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Carnifax

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Everything posted by Carnifax

  1. I don't enter til the leader does. Both to avoid the +0 bug and because it's their mission. I leave when a couple have. Unless I scrapperlock out and only realise people are gone after a minute or two (even if I'm playing a corruptor or something). I will leave a team when bored though. Which can include because the leader fancied a 5 min break and a sandwich. Mind you I never play for more than an hour or two at a go. After that I get the boiled eyeball effect.
  2. Just buy the Rez power from the p2w and never worry about it again. And pick up a few team rezzes from her while you're there for teamies.
  3. You can, assuming they are damage powers (Mez for controllers / domis). You can't put them in Pool or Epic powers though.
  4. It was Staffs "thing" when it was released. Honestly is is nice without it being anything you'd really need / miss. The PBAoE is also a 10 footer rather than an 8, but there's a few PBAoEs like that. I've no idea how the extra single target range interacts with Tankers and their "extra range on AoEs / cones", if it also applied to the single target attacks. I'd rando-guess that it does but since that is basically achieved by Tankers having a tweaked Range / AoE modifier it's hard to know. The range / AoE modifier is buried in the guts of the game with no Combat Attribs way of seeing the effect (that I know of)
  5. Yes, I know. Which is why a set designed as more of a debuffer (like Sonic) will feel a little weak. Although personally it's the animations which make me feel bad for Sonic. The tier 1 has a really annoying little delay at the end which is no end of irksome.
  6. I'm now awaiting the follow-up "Beam is terrible because the AoE is bad" thread. This. It's a relatively bad match-up for Blasters because the -res debuff numbers aren't great on Blasters. On a defender adding 20% to your teams FINAL (pre-resistence calculations) damage numbers per blast is pretty excellent.
  7. Actually Staff DOES have extended range on all of its attacks. It's 9 feet rather than the standard 7 for most of its attacks. https://cod.uberguy.net./html/power.html?power=stalker_melee.staff_fighting.precise_strike&at=stalker https://cod.uberguy.net./html/power.html?power=stalker_melee.dual_blades.moderate_opening&at=stalker
  8. Not sure if Nature has been thrown into the mix. Nature is a bit light on debuffs but it's very good at giving you and the team nice buffs useful to the endgame (some resist, an absorb shield and a long lasting AoE build up & conserve power hybrid). It's also pretty hands off. Fire off your buffs, then you can focus on blasting things. A nature/sonic for example would be nice synergy in terms of "a nice damage buff coupled with a decent amount of -resist being layered on tough targets". If you can cope with sonics animations. I always bring my Fire/Nature on speed runs because giving 5+ blasters two SOs worth of a damage buff across the board makes more sense on fast moving teams than things being dead before I can get my debuff patches out (plus we nearly always have a Cold defender on the team as well to handle Cripple Mr AV).
  9. Carnifax

    Def vs Res

    I do this on my Rad/MA tank too. Incarnates are "A big lump of extra damage" (musc alpha) and "I'd like my eggshell Def back for a bit and a bunch of recharge please" (Ageless Radial). I don't need either to do my main job of not-dying. And I'm not too worried if my s/l/m capped defenses get stripped away (although I do love "Noping" enemies by popping Ageless) Even without them and at heavily debuffed -50% def I'm sitting at 90% resists to pretty much everything, an absorb shield and a heal. And, crucially any of the debuffs coming in with that -50% def don't matter very much thanks to Recharge debuff resists, End drain resists and the ToHit resist from Focused Acc. The only things that are remotely scary are 54/8 Uber Banished if I'm not paying attention to the Frost bosses. I did aggressively slot Rad Therapy to be a proc bomb (2 Heal/Recharges, Theft of Essense proc and then three damage procs) because the AoE is silly on a tank and I don't need the Heal and Recharge maxxed out to survive.
  10. Just did this on my Rad/Martial tank. Just the passive incarnate thingies running (he's immune to Blind anyway). https://www.carnifax.org/?uuid=f076a9c2-fa65-45da-b503-4ff26e86ff48 484 seconds : 8 mins 4 secs. Not especially quick but utterly safe. Didn't even bother with the Absorb Shield. Probably be quicker if I played the "Spawn 1, come over there to spawn 2" game a bit more.
  11. Carnifax

    Def vs Res

    It being the undebuffed resists was how I remembered it too, but I'd never tested it to verify. So thank you for this.
  12. Carnifax

    Def vs Res

    That's definitely cheating. Poor game. How's it supposed to compete?
  13. Carnifax

    Def vs Res

    Inv is cheating. Its much more of a Def friendly set than Bio, WP or the 'pure' resist sets thanks to the DDR. It's another good example of "a decent base set of defenses and resistances to IO on top of". I thought it was run of the mill until I made a Staff/Inv IO build in mids and looked at the numbers it had.
  14. Carnifax

    Def vs Res

    What I love about Rad is that one hole (Psi) is easily patched and it has a nice bunch of debuff resists (slow/recharge, end drain and recovery) to build off of. Since Resist sets tend to get hit with debuffs more having a base to build towards making you mostly immune to them is great. Plus two proc bomb attacks which love a primary which can take Forced Feedbacks (MA in my case). Rad Therapy & Ground Zero, how I wish I could 10 slot you.
  15. Good idea OP. Doesn't have to be anything amazing but if it can help with the LGTF then it's a good idea. I mean my tanks run with envenomed and a few doses of the Rez just in case, no reason holds shouldn't have a temp available as a last ditch solution. MsSmarts alt solution is a good one too. Posi 2 gives you a jetpack for the damn dam mission.
  16. I would be, but it'll be next week (Bank Holiday here and I'm away all weekend). I even have a nice candidate for the taunt-bot tank who can happily distract them while we check (on Reunion but I can easily switch him to whereever)
  17. I'm not arguing per say, but I am enjoying untangling things to figure out why.
  18. Like I said, don't believe Mids. It's not good at edge cases. It has previous 🙂 By my reckoning Domination + Gathered fully-slotted-for-ToHit Shadow Field should be up around a 67.5% debuff. Shadow Field may be the only Domi power where Domination doubles the debuffs it does as well as the control (because no other Control set does the "Summon a 2nd instance of the pseudopet when I'm in Domination Mode" as far as I know of). Edit : I wonder how far I'd get petitioning the devs to apply this to all "patch" controls. Double dip Carrion Creepers sounds fun 🙂
  19. Yup, I know. I pulled the 0.75% directly from the CoD entry from it.
  20. CoD pulls the numbers directly from the game files. Mids can be wildly inaccurate (Corruptor damage used to be wildly understated for example) https://cod.uberguy.net./html/power.html?power=dominator_assault.dark_assault.gather_shadows&at=dominator https://cod.uberguy.net./html/power.html?power=dominator_control.darkness_control.fearsome_stare&at=dominator https://cod.uberguy.net./html/power.html?power=dominator_control.darkness_control.shadow_field&at=dominator Here's one interesting bit though : Domination adds ANOTHER Shadow Field into the mix with its own 15% debuff, which is nice.
  21. Where are you getting those figures from? CoD lists Fearsome as a 20 second duration, not 50 (remember PB will boost only the % of the -ToHit, not its duration) and Shadow Field as 15% debuff, not 22.5% (there are seperate Domi and Controller versions). So Gathered Shadow Field + Fearsome (assuming both slotted up for ToHit too, not sure Shadow Field would be) : ( 15 * (1 + 0.75 + 0.6) ) = 33.75 ( 11.25 * (1 + 0.75 + 0.6) ) = 26.4375 So 60.1875% between the two of them. Multiple by 0.15 = 9.02, plus the 2.25% from Assault gives around 11.27% (I'm assuming this AV is +0, for +4 multiple that by 0.65) Now I'm not saying 11.27 is terrible, if you're sitting at 32% def it'll be a pretty big jump in your defenses all the same but let's be realistic about the numbers. Also bear in mind Shadow Field won't be perma cos Devs Hate AoE Holds (30 second nukes are fine but heavens forbid someone having an AOE Hold which doesn't take mins to recharge 🙂 )
  22. Glooms debuff (as an example) is 15% of 5.625% -ToHit for 10 seconds. So -0.84375 tohit for 10 seconds. So assuming you have a decent chain of 3-4 different attacks per 10 seconds you're looking at between 2.5% and 3.2% -ToHit debuff in total from your Assault set. Now something like Fearsome Stare will add to that (after resists 2.25% for 20 seconds) but it's still somewhere around 5%ish. Now if you're at 40% defense then 5% -ToHit is still really useful (essentially halving the amount you'd be hit) so the usefulness of the debuff really depends a bit. The raw number is unlikely to be more than 5-6-7% after resists, but that 5-6-7% could be very useful the closer it gets you to the Def Cap.
  23. The interesting thing between -Dam and Resist is that they don't directly combine the same way as -ToHit and Defense do. So if you're at 75% resists and do a 20% damage debuff and something does 1000 damage to you then you'll take (1000 * 0.8) * 0.25 damage = 200 damage. So essentially that 20% damage debuff is the same as adding 5% resists to yourself. (0.8 = the Damage debuff and 0.25 = the resist)
  24. Any confuse power can do it, if you can muster the accrued Mag. Although perma-dom Dominators have twice the Mag as Controllers (6 rather than 3) they do have shorter durations (80% I think), but several come with Power Boost which extends the duration
  25. It's easier done from the point of view that most (all?) single target confuses doesn't aggro them. So you can stand a bit away spamming it til it takes without them ripping off your face. And as noted Confuse durations are longer than Hold ones.
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