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Quote:You have no idea what you're talking about, do you? Raising the crit chance even further has been suggested numerous times, though it's always been taken with a grain of salt, especially since a large portion of crit damage of is "wasted" via overkill in normal play (i.e. not punching AVs). Even so, a 40% crit rate is simply stupid. Anything over 20% isn't going to happen.A far more realistic, and easier, expectation is to raise the crits chance. They already did that one.
Hmmm.... 40 percent chance to crit would be BUTCH.
Quote:100 percent chance! Now that would ROCK.
Quote:What?! I have seen posted, on these very fora, the hard proof that Posi never buffs anything, because doing so starts an endless cycle.
Now, if you're talking about Castle buffing, you're completely misreading what has been told to you. The concept of only ever buffing something is simply stupid because it leads to an infinite cycle of buffing and increase in scale of enemies so as to prevent difficulty from being tossed out the window and replaced with a single button that reads "I win!". By that same token, only ever weakening sets accomplishes the same thing.
The entire point of the explanation you are so horribly misinterpreting is that sets should be strengthened or weakened based on their position relative to the specific point of reference the devs choose to mark as "normal". If a set/power is doing worse than it should be, the set/power will be buffed. If a set/power is doing better than it should be, the set/power will be weakened to bring it in line. Only ever using a single method of normalization (buffing or weakening) is simply stupid. -
Quote:Reducing animation time and increasing damage both do roughly the same thing in the end: they give the attack better DPA and attack strings better DPS. The problem with increasing damage is that, unless you can convince the devs otherwise, it will come with a commensurate increase to endurance costs and recharge times. Shortening the animation time would leave the endurance and recharge costs where they are (which are fine, from where I'm standing) while simultaneously making the attack more useful (get the stun in faster) and less likely to be wasted (because you took 2.5 seconds to kick the guy in the face and your team already wasted your target in that time).Further, I didn't ask about reducing animations, I asked about increasing damages.
Quote:Would that be enough to have it included in max dps attack chains?
Quote:I made that same suggestion years ago. Have a "second attack" go off when you hit the ground, a shockwave thing for more AOE. It got ignored then, too.
Quote:I dunno, the devs seem to disagree, and remember, MA has already gotten some pretty heavy buffs. Remember the original storm kick? (shudder) -
Well, the problem with EC is that it simply takes too long to deal less damage than comparable tier 9s. If you want some object comparisons, EC takes 2.772 seconds to deal 164 damage (59.2 DPA). Headsplitter takes 2.508 seconds to deal 187.1 damage (74.6 DPA), Midnight Grasp takes 2.244 seconds to deal 189.9 damage (84.6 DPA), Greater Fire Sword takes 2.508 seconds to deal 194.43 damage (77.5 DPA), and Golden Dragonfly takes 1.98 seconds to deal 164 damage (82.8 DPA). EC takes nearly a full second longer than Golden Dragonfly to deal the exact same amount of damage. That has always stuck in my craw.
The solution, as I see it, is to simply reduce the animation time on EC. Shave off half of a second by skipping some frames (especially during the "I'm hovering in midair, getting ready to kick you!" phase), and you'll bring the DPA from 59.2 to 73.1 (164/2.244). It would still be the "worst damage" of the tier 9s within its group, but it gets a pass on that by having a ridiculously awesome tier 2 power.
Another suggestion to round it out might be to provide some degree of AoE damage to it a la Thunder Strike (~50 damage, 8' radius). The explanation could be you hit them so hard, the wind itself damages their nearby allies. It wouldn't make the powerset better in ST situations (which is being addressed by reducing the animation time) but it would provide some much needed AoE performance for the set (since it lacks the ridiculous utility that DM has).
Quote:Also, what would you be willing to give up for it? -
Quote:It's debatable whether Jack did it right or whether he overdid it. One could easily argue that Jack simply ran roughshod over the model and simply reversed it: now, heals are fundamentally useless without the presence of substantial buffs (and oftentimes completely unneeded). Buffs and debuffs are powerful but there is a very compelling argument that they are, in fact, too powerful, especially when you consider how stacking them can generate some ridiculous benefits.One of the things Jack Emmert did right (intentionally or not) was to throw that whole model out the window, and make buffs, debuffs, and crowd control a force in their own right. Not even the masses of typical PuG fire/kins (don't be fooled, they build for DPS, not control, which is why they're always dualboxing empaths) understand how this game is fundamentally different from others.
Personally, I'd rather Jack had made heals and de/buffs roughly equitable. On the same note, I'd also have preferred Jack made the game operate off an attrition mechanism rather than allow the game to operate under an assumption of indefinite duration performance (infinitely or nigh upon infinitely sustainable endurance and hp thanks to comparatively high natural hp and endurance regeneration), but the number of things I'd have preferred Jack had done with the game rather than what actually happened with this game are remarkably long (and lot of it is built off of what we know about the game and how those models work so we can't really blame Jack for not knowing what side effects it would have). -
Ahh... heuristic balance tweaking...
Quote:the recent BotZ change,
Quote:the removal of the Poison Gas Trap proc storm
Quote:If putting together the numbers for a full new powerset were a question of a day's work, surely Stone Armour would have been unbroken years (literally years) ago.
Quote:It just occurs to me that I should probably mention the Blaster Defiance changes, the Stalker changes, the Dominator changes, the Defender changes and so forth.
Keep in mind, when you bring up the "failings" of the devs to respond to broken mechanisms in game, a lot of that isn't the inability of the devs to tackle that problem specifically. Often it's a lack of desire to mess with what is roughly balanced, if a bit strong, or simple ignorance that something needs their balancing attentions. The devs aren't omniscient, so they aren't going to be able to tell immediately that something is broken or is outperforming their intentions. Look at what it took for Castle to realize that Shield Charge was horribly borked. As players, we have to put a lot of work into convincing the devs that a power or set is broken in some way. When you look at the times that we've actually convinced the devs to look into a power or set, the changes happen very quickly. Unlike animation changes which, once again, take a very long period of time. -
The entire set up for the integrated voice chat was optional, just like global channels are for our chat. It defaulted to guild chat off and team chat on, iirc, but you could always just turn it off or change whether one or the other was active (there were also different hot-keys for speaking to each respective channel). It was even possible to ignore specific individuals' voice chat or for the team leader to mute someone.
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Quote:Back when I was playing DDO (for about a month after it came out before I got bored with it), the integrated voice chat they had was very nice. You didn't need to have a mic installed and it allowed for virtually all of the same controls as most of the other big voice chat programs out there (push-to-talk or auto-mic, changing individual player volumes, etc), and you had chat channels for team, zone, and guild, as well. It was remarkably nice since it allowed teams to maintain a higher degree of teamwork than normal because you could simply talk out plans rather than having to type them out.How about an integrated one? Something that doesn't involve fiddling outside the game to use.
On the topic of player generated voice acting... no. Really. No. Consider how many bad stories the AE has (even when people are actually trying) and then realize how much faster it is to read stuff than it is to listen to it. It would be even worse for the person having to slog through all of the entries than it is for someone trying to find a decent story in the vast morass of AE mishes. -
Quote:Actually, it is. The "work" thereafter is involved in balancing out those numbers, which, while it involves a good deal of work, isn't as much as that demanded by the animations. Castle doesn't spend a vast majority of his time working with player powerset spreadsheets (which some people may assume). He spends a lot of his time working on NPC powers and other enemy related things ("Power guys" refers to all powers used, not just those used by the players).Um... I have to disagree here. We spend the great majority of every beta discussing powers statistics and their balance, and we keep seeing changes. You of all people should know it's not just a question of putting numbers in text boxes and signing off for the day to go grab a soda and a bear claw.
Quote:In fact, I'd say it's a highly unsafe bet to claim that the animation time tames up the vast majority of the effort and time. Unless you want to suggest that Castle could easily be replaced by a fast typist, I don't think you're looking at this objectively.
It doesn't surprise me in the least that Castle and Synapse created the numbers for sets we're just now seeing years ago. Animation takes a lot more time than creating the numbers for the sets do. They may require a similar degree of expertise to do it right, but "a similar degree of expertise" is not the same as "same amount of effort invested".
If you want an object example, look at how much time it takes the devs to change an animation once they have figured out that it needs changing compared to the amount of time it takes the devs to change a number that they decide needs changing. The difference is in magnitudes. A numerical change can generally be seen within a few weeks to a couple months of the change being decided upon. An animation change, on the other hand, generally takes at least 1-2 issues before it finally arrives. -
Why would you ever bother doing that? The enhancement values are largely a waste. The set bonuses are, honestly, lackluster (run speed, debt prot, psi defense, tox resist? the only worthwhile thing in the entire set is the AoE defense and, even then, AoE defense is the least useful positional). You'd do much better simply shaving 2 slots off of there and going with either of the slottings Claws and I recommended. That way, you're not wasting 2 slots and a lot of pointless enhancement values on almost entirely useless set bonuses (and you'll be getting some global recharge out of it to boot).
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Quote:GC: base 57.8 damage, .924 sec real animation timeThe numbers on Procs are linked in that old guide and were compiled way, way before the notion of Arcanatime hit the forums. However, even when allowing for the extra time between server "clock ticks", GC and SD are still better DPA than GD whenever you factor in additional damage output from Procs (because of the lower activation time compared to GD, on average the same procs will add more damage).
SD: base 123.9 damage, 1.584 real animation time
GD: base 164 damage, 1.98 real animation time
Assuming 95% damage slotting, you're going to get comparative DPAs of...
GC: 122.0 (57.8 * 1.95 / .924)
SD: 152.5 (123.9 * 1.95 / 1.584)
GD: 161.5 (164 * 1.95 / 1.98)
So, with no procs, GC is pretty much left in the dust and GD has a sizeable lead over SD. Now, let's factor in a damage proc (20% chance for 71.8 damage). The average contribution for that is 14.36 damage, so that gives us...
GC: 137.5 (((57.8 * 1.95) + 14.36) / .924)
SD: 161.6 (((123.9 * 1.95) + 14.36) / 1.584)
GD: 168.8 (((164 * 1.95) + 14.36) / 1.98)
With a single proc, GC is still pretty much left in the dust by the other 2 and SD is only just getting to where GD was starting. Let's add another damage proc, which gives us...
GC: 153.1 (((57.8 * 1.95) + (14.36 * 2)) / .924)
SD: 170.6 (((123.9 * 1.95) + (14.36 * 2)) / 1.584)
GD: 176.0 (((164 * 1.95) + (14.36 * 2)) / 1.98)
So, even with 2 damage procs, GD is still in the lead and GC is only barely catching up. SD is making some headway, but it's going to take a lot just to get to the point of equivalence. No matter how you cut it, unless you short sell GD, GD is still the better attack, even assuming you run proc heavy.
Also, I'm still curious where you're getting the 250 DPS from when using attacks that manage ~170. The AH proc is going to add a good deal to that, but it's not going to count for roughly a 33% DPS deficit. -
Because getting to deal damage with a normal attack string all the time without having to rely upon DA all the time is a good idea?
Quote:You can triple stack DA if and when you wish to (which counters any normal PVE defence debuffs nicely) but in standard PVE play you will very rarely need to do so for anything short of an AV. There is absolutely no need to gimp your build by going for Defense bonuses above strong attack slotting, Damage Procs and Global Recharge.
Quote:It makes heavy use of Procs, because the standard attack chain is composed of the highest DPA ST attacks Katana has available - GC, SD and GD, the first two of which benefit greatly from Procs, and the first of which can be used to keep an Achille's Heel proc debuff permanently enabled on one foe.
2. GC is not going to be able to keep AH up permanently. Werner and I have both done the math and that attack string generates roughly 60-70% uptime against hard targets. Even if you had an AH proc in every attack and were saturating it with attempts, you still wouldn't be able to maintain 100% uptime. At best, you could get it to roughly 90% uptime.
3. GC benefits from procs, yes, but it still benefits more from slotting than it does from simple procs. The only procs that are better per slot than a straight damage enhancement are the Hecatomb proc (which begs the question of why you put the Hecatomb into SD where it will see half of the use that it would see in GC) and the AH proc (which only does so because it acts as damage multiplication, but only against hard targets that will actually be alive long enough to see a majority of the duration). SD, however, does not benefit substantially. Procsaw builds, which you're operating under the assumption of, require a large number of fast attacks, fast being generally less than 1 second. In practical application, the only time that the procs will contribute substantially is when you're saturated on damage enhancement. Of course, you're also assuming animation time saturation, which your build doesn't manage, so it would actually be better to simply get some recharge and bolster both your survivability and your damage.
Quote:Performance-wise, the only AV I have not been able to solo on it without temp powers or inspirations has been Ghost Widow, and it can Duo several GMs with any reasonably-built support toon and most damage dealers. It is certainly not a PVP toon, but it steamrolls any PVE content I've thrown at it. It's been the main tanker for any number of AVs and GMs and can solo any TF in the game which doesn't have linked glowies. Therefore I fail to see why it's a "bad build", except in the case of "No building for Defence Bonuses = Bad".
It's not even a question of "no building for defense = bad". It's a question of "no going for set bonuses = bad". For that much money, you could be packing on a lot more recharge. Back before I had started developing the def/rech fusion builds that are now popular for */Regen, the basic design philosophy was exactly the same one that you follow, only we actually got more than just a couple rudimentary +rech set bonuses from purple sets. We maintained the exact same enhancement values you have while getting something else out of them. Like I said before, your build is largely a frankenslotting build with a few set bonuses thrown in. With that same expenditure of money, it could do a whole lot more.
Personally, I'd be curious to see if you could solo the ITF with that build. I don't imagine you'd do particularly well in the final fight with Rom, especially if you're having to constantly spam DA in order to stay standing (which I have no doubt would be the case). I'm more than confident the build I provided can since that build has been demonstrated to be capable of soloing 4 AVs simultaneously. -
Quote:First off, enhanced Dull Pain does not provide you with 80% +hp. Dull Pain provides 2 types of +hp: enhanceable and unenhanceable. Of the 40% base +hp it provides, 20% is unenhanceable while 20% is enhanceable. With your assumed 100% heal enhancement, DP will only provide 60% +regen (hence the need for the 20% +hp from the passive accolades to reach the Scrapper hp cap of 180%).+ Dull Pain grants +80% HP for its duration. Get it Perma (easy enough with IOs + Hasten) and that's 40% mitigation out of the box. Your HP will be capped at 2410HP at level 50, and due to the way Dull Pain's buff gets placed, every 120 seconds you'll also get healed for 80% of your enhanced (not base!!) HP.
Quote:+ You also have access to additional soft control in Soaring Dragon/Golden Dragonfly - Knockup/Knockdown means you can permanently juggle any one foe.
Quote:Mitigation through enemy elimination" - a Procced-out Katana toon can push out around 250 Single-Target DPS before you start considering using Build Up.
At best, Kat/* is going to top out at around 200 DPS and that's factoring in AH procs, BU, and no use of DA (which will lower your DPS considerably, especially if you build around 2 applications of DA in order to reach the softcap rather than a single application). The 250 DPS number you're getting is simply wrong.
I strongly suggest you look into the DPS calculations that have been done on this forums by Werner, Billzbubba, and myself. I also recommend you learn what Arcanatime is because I think that might be your problem (along with a lack of knowledge as to how to properly apply the benefits of the AH proc). The attacks in the set aren't nearly as fast as you think they are.
Quote:Regen's only weakness is Burst Damage, and MoG and Divine Avalanche cover that beautifully. MoG for shorter fights, DA for longer ones.
The set's weakness, in all honesty, is debuffs. -Rech prevents you from getting your click powers back up asap, which is important when you realize that huge amounts of your survivability are based around those click powers. -Regen and -heal, though rare, can cripple your functionality specifically because they are doled out in such large magnitude. Similarly, because they're rare, it's not uncommon to not notice that you just got all of your passive regeneration revoked by the plasma blast of a Kronos Titan until you're lying on the floor wondering what happened.
On a similar note, the weakness of the set can just as easily be said to be its lack of top end performance. While it is very responsive to player skill, because the set is so focused around damage recovery, it gets smaller comparative returns from both damage recovery and damage mitigation compared to other sets (damage recovery is additive gain which means that the comparative advantages diminish while damage mitigation is additive percent reduction which means that comparative advantages increase exponentially and then plateau). -
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Quote:I'm not entirely sure you know what you're talking about here. If you know anything about Arcanatime, you'd know that GC and SD are both worse for DPS than GD. Either way, SotW is largely pointless so I wouldn't recommend picking it up either way.**Best Powers in Katana: **
DPS: Soaring Dragon, Gambler's Cut, Golden Dragonfly, SOTW. In that order.
Quote:Take and 6-slot Divine Avalanche. You will want at least the equivilant of Two level 50 Defence Buff IOs in it, so that you can double-stack it and be at the defence softcap.
Quote:Slotting Advice: Recharge Rate and Damage Procs. I can't stress this enough. Katana is MADE for damage procs, and reducing the recharge time of all your fast-activating attacks and heals will raise your effectiveness considerably.
Where procs are concerned, the only one you're going to want to go out of your way to invest in is the AH proc, and, even then, only in GC (because you're going to be using it enough that you enter into diminishing returns by slotting it in other powers). Even in GC (which is the best option for procs thanks to low animation time), it's still better to slot for damage rather than procs.
Quote:MoG only needs 100% Recharge (and the equivilant of one Resistance SO if you want to cap your Resists for its duration)
Quote:Integration and Fast Healing only need 100% Heal.
Quote:Eventually, it'd be good to aim towards attaining Perma-Dull-Pain, which kicks in at about 60% Global Recharge plus Hasten. This lets you run about with capped HP permanently, adding a good bit of extra survivability.
Secondly, DP does not automatically give you capped hp. Assuming you have the passive +hp accolades (TFC, FPR, Portal Jockey), Dull Pain will put you within a single +hp set bonus of the Scrapper hp cap. If you do not have all of the passive +hp accolades, much less any of them, it will not bring you anywhere near the hp cap without some very hefty +hp set bonus acquisition (which, considering how easy it is to get those accolades, is largely a wasted effort).
Quote:Fitness Pool (Stacks with Fast Healing/Quick recovery)
Quote:Stealth (Combined with a Stealth IO in sprint you'll have full invis - it's situational, but is quite fun to suddenly pull a Build-Up-Golden-Dragonfly on an unsuspecting Sapper! Also important for "Ghosting" to objectives if you wish to, as a Katana/Regen will have no problem ghosting to the end of a mission and killing a "Hard" boss)
On the topic of Power Pools, I'm simply amazed that you neglected to mention Leadership and/or Fighting, both of which will do more for */Regen than Stealth will (because Stealth costs 4 times as much for the exact same +def as CJ). I would recommend that any IO'd Regen build take one or both of those pools if possible.
Quote:Hope some of that helps. I've a Mids build here of my Main Kat/Regen if you are looking for some more ideas, but be warned it's very, very expensive to slot it up exactly that way.
Here is a better build on the same budget. It manages better defenses, more recharge, and better damage as well. Endurance is infinitely sustainable. You'll notice that it sacrifices a bit of regen, but, considering how much less damage you're going to be taking thanks to the higher defenses and resistances. As I'm known to say, there isn't much point in taken */Regen past roughly 600% regen: factoring in Recon and IH, the comparative advantages are too scarce to make using slots for additional +regen worth it.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Numna-Heal(A), RgnTis-Regen+(29), Panac-Heal/+End(45), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), Winter-ResSlow(27)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(19), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(21), Panac-Heal(23)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(29), Heal-I(31)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(27), S'fstPrt-ResDam/Def+(34)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(39), Dct'dW-Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(40)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43), FotG-ResDeb%(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(40), RechRdx-I(46), RechRdx-I(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run -
Quote:I'd say 2 common rech IOs, the LotG def/rech, and the LotG +rech. You'll have pretty much the same recharge enhancement (since most of the third IO is going to get eaten by ED anyway), but you'll get a little bit of additional regen.I recommend 3 generic recharge IOs and a LotG 7.5% recharge.
As for using it, I tend to use it whenever I'm expecting a large amount of damage to come in a short period of time. Alpha strikes generally fit this bill, but I'll also use it when I'm expecting a heavy hit from an AV or when I can tell that the attacks of enemies have lined up to get a few nasty attacks in on me.
It's also a useful power to use when you need to shed defense debuffs. When I'm running the Cimeroran wall or the ITF, if I ever get more than a couple def debuffs stacked on me, I can generally burn MoG and shed them relatively easily (because it's hard to be below 45% +def when you're packing 120% +def(s/l) before debuffs are applied). -
Quote:From what we've been told, it's about the same amount of work, in the same way that making a new zone and updating an existing zone are about the same amount of work.But then there's that. I don't know if it's more work to make new animations for an older powerset or to just make a whole new powerset.
For a new powerset, Castle just has to put some numbers together in a spreadsheet and then work with the animations guys to figure out what each attack looks like. From that point on, it's all in the animations, and, considering how long it takes to put some balanced numbers together in a spreadsheet (Synapse spent his first week putting together numbers for Elec Control and we're only, just now, seeing the fruits of his labors), the animation time takes up a vast majority of the effort and time involved. Creating new animations would essentially do away with the exceptionally short "powers guy puts numbers in a spreadsheet" portion of development.
Personally, I would love to see something like this happen, but I doubt it would actually happen. The booster packs have, traditionally, been using cheap (from a time/effort/money standpoint) development resources to put out something that the devs can then turn around and make some "easy" money with by selling them to a large portion of portion of the playerbase. Booster packs designed around alternate animations would either require substantially higher development resources (to target a large number of powers) or be targeted to a smaller portion of the playerbase (by only providing options for a substantially smaller number of powers). Either way, the cost:benefit isn't really there, and that's the big advantage of the booster packs: a really low cost:benefit ratio. -
Quote:Well, it's not so much the taunt effect as the fact that it provides you with more damage (which is one of the variables that determines threat) along with a full strength taunt aura (16.875 seconds compared to the 13.5 second duration of the damage auras) as well as a debuff effect (which, depending on how the power itself is flagged to generate threat, can double the total threat generation).SD has a notoriously strong taunt effect, even on scrappers. Couple that with the damage they do and SD scrappers almost always end up with the aggro.
It's not so much the taunt effect itself so much as the massive interaction between all of the various mechanisms that the power has (which, when you compare them to virtually any other power in the game, blow them completely out of the water).
Quote:Also, a lot of it depends on who got aggro first. From what I understand, to "steal" aggro from someone else, you need to double the magical threat value that the enemy calculates. -
The closest solution I can imagine would be that, possibly, the redraw animation for your powers is being triggered independently of the power activation itself and is not covered by Defiance. Essentially, you're clicking a power to make an attack, but, before you can make the attack, you need to draw your weapon only you can't because only the act of making the attack rather than drawing the weapon is provided your Defiance capabilities. I'm not sure how likely this is, though it might have some origin in BABs messing around with getting rid of redraw some months back. All of this only applies if you are attempting to use the powers without your weapon drawn, however, so, if that's not true, back to the drawing board.
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Quote:-Rech and -run are actually useful? Especially at high levels? What?1. Web Grenade - This trades the minor damage of other T1 immobs for a very nice debuff (and at level 50 is pretty much the most useful one)
-Rech is largely unneeded at high levels because enemies have enough attacks that recharge sufficiently fast that the overally effect of any -rech debuff is largely irrelevant. -Run might be relatively useful, but the effect is attached to an immobilization debuff, so it's kinda pointless.
The only times that those effects actually are substantially useful is in PvP (which Web Grenade is actually a very nice power for). In PvE, the effects of Web Grenade are relatively minor. I'd rather see Web Grenade get something that directly equates to the damage that the power loses (like a toxic damage DoT or -res) because the effects that it gets really just don't make up for it. -
Quote:Let's look at this mathematically. Each iteration of Rage you're stacking is generating 100% +dam in exchange for losing out on 12.5% of your time to attack (15 seconds of damage dealing out of every 120 seconds).Theoretically, given infinite (or at least gross amounts of) recharge, rage would recharge fast enough were you’d reach a point where you’d be spending more time in the ‘rage crash zone’ than actually doing damage. Given the recharge we can realistically achieve, is it pretty much, the more rage the better? Or is it possible for us to reach a point of diminishing returns?
Assuming an arbitrary attack string that deals any amount of damage (it doesn't really matter how much damage it deals because we're dealing with proportionate increases and decreases) with baseline 95% slotting, the formula for equivalence (in order to find the point wherein it stops being beneficial to stack more rage) is
Scrappers: (1.95 + x) * (1 - .125x) = y
Tankers: (1.95 + .8x) * (1 - .125x) = y
Brutes: (1.95 + .8x + .02z)(1 - .125x)= y
where x is the number of stacks of Rage and z is your Fury
The optimal point is the combination of values that achieves the highest value of y. For Scrappers, it's right around 3 (I'm using a graphing calculator because I'm too lazy to get the true optimal number). For Tankers, it's about 2.8. For Brutes (assuming 75% Fury), it's about 2.2.
Now, how applicable are these values?
Where the +dam is concerned, for Scrappers, 3 stacks of Rage would get you to a total of 395% +dam all the time (we're dealing with discrete periods of 100% +dam stacking), which is just shy of their damage cap. For Tankers, 2.8 stacks would bring them to 295% +dam for 20% of the times and 395% +dam for the other 80%, which means that 20% of the time you're just shy of the Tanker damage cap (300% +dam) and the other 80% you're well over it. For Brutes, 2.2 stacks and 75% Fury would bring them to 445% +dam for 80% of the time and 545% +dam for the other 20% which still leaves them a good deal shy of their damage cap (750% +dam). Essentially, the Scrapper and Brute optimal values are applicable, but any stacking beyond a double stack for a Tanker is largely pointless.
Where recharge is concerned (animation times ignored), Scrappers would need to achieve a 40 second recharge time to manage 3 stacks (120 / 3). To accomplish this, you would need 500% +rech (240 / 40 = 6; 6 - 1= 5), which is 100% +rech more than the actual cap is, so it's not even possible within the context of the game for Scrappers to reach the point of diminishing returns. For Tankers, 2 stacks at all times requires 60 seconds (120/2), which means that you would need 300% +rech (240 / 60 = 4; 4 - 1 = 3), which, while difficult, isn't impossible (remember, this isn't factoring in the 95% +rech you're going to get from enhancing). For Brutes, 2.2 stacks at all times requires (120 / 2.2) a ~55 second recharge time. 55 second recharge Rage would require ~340% +rech (240 / 55 = 4.363; 4.363 - 1 = 3.363; roundup to 3.4), which is bordering on impossible.
So, what is the meaning of all of this? It's impossible for 1 of the ATs (Scrappers) to reach the theoretical point of diminishing returns for Rage thanks to recharge restrictions. For Tankers and Brutes, it's attainable but really, really hard. Tankers get restricted usage from it thanks to their damage cap and Brutes get less use out of Rage than they would otherwise thanks to +dam dilution allowing the buff to get outpaced by the crash substantially faster. Even so, it's really friggin' hard to get to the point where Rage doesn't generate more damage than it's costing you. -
Why do you care about the heal boost? You're a */Regen. Damage recovery is something that you don't really need more of. If you're talking about an IO build, I'd much rather get some more defense: 6 piece Touch of Death is what I'd go with.
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Quote:Considering exactly what FF is capable of, all three of those are exactly useless and/or overpowered.I love to the look and feel of the set, but I think bubble either need an endurance reduction across the board, a defense increase across the board, and/or to hit debuffs at least added to dispersion and/or force bubbles.
FF already provides more than enough defense and barely costs any endurance for most of the powers in the set. With an SO build, you can provide your entire team with softcapped defense to all positions and types (except psi) for a pittance.
The problems with the set are not on the survivability contribution side: they're on the offensive contribution and utility side. 90% of the effectiveness that the set brings is in 4 powers of the set: Deflection Shield, Insulation Shield, Dispersion Shield, and Repulsion Bomb. Force Bolt is largely fine as well (though, personally, I think it could stand an increased dam/rech/end to make it more of a hard hitter, but that's personal taste), as is PFF (though I've always thought it was strange for a support set to have a personal "oh-****!" button). Detention Field, Repulsion Field, and Force Bubble, however, are remarkably poor contributors. Repulsion Field and Force Bubble are two powers functionally wanting to do the exact same thing (push guys away), both with absurdly high endurance costs, neither effect of which is particularly useful for a team now that all enemies have ranged attacks (I know some people swear by FB, but, really, it does with an expensive toggle what 99% of people could do with hover or some kiting). Detention Field is simply never going to be useful (just like every other targeted phase shift power).
The problem with changing the three problems powers of the set is that you really can't do anything without incurring the wrath of the Cottage Rule: Repulsion Field and FB both have to maintain their "keep targets away from me" attributes and Detention Field has to remain an ST intangibility power. Nothing you do to Detention Field, short of breaking the Cottage Rule, will make it a particularly useful power while still having it make sense (which, yes, is something the devs consider: why would putting a field of doubly impenetrable force around a target make the target's allies easier to kill?). The same applies to Repulsion Field and Force Bubble.