute would out do the scrapper because fiery embrace bases its buff amount off of your damage buff, doesn't it?
  18. Some combination of emp/sonic defenders or fire/rad trollers. The arachnos idea is good, but if everyone is going to be the same thing, they will have a lot of overkill and not enough endurance management until late game. Emp sonic gets intensely more powerful with every power, and fire/rad grandually ramps up and then destroys everything once the army of (in this case) 12 mutated imps comes in.
  19. Ok all you number crunchers, here is a question I have for you. Hypothetical situation. You have capped recharge and capped damage at all times. You have no endurance issues at all. You are also impssible to kill and dont have to worry about getting hit ever. Now here's the challenge:

    What AT and powerset combination under these conditions would pump out the highest single target damage? Keep in mind things like rage, AAO, and soul drain are pointless because theoretically we are talking about always being damage capped.

    I'm guessing it will be something like a fire armor brute because of firery embrace going over the cap. Or maybe a sonic defender or corruptor.
  20. Quote:
    Originally Posted by EmperorSteele View Post
    I was just wondering something about the nature of Time Manipulation, especially in regards to Temporal Selection. It is described as "selecting a period of time when (the target's) abilities are at their highest". Which got me thinking... instead of simply giving a damage/recharge and regen buff, would it have made more sense or been more powerful to apply a level shift instead?

    I mean true, you wouldn't get any extra recharge or regen (unless you also were in range of Chrono Shift). You wouldn't get too much more damage... but you'd have a better chance to hit, and a better chance of dodging attacks.

    Also consider: what if the +level effect were stackable? You could theoretically have a +3 member of your team, who'd probably be able to trivialize anything the game could throw at you. Perhaps that would be over-powered? What about several TM users all level-shifting the same person?

    I'm starting to wonder if maybe a +level effect was originally intended, but turned out to be massively overpowered? What do the rest of you think?

    This would be way too powerful, stackable or not. I don't have the exact numbers off hand, but I'm sure Arcanaville or someone else with a lot of know how will be around with an in depth explanation. But there's no way players being able to level shift each other will be put in game.
  21. Pyro_Master_NA

    Resistance!

    Quote:
    Originally Posted by Aett_Thorn View Post
    This is pretty untrue. 90% resistance resists 90% of the damage, no matter how much comes at you. That's pretty good scaling.

    Meanwhile, Defense actually scales with increasing level in the same way. It deflects a proportional amount of attacks based on the enemies level because they get accuracy bonuses.

    A +1 enemy gets a 1.1x accuracy modifier, for instance. If an even-level enemy has a 50% chance to hit, and attacks you with a power that has standard accuracy (1), then they have a 50% end chance to hit you. If you have 45% Defense, then that gets dropped down to 5%, because it's a 5%ToHit x 1. If they're +1 to you, then they have a 5.5% chance to hit you (5% ToHit floor * 1.1). At +4, they have a 1.4 accuracy modifier, for a final ToHit of 7%.

    As such, Defense scales exactly to resistance as the enemy increases in level, at least in terms of averages.
    I didn't see the quote you were replying to here. It must have been posting as I was posting mine. Anyway, this is a perfect way of explaining how neither defense or resistance is "better" against higher level enemies than the other in terms of straight damage mitigation.


    Now, as far as this goes
    Quote:
    And as for 'cap resist', i mean within their set. Additional i dont believe any resist buff give Psi resist, at least thermal and sonic dont. My granite can still die in seconds once Arachnos bring out their psi mobs.
    The topic is using IOs to increase resists, and if they were adjusted to match the degree of survivability that defense IO bonuses give, capping several types would be child's play. Pain Dom can increase psi, use that if you really want to test it; Dark miasma can also increase psi resist.
  22. Pyro_Master_NA

    Resistance!

    Quote:
    Originally Posted by Kyriani View Post
    Thanks to IO's my Invuln/SS tanker sports about 32% resistance to psi damage and 30% defense to psi ^_^

    Psi isn't any more threatening to her than any other "exotic" type of damage.
    This reminds me. Psi is probably the easiest type to build resistance for. Defense isn't that hard either. For fun, I capped a dark armor tank to psi defense and resistance. Didn't gimp the rest of the build TOO badly. Just a lot less recharge than I would like. Other defenses were in the 20s, and had normal resists on everything else.
  23. Pyro_Master_NA

    Resistance!

    Quote:
    Originally Posted by Carnifax_NA View Post
    Well until all of that -recharge which typically comes with Psi damage turns that into 60-80 seconds

    Psi is NASTY against Fire Armour.
    My fire/fire tank (only 41 atm) doesn't have much issues with psi. I have a winter's gift and temp protection though, so maybe that's what's mitigating the slows.
  24. Quote:
    Originally Posted by Clouded View Post
    Just a FYI to the Fight Pool addendums.

    Doesn't Acrobatics offer a Mag 2 Hold Protection already?
    Weave/combat jump offer resistance/protection to immob, health offers resistance to sleep, aid self has stun resistance, and acro also has KB protection on top of the mentioned hold protection. Assault/tactics will also resist taunt/placate, fear/confuse. The fighting one would be protection to all of them, but in a smaller amount than a primary/secondary power would.
  25. Pyro_Master_NA

    Resistance!

    Quote:
    Originally Posted by SinergyX_EU View Post

    90% cap resist in trials wont keep you alive, softcap (53%) does keep you alive (unless you get hit really unlucky). The benefits of resistance faded when IO's were added to the game, resistance will be hit by debuffs, defense wont.
    Have you had a toon with 90% resists to everything on a trial? They don't die. Of course, to get 90%, you have to be a brute or tank, and they will probably have a heal of some sort or some form of defense with it, but nontheless, if you have enough buffs to hit 90% resist to all, you are not dying any time soon. (and 53% is not Itrial defense cap, 59% is, since they have a 64% tohit chance)

    Quote:

    hey modified the damage on trials considerable (to 1 shot wonders), defense can scale, resistance cannot.
    I have no clue what you mean here. Neither defense or resists "scale" in any way. They are the same amount, but higher or lower level enemies will do more or less damage, and will have more or less accuracy bonuses. If that's wht you mean when you use "scale" then your statement is incorrect. 90% resists will negate 90% of your normal damage, just as 45% defense will prevent 90% of your normal damage against even con enemies.

    Quote:

    As for 'defense can be 2 shotted', i want to see a cap resist versus a cap defense in LAM trial, Psi will shread any resistance tank, but defense based will survive (majority of resistance sets have no protection at all against psi).
    Get enough buffers to cap one character res capped to all, and another defense capped to all. Since the question is why can't IOs provide good resist bonuses, we are talking about capping things, so cap away. The resists will gradually start to dwindle, but the defense will spontaneously lose big chunks, which is less predictable, and therefore harder to avoid.

    The main resist armor tank sets are fire, elec, dark, and to an extent, invuln. Dark and elec have heals and psi resists, and won't have an issue against psi. Fire has a heal up every 15-20 seconds for half their health, and won't have much of an issue. Ice armor and energy aura, however, will rely on hoarofrost and energize alone to survive psi.