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Posts
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Joined
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Resistance debuffs aren't cumulative, nor are subject to cascading failure. DSorrow is indeed correct
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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. -
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.
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Quote:But Siphon Life does indeed belong in an optimized single target DM chain >_<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. -
Glad to see you got your first GM, looking foward to see more epic screenies in the near future
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Think Storm's main source of damage against AVs is actually Tornado :O
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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) -
Quote: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 boostedYou 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?
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. -
Hehehe, thank you guys for your kind words

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 -
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)



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Quote:Yes, welcome to the forums.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?
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: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.
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 GMQuote: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?
Again, you're wrongQuote: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).
Except the numbers are incorrect, and -res is indeed very insignificant compared to -regen in an AV/GM fight.Quote: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.
We do, apparently you don't -
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Most blasters also have a full attack chain by level 4
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Congrats!
tl;dr question: was this done with a MA/Regen? -
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A properly built/played duo of Ill/Rad Controller and Rad/Sonic Defender can probably duo the STF
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Quote: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 secsRad 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. -
Quote:Did you take into consideration Rage and Fury?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 -
I took SoW on my WP toons as a lvl 49 power to serve strictly as a Steadfast Res/Def mule

