Siolfir

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  1. [ QUOTE ]
    If the devs don't give us any enhancements or recipes, they still haven't broken any promises, because it was "We're gonna try to do this", not "We promise, and expect you with torches and pitchforks should we fail to deliver".

    [/ QUOTE ]
    Actually, I think they expect the torches and pitchforks regardless at this point.
  2. [ QUOTE ]
    It's that number of possibilities that standardization is meant to accomodate.

    [/ QUOTE ]
    Except that there's a standard now (endurance to damage scalar), you just don't like it.

    If you don't like the AT modifiers, talk about them. Don't talk about "standardization" by changing how each and every power is defined as it applies to those modifiers.
  3. ...

    While I don't have one, let me try to provide some incentive: if he's willing to pay the 125m market average you save yourself 12.5 million in market fees by selling on the server.
  4. [ QUOTE ]
    Ps 5.18%
    Ps 6.89%

    [/ QUOTE ]


    Also, I think a weighted average would probably significantly rearrange the numbers you came up with.
  5. [ QUOTE ]
    [ QUOTE ]
    I've decided to try brute out for a bit. After reading through this thread I'm wondering something. SS and Stone seem to be quite close in damage, but they're both just smashing damage. If you consider your DPS against tougher foes that tend to have higher resistance to smashing damage, wouldn't one of the other primaries, like Fire or Energy, come out ahead when it really counts?

    [/ QUOTE ]

    there really arent all that many enemies that are so resistant to smashing dmg that it becomes a big deal

    and they more ethan make up for it with their soft control. quite a few longbow EB's i could keep flipping through the air almost indefinetely as stone melee.

    [/ QUOTE ]
    Also, most of the mobs that have high smashing resistance also have energy resistance.

    Now the relatively low amount of fire resistance around could certainly give Fire Melee an edge, but it doesn't have any mitigation (and in practice doesn't matter so much).
  6. <QR>

    I don't have a problem with how it is now, but do find myself annoyed at waiting 30 seconds to get to the login screen.

    Since it takes less than 30 seconds for my computer to load the game up to it, I just quit to the desktop all the time.

    Strictly playing devil's advocate:<ul type="square">[*]With regards to the store and ringing up a lot of charges on the credit card on file, in account management on the ncsoft website you can set a monthly spending limit - there's already a way to mitigate that issue.[*]While there is a chance of someone showing up at your computer after it has been left unattended and deleting all of your characters, it's also probably far less likely to happen than someone getting hit by a car and killed.[/list]
    Those points aside, I don't care one way or the other - I really just wanted to point out that a lot of the problems with allowing it are just as minor as having to reload the game (or wait 30 seconds) to log back in.
  7. Yeah - for "rolling early" and "low endurance issues" you get Brutes and MMs. MMs are far more endurance efficient because after they summon their pets they really only use their endurance for keeping them alive, but slotting your attacks for endurance reduction on a Brute makes them rather efficient while still dealing a good amount of damage.

    Look at it this way - 1 level 15 IO is 19% damage. That's 10 points of Fury - if you can maintain Fury at 30+ through a mission you're ahead of the people slotting damage, and if you have a couple of endurance reduction DOs slotted you'll be able to fight for longer, generating higher Fury, and so you'll still have some when you get to the next spawn.
  8. [ QUOTE ]
    Not procs, no. I do take the reasonable recharge you could get from IO's into account though.

    [/ QUOTE ]"reasonable" recharge from IOs varies based on budget... some people never go above 20%, some will push for 90%+ (which is 130% with stacked Siphon Speeds).

    The amusing thing is that once the i15 Dom buffs go through, Corruptors will be the lowest damage AT redside* despite having one of (if not the) highest DPS builds. Personally I don't think it quite makes it there due to animation times on maintaining yourself at the damage cap - but I haven't calculated it out. Just using common sense on it, Blasters don't have to stop attacking to do that much damage, Corruptors need to get Fulcrum Shift off.



    * - once you include MM pets
  9. You won't have trouble getting into groups because you're not a kinetic; if you have trouble getting into groups it's because of cliquish behavior or simply low population - most teams love having Corruptors along.

    If you've never played Storm before, my recommendation is to go with Fire/Dark. You have a nice toolbox for solo or team play with that pairing and it picks up early in the build. Storm will work well also, but if you've never played it before you can work against yourself and annoy teammates.
  10. Siolfir

    FREE RPG DAY!

    *hopes for a free rocket-propelled grenade*
  11. From the original post:
    [ QUOTE ]
    I may group a little but I want to be able to blow through solo content.

    [/ QUOTE ]

    Pull your head out of your rear - they said they're new, they have a new reg date, and solo on the odd-numbered difficulties you can frequently end up with just one mob per spawn (1 Lt).
  12. [ QUOTE ]
    Post Deleted by Moderator_08

    [/ QUOTE ]
    I guess I missed the part where he said it was for PvP as opposed to simply soloing.

    Here is a thread about solo-friendly sets.
  13. I'll throw in another for DM:

    Scrapper
    DM
    Smite, MG, Smite, SL, repeat

    Once I actually calculated for server ticks, the recharge needed in MG is actually only around 243% for this chain, which is actually shorter than the previous one. I guesstimated 4.25 recharge needed on the above, the actual recharge needed is 4.5 seconds (1.125 Smite, 1.25 Gloom, 2.125 Siphon Life) which is 234% recharge in Midnight's Grasp; Smite also needs ~184% for this chain.

    Like the above chain, if you're aiming for permanent Soul Drain you'll need a perma-Hasten build, and both of those chains are possible with perma-Hasten (it provides 178% global).
  14. Yeah, that's why I was asking - I hadn't run the numbers either but it seemed like it should work that way.

    And with ~255% recharge in Midnight's Grasp (so, a perma-Hasten build (~108% global) with ~80% recharge in MG) you can chain Gloom-&gt;MG-&gt;Smite-&gt;SL and repeat; the global recharge needed to get MG to recharge fast enough covers the recharge needed in the rest of the chain.

    For perma-SD you need a little higher than that global recharge anyway, 108% global and 99% slotting with Hasten running only gets you to a 31.8s recharge.
  15. [ QUOTE ]
    Some of them boss are Warhulks not Fake Nemesis when its set for 8 only about 1 in 4 or 5 mobs are Fake Nem's

    [/ QUOTE ]
    Luck of the draw, I suppose. There are a lot of Warhulks, but I was guesstimating half-and-half (so, 1 Warhulk and 1 Fake per spawn) and assuming around 70 spawns. The times I've bothered with it on a full team can be counted on one hand, but they were more prevalent than one Fake Nem every 4th or 5th spawn.
  16. [ QUOTE ]
    [ QUOTE ]
    Used to be pretty active. It's been quiet ever since the Nin vs. EA wars ended.

    [/ QUOTE ]
    They ended? Who won?

    Frostweaver in 3...2...1....

    [/ QUOTE ]
    I think it had to do with Mod 08 posting something along the lines of "shut up about it already" and threatening bans due to how the threads always turned into personal attacks.

    So I guess you could say Mod08 did.
  17. [ QUOTE ]
    I'm surprised people aren't talking about Energy Melee in a thread about Single Target Damage.

    Energy Melee does -extraordinary- Single Target damage. With the right sets, Assault, and Fury, you could 3 shot bosses like it's no body's business.

    Energy Melee may have had it's damage-per-second reduced. But it still hits really hard for spike damage. Also, you gotta agree the animation for the new Energy Transfer is just epic. :P

    [/ QUOTE ]
    If you discount the damage type, Super Strength does more single target damage than Energy Melee does now. It does okay on burst (near the top but not being able to fit 2 ETs into one Build Up window dropped it out of first place there, too), but if you're going against an AV - or for most of PvE - burst is meaningless.

    The fact that single target (damage and mitigation) is really all it does and that it's middle of the pack in single target damage now is why people aren't going on about it.

    Onto the FM/SD Scrapper tangent, if you're abusing AAO to the point where it's that much better than Fiery Embrace, wouldn't Soul Drain put Dark Melee ahead?
  18. [ QUOTE ]
    [ QUOTE ]
    Ok. So now I have to put in an accuracy in place of the end-red that I put in to replace the inital accuracy. Awesome... Thanks for clearing that up.

    [/ QUOTE ]

    I would recommend 3 recharge, and 2-3 accuracy on a good team-friendly kin.

    [/ QUOTE ]
    Every Kinetic I have that's more than 1 level above Fulcrum Shift has this slotting (2 acc, 3 rech).

    It seems to work rather well for me, and the only complaint I have about it is that if I keep it double-stacked I often don't have a target left to use Transference on (which is why I keep Stamina on my Kins).
  19. [ QUOTE ]
    I wish I didn't just see this until now...

    [/ QUOTE ]
    Why? It just started today, make your newbie!
  20. You know... I didn't even notice that.

    Bitter Ice Blast is your best attack. Drop Air Superiority and put the slots in BIB if you're going to drop anything, take Superspeed instead of Air Superiority for travel and buy jetpacks for 10k inf in Grandville if you need vertical.

    Superspeed + Steamy Mist will also give you a cheap invisibility.
  21. I disagree with the idea of standardizing DPE across the board; also the secondary effect of Claws as a whole is that it has cheaper endurance costs and faster recharges, which is why many of the attacks don't have any other effects.

    So you're using the easiest set on your endurance, paired with the secondary that provides the earliest help with maintaining it and lowest consumption, and saying that it's not going through endurance quickly. Working as intended, move along.

    Also I have no idea how you're calculating dps - those numbers aren't correct for any of the sets at any of the levels I was able to select.

    Using the in-game numbers for DPA, which is what actually counts once you have an attack chain, you get the following (base numbers at level 50):
    Broadsword / Hack - 77.14
    Broadsword / Slash - 47.04
    Claws / Swipe - 57.29
    Claws / Strike - 57.75
    Dual Blades / Nimble Strike - 51.02
    Dual Blades / Power Slice - 51.84
    Dark Melee / Shadow Punch - 63.32
    Dark Melee / Smite - 85.14
    Fire Melee / Scorch - 64.76
    Fire Melee / Fire Sword - 73.20
    Katana / Sting of the Wasp - 62.03
    Katana / Gambler's Cut - 78.44
    Martial Arts / Thunder Kick - 63.32
    Martial Arts / Storm Kick - 99.50
    Spines / Barb Swipe - 23.05
    Spines / Lunge - 47.45

    Looks like Claws is only ahead of Dual Blades and Spines with those first powers... maybe you should stop making things up?
  22. "stick with it until 24, it gets goood".

    First - Freeze Ray will greatly increase your survivability while solo and help slightly on teams.

    Second - On a team are you using Snow Storm right away? An AoE slow is going to draw quite a bit of aggro, and often Brutes don't have their taunt auras until after they get Stamina so they're only holding aggro on things that they're directly hitting. Any AoEs you use are going to come back on you unless the Brute took and uses something to taunt an AoE (and if there isn't a Brute, nobody else is keeping aggro although a MM can scatter it around).

    Third - Looking at your build you took Air Superiority and no travel power. Since you took it at level 8, when Freeze Ray opens up, you can probably juggle things around safely to get your hold available earlier.

    Fourth - Freezing Rain (AoE knockdown similar to Ice Slick) and Hurricane (large -tohit) make it easier when you get them.
  23. Okay - long explanation:

    Fulcrum Shift summons two pets immediately on use. The first is the buff around you, the second is the AoE debuff around the target. This first pet is autohit. The debuff is not, and this is where accuracy slotting helps.

    When the debuff AoE pet shows up, it makes a to-hit check against everything in it's AoE (30') and what is hit has the -25% damage debuff applied. In addition, for each target hit, it summons an additional pet with a 20' AoE that provides a +25% damage buff to your allies.


    Summation: The AoE buff around the caster is autohit and will always go off. The debuff portion, which contains what is typically the larger damage buff based on number of targets, is not autohit and requires a tohit check.

    You're welcome to test it if you'd like, but there's really no need. It works exactly as described in the links provided (Fulcrum Shift summons 2 pets - a +dam and -dam, the 2nd pet summons additional +dam pets).
  24. Honestly for pure survival I'd still go with Willpower - with Quick Recovery and Stamina, some +recovery set bonuses/IOs and you'll be going nonstop.

    Electric Armor and Energy Aura keep up with your endurance usage by the simple expedient of having a click power that gives 50% of your endurance back per target around you; the higher your global recharge the more often it's up.

    Of those two, survivability depends on how you plan on slotting.

    Energy Aura has the ability to permanently softcap all damage types except psionic, but when you get hit you're going to feel it. If you slot for it, you'll be more survivable most of the time, but it doesn't have good defense debuff resistance (autohit and/or psi defense debuffs will hurt badly) and tohit buffs will be problematic regardless.

    Electric Armor has decent resistances to pretty much everything and capped against Energy, you can boost S/L by running Tough without needing to worry about endurance (after level 35) to have 60% or higher resistance to the 3 most common damage types in the game, and it gives a global recharge boost. Power Surge has a pretty harsh crash but comes with a small-radius (10') EMP at the end to hold the things nearby, but caps all but toxic and psi resistance, and you can cap toxic with slotting.

    Of course, Fault covers all of the holes in both Electric or Energy... it's just also downright sickening with Rise to the Challenge running and providing 100+ hp/sec.
  25. Yeah, Scourge calculates based on health at the to-hit check, not even when the damage hits. This can lead to some really stupid situations when you have a slow moving, high-damage attack (see: Blackwand) that takes the mob to under 20% health from above 50% but because you attacked before the damage from the previous attack was applied, the fact that your next attack didn't deal damage until they were under the 20% mark doesn't matter - it won't get the Scourge.

    I had this happen several times running around on a lowbie Corruptor street sweeping lieutenants in Mercy - a Dark Blast doing 11 points of damage should Scourge to kill a 100hp lieutenant... and it wasn't.

    (edit: for what it's worth, pseudopet powers have the exact same issue, but the rain powers have a tohit check every 0.2 seconds and that masks it)