Sarrate

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  1. [ QUOTE ]
    are we sure AVs actually resist tohit debuffs? Even running one rad toggle seems to have more than a minor 5% effect, but that is without looking at actual tohit rolls.

    [/ QUOTE ]

    *snaps finger*

    You know what, you're right. Now, the actual tohit debuff is actually reduced by the numbers specified. What we didn't account for was the extra accuracy for level/rank. Stupid mistake; here are the amended numbers:

    lvl50: 13.5% / 21%
    lvl51: 13.37% / 20.85%
    lvl52: 12.1% / 18.86%
    lvl53: 10.65% / 16.61%

    Note: If the AV would hit the tohit ceiling against you without the tohit debuff, then the numbers will be lower than those stated. For example, if the only form of tohit debuffs are from the two Storm Controllers and you have no additional def, a lvl53 AV's final tohit would be impacted 2.5% less than the cited numbers above. This also applies if you're being hit with heavy tohit debuffs.
  2. Careful, Nihilii, you're looking at the wrong regen bonus:

    Rise to the Challenge
    [ QUOTE ]
    Activate period 1 seconds

    * Regeneration +0.25 for 1s If NOT on a PvP map
    * Regeneration +1 for 1.13s If NOT on a PvP map
    Effect does not stack from same caster


    [/ QUOTE ]

    The one you picked was the first target bonus which is set not to self stack. The bonus you're looking for is the other one, which should last just as long as the tick rate (ie: no stack).

    I once asked Arcanaville about the overlapping buffs on the Tanker forum, you can read my post here and her response directly under it.

    It's not "lag" (ie: network) that's causing the overlap, but the internal clocks of the game.
  3. [ QUOTE ]
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    I'm sorry, but this is ridiculous. I run a storm controller, and while extremely powerful against AV's, the massive -to hit isn't as useful as the -res and -def that it offers - in my experience. The idea that a scrapper or a tanker could run with their defensive toggles off is rather stupid and buried in hyperbole. The storm helps, but it doesn't win the game. I've run my stormer on an ITF stacked with 2 others, and when Rom finally did end up hitting me, he hit like a truck, and I went down. So please Johnny, please understand that hyperbole doesn't help your argument.

    In fact, to the very people you are trying to convince, it makes you look like a fool who's never actually tanked hard content.

    [/ QUOTE ]

    Didn't seem like hyperbole, seemed spot on to me.

    [/ QUOTE ]

    Two storm controllers running hurricane (unslotted) will debuff Reich's tohit by a total of 9%. Slotted, that's about 14%. Defense buffs are far more effective in AV fights than tohit debuffs.

    [/ QUOTE ]

    Note, that's also against an even con AV. Against a lvl52 AV, for example, would drop those numbers to 6.72% and 10.48% respectively. If Reichman is lvl53 (I can't remember), those numbers would be a debuff of 5.46% and 8.52% respectively.
  4. [ QUOTE ]
    20. Both sides.

    [/ QUOTE ]

    Horatio (sp?) has mentioned that the Villain side is/was going to be bumped up to 30 merits. I assume they'll adjust its rewards from there through datamining.
  5. From the large Combat Attributes window, right click on a number you'd like to track (like current hp) then select "Monitor this attribute" (or something to that effect). It will pop up the window you see in the screenshot with that attribute. You can monitor up to 10 of them.

    You can also reorder / stop monitoring an attribute by right clicking on it in the smaller window.
  6. Sadly, that's not a bug. Panacea's proc is set to hit the target of the power its slotted in. RttC is a power that targets enemies (but gives a bonus to the caster for doing so). Therefore, it will give enemies back hp/end.



    On a completely different note, it's sad how much time I spent looking at your combat attributes window. I was completely flabbergasted that you were regening ~141 hp/sec. I figured it was RttC double stacking, but your buff icons and the number in the CA for RttC both were displaying numbers for only hitting 8 targets. Well, as it turns out, the only number that's lagged in that screenshot is your total regen rate (you can tell just by adding up the numbers, they don't match). I didn't think that was possible for CA to lag like that.

    In my efforts to decipher your CA, I found your RttC has ~97% heal enhancement, you have ~1046.4% regen with 8 targets (102.5 hp/sec), ~1440% regen with 8 targets double stacked (~141 hp/sec), and ~700% regen with 1 target (~68.57 hp/sec). Also, your Numina proc is in a power with ~68% heal enhancement... probably Fast Healing (~69.6% enhancement)... not sure why you slotted Health (~92% enhancement) more than FH though.

    .... I'm a nerd.
  7. Kruunch: I suppose what I should have said was that Siphon Life isn't bad due to its redundancy with WP, rather, because crowd control ('mitigation') provides better returns. The catch being that CC offered from other sets doesn't work on all mobs (notably AVs/GMs, etc) while SL continues to function. (I disagree that the heal is superfluous - if used constantly, it functions as pseudo regen, which raises the immortality line of WP.)

    Also, DM is not 2nd in line for AoE, I'd say that at least Mace, Axe, DB, and (possibly) Ice would be better. All of those have more AoEs than DM does (SD & DC are utility powers that deal damage, not true AoE attacks). Don't get me wrong, I really like DM and Shadow Maul, but an AoE set it is not.

    [ QUOTE ]
    G_tanker you said you saw a lot of WP tankers face plant on the 54 boss farm. Why do you think they face planted and how can you build a tanker to avoid that? Does WP suck at Tanking?

    [/ QUOTE ]

    direpsyche: WP is a solid set, one of the most well rounded available to Tankers. That said, its survivability will depend on the build and enemies (as with all sets). WP benefits greatly with Tough/Weave, the difference between having and not having those is day and night. Other build options with IOs involves +MaxHP and +def to make the biggest difference. (Regen is good too, but I think def is a better option for high stress situations.)

    I don't know what enemies G_Tanker was up against, so I can't make any hypothesises as to why. At any rate, lucks are your friend, use them!

    The biggest problem WP has is holding aggro due to RttC's taunt component being far weaker to other sets (~9% strength of most sets). It's why people strongly suggest taking Taunt and the liberal use of AoEs.
  8. [ QUOTE ]
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    Fully slotted it's worth about ~40% heal; unslotted it's just a tiny bit under 20%. It has a base recharge of 20 seconds and it's interruptable in the first second of activation. It costs 13 end and takes 4.3 seconds to animate.

    A secondary effect is a mez resistance (shortens mez duration) of 75% that lasts for 45 seconds.

    As a tier 3 power in the Medicine pool you must have already taken either Aid Other or Stimulant and you must be level 14 or higher to take this power.

    I'm reading all this info from Mid's Hero Designer ; it's also available on paragonwiki.com.

    Slotting recommendations:
    SO slotting - 3 heal/1 recharge (1 interrupt reduction if on a melee toon)
    IO slotting - Frankenslot Heal/Recharge from various heal sets, interrupt reduction as needed.

    [/ QUOTE ]

    of course all of these values are AT specific, I believe you are giving the defender values

    [/ QUOTE ]

    The heal value is actually a ~19.6% self heal for all ATs. Aid Self is a 1.96 scale heal that uses the Melee_HealSelf table. The table is setup to be 10% of the base hp of every AT. So, for a Tanker it's 187.407, but for a Defender it's 101.735. Multiply each of those by 1.96 and you'll get a 19.6% self heal for each and every AT.

    The stun resistance, on the other hand, does vary from AT to AT (but always lasts 45s).
    [edit: The 75% stun resistance is actually the Tanker value - the highest one available.]
  9. [ QUOTE ]
    any idea what the actual %dam increase is for toons? I heard 80 to 100 depending on AT. So a power that does 100dam would do 180 to 100 respectively?

    [/ QUOTE ]

    <font class="small">Code:[/color]<hr /><pre>Bla +100%
    Con +64%
    Def +80%
    Scr +100%
    Tan +80%
    Khe +72%

    Bru +80%
    Sta +80%
    Mas +64%
    Dom +68%
    Cor +68%
    VEAT +80%</pre><hr />

    I pulled that from CoD:
    BoostUp (bonus offered by the proc)
    Melee_Buff_Dmg (attribute table for damage buffs)

    Take the scalar in BoostUp, then multiply it by the AT's modifier. So a Blaster would be 8 * 0.125 = 1, or +100%. It's basically the same damage buff you'd get from Build Up. (The tohit buff varies depending on AT, too.)

    I haven't tested it in game (the proc seems pretty useless to me), but if it's different than what I posted above, something funky is going on.


    [edit: Remember, this is a boost to a power's base damage, not slotted. So a power that deals 100 damage will deal an extra 100 damage as a Blaster. So, the slotted attack would normally deal ~195 damage, with the proc it will deal 295.]
  10. [ QUOTE ]
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    Huh... Interesting question....

    If you haven't been keyed to the Midnighter Club can you mish-port cross-zone into Cimerora, skipping the key-quest?

    -Rachel-

    [/ QUOTE ]

    I would wager so. The only gate to Cimerora used to be having access to the Midnight Club. The only access to the Midnight Club used to be said key quest.

    I'd think, if your character doesn't have access to Cim, it'd be possible to team with someone who has a Cim mission, port to mission there, run around in the past like the silly rules breaking Chrononaught you are, including getting the 'phone number' of repeatable mission guy, then leave.

    Only problem being you are on a 1-2 hour timer for gaining entry to the zone.

    Also of note people couldn't use this to just do the ITF, as there'd be no mission to select until the TF starts, and all people need to be in the zone to start.

    [/ QUOTE ]

    Last time I tested it with a friend was through Ouroboros. I started a Daedalus flashback and ported to Cimerora. My friend (who didn't have the badge) then tried to teleport to the contact, which he was able to do. Within 1-2 secs of zoning into Cimerora, however, he was ported back out to Ouroboros.

    Haven't tried it recently with the mission teleporter, but I don't see why that would work.
  11. [ QUOTE ]
    once a WP tanker has both Tough and Weave, SoW becomes almost entirely redundant IME.

    [/ QUOTE ]

    Even with Tough/Weave I'd never drop SoW if only for two reasons:

    *) Cimerorans
    *) STF (herding the Patrons &amp; Recluse)

    The ability to cap your s/l res is too powerful to pass up on for one power pick, to me. (Using it after getting unlucky with GW's hold has mildly helpful, too.)
  12. [ QUOTE ]
    1) Dark Melee has redundant tools when paired with WP such as Siphon Life (healing) and Dark Consumption (endurance recovery).

    [/ QUOTE ]

    Not to be contrary, but I cannot agree with your assessment of SL at all. It would akin to saying "don't pickup Weave on an Invuln because it already has defense." Just because WP has regen doesn't mean SL is redundant. One of WP's weaknesses is not having any reactionary powers (outside of SoW) to bail it out in a tight spot; SL is an answer to that. (Over time, it can be just as strong or stronger than Reconstruction-like powers.)

    As you add more mitigation (Tough, Weave, IOs, etc) the effects of SL become more pronounced. Another benefit of SL is that it's one of the few powers with a secondary effect that works against AVs (and other control resistant enemies).

    I know you didn't say it was a useless power, but I'm not seeing any redundancy issues from it. (That was all I was trying to explain by the above.)


    The biggest problem with the DM pairing for WP, to me, is its lack of real AoEs to help hold aggro on teams.
  13. [ QUOTE ]
    ive got alot of global rech set bonuses, LR should charge alot faster than some of my other powers, yet it seems a bit slower... thats all I got for now. Im open to suggestions.

    [/ QUOTE ]

    You need to give specifics, nobody can help if only give general information.

    Ex:
    Lightning Rod has X% recharge enhancement and recharges in A seconds.
    Other Power has Y% recharge enhancement and recharges in B seconds.
    I have Z% global recharge.
    LR should be recharging faster than OtherPower, but it's not.

    (Remember to start the timer after the animation is finished playing.
  14. [ QUOTE ]
    A scrapper can't take the punishment the way a tank can, especially from a lot of bosses. The lower caps in resistance and hp really matter. However, in a half decently built team, you don't need to take a ton of punishment, you just need to gather and hold agro. Edit: I should point out that I think a pure defense character (/SR) without resistance buffs would get pummeled here. You need to be able to live through 3-4 hits in 2-3 seconds. Defensive tanks get pummeled here as well, so it's not shameful, just the reality of being swung at by 16 bosses each of which has a &gt;7.5% chance to hit you and does, before resistance, probably 40% of your health per melee swing. (educated guess - Sarrate can confirm the math).

    [/ QUOTE ]

    Your math is fine. To be specific, a +3 boss has a 8.45% chance to hit and da +4 would have a 9.1% chance to hit. (That's not counting any def debuffs or tohit buffs they might have.)
  15. They changed the screenshot filename format from this:

    screenshot_2009-06-30-00-00-00.jpg
    screenshot_yyyy-mm-dd-hh-mm-ss.jpg

    to this:

    screenshot_090630-00-00-00.jpg
    screenshot_yymmdd-hh-mm-ss.jpg
  16. [ QUOTE ]
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    I don't know which Reichsman you got, but the one we got had 226k HP, 70% resists to the type of damage scrappers do (which gives him effectively 767k HP, and a version of unstoppable that cycles on and off when he's less than 10% and a Dull Pain power he uses somewhat randomly when below 60% (or so).

    Anyway, he regens 113 HP/sec.

    [/ QUOTE ]

    I was wondering what the final numbers Castle went with were. That puts Reichman at 12% regen. So all it should take is ~150% worth of regen debuffs (before resistance) to floor his regen as a +3. That's trivial. That also means that the time between his regen ticks is 100s.

    Thanks for the info, Kong.

    [/ QUOTE ]

    I believe that Reichsman is actually set to have 100% base regen with the exception that his base regen level is simply lower. You would still need 715% -regen in order to completely negate his regeneration (just like with any other lvl 50 AV), it's just that each percent of regeneration counts for less. Pretty much, he's got roughly ten times the hit points of a normal AV but only roughly one tenth of their base regeneration, making him regen just as much as a normal AV from an hp/sec perspective.

    [/ QUOTE ]

    Wow, well what do you know. I never realized that's how it worked under the hood. I thought the 12s base tick rate was static for every entity, not that it could be changed on a per case basis.

    Heh, I both love and hate it when I learn something like this. Love it because, well, I find this stuff fascinating. Hate it because I can't help but think of all the calculations I've done in the past off faulty info. Gah!

    I am, however, curious where you're getting 715% regen. That would match up with an AV resisting 86% of regen debuffs, but they still only resist 85% of the debuff at lvl50. I have a screenshot of regen numbers off my tests this morning from Marauder which are consistent with 85% at lvl50. That means it'd take 666.67% regen debuffs to floor a lvl50. If Reichman was lvl53, however, that'd bloat to 1098%. At lvl52, that'd be 892%. (Last two include the purple patch.)
  17. [ QUOTE ]
    Anyone know where I can find out how many HP The Honoree has? I'm trying to work out a comparison and didn't have much luck on the Wiki.

    [/ QUOTE ]

    Make a quick AE mission and place him as a boss objective then scan him with a Power Analyzer and voila! I believe he's a standard AV; his hp will be in the 28k-30k range, regenerating ~93.3 to ~100 hp/sec.
  18. What kind of attacks would you be putting it in? I'm assuming electric of some sort? Keep in mind that the Performance Shifter proc is set to give endurance to the target of the ability. It works in Stamina because that is you. If you place it in something like Lightning Bolt it will give your enemy endurance back. (To state the obvious, that's worse than useless.)
  19. [ QUOTE ]
    I don't know which Reichsman you got, but the one we got had 226k HP, 70% resists to the type of damage scrappers do (which gives him effectively 767k HP, and a version of unstoppable that cycles on and off when he's less than 10% and a Dull Pain power he uses somewhat randomly when below 60% (or so).

    Anyway, he regens 113 HP/sec.

    [/ QUOTE ]

    I was wondering what the final numbers Castle went with were. That puts Reichman at 12% regen. So all it should take is ~150% worth of regen debuffs (before resistance) to floor his regen as a +3. That's trivial. That also means that the time between his regen ticks is 100s.

    Thanks for the info, Kong.
  20. [ QUOTE ]
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    Do SOs scale?

    [/ QUOTE ]

    No. I'm also reasonably sure that set IOs don't either. The only loss whenever you exemplar down as far as I know is the loss of powers that you are now too low level to use and set bonuses that use set IOs that are higher level that you would able to access at your exemplared level (exemplared level + 3). Even procs still function at full effectiveness for your level as long as you've still got the power with the proc in it.

    [/ QUOTE ]

    If you have enough enhancement strength in a power (from actual enhancers), it will get reduced regardless of whether its from IOs, HOs, SOs, DOs, or a mix. For the actual mechanics of how enhancement value is calculated, I refer you to the ParagonWiki Article.

    [edit: Iirc, going into the enhancement screen while exemplared should show you the degraded enhancement values.]
  21. [ QUOTE ]
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    That is the best advice I can give in this case.

    Don't run poorly designed content and don't validate the developers crapping on Tankers.

    [/ QUOTE ]

    It was rhetorical. Obviously you don't give positive good advise just based on the fact that at the end you had to jam in the tanker damage thing... again.

    Moving on. As others have said. Defense seems to be the new resistance so stock up on defense sets, maybe get yourself a bubbler, and some CM love and have at it. Try some different team makeup's and I'm sure there are quite a few options that will work.

    I'm sure they aren't going to integrate a TF that isn't possible to defeat (regardless of what J_B says) with the current balance, however I must say I'm glad if they really are ratcheting the difficulty curve up... particularly before GR for the villains used to more difficulty.

    [/ QUOTE ]

    Yay! Another TF requiring a cookie cutter makeup.

    [/ QUOTE ]

    What do you mean, 'another'? There aren't any TFs (pre I15) that had a required setup. I think most would agree that the STF is (one of) the hardest available to heroes, yet it's been done on some very sub-optimal teams (all Tanker / all Scrapper).

    I'd agree that a balanced team makes it easier, but there is no single team makeup required for any hero TF. Even with similar ATs layouts, powersets can vary significantly and still be successful.

    Group need more survivability? Bring a Tank, or Emp, or FF, or Cold, or ...
    Need more damage? Bring another Blaster, or Scrapper, or debuffer, or ...
    Having trouble killing an AV? Bring more -res, or -regen, or Shivans, or nukes, or ...
    Need a stealther (for speed)? Grab a stalker, or someone with Stealth (+ss or stealth IO), or Shadow Fall (+ss or stealth IO), or Steamy Mist (+ss or stealth IO), or ...
    Have IOs? Great, you just made satisfying all of the above easier for even more flexibility!

    So, even optimized teams have plenty of different flavors. Even if the Reichsman TF (or whatever the abbreviation becomes) has some absolutely required makeup, it would be a first of a kind in this game.


    Note: No, I still haven't done the new TF. Regardless, the 'another' comment really doesn't hold any water.
  22. Sarrate

    SD/DM: Amazing

    [ QUOTE ]
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    Just a quick update. As of I15, the fix to cones hasn't really impacted this build at all. The biggest impact seems to be the range warping that leaping over the mobs created (being able to hit multiple mobs that were obviously outside the range of the cone). However circle strafing and hover strafing still produce the same results as before I15.

    Let the good times roll!

    [/ QUOTE ]

    So you're still hitting more than 5 mobs on average with SM?

    [/ QUOTE ]

    You could never hit more than 5 targets with SM. (Well, okay, before target caps you could, but I think you know what I meant.) The bug was warping the cone so that you could hit 5 targets more easily than you should have - that's all that was fixed.
  23. [ QUOTE ]
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    let me repeat - mag 100 stun...that is 1 with two 0's after it.

    I dont know how many break frees you'd need to handle that, but doing it more than once seems unlikely.

    [/ QUOTE ]

    Yeah, even stacked CMs won't touch that.

    I'd say Defense is the way to go. Maybe AoE and Smashing?

    [/ QUOTE ]

    Huh? Stacked CMs would work. That's the same MAG as Ghost Widow's Soul Storm, and people stack CMs for that just fine.

    (I haven't had the chance to do the TF myself, but mechanically MAG100 is not insurmountable... whether that's what Castle desires or not. :P)
  24. [ QUOTE ]
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    To be honest, I see the new TF as waste of time. Get the new badge, and never play it again. Woo.

    [/ QUOTE ]

    That's probably my strategy for the villain TF. The hero one is probably worth adding to the rotation of TFs to play/farm.

    [/ QUOTE ]

    Hey EG, without spoilers (if that's possible), is there any reason the Villain TF has a bad rap with you compared with the Hero version? Difficulty, story?

    (I've been too busy to commit to doing either on Test, so I haven't experienced either.)