Silverado

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  1. Resistance debuffs aren't cumulative, nor are subject to cascading failure. DSorrow is indeed correct
  2. Shriek, Scream, Shriek, E-Fence would actually produce better numbers, both in -res and DPS (Shriek has better DPA than Scream).

    I personally use Shriek, Scream, E-Fence on my Defender, though.
  3. Quote:
    Originally Posted by StormDevil View Post
    Hell of an impressive feat. I'm imagining that you weren't running into and out of melee range to use Drain Psyche for the -Regen (since that seems like suicide) ?
    Yep, it's always dangerous and I had to time it just right. Many times did I get squashed until I learned to do it right, takes practice.
  4. Silverado

    -Regen

    Quote:
    Originally Posted by TRTerror View Post
    If i were to make a dm brute optimised for single target dps(not thinking about survivability) i wouldnt include siphon life.
    I really dont like the dpa numbers but... The heal is very good but most of all i like the animation the way you draw the life out of your oponents.
    If there was a forced change to the animation i would probably not touch dm at all.
    But Siphon Life does indeed belong in an optimized single target DM chain >_<
  5. Glad to see you got your first GM, looking foward to see more epic screenies in the near future
  6. Silverado

    -Regen

    Quote:
    Originally Posted by TRTerror View Post
    LS was so badass when it inherited recharge bonuses.
    Yes it was, but...
    Quote:
    Originally Posted by Fleeting Whisper View Post
    Tornado is a beast against targets that can't be KBed
    This.
  7. Silverado

    -Regen

    Think Storm's main source of damage against AVs is actually Tornado :O
  8. Silverado

    -Regen

    Yeah, AVs regen at around 90ish hp/sec (at level 50)

    -Regen is almost always more important than -res. When soloing hard targets -res is baiscly meaningless while -regen makes a huge difference. When in large teams, -res starts to pull ahead in importance proportional to team size (the bigger the team, the more important -res becomes). Ideally you'd get 2 -regen debuffers (any combination of Rad, Traps, Therm, Cold, Dark; usually enough to shut down GM regen) then -res debuffers, then damage dealers (in that order of priority)
  9. Silverado

    -Regen

    Quote:
    Originally Posted by Dispari View Post
    You know, I'm confused. I thought we agreed after the AV/GM regen change that -regen wasn't that useful anymore. And here we have more than one person with numbers showing regen is pretty much necessary to do anything.

    Maybe I'm mistaken and that agreement was only for AVs and not GMs?
    Like someone else mentioned, -res becomes more useful if the target is being attacked by multiple people, since ALL the attacks that land get their damage boosted

    In my opinion, if I was assembling a team to hunt GMs, or to kill AVs (STF, RSF, Maria's arc, Mender Silos, etc) I would look for -regen debuffers before I went looking for any -res

    And here's my Blaster I was talking about, she has decent -regen debuffing capabilities, and no -res at all.
  10. Hehehe, thank you guys for your kind words

    Quote:
    Originally Posted by Lucky666 View Post
    Sweet/amazing!

    Do you mind if I ask how long the average time is to down one of the GMs on your blaster.
    I think the longest was Jurassik, might've been 20mins (every small inspiration last 60 seconds, used almost all of them in that fight). The rest took somewhere between 10 and 15 minutes
  11. Ladies and gentlemen, I humbly present you with the screenshots of my Blaster battles vs GMs (no temps, and only conservative small inspiration usage)

    Silveress vs Kraken



    Silveress vs Paladin



    Silveress vs Babbage



    Silveress vs Adamastor



    Silveress vs Jurassik



    Silveress vs Quarry (DE Monster)



    Silveress vs Lattice (DE Monster)

  12. Silverado

    -Regen

    Quote:
    Originally Posted by Luminara View Post
    Why not? It takes ten minutes to get it, it lasts for five minutes and it's freely available to everyone. What, is there some unwritten "no temp powers" rule for soloing GMs now? Going to throw out "no inspirations", too?
    Yes, welcome to the forums.

    Quote:
    Originally Posted by Luminara View Post
    And I need to correct you here as well. 500% isn't a conservative estimate, it's on the high side. Only four powersets (Rad, Thermal, Cold and Mental) can keep that 500% on the target without lapse, and even then they're subject to the standard 5% chance to miss and require significant amounts of +Recharge, so there's no guarantee that even if they can overlap their debuffs, they'll be able to maintain 500% throughout the duration of combat.

    None of the 1000% -Regen powers can be made permanent. The duration to recharge ratios prohibit it. The closest you can get is with Traps' Poison Trap, which has a 10s debuff and 90s recharge, but even if you hit the recharge cap you'll still be 8s short of perma, plus the 2.17s animation, making it work out to less than 500% in the end.
    Aaaaaaand this is what happens when you talk out of your rear end without actually having any experience at all in the subject. First of all, the -1000% debuff from Traps can be permanent right off the bat, with SOs and Hasten. Why? you'd know if you actually had a slight clue of what you're talking about. Second of all, you mention Mental in your post, refering to Drain Psyche, which dominators also get, which they can slot, which then effectively becomes a 1000% regen debuff, which can be made perma. Way to contradict yourself?

    Quote:
    Originally Posted by Luminara View Post
    Since you mention a damage saturated scrapper, here's the numbers I have for a damage saturated TA/Sonic.

    Shriek/Scream/Shriek/Shout/repeat (-Res double-stacking begins on second run of chain, all attacks, resulting in 120% -Res)

    Shriek base damage - 30.4
    Shriek animation time - 1s

    Scream base damage - 47.7
    Scream animation time - 1.67s

    Shout base damage - 76.6
    Shout animation time - 2.67s

    Total chain base damage - 154.7
    Total chain animation time - 6.34s

    Disruption - 20% -Res, 1.16s animation, double-stacked at 17.18s (third cycle of chain + Disruption animation time) for 40% sustained -Res.*

    Acid with Achilles' Heel (averaged) - 24% -Res, 1.83s animation, add 1.83s every fourth cycle of chain to maintain.*

    Chem nuke (5m duration) - 50% -Res, 2.03s animation.*

    *Openers, no loss of DPS at outset of combat.

    Chain damage at cap - 185.1 * 4 = 740.4

    Chain damage at cap with 234% -Res - 740.4 * 3.34 = 2472.94

    Chain animation time over course of 4 cycles (time at which animation becomes constant over course of combat) - Shriek * 8 + Scream * 4 + Shout * 4 + Disruption * 1 + Acid * 1 = 28.35s

    Damage over course of 4 cycles - 9891.74

    DPS - 9891.74/28.35 = 348.92

    DPS after factoring 5% miss rate (excluding Disruption's animation time, since it is auto-hit) - 345.61

    I believe that covers your requirements to cancel regeneration and still deal damage above and beyond that, does it not?
    It doesn't, GMs regenerate at 360hp/sec. And even if you could somehow manage beat their regen and do 361 DPS/sec, it would take you about 19 hours to kill a level 50 GM

    Quote:
    Originally Posted by Luminara View Post
    Again, Traps can't stack it. 10s duration on the -Regen, 90s recharge on the power, 500% maximum recharge. 90/5 = 18. 2.17s animation, total 20.17s between PTs. And since we are talking about solo play, I have to point out that it's highly unlikely that anyone can manage that solo for the duration of a GM fight (unless that fight lasted 1m or less, the duration of Geas of the Kind Ones/Force of Nature).
    Again, you're wrong

    Quote:
    Originally Posted by Luminara View Post
    I, and the numbers, disagree. But the point of my responses to you wasn't to pick a fight or argue about who "needs" a Chem nuke or who has the better debuff, it was to make it clear that your comment about -Res only providing a minimal benefit was poorly thought out and unwarranted. You jumped the gun and said something that is patently and clearly untrue. This horse was disinterred, flogged and reburied a few months ago and the conclusion was the same then as it is now, one point of -Res is just as effective as 2-3 points of -Regen for the purposes of AV and GM fights, it's more widely applicable and useful throughout the entirety of the rest of the game (flooring a minion or lieutenant's regeneration is pointless. reducing the resistance of that foe, however, is not), and it's obtainable to far more players with far less reliance on extreme amounts of +Recharge to make it totally effective.
    Except the numbers are incorrect, and -res is indeed very insignificant compared to -regen in an AV/GM fight.

    Quote:
    Originally Posted by Luminara View Post
    Do we have an understanding now?
    We do, apparently you don't
  13. Quote:
    Originally Posted by Silverado View Post
    Most blasters also have a full attack chain by level 4
    Doms too
  14. Most blasters also have a full attack chain by level 4
  15. Silverado

    Toggle Off All?

    You can just tap your [Walk] power, that'll do it
  16. Silverado

    -Regen

    Quote:
    Originally Posted by Weatherby Goode View Post
    Your blaster also has no -regen, so it really doesn't have anything to do with the topic, either
    Oh but she does, which really has everything to do with the topic, too
  17. Congrats!

    tl;dr question: was this done with a MA/Regen?
  18. Silverado

    -Regen

    Quote:
    Originally Posted by Fleeting Whisper View Post
    -resistance is far more important than -regen.
    I very much disagree.

    My Blaster has no -res at all and she can drop almost every AV and GM ingame with no temps and only conservative small inspiration use
  19. Silverado

    SuperDuo

    A properly built/played duo of Ill/Rad Controller and Rad/Sonic Defender can probably duo the STF
  20. Silverado

    -Regen

    Quote:
    Originally Posted by UberGuy View Post
    Rad Emission, Dark Miasma, Traps, Cold Domination, Mental Assault, Mental Manipulation, and Electrical Mastery (the Blaster epic pool). MM Robots also have some strong -regen in their plasma blasts.Those are the big hitters in terms of magnitude and duration, all being 500% or more. Not all the -regen powers in these sets have good duration/recharge ratios, though. Traps and Rad are tops for that.

    There's some -regen in /Poison, but it's pretty minor.

    Edit: Whoops, I forgot Trick Arrow's EMP Arrow.
    Therm has better -regen capabilities than Cold and Dark, and I really wouldn't count any EMP type powers (TA, Elec Mastery) since they're on a long timer and only last 15 secs
  21. Quote:
    Originally Posted by Enantiodromos View Post
    Here are a few examples of figures I get:

    Blaster/Archery/Fistfull Arrows: ~304
    Blaster/Assault Rifle/Full Auto: ~189
    Controller/Plant Control/Roots: ~186
    Brute/Super Strength/Foot Stomp: ~140
    Scrapper/Fiery Aura/Blazing Aura: ~107
    Blaster/Fire Blast/Inferno: ~79
    Blaster/Electrical Blast/Ball Lightning: ~59
    Did you take into consideration Rage and Fury?
  22. I took SoW on my WP toons as a lvl 49 power to serve strictly as a Steadfast Res/Def mule