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Posts
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Quote:Had they let us know about this earlier, I would have immediately suggested A-kon. It's a friggin' massive convention () and, though it is nominally an anime convention, it generally gets an excellent showing for all things gaming. Of course, the problem with learning about this change of plans this late is that A-kon is less than a month away. Maybe next year?What about having one in Texas?
I live in College Station, and Mark and I would love to attend one.
Lisa. -
Quote:The cottage rule is pretty simple: no change can be made to a power that removes existing functionality and replaces it with something completely different. You can add functionality, and you can reduce functionality, but you can't simply remove some kind of existing functionality.Okay, this has been driving me nuts since I see it used everywhere: What exactly is this "cottage rule?" Why is it called that?
It is called this because of a reference Castle made to changing powers once. In the discussion (I can't remember exactly what specific power it was concerning), Castle pointed out to everyone that, even it it were incredibly balanced, he wouldn't change Build Up so that it built a cottage right where you were standing. It might be balanced, but it would be removing the current functionality from the power and replacing it with something completely different. Because of the reference to building a cottage, it became known as the cottage rule. -
Quote:Actually, most DM builds have moved beyond buzzsaw builds since the improvements to DM from a while back. The current attack string of choice is MG>Smite>Siphon>Smite, which still requires a very high amount of recharge.That said, a fair deal of Dark Melee users swear by 'Buzzsaw builds'
Where as they have so much +Recharge from IO's that they can cycle through Smite, Punch, Boxing and Siphon Life to make a complete attack chain.
As to whether SM has any place in an attack string, the simple answer is no. The animation is too long and the damage is too low to give it any place within a decently optimized ST attack string. This doesn't mean you shouldn't take it. Shadow Maul is the closest that DM gets to a real AoE power (DC and SD deal too little damage on too much recharge) and, once you get good with it, it starts allowing you to chew through mobs at a substantially faster rate than you could without. I'd still take it if I had the power choices, but I wouldn't dare use it against just a single target. -
Quote:Assuming you're fighting a level 50 AV, 250% -regen would hit that AV for 37.5% -regen for the duration of the power (10 secs, iirc). On an AV, that's going to amount to roughly 450 functional DPA (160 damage plus 10 secs of 37.5% -regen with 100 hp/sec regen).Hello all I saw this temp power and it caught my interest because of its -regeneration effects. It does -250% regeneration now how would this help on a hard target like an AV?
Quote:Would it make any difference in DPS? -
Quote:When you're determining "power availability", you need to factor in the animation time of the power in question because powers don't begin recharging until they finish animating.The recharge time drops to 5.26 seconds, which is a 47% drop in recharge time, or a 47% improvement in power availability.
Assuming the 2 second animation time is ignoring Arcanatime (since you seem to be trying to keep this simple), the actual improvement in power availability would be once every 12 second to once every 7.26 seconds, which is only 39.5% greater availability. -
Quote:The problem with this line of thought is twofold:Set needs a big overhaul. I would rather the end costs stay the same, with a boost to survivability to match, rather than a reduction in end costs.
First, there isn't any set formula that determines how much resistance, defense, or any other benefit you're supposed to get for each portion of endurance spent. There are some rules of thumb, but, unlike attack powers, survivability powersets are designed as a whole rather than as a series of individual powers. This makes it more problematic to appropriately gauge how much additional endurance should be spent to account for increased survivability.
Second, the actual endurance costs of toggles (which is the issue with Stone's endurance costs) aren't even a third of the total endurance costs that you pay over time. Click powers are the big endurance burners. Even if Stone was designed to be more expensive, the actual costs of the set would be quite easy to circumvent to generate higher survivability numbers than intended. Overall, it's much simpler to redesign the set around having a "standard" degree of survivability and "standard" endurance costs without attempting to create ratios in order to determine what the "appropriate" benefits for deviating from what is considered the norm. -
For a while, I've felt that Stone Armor has a few problems. The biggest is that the set is weaker than it should be outside of Granite Armor and stronger than it should be while in Granite Armor. It creates a binary set composition wherein the difference between pre-32 and post-32 are enormous. The other major issues of the set are that the entire set costs way too much endurance and that the set pays for what capability it gets while in Granite Armor with an inordinate amount of secondary functionality costs (mainly reduction in mobility) in all states.
The basis of my survivability argument, operating outside of Granite Armor, is based primarily upon Arcanaville's spreadsheet and secondarily upon experience in game. In Arcanaville's spreadsheet (link here), assuming more than a single target in melee range (I would generally assume an average of 5 or 7 targets as "average"), Stone Armor is weaker than Invuln I13 (the version we currently have) in all but the infinitely sustainable category (which inordinately favors any kind of damage recovery mechanism and isn't particularly useful as a comparative balance tool outside a very small number of situations). Similarly, in most players' experience, non-Granite Stone Armor characters are viewed to be weaker than other armor set options. I doubt you could find many people that would disagree with this general sentiment, though I'm reasonably sure some will crop up.
The issue with Granite Armor should be obvious to anyone that looks at the set: without it the set is too weak so, in order to be effective, you're forced to use the permanent tier 9 at all times and forced to work around the mechanisms that are there to discourage the use of it as such. Rather than being discouragement, the negative effects of Granite Armor are seen as being part-and-parcel with the set as a whole: like toggle IH of old, the high "costs" are simply built around rather than being used in the actual intended manner (turn it on only when you really have to).
The basis of the endurance cost argument is rather simple: compare the unenhanced endurance costs of the various armor sets. Excluding damage toggles, Dark Armor costs 1.48 end/sec (removing Cloak of Fear reduces that to .96), Electric Armor costs .73 end/sec, Energy Aura costs 1.04 end/sec, Fiery Aura costs .52 end/sec, Frozen Armor costs 1.04 end/sec, Invuln costs .73 end/sec, Shield costs .78 end/sec, Super Reflexes costs .78 end/sec, and Willpower costs .83 end/sec. Stone Armor costs 1.25 end/sec. Discounting Dark Armor (which ignores standard design for armor sets pretty obviously), Stone Armor is more expensive than any other set, made even worse by the fact that, unlike Energy Armor and Energy Aura, Stone Armor doesn't have any native endurance recovery mechanism.
For damage auras, Stone Armor is similarly expensive. The standard cost for every other damage aura in the game is .52 end/sec. Blazing Aura, Death Shroud, Icicles, and Lightning Field all cost the standard amount, even ignoring secondary effects. Mud Pots costs .78 end/sec. Nominally, the reason is supposed to be because Mud Pots has the benefit of applying both a slow and an immob (though too low mag to affect anything other than a minion) even though it deals less damage (10% less) than the standard damage for damage auras. Within context, it's paying a lot for what amounts to barely any benefit.
The final consideration, mobility restrictions, can pretty easily be summed up by looking at Rooted: it prevents you from jumping or flying and applies a 90% reduction in movement speed. Thematically, it's appropriate, but, balance wise, it's a lot of work for what amounts to no more than what any other mez protection toggle provides (Integration provides 50% more +regen, not enhanceable, than Rooted while only costing a pittance more in endurance). There are better mechanisms to use to apply the thematic "penalty" without functionally requiring the mez toggle be turned off in order to be reasonably mobile.
My suggestions are essentially four tiered: the improvements to survivability, the improvements to endurance cost, the improvements to mobility, and the tweaks to Granite Armor to remove the overt reliance on the set's tier 9 power while allowing it to maintain an acceptable degree of usefulness (numbers are assumed to be Tanker values, rather than Brute).
The improvements to survivability are pretty simple, and I chose them specifically to avoid incurring the wrath of the Cottage Rule.
The first half is to modify Stone Skin so that it grants 11.25% +res(all) rather than 10% +res(s/l). There's already precedent for a low tier baseline functionality passive power to be this powerful. Consider High Pain Tolerance and True Grit: HPT provides 20% +hp (30% enhanced) and 7.5% +res(all), which amounts to ~25% reduction in incoming damage while TG provides 10% +hp and 15% +res(f/c/e/n/t), which amounts to roughly ~15% reduction in incoming damage.
The second half is to modify Rock Armor and Crystal Armor (the defense toggles) to provide an additional 2% +def(all), essentially 18% +def(s/l)/(e/n) and 2% +def(f/c/e/n)/(s/l/f/c). The precedent for this is remarkably simple: the SR toggles. Focused Fighting, Focused Senses, and Evasion all provide 18.5% +def to their respective type, adjusted for Tanker numbers. Conversely, if the increase to all defense types were viewed to be too complicated or far reaching, an increase to 18.5% to the respective defense types of the power (along with Stone Skin being upped a bit to providing 12.5% +res(all)) would achieve the same level of resistance that I achieved with my numbers.
The endurance cost improvements are a bit more far reaching. Because the set is so dependent on toggles compared to every other defense set in the game, in order to prevent the set from being too expensive, the toggles would need to be cheaper than "standard". I would reduce the endurance cost of Rooted to .21 end/sec, Mud Pots to the "standard" .52 end/sec, and Rock Armor, Brimstone Armor, Crystal Armor, and Minerals to .16 end/sec. Since there isn't a hard and fast formula for the endurance costs of toggles, the only real precedent possible is to compare total endurance costs. The total unenhanced endurance cost excluding the damage aura would be .85 end/sec, slightly more than "standard", but substantially lower than the currently exorbitant price.
For the mobility issue, the fix is rather simple: give Rooted the partial Grounded treatment. Specifically, I would suggest allowing the mez protection and resistance portions of the power to be active at all times while the +regen portion is only active while you are in contact with the ground (or in close proximity to the ground). Doing so would allow the power to be used effectively at all times while maintaining the thematic "penalty" of the power. The applicable precedent is pretty obvious: Unyielding. In its original incarnation, it forced you to stand still while providing no additional benefits beyond mez prot. Its current incarnation has no movement penalty and provides the additional 5% +res(all) that we currently enjoy. This change isn't even as extreme as that.
The changes that I suggest that will likely draw the greatest ire from the populous are the changes to Granite Armor. Some like how the single power renders half of the set completely irrelevant. I consider that to be simply bad design and designed these fixes to address that. On the same note, I think tier 9 powers should be powers that highly augment your survivability for a short period of time. These changes address that point too.
The changes are pretty overarching. In order to address Granite Armor rendering the rest of the set obsolete, I would reduce the +res component to 17.5% +res(all but psi), the +def component to 6.25% +def(all but psi), and remove the mutual exclusivity (so that it can be used on top of the rest of the set and turned off and on without requiring you to take time to turn everything else back on). These changes would allow Granite Armor to maintain roughly the same level of survivability it now enjoys (on par with Invuln + Unstoppable) while preventing it from completely rendering the rest of the set null. On top of that, I would have the power automatically turn off after a set period of time (120 seconds) in the same manner as Phase Shift, while increasing the recharge to 180 seconds with the recharge unaffected by recharge enhancements (like OwtS and SoW). To make up for what most people would probably view as substantive nerfs to the power (even though the survivability remains roughly the same and the only real change is forcing the power to be used with a known downtime), I would remove the -dam and -rech penalties while adding 35% +recov (to grant .5 more end/sec than the cost of the toggle). There would similarly be no crash, though the mobility penalty would still apply (cuz you're still a giant rock). The power would just turn off when you chose to turn it off or when it had been on for 120 seconds, whichever came first.
Overall, the change would do nothing to your survivability while Granite Armor is up, allow you to deal full damage and generate threat while it is up, and force players to not spend their entire lives post-32 with it on (such as was fixed with other perma-tier 9s way back when). -
Quote:It's nice to see from Elegost's posts that my constant crusade to educate the masses as to the actual useful attributes concerning IOing */Regen are making some headway.Hey all I read some guides and decided that I'm rolling a MA/Regen as a little side project. My goal build is perma DP but I have not been able to get anywhere near that with my +recharge numbers on Mids. I'm wondering if there is anything I can do without significantly lowering my regen numbers to slot for more recharge on this build. Here's the chunk:
However, it saddens me that I'm going to have to say this, for the umpteenth time because it's so friggin' baseline:
Take and slot MoG.
MoG is one of the strongest single powers you've got as a */Regen. 15 seconds of almost complete untouchability on a 70-90 second cycle is amazingly useful. With a decent build, you can be virtually immune to everything for roughly 20% of the time. Because the defense and resistance are so high, it's pointless to enhance those attributes. All MoG cares about is recharge, and it loves recharge.
Here's my standard MA/Regen build.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), RechRdx-I(7)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Rcvry+(45), RgnTis-Regen+(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(43), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(48), Winter-ResSlow(50)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23), RechRdx-I(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Mrcl-Heal(27), Mrcl-Heal/EndRdx(27)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(34)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(48), GftotA-Run+(50)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(48), GftotA-Run+(50)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Super Speed -- Run-I(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(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
It follows my standard advice of focusing on melee defense and recharge followed by ranged and AoE defense where possible. +Regen does barely anything */Regen. Getting 3 hp/sec is a great boon whenever you're only recovering 10 hp/sec. Getting those same 3 hp/sec is pretty much negligible whenever you're packing on 100 hp/sec.
It seems a bit counterintuitive unless you actually think about it. Damage recovery (like +Regen) acts by increasing how much incoming damage you regenerate. Mitigation (like defense) reduces how much damage your regeneration has to act upon, so it increases your functional regeneration in proportionately (10% increase in mitigation functionally increases your regeneration by 10%).
A similar metaphor is to imagine a rectangle: the length is representative of your damage recovery capabilities while the width is representative of your damage mitigation capabilities. Your overall survivability is the area of the rectangle. If you have the option of adding an identical amount to either the length or the width, your going to generate the largest increase to the total area by adding to the shorter of the two. In the case of a */Regen, this means that you're going to get more from adding to the width (mitigation) than to the length (damage recovery). -
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I would tweak AI in a couple of ways.
The first big change would be to provide an overarching group AI that loosely governs the specific actions of individuals enemies within the group. The presence of higher rank enemies (bosses, lts., EBs, AVs), as well as the ratio of enemies to allies, would increase the number of group AI options that there would be, such as encouraging enemies to disperse to minimize the effects of AI or to magnify the aggro effects of debuffs. Without higher rank enemies, group AI would largely govern the likelihood of a spawn to scatter and attempt to join other groups (i.e. transfer their ownership to other spawns).
The other change I'd make would be to make the AI of individual enemies a bit more random. Depending on how far you'd be willing to go with it, I'd either make it so that enemy actions are governed by a random action table (wherein previous actions, effects, and group AI reduce or increase the likelihood of certain actions), or give most enemy categories specific AIs that encourage or discourage specific actions (such as most robots refusing to run away or smarter enemies specifically aiming for allies that are buffing and/or debuffing). -
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Assuming you're saying that Scrappers are overpowered with */Regen (which they're not; */Regen is actually middling in survivability), the problem is that overpowered anything is bad. It's a game. Games require balance in order to survive and thrive.
Comically enough, the problem with */Regen Brutes isn't so much that they'd be too strong: it's more that they'd be too weak. */Regen doesn't do well in even remotely close to situations that Brutes excel in (i.e. running into large groups and generating massive Fury from being attacked) because */Regen doesn't scale survivability at all. The larger hp pool and the higher HP cap would be nice and useful, but they wouldn't really provide much utility for an AT. I'm reminded of one of Arcanaville's survivability calculations that rather accurately demonstrated that even Tankers with */Regen wouldn't be even that impressive because they just wouldn't be able to take on that many enemies. In order to Brute or Tank, you really need to have a decent baseline of mitigation so that you don't just rely on an immortality curve that lets you die as soon as it gets overloaded. -
Are you breaking the Rule of 5 with the new sets you're adding? If you get more than 5 of the same set bonus (not just the same number of an IO set; literally, the same set bonus: a 5% +rech set bonus counts against all other 5% +rech set bonuses for the rule of 5), those additional set bonuses beyond the 5th won't count.
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I went to sleep early, so I wasn't on all night trolling the forums like I normally do. Not sure about the others.
I will say that DM/Elec isn't a bad combo. If anything, it's probably a very good combo (Siphon Life on any mitigation based secondary is great, both sets love recharge, acc debuffing combined with mitigation based set is great). It might also be one of the only non-WP/Regen builds that I'd suggest not taking Stamina on (Power Sink + Dark Consumption = awesome).
The combo would probably play a lot like DM/Fire which has seen a fair bit of appearance on these forums (though the presence of everything but */Shield dropped by a fair amount after people found Shield and their jaws dropped). If you want to get some examples of what to build, I'd think about looking for those builds: in my experience, */Elec is very similar in build and playstyle to */Fire.
My advice of what to aim for is pretty simple: defense, recharge, and +hp. Defense provides you with the best mitigation options you can get via IOs, recharge lets you use Energize more often, better uptime on Soul Drain, better end recovery (Power Sink and Dark Consumption), and access to the coveted MG>Smite>Siphon>Smite attack string, and +hp gets you more hp/sec regeneration.
For sets you want, I'd suggest Touch of Death 6 piece or Kinetic Combat 4 piece (with 2 Mako's Bite to fill out the enhancement values), depending on whether you want to go for positional or typed defense, for your melee attacks, Obliteration 6 piece for your AoEs, Doctored Wounds 5 piece for Energize, Aegis 3 piece (or 5 piece) or Reactive Armor 4 piece, depending on whether you want to go typed or positional, and LotG for any defense based sets.
Let me see what build you came up with and then I'll throw you mine. -
The only thing that FA provides that you can't get anywhere else is something that I actually enjoy: the tohit debuff resistance. It's not insignificant either (69.2% at 50). That's the only thing that generally makes me tredipatious about using Tactics instead of it: FA let's you laugh at large scale tohit debuffing (like Shadows, CoT ghosts, etc). Tactics is nice, but, the fact that it costs more endurance (not really needed on a */Regen since you have QR and likely PP or Stamina, even less needed on an IO'd build that has the PS procs) and buffs the team (largely redundant since 99% of people build themselves to have a 95% chance to hit even with SOs) aren't really hugely stellar differences, as I see it. As I see it, they're largely interchangeable.
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Quote:Eh, I'm not a big fan of dropping Panacea into Integration or Recon. For Recon, you're losing out on all important +rech and for Integration, you're paying out extra slots for some largely useless set bonuses. The +hp is nice, but, I don't really see it being worth it. You're gaining some global bonuses, but losing some substantial enhancement values in specific powers that I would be wary of doing.Nice build Umbral, how about this tweak on your build? I think you'll like the numbers. (yes it's 2 billion inf more)
I'd still prefer the build I gave even though it manages less global recharge for the simple reason that it manages better enhancement values in the important powers. If I really wanted to crank out the recharge as much as possible, I'd probably just scavenge up some slots to 5 slot Boxing for a purp set.
Something that I'd warn you against, even so, is pulling those slots out of IH and MoG for ET. MoG and IH are both powers that you definitely want to get to at least the redzone of recharge for. -
"Cheap" version (i.e. no purps, no PvPs)
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
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(15), EndMod-I(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(11), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), LkGmblr-Def(15)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), LkGmblr-Rchg+(21)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(27)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal(A), Numna-Regen/Rcvry+(31), RgnTis-Regen+(31), Heal-I(50)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(46)
Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), 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 -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Run+(40), GftotA-Def/EndRdx(43)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Run+(42), GftotA-Def/EndRdx(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(46), EndMod-I(46)
Level 47: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 49: Conserve Power -- RechRdx-I(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
Expensive version (i.e. purps and PvPs are used)
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
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Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(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), Numna-Regen/Rcvry+(50)
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: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(15)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(23), Panac-Heal(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Panac-Heal(34), Panac-Heal/+End(36)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Run+(40), GftotA-Def/EndRdx(40)
Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), GftotA-Run+(43), GftotA-Def/EndRdx(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), RgnTis-Regen+(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 4: Ninja Run
Both are softcapped to melee defense with a single application of parry and should be able to get more than 200 DPS with their ST attack strings (been a while since I checked, but the expensive one can definitely get more than 200) and decent enough AoE damage thanks to Whirling Sword. Notice that their regeneration rates are actually quite "low" in appearance (not even 600% for either), but I can assure you that they'll outsurvive builds that stacks gobs upon gobs of regen without taking any defense. -
Quote:I'm curious how you're defining AAO as "not that large". Saturated, AAO provides 81.3% +dam the entire time. Assuming slotted attacks, that's a 41% increase in total damage that's perma-capable out of the box. How is 41% "not that large"?AAO, actually looks fine. The maximum boost it can generate isn't that large.
The problem that I see from a lot of people when they talk about Shields is that they immediately make the mistake of assuming that offensive capability and defensive capability are mutually exclusive. When you're calculating survivability in a vast majority of situations (those that aren't all about the immortality curve i.e. AV/Pylon soloing), survivability is a function of both your defensive and offensive capabilities. Your defensive capabilities allow you to stay in a fight longer without dying while offensive capabilities allow you to get through a fight faster. With saturated AAO, you're going to kill your enemies in 70% of the time that it would take someone without AAO. Assuming that you kill your enemies in a linear manner (which is, honestly, worst case in that it assumes that you use no AoEs), you're still going to be going through entire mobs in ~83% of the time. Even if you don't kill them all at once, the increased damage allows you to defeat weaker targets and partially mitigate the damage that is coming from multiple sources faster. Shield Charge makes this even worse because you can use it, along with a single AoE attack, to take out every virtually every minion in a group and drop the damage capabilities of entire spawns to virtually nothing.
AAO blows virtually every other +dam mechanism that is available to the ATs that get access to Shield out of the water. Conceptually, it would be balanced by the fact that it degrades as you defeat more of your targets (as the fight progresses). Shield Charge allows you to functionally ignore that limitation and simply kill half of the spawn so that you're only facing a minority of enemies (and heavily damage remainders of them, at that) so that, although you have lower survivability from a mitigation standpoint, you have substantially better survivability from a functional standpoint and better xp/inf earning capability as well (because you're killing faster).
You can't simply ignore the fact that Shield is both capable of shortening fights by killing targets and frontloading a vast majority of its damage by using a high powered pseudo nuke. -
Quote:Conversely you might want to actually read the forum rules for the first time and realize that petitioning is expressly forbidden, as given here.:3 Re-read such and then you find the truth of such a matter. It okay though, I understanding what you mean and I sorry if you feel this was a bit too rude in making. I not come on forums very often because many not tolerant of those who not of English as first language.
Quote:5. Non-Constructive posts are prohibited.
Do not create threads/posts to petition or lobby for game features, additions, changes, or other issues. You may post suggestions and/or ideas to the boards, but you may not create a petition for others to sign. This is bumping in disguise and will not be allowed. Lobbying is continually bringing up the same topic repeatedly in numerous different threads or as an off-topic post in official threads to get developer attention. This form of posting is not permitted. -
Quote:That depends. If you get Stamina when you're already perfectly endurance sustainable, you're not doing yourself any good. Health is, itself, not entirely useful because */Regen. You already get laughably outrageous damage recovery capabilities. Health is a drop in the bucket and largely useless.Now, in your ideal build, as a regen, you really want the pool powers Health, Stamina, AND Physical Perfection.
Quote:A slotted Stamina, slotted Quick Recovery, and an unslotted bonus from Physical Perfection, should be enough to drive even the most ludicrously recharged attack builds you could put together.
Quote:As a regen's power is their regeneration, you really want to take every opportunity you have to pull in more regeneration and increase your HP cap. For that, Physical Perfection is just another way to boost your regen rate even higher.
Where */Regen is concerned, you don't need more regen. You've already got loads of it, and, unlike damage mitigation mechanisms like defense and resistance, the comparative benefits of getting more actually decrease the more of it you have. What */Regen actually gets the most out of (survivability wise) is damage mitigation. In the context of builds, this means defense. When you're packing 100 hp/sec damage recovery (regen combined with heals), getting an extra 1 hp/sec healing isn't going to do anything substantial for you (it's a 1% increase in survivability). In the same case, if you get some defense or resistance (assuming you have none because that's the worst case scenario), you going to decrease the amount of incoming damage that your damage is going to be acting upon and thereby increase the effectiveness of your existing regeneration in a multiplicative manner.
A */Regen build that focuses almost entirely on regeneration can stack maybe 130 hp/sec damage recovery without IH on. A */Regen build that focuses on getting defense, however, will only manage roughly 100 hp/sec while taking roughly half the damage that the regeneration focused build takes, giving it, functionally 150 hp/sec.
As for +hp, the notion that */Regen should, in any sense, aim for it, is a joke. Slotted Dull Pain combined with the passive accolades will put you within a single set bonus of the hp cap. Dull Pain is permanent with only 55% +rech and slotted Hasten. Even without perma DP, the uptime on the power is high enough that any +hp set bonus you get is going to provide nothing for a large majority of the time (Dull Pain has a base uptime of 33%; ~65% with enhancements; ~80% with slotted Hasten).
The only things that substantially benefit a */Regen IO build are recharge (for increasing both damage capability along with survivability thanks to increases to damage recovery and damage mitigation thanks to higher uptime and lower cycle times on the click powers) and defense (because resistance set bonuses are so pitiful). Anyone that tells you that */Regen should try to get more regeneration is either stupid or lying. Optimize what you get in the set, but don't aim to get more outside of it: the cost:benefit just isn't worth it. -
Quote:The proc would attempt to hit every single enemy effected by the power so, yes, it would affect the enemies other than the anchor.My question is if I were to slot Achilles' Heel into say RI or EF, would the chance to proc only apply to the anchor, or would the chance to proc apply to any mobs the anchor happened to 'infect'?
Quote:Also, since DP has a fair number of AoE attacks that are DoTs, would slotting the Achilles' Heel in one of these powers allow for a re-roll on a chance to proc with each tick of the DoT? If so, would multiple successes stack? -
Quote:That's very similar to the idea that I've been tossing around for the power as well, though mine is part of a whole series of FA changes that I think need to occur (reduce the animation time on Healing Flames, put some Immob and KB prot/res into the armor toggles, buff FE so that it isn't half the strength of BU unless you're FM/FA, change RotP to be a multipurpose power that can be used when dead for full effect or alive for less effect).- Decrease patch damage from .06 pet scale damage per tick to .05 pet scale damage per tick.
- Decrease patch duration from 10s to 8s.
- Increase patch radius from 8ft to 10ft.
- Add a regular AoE attack to the power - basically, make it an AoE attack that also drops the burn patch. This attack does 89 damage (slightly more than most scrapper PBAoEs, probably DoT over 3ish seconds), 10ft radius. Recharge unchanged, end cost becomes 11.856.
My idea would render the damage portion of the patch to a largely token value while keeping the afraid component for those that use it for mitigation, while having the power itself provide an even split of up front damage and fire DoT to all enemies in a larger radius (~12' radius). I'd also up the overall damage, and commensurately increase the recharge (probably to 45-60 seconds) and endurance, to give the power some extra kick.
FA got hit hard by both ED and issues 4-6 (remember back when you could cap your s/l resist on an FA?), and it lost a lot of the survivability that was superfluous for other sets but was virtually requisite for FA to function. Until Shield hit, I was perfectly content to simply say that the increased damage that FA got countered the lower survivability, but Shield set an entirely new bar for the relationship between survivability and damage in a defense set, so, as I see it, FA as a whole could use some reevaluation if the devs have shifted the paradigm. Of course, I'd prefer the devs to simply reign Shield in a bit (weaken AAO and Shield Charge so that they're not omgwtfbbq powerful) and give FA a smaller buff. Though, from all of the commentary from the player base, it seems that Castle is content with simply allowing his new defense sets rule the roost numerically (WP... don't get me started...). -
Quote:I'm not entirely sure how you can construe "a lot" from the remarkably scant number of my posts that have to do anything with Shield Charge, but the main reason I have a problem with it is that, as I see it, it's too strong and thusly imbalanced. I have a strong dislike of Rage and Granite Armor as well, and I'm reasonably sure I've made more posts decrying either of those powers than I've made concerned Shield Charge.Did someone with SC steal a kill from you? You hate on it in alot of your posts.
I dislike imbalance, not any specific powers, though I make a point to point out powers that go outside the bounds of balance (as I see it), especially when you're dealing with a power as godsmashingly potent as Shield Charge (especially when there are comparable powers in actual damage oriented sets that are outright weaker, which is why I've asked Castle for some explanation as to Shield Charge compared to Lightning Rod) or as notoriously weak as the earlier version of HoB (especially when there are comparable powers that are outright stronger, which is where I got the numbers that are now used for HoB's damage). -
Quote:The only problem I can see with this (assuming that the bodyguard mechanic can be repurposed to a specific powerset rather than a specific AT) is that it could make the set incredibly light on the endurance bar. Unless the clicks were short duration (i.e. only just barely perma out of the box so you have to click them rather often), you'd be capable of clicking them very rarely, especially if there were heals or other effects present.Instead of damage resistance, each added armour piece would be kind of like a pet that takes a percentage of incoming damage with a specific level of health of its own. So, the armour would stop some damage, but would get damaged itself and break off eventually, requiring you to reapply the armour. Hence, the set will have no toggles and only very costly clicks, but would have to support its armour by reapplying it when it breaks.
Of course, I also doubt that the set would ever get off the ground without any toggles. You pretty much need to have some baseline survivability that is active at all times and not contingent on the variability of clickability, so I would predict that the set would have at least 2-3 toggles powers, 2-3 passive powers, and that the remainder of the set would be the click powers that operate in the ablative manner (probably while applying a secondary buff of some kind like +def, +regen, +recov, or the kind). Having an entire set comprised of click powers starts getting complicated because you begin using an inordinate amount of animation time (which is already a problem when you're balancing pure toggle sets against more animation time intensive sets like FA and Regen). -
Quote:Overall, they're about the same. Both of them require a decent bit of start up (blasters have to get through a full attack string cycle to get the full benefit), but, over time, they both contribute roughly the same proportionate amount of additional damage compared to their base damage. Defiance doesn't scale quite as well because it's a damage buff (which means that it's proportionate benefit is cut roughly in half thanks to damage enhancement), furthermore, it's also not as useful in heavily supported situations where lots of +dam is present because it's going to get rendered redundant by a single decent Fulcrum Shift. Scourge, on the other hand, is an increase to base damage so the only way that it's really rendered redundant is overkill on targets.Which wins as the best overall damage increaser? Scourge is nice when the crits start kicking in towards the end of the fight, but against minions it's not that great since the minion was already gunna die. Defiance's stacking damage buff seems nice, kinda like Fury but not as good.
Anyone else have any insights?
Overall, in my damage calculations, I've found it easy to assume ~30-40% +dam from Defiance once you get rolling (assuming a single target chain, an AoE chain is going to contribute substantially less thanks to the lower +dam numbers) and for Scourge to contribute 15-20% additional damage. In practice, they end up being roughly identical in proportionate effect; Defiance wins out if you consider straight additional damage output solely based on the higher damage scalar used by Blasters.