SinisterDirge

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  1. Quote:
    Originally Posted by Clouded View Post
    Yes, even solo.

    On your hypothetical team, the player using RoP could be the tank and now all that aggro is lose on the team. The tank tries to rez but dies immediately from the .25s flaw in the untouchable portion of the power.
    Except even on the hypothetical team, there is no .25 second delay for the untouchable portion of the tanker/scrapper/brute power. Which is why I have never noticed it on my scrapper.
  2. Quote:
    Originally Posted by Supernumiphone View Post
    Level scaling will affect the duration of the stun, not the mag. It will still be mag 4 even against +4s, or against +50s for that matter. It just won't last as long against higher con foes.
    There we go. I stand corrected. Now can anyone tell me what the duration of the stun would be vs a +4 boss?
  3. Quote:
    Originally Posted by Clouded View Post
    A combat self rez is suppose to be used in combat. Your character should be untouchable and able to rez whether the mezz works or not. Same goes for Soul Transfer.
    In combat vrs a spawn set at +4/8 solo with bosses? On a team, one would quite possibly have someone else to take aggro for a few seconds, or Kill that boss... or lock them down. Solo? .25 seconds can be a long time.
  4. Quote:
    Originally Posted by lll Phoenix lll View Post
    dude about the stun its not true . if the mob wont get kbed the stun is like x2. x3 because they stay in the same place and gt stunned many times in a row. just like some AVs they ned you to held em twice that's how stun works for rotp
    If I am wrong, then I rescind my statement, however, no where am I led to believe that the stun pulses two, or possible 3 times to stack the Mag. I have never stunned an AV with it, however, I cannot remember that last time I have ever used it in an AV fight.
  5. Quote:
    Originally Posted by Clouded View Post
    The stun being diminished? Fine.

    The KB being less effective? Understandable.

    The untouchable portion not working and getting killed when using the rez? Seems broken.
    Obviously, there are some situations where .25 seconds is a long time. The OP expects that during that time, the KB and Stun will protect him. I explained why it doesn't.

    That does not make it broken.
  6. Quote:
    Originally Posted by Captain_Karate View Post
    Doesn't matter what you are farming or even if playing the game on a higher diff setting really. Your self rez power shouldn't be useless. The kb and stun are supposed to keep you alive, before you become untouchable and they clearly don't as my screenshot showed.
    Actually, higher difficulty definately matters.

    At +4. Your RoTP is only doing a mag *1.92 stun to that boss. Since it takes Mag 3 to actually stun them, surprise, they are not stuned. Now lets assume you are level shifted. You are only hitting them with a mag *2.6 stun. Still under the mag 3 required to stun them.

    Your knockback? You think you are hitting them with mag 8.308. Thats true, for even con. At plus 4, you are hitting them with mag *3.9. +3's? sitting at mag *5.4.

    It isn't useless. Pretty sure the devs don't care if you can't handle a +4/8 spawn solo without dying repeatedly, and damn sure they are fine with your powers being a little less effective.

    The reason why I recommend Stone epic, is Earths Embrace. Hopefully, with higher hitpoints, you won't actually feel the need to revive so often.

    At +4's It clearly matters what you are farming. If you really feel that way, go farm carnies.

    *By all means, someone check my math, I freely admit that I am horrible at it.
  7. You are farming BM. Everyone knows you should use stone epic vrs BM. Go back to demons

    Have never had this problem ever with my spines/fire scrapper...
  8. Quote:
    Originally Posted by JD_Gumby View Post
    It's for both, of course - to fill in holes, if you have them (recharge being most common, I'll bet), or to augment when you consider those holes too minor to care about. Either way tends to do quite nice things to your performance.
    I dont know about you, but I probably wouldnt go cardiac on a claws regen scrapper...
  9. Quote:
    Originally Posted by Fleeting Whisper View Post
    No, Red is saying ~4% increase when you're at the ED cap, and ~6% increase with no slotting whatsoever.
    Ah. Gotcha. Less than stellar return. However, I see you can still soft cap, and save 11 slots with SO's using it. Still not too bad.
  10. There is a 4-6% increase after every power is at ED cap? Not too bad. Try taking a slot out of every defense power and see what the % is then. I dont know what you think the Alpha slot is for, but I use it to fill in holes in my build rather than build upon what I already have.
  11. SinisterDirge

    Brute vs Tank

    Quote:
    Originally Posted by magikwand View Post
    I have a fm/fa brute with 46.7 defense to smashing and lethal, decent resists and great recharge- so it is possible to softcap without gimping yourself with the brute or the tank. (thanks static!)

    Of course, with some of the high end content, a tank is just going to fare better now that the difference in HP is so pronounced. Yes, soft capped def is soft capped def, but what happens when those hits start trickling in?

    Both can be all purpose, but the brute will be better for farming and the tank will be better for tanking (duh).

    Before tankers got buffed, I was of the mindset that tankers were easily replaced by brutes in tanking roles, and that is still true for much of the game. For the two new TFs and even more in what else is coming, brutes just aren't able to stand in for tanks sometimes. The difference in survivability is just too great.
    Take a look at soul patron power. Stacking -to hit with what defense you can manage is awesome. Stacking -damage with your resists? Gravy.
  12. SinisterDirge

    Brute vs Tank

    Quote:
    Originally Posted by Aneurysmo View Post
    Ah ha! Now I get to grill you (pun definitely intended) about FA/x tanks!

    On unideal mobs (presumably toxic?) what sort of settings can you handle before it becomes either too slow or too dangerous to solo? Can you tank as the main tank on 8 man teams without getting overwhelmed?

    Thanks!
    As Mack said, it is easy to stack the toxic resist from healing flames to 60% or so. Unideal mobs... I would probably turn it down to +2/8 maybe +1 if I am going to run some arachnos mish's.

    I can be lead tank on 8 man tf's, but I don't. He doesn't have taunt, and is build as a very heavy scrapper with an uninterrupted aoe attack chain.
  13. SinisterDirge

    Brute vs Tank

    Quote:
    Originally Posted by Aneurysmo View Post
    Interesting stuff. Out of interest, is it best to focus on +recharge for perma hasten (and all the wonders that brings) or +defence for FA/SS survivability?

    Essentially, will popping off Healing Flames every couple of seconds and having mobs die much faster be better than having extra damage mitigation? Or is it possible to make a build that has both?
    It's possible to have both. I have a fa/fire tank that is soft capped to sm/lethal and melee, decent resists, and healing flames recharges in 12 seconds. I am about 8 seconds shy of permanent hasten. It's a very tough toon. It would not be very difficult to pull off with a brute.
  14. SinisterDirge

    Brute vs Tank

    They will both perform adequately for the goals you have set. The question is do you prefer more surviveabilty, or more damage. (You will be surviveable enough. One can never have too much damage.)

    I do recommend some defense for Fire Armor. If you get a decent amount (within a small purple of softcap), You will be a very tough whatever you choose with decent resists, a great heal and a fantastic end recovery power. Everything else is cake.
  15. Quote:
    Originally Posted by Auroxis View Post
    What was enjoyable about facing +4/5's was watching your XP bar explode. In the case of incarnates, you'll not be advancing any faster, and will only be reminded that you'll have to do weekly TF's for a few months in order to reach that level.
    That and playing with people I enjoyed playing with. My global list has been grey for a long time now.

    I waited 7 years to hit 51. Working towards something bigger over a couple of months is not so bad. Actively working my level 50 toons towards something other than collecting dust is fantastic. Never mind that weekly task forces will soon be only one of at least two ways to advance your incarnate. Who knows how long the other path will take.

    If watching what is possible to do with a character these days makes someone and thier characters feel inferior, perhaps they should stop watching what is possible. Or, knowing that it is possible on thier toons as well if they put the time and effort into it, it might motivate them to actually try it themselves rather than feel sorry for thier toon. Again, if you expect to gain anything from compairing someone elses toon to your own, you have already lost.
  16. I have no idea how to help you, however the folks over here should.
  17. Quote:
    Originally Posted by Ogi View Post
    For new players there's nothing like teaming with a purpled-out-set-bonuses-ignore-level-scaling monster who can wipe out the entire map before their loading screen finishes. 100% global recharge 60% global accuracy vs. unslotted or maybe TOs, ya, totally fun for the newbie. Even for level 50s teaming with a 'barney' can lead to feelings of "I'll just go stand in this corner if that's ok with you".
    I don't know who said it here first. If the game spat out $50 bills from your CD slot, It would lead to complaints of "Why are they not sequential?"

    If people are starting to get to the point that they wish they were IOed/Purp'd out, that is an excellent time to start IOing and purping. I know it took me a long time to adopt to the IO system.

    The way I figure it. As soon as you start measuring how you are doing by someone Else's standard, you have already lost. It is not fair to yourself. There is always someone better. Works well in real life as well
  18. Quote:
    Originally Posted by Auroxis View Post
    It makes non-incarnate characters feel considerably weak in comparison. It's not too noticeable now, but if they add more level shifts the difference in performance between an incarnate and a non-incarnate will be enormous.
    Didn't stop me from enjoying the game with old sidekick system. Wading into +4/5 mobs and letting rip. I may have not gotten many kill shots, but I helped.
  19. Quote:
    Originally Posted by crayhal View Post
    IMHO, I think +1x8 gives a good xp over time ratio for leveling, but can be AT dependent.
    Here's what you can do to test yourself.
    1) Look in your paper for a steal something mission.
    2) Pick the mission and set your difficulty to +0x8 ( or whatever you want )
    3) Write down your XP.
    4) At the mission door, write down the current time.
    5) Enter and kill everything, but leave the glowie alone.
    6) After all the kills, write down the time and your new XP.
    7) Calculate your XP per minute. For example, old xp = 10000, new xp = 20000, and time in mission is 12 mins, so xp / min is (20000 - 10000) / 12 = 833 xp / min.
    8) Don't click the glowie and exit the mission. Change your diff to +1x8.
    9) Reset the mission and go to step (4).

    I think you will find that +4x8 will give you the worst xp per minute since mobs take much longer to kill, but the xp rewarded doesn't scale by 4. Ie, if a minion gives 100 xp and takes 20 secs to kill at +0, it doesn't give 400 xp at +4. Instead, it gives something like 130 xp but takes 60 secs to kill.
    Or you can run Hero Stats.
  20. SinisterDirge

    Patron Powers

    I had to go to the Arbiter in nerva to use mine. Just typing /respec in the chat window wouldn't work...
  21. Quote:
    Originally Posted by Tenzhi View Post
    My least favourite set in general play would have to be Radiation. The set offers no mez protection to the user and a sizable portion of its usefulness lies in enemy-affecting toggles which are too easily nullified by numerous teammates not paying attention to the anchors.
    Fixed that for you.
  22. Quote:
    Originally Posted by OutaControl View Post
    I just keep comparing my Katana/will power scrapper to him. There is just no comparison on who is going to survive a fight. The Katana doesn't have any work done on him yet (he's not 50) so If I take the time to max out the Katana/wp scrappers defense and stuff he would be a god compared to the regen. I know he doesn't have the automatic AoE but at least he's alive.
    That is not a fair comparison. I am sure you took divine avalanche on that toon no? Spam that three times, and presto, soft capped to melee. That is less about the secondaries, and more about your primaries.

    Either way, if you don't like the toon, you don't like the toon. It is not a bad pairing. It probably just isn't the right one for you.
  23. SinisterDirge

    Shard drop rates

    Quote:
    Originally Posted by talestar View Post
    hmm wel it seems to me that they have nerfed the shard drop rate i do know for a fact that sence the alpha was started i got at least 4 on a tf and 2 on a solo mish, but sence they started the strikeforce tf iv gotten zero with my tier 1 and brand new lv 50 classe's. ive tried all the combo's for the solo mish and still nothing. we were told that any lv 50 mish will drop shards and before the stkforce targets that was correct but now its a huge lie. the beauty of this game was that you didnt need to always be in a huge group to get what you needed now its seems to be made mandatory to be in groups to get any shards. thats just horse pucky
    How many of the TFs that you are doing have been speed runs? More mobs killed = More drop chances.

    Second, if I were to run demon farms, I am confident that I would get at least one, and sometimes two per run. The beauty of solo play has not changed.

    I find it helps to mentally sacrifice the first spawn to the Holy RNG.
  24. Quote:
    Originally Posted by Aett_Thorn View Post
    Well, it's not quite the same thing. -ToHit and +Defense go into the ToHit formula in the exact same spot. However, -DMG comes into play before Resitance gets applied, but it ends up being about the same.

    Let's say that you have an attack that does 100 damage, and that you are 50% Resistant to. Normally, this attack would do 50 damage to you. Now, let's say that a 20% -DMG effect gets applied to the enemy. He will now be doing 80 damage to you, of which you resist 40, leaving 40 getting through. As such, you are resisting 20% of the damage that you normally would have taken, but it's not the same as you getting another 20% resistance, if that makes sense.

    For instance, if you were to get a +20% resistance buff, you'd be at 70% resistance to the attack, and only take 30 damage.
    Thanks guys.

    Aett, one more question. If I have hard capped resistance, -dmg theoretically allows me to absorb more damage than the cap because it is applied before the resistance correct?

    Also, as it is applied before resistance, and doesn't work in the same formula, does it affect unresistable damage?
  25. Quote:
    Originally Posted by Mega_Jamie View Post
    Lets say you have soft-capped defence...any -tohit is gonna be useless for the most part. Softcapping leaves enemies with 5% to hit you, the lowest it is allowed to be, so any -tohit is gonna be innefective.
    Even against say newish AV's that have ridiculous amounts of +tohit to burn through high defense builds?

    Also, since I am horrible at math, Is there a summon Dechs or Arcanaville power on the forums to explain the math behind resistance/-dmg?