Vitality

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  1. Quote:
    Originally Posted by ransim View Post
    Self Defense was recommended earlier on in the thread...

    I should update the OP.

    *headdesk*
    Sorry...I didn't notice it was already brought up.
  2. Quote:
    Originally Posted by FredrikSvanberg View Post
    Someone suggested the name Self Defense when we discussed this in the beta testers channel last week.
    That was me.
  3. I suggest that you rename it.

    Instead of Martial Manipulation...call it...

    Self Defense.
  4. Vitality

    Best AoE power

    Although it does not matter anymore...I was looking for the most efficient, numbers-wise, click attack AoE from the primary scrapper powersets.
  5. This is almost what I'm going through with my character, Variant.

    Basically, I want a high damaging super strength character. Right now I'm rolled as a MA/WP Scrapper.

    When, if ever, Super Strength gets ported to Scrappers, I will quickly re-roll him.


    However, for your character I would use Martial Arts.

    From my experience in playing martial arts as super strength...it fits your concept perfectly.

    Storm Kick's gut punch is a quick punch that deals a lot of damage...which is good enough to consider it super strength.

    Crane Kick screams super strength with it's knockback.

    CAK has got some super strength flavor with the animation and the damage.

    With Dragon's Tail being able to knock over Freakshow Tanks...I would call that super strength also.
  6. Vitality

    Laser Beam Eyes

    Why does this power have such a long activation time?

    It is, by far, the longest animating single target range power in all of the Scrapper's Epic pools.

    Fire Blast: 1.2s
    Dark Blast: 1s
    Shuriken: 1.07s

    Laser Beam Eyes: 1.67s
  7. Quote:
    Originally Posted by Psychic_Bedlam View Post
    My MA/Regen Scrapper is supposed to be Super Strength, and with the new punch animations, especially Eagle's Claw, she is. But as stated above I'd much rather have Rage than Focus Chi, and Dragon's Tail makes me sad after experiencing Foot Stomp.
    Dragon's Tail is the only power that worries me.

    Storm Kick's gut punch is a quick punch that deals a lot of damage...which is good enough to consider it super strength.

    Crane Kick screams super strength with it's knockback.

    CAK has got some super strength flavor with the animation and the damage.

    Dragon's Tail, however, seems to be a lot less super strength like.
  8. Vitality

    Best AoE power

    Is there a list, of the single best Scrapper AoE power?
    Possibly from best to worst?
  9. The Brawl animation as an alternate for Thunder Kick in Martial Arts.


    The regular running animation as an alternate for Ninja Run.
  10. Vitality

    DPS Calculation

    I admit, I looked around a little bit...but I don't have the patience for searching.

    I'm trying to find the difference in DPS between Scrapper Martial Arts and Tanker Super Strength.
  11. I would just like to know who plays Martial Arts as actual Super Strength?
  12. I'm finding myself "not being able" to take a travel power until very late in the build...around the 40's.

    What's the latest you ever picked up a travel power?
  13. Quote:
    Originally Posted by Tonality View Post
    You aren't even using numbers. You're assigning some arbitrary scale based on subjective experience - and you even admit it.
    Please re-read all the posts.
  14. Quote:
    Originally Posted by Umbral View Post
    Except that those numbers are wrong.

    Now, let's just ignore caps right off the bat because balance deals with SO grade performance. If anything, capped performance would skew Tanker performance even higher than Scrapper performance because Tankers can get so much harder to kill than a Scrapper.

    Tanker defense mods are 1.0 and Scrappers are .75. Tankers are 33% more survivable than Scrappers and Scrappers are 25% less survivable than Tankers. Right there, it's already demonstrated that your comparison values Scrapper defenses too high. Combine this with the fact that Tankers have 1874.1 hp at 50 and Scrappers only have 1338.6 hp, and you see that Tanker's are 40% harder to kill and have 40% better heals than Scrappers while Scrappers are 30% easier to kill and have 30% weaker heals. Overall, Tankers are 86% harder to kill than Scrappers and Scrappers are 47.5% easier to kill than Tankers.

    Now, Scrappers have a base damage scalar of 1.125 with a 7.5% raw damage contribution from their inherent giving them a functional damage scalar of 1.21. Tankers have a base damage scalar of .8 with no other raw damage contributions. Scrappers have 50% better damage than a Tanker and Tankers have 33% worse damage than Scrappers.

    Now, using this information about base scalars which completely ignores powerset options (which would favor Tankers even more thanks to sets like Stone Melee, Stone Armor, Super Strength, and Energy Melee which are incredibly powerful but Scrappers do not have access to), your "ratings" should look much more like this:

    Scrappers: damage (10), defense (5.25)
    Tankers: damage (6.66), defense (10)

    You seem to be inflating Scrapper defenses by a large amount while ignoring the fact that Tankers actually deal some rather respectable damage.
    Well I was .66 off on the Tankers damage.

    I can see being off on the Scrappers defense also, as my numbers were based off high end WP and SR scraps.
  15. Quote:
    Originally Posted by Umbral View Post
    Of course, this is ignoring my view that Scrappers should never get Super Strength. In comic books, you don't see Scrapper characters running around ripping through buildings. They might have superhuman strength, but they use that strength with precision rather than outright brute force. With the exception of Dual Blades (which I am sure Tanks and Brutes only got because they wanted to give the new set to as many ATs as possible), Tankers have brute force based powersets. The same applies to Brutes with the additional exception of Claws. Scrappers have more graceful/precision based sets, and Super Strength belongs on Scrappers about as much as Stone Armor and Stone Melee do.
    I agree with you on that. I just wish Brutes were a Hero AT. I know people will bring the whole Going Rogue thing...but you still can't start out as an outright hero.

    Basically...I want a primary damage hero AT that has Super Strength.
  16. Quote:
    Originally Posted by Aett_Thorn View Post
    Okay, now my questions are these:

    1) Why do you feel that Tankers are not in balance right now?

    2) Why do you think that Damage is the way to fix them?
    To be honest, it's just from experience in playing both Tankers and Scrappers.

    Tanks excell at their primary function (Being on the front lines defending the team through Taunting and having excellent defense).

    Scraps excell at their primary function (Being on the front lines dealing out damage to everyone).

    It's their secondary functions that seem to be "off balance".

    I believe that the Scrappers ability to have defense is better than the Tankers ability to deal damage.

    Adding "more" damage to Tankers...in any sort of way...will make them more balanced with Scrappers in the ratio of Defense/Damage and Damage/Defense.

    Put it like this...on a scale of 1 to 10...10 obviously being the highest:

    A Scrappers Damage/Defense ratio seems around 10/8.

    A Tankers Defense/Damage ratio seems around 10/6.



    However, these are abitrary numbers based on my experience with Tankers and Scrappers.
  17. Quote:
    Originally Posted by Aett_Thorn View Post
    And the Critical on Scrapper attacks is part of the attack, not an inherent. As is Scourge. As is Containment. As is the new Defiance damage boosts.

    Most inherents aren't true inherents. They're just tied to the powers.


    As for your specific suggestion, I'm going to have to say no, at least as you have presented it, namely this part:



    And this will do exactly what for Defense-based Tankers? And will resistance cut into this bar building up? Fury works by attacking or being attacked, whether or not that attack lands or not. As you have presented it, the Tanker would need to be hit to take advantage of this new inherent, and that just doesn't jive with sets like Ice Armor, which are trying hard to avoid being hit in the first place.
    Well I just mean that they should keep the Gaunlet mechanics in the powersets but not actually label Gauntlet as their inherent.

    I messed up there...in my post, I believe I also stated that it builds up when you get attacked.

    So basically it would build up the same way fury builds up except that it does not build up when you attack.


    Edit: You are correct about Ice Armor though. If I remember correctly, that's actually why Brutes do not have Ice Armor.
  18. Quote:
    Originally Posted by RoboBug View Post
    i really don't see why they couldn't tweak the set to work easily.
    I don't see why either.

    Make Rage a build-up type power.

    Lower the radius of Footstomp from 15' to 10' and lower the chance of knockback from 80% to 75%.

    Get rid of the hold on Knockout Blow.
  19. Quote:
    Originally Posted by Organica View Post
    Because waiting sucks.

    1. Waiting to find a team sucks.

    2. Waiting for the team to assemble sucks.

    3. Waiting for the tank to attack first sucks.

    4. Waiting for the tank to gather aggro sucks.

    5. Waiting for mez/sleep/hold to wear off sucks.

    Waiting sucks. I wanna attack now! Scrapper can do.
    You all must play with some ****** Tanks.
  20. Quote:
    Originally Posted by Fing M C View Post
    I will /unsigned this.

    Most attacks on a tank already have a taunt component to them. And your +damage for x amount of time already comes in the form of build up or rage.
    That taunt component that Tanker attacks already have is Gauntlet. I suggest they keep that...just not as the inherent.

    I understand they already have access to build up powers...but this suggestion is an effort to help Tanker damage.
  21. I suggest that they take the Gaunlet Inherent and just add it to the primary powers.

    Then add a new Inherent...along the line of domination...where you have to take damage for the click power to build up...the click power being something along the lines of a build up power that only affects damage.


    Think of the Fury bar...where taking hits builds up the percentage...and when your not taking hits it goes down.

    This new Tanker inherent does not build up for attacking...it only build up for gettin hit or being attacked.

    Lets say that you have to fill the bar up 100% for the inherent click power to be available to you.

    Example: As a Tanker, you run into the spawn and start getting attacked...Your new inherent bar starts to fill up...if you're attacked enough, before the bar starts to go down again, you eventually build it up to 100% and then the click power becomes available, which is a +damage click that lasts for X amount of time. When the click power wears off...you have to build it up again in order to use the click power again.




    Obviously I do not have any values...but this is the main idea.

    What do you think?
  22. Why would Super Strength be considered so..."overpowered"...if it was ported to scrappers?

    Is it Rage?
    Is it Footstomp?
    Is it Knockout Blow?



    Edit: Clarified the question.
  23. Quote:
    Originally Posted by Aggelakis View Post
    You do realize that once they allow the purchase of one veteran reward, people with money burning holes in their pockets will demand the ability to purchase every other veteran reward? This is a perfect example of a 'slippery slope'.
    Yeah, I understand what your saying/typing.
  24. ...and just for the record...I was only talking about being able to buy this one reward as a power pack...I was not suggesting being able to buy all the vet rewards.
  25. Quote:
    Originally Posted by Sharker_Quint View Post
    if you think the game won't be around in 30 more months you are probably going to want to store those words in a air tight can so you can eat them in 30 months...
    It's not that the game won't be around...I might not be around...getting older...moving up in my company...eventually won't have time to play because I will have to support family and what not.

    But I understand...I should have just started playing earlier.