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Quote:Actually i really do think saying you surpass the dmg cap is accurate. Without FE your example attack is dmg capped at 750 but with FE its now capped at 1088. melee and Spines/fire DoT is already part of the attack in the first place. FE is something thats is now added and increases your dmg even if you are are the dmg cap, i.e. having you surpassing it.The damage cap caps +damage enhancement, not damage dealt. FE is (enhanceable) base damage built into all Brute/Scrapper/Tanker attacks (similar to how Gauntlet is baked into all Tanker powers) that is only applied when FE is [edit: active].
In other words, a power would be defined as:
100 damage
45 damage (if FE)
Which means with SOs:
195 damage
~88 damage (if FE)
When damage capped:
750 damage
~338 damage (if FE)
It obeys the damage cap, it's just extra base damage. After all, people don't say that Fire Melee / Spines dots avoid the damage cap. Same thing with FE damage. -
Quote:I see, I read that awhile a go but couldnt remember who said it (could have been the king of wrong). So i wasn't sure...pretty sure i can trust YOU with that info though. Glad i finally know.Yes. It didn't once upon a time because the redraw time was baked into all the attacks. BAB and Castle worked together on fixing this. It sped up weapon users and increased our overall DPS but it also made redraw into a real penalty. It also led to claws getting its own damage tweak cuz it was just too damn good without it.
I find it quite hard to actually stay at the dmg cap 100% of the time even with stacked rage. Esepcially if you team and they dont feed you reds as veng only makes up about about 1 small red while you loose a ton of insps. But it is possible claws could pull ahead at higher levels of +dmg. -
So redraw does actually slow things down?
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Id like to mention ball lighting has a target cap on 16, did you account for this? And of course burn, but you noticed that.
Id also like to mention i for one generally use ball before i use fences. -
Quote:I generally run 5 missions (one arc) counting everything but load times. And yes use insp, but that time you go and load un on t3s should be counted as time you spent farming for that reason i only use what is dropped. Just like how i see people often go over and buy reds at the vendor before a mission, that should be counted. Everything but load times, which the player has no control over, is counted including time outside of the map.But what do you really mean by ticket cap?
Get to the halfway point of the max tickets for a map and click the mission end glowie?
-With insps or without? If with, any reason why I shouldn't load up on tier3 reds before going in?
What about time to capped tickets, meaning 9999 tickets? Wouldn't that be a far more meaningful test?
Quote:This would kill some of the older, slower system out there... mine takes 30+ seconds to load
Quote:Inf/min is a metric to gauge kill speed and has nothing to do with influence.
Seriously, how do you of all people still not get this? You've followed the topics speaking about this. You've asked that same question. The answer was already given to you.
Additionally (and again rehashing what was said again - is this topic from 2008?), plenty of people farm to powerlevel, not to make money. The market is generally a more efficient way to make money, unless one plays and is willing to farm for hours daily.
I guess it's not that i don’t like that people are using inf/min it’s just that that’s ALL they are posting, generally the settings is all that’s included. There is stuff like tix/min, kill/min (how many bosses, minions, and LTs but i dont know if hero stats gives that), damage for each power, how many times you used each power. And let’s not forget you rarely see someone give averages from a large number of missions.
Edit: and insp used as well should be included -
This is interesting, if you can manage to ticket cap (I’m sick of all these inf/min numbers, that’s where the REAL farming efficacy actually matters) in about 1:30 or so consistently i think it would be safe to say claws/fire is better...until then though.
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Quote:I had thought it was determined that SS was better than claws for a couple of reasonIsnt that the truth ?
More AoE damage just wins. Toss in easier slotting and no crash from rage, a very good ranged attack and its enough to make you laugh maniacally.
It also doesn't hurt that you get your first primary AoE at level 6 vs 32
Follow up is single target
Spin has a slightly higher ATT than foot stomp
It's easy to finish before a rage crash.
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....redraw? i had heard it actually does slow you down, yet i have also heard it *doesnt* slow you down.
Billz, you better get some numbers. :P
I personally think they are really really close, i just like the SMASH rather than SLASH
You dont hear about SS/SD a lot, i think, because the extra +dmg SS gives goes largely unused for SC (this is the reason i dont play mine, not a fan of always being over the cap for SC). SC was also recently...ish nerfed. Don't get me wrong though SS/SD is the ****, very good middle ground for dmg/toughness. And i think it can likely do better than FA for a lot of content, for a lot cheaper too. It's just less AoE and its more balanced in it's dmg mit, so you arent nearly unkillable against 1 dmg type without any IOs.
I personally dont like that you have to always have the dang shield out. -
High AoE is good for the baf. Fire...kill it with fire.
Lambda, Mar is really quite overrated imo and really anything is useful against him some debuffs of course would help. I think its more important a team is able to do the collect phase and melee really does well there. I also think a lot of perma doms mainly mind do really well duing that phase because they can lock down a mob (mind has sleep for its only good if if team mates know you are using it) Im gonna echo the awsomeness of an elec brute. -
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The DM/fa will be more survivable but have a bit less AoE, i think DM/ would have more STdps though. Both are good combos, and are totally the lightning buriser. Since you dont plan to farm i would go with DM
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I'm not sure but it seems a lot of the IOs you can get from tickets have crashed (reactives are down to 6-15 rather than 20m, res/def is now 20ish rath than 30-40, ToD and decimation crashed, regen tissue is crap now, etc etc) while purple have gone up. If this continues purple farming might end up being better. My guess is that a lot of people have started farming AE so the supply is now a lot more than the demand...thats not good.
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Quote:Like i said, watered down versions of the original.Sadly no, Nor do the Strongmen get their little Mask of Weakness.
Really, despite supposedly being Lieutenant pets, they don't even have all the powers of a minion ranked Strongman. All they have is Hurl, Punch and Haymaker. No Jab, No Mask, No End Drain on defeat, No Mallet attacks.
I guess i can kind of understand... think 24 people with lowbow nulllies (or even 8 for that matter). -
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Quote:On a pure farming build, yes. It's ALWAYS +rech, +rech, +rech, +rech. Period, no exceptions. (rather than two sets of aegis you can get an extra 5% +rech in a imp skin set, for example)?? does this go for scrappers as well? Because I was just excoriated for building for S/L on a farm build and told specifically to build for fire defense. I am so confused.
It will only take 4 small purples to keep one at the soft cap if you have literally no def, and its likely you will have at least some. Keeping that up is easy enough to do when solo (brutes only need about 37% def to be unkillable in a farm for the most part so they only need 3). For teaming and when your insp drop rate is lower it can be pretty tough to ALWAYS have enough purples up, so you get veng.
It pretty much boils down to this, insp can get you def...they can't get you +rech. -
Yep, fire/kins and other squishies can put out comparable dmg (sometimes even surpass them if they too are min/maxed for farming) to a /fire brute. But having the aggro of 20 or so +4 bosses attacking you can...hurt. At most i believe they can get about 30% or so fire res. The rest would have to be from sets for def (thus decreasing possible +rech) or insps. Which:
A) can run out
B) arent being turned into reds
C) can pretty much never drop on some larger teams
D) the activation time is time spent not attacking.
EDit: purples would add a bit of fire res actually -
Quote:That is correct. Hits dont show up only the misses. Need to use tohit and dmg taken for that.Well, with regards to Sleet (That's similar to Freezing Rain, right?) - When I check the logs for my Stormie, I only ever see it missing, and never connecting - I think it just doesn't show successful hit rolls, because the enemy has obviously been hit, but the hit roll never showed up that it was.
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I resently tested it out. Mu > pyre. It simply isnt possible to always have an AoE up with either mu OR pyre so pyre ends up lossing out. And melt armor isnt useful at all really, its about 5% -res and only works on 16 out of 100 or so dudes, and its gone after they die and get back up as well.
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Well, its highly likely that is doesnt have anywhere near as many powers as its RV heavy counterpart. I know for a fact the nulli dont have...whatever that -res power they have is. Seems most Lore pets are watered down versions of the original. *sigh*
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This is a tough one, elec/ is WAY better on a scrapper, yet /Fire is WAY better on a brute.
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Yeah, in not a fan of steam jump myself. No plans to get the pack.
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You likely could do it all before you hit 21 if you keep the difficulty nice and low.
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Pretty much, some suprised me though. Like the robot drones, which i thought would be like bot MM things, are just like device drones or the vet powers. And the light things are like croatoa wisps rather than PB light form.