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Linea

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  1. @Jacke

    Quote

    ... They had some tuning issues like too many ambushes. ...

    This is intentional.  The faster you move through the maps the more resistance you'll catch.   The fact that 7 and up actually kick you out the front door, I find that is unintentionally working as intended.

     

    Each tier of 801 has 3 missions of increasing difficulty.   Each successive tier has more difficult mobs.  If you are a small weak squishy team without buffs, you may want to skip up the ladder 0, 3, 7 sticking to the easiest mission per tier, these can probably be run safely by 3-man teams.  Avoid A and up entirely, they don't play by any rules.

    • Charging in and nuking rooms will trigger ambushes, and potentially lots of them, as well as aggroing up to four or five mobs that are already in the room to start with.
    • Ambushes mean the team has to figure out what to do when the tank is overwhelmed.  If the team as a whole is too weak or too small, then stick to the easiest mission of each tier (0,3,7).
    • The hardest mission of each tier is intended for a stronger team of incarnates, it's intended that the team have some way to deal with multiple groups of enemies.
    • Team-wide Buffs are strongly encouraged, as is Control.
    • The one EB per mission that can cage a tank, means the team has to figure out what to do when the tank is taken out, even if for only 30 seconds.

    To expand on the missions in each tier:  I use simplier easier maps on the first, and the most complex difficult maps on the last.  As to Ambushes: The first mission has zero or one ambush, the second mission has a one-trigger and a two-trigger, the third has a pair of three-triggers.  I have considered spreading the last out into a one trigger, two trigger, three trigger, but that really won't help much if you charge in and nuke the room with judgements.  Also spawn points and geometry are limited, it's really hard to design that room if I have to give up yet another spawn point just to spread out the ambushes.   Charging in Leroy Style and Nuking one of those rooms is just asking for a team-wipe even without the ambushes.

     

    PS: Published D, E, and F.  Don't even attempt them.

     

  2. The following should be AFK-able in both SL and Fire farms.  Std def with 1 target, i-cap defense saturated ... I kept as much Energy resist as I could, but supplement with Kinetic Dampeners if needed.  WEAK TO PSIONIC.  I stripped most of the psionic to seal up def/res in SLFC (I had already stripped psionic in favor of SLE).

    You can likely improve it even further.

     

    Inv RadM Tank - SL Fire Farm 4 - [i26].mxd

  3. For an SL specific build, I'd say Inv/.   I parked Skylark AFK in 709 and Briggs S&L ... she could have stood there for hours taking no damage.  ...  Then I toggled off everything except 'Temp Invul' .... and they still couldn't kill her.  

     

    She did ok in Briggs regular Fire Farm as well, but you can't AFK.  You can Alternate Hybrid Core T4 to seal up Fire resists, with Dull Pain 60s (halfway) into the gap between hybrids.   You could Rebuild for more Fire Resist, she's built for 801. You could put Rebirth on you or your wife to cover when he goes afk too long.  I'd probably recommend rebuilding for SL/Fire farms.  Shouldn't be too hard to manage, then he can just AFK  no matter what, take a nap, come back and still be alive. 8-p   Sorry I don't have a rebuild like that atm, but it should be possible, famous last words.

     

    PS: You might want to test any build on the test server, with the missions you normally run .... that might save you some frustration.

     

    Inv RadM Tank - Prototype 801 - Build i3 - [i26].mxd

  4. It's mostly just Lucy's build won't benefit much from it.  Unless it procs off contaminated damage?   If it's only the actual AoEs, those are a bit sparse to be effective at applying the debuffs. 

     

    A build like Asja that's almost all AoE all the time when inside piles could really stack the debuffs on.  But Asja is already running mid-70s to mid-80s defense, so if I did anything on her it'd be the -damage, and that's the worst possible proc, you're lucky to get -10 damage even with her AoE centric capabilities.  If I rebuilt her with darkest night, the stacking -damage would probably then make it worth it.  But I'm really not sure I'll ever rebuild her as a Darkest Night build, I really like her build as-is, decent damage, great defense, moderate resists.  I don't remember if there's an interface proc for draining endurance, but that's another one I might at least experiment with on Asja's build.  She's really good at draining targets in any of the longer larger fights.

    • Like 1
  5. WARNING: Do not attempt 801.7 and above unless you have tried the lower difficulties and found them too easy.  I suggest starting with 801.2.

    Published 3 more maps: 801.A-Short, 801.B, 801.C

    A shorter version of A that should be a little more accessible to more teams.  And a pair of more difficult versions for those crazy people that thought A was too easy.

     

     

  6. Instead of nuking rune to make us pick other less useful or non-existent options, give us more options to fill the same hole in different and interesting ways.  Then let us choose.

     

    I'd rather see a slightly less effective rune with the longer duration, as I posted before.

    I'd also like to see the other origin pools buffed.  It should be a hard choice, which one I prefer.

    I'd like to see other mez protection options in other/new origin pools.   Something like /Martial's mez clicky for blasters comes to mind as one example.  That one would be perfect for low end builds.   I'd like to see even other options as well.

     

    • Like 6
  7. EnM would have been either an @Infinitum build or @Hyperstrike Build.  They both contributed builds and ideas.  I personally don't do EnM.

     

    1. I would suggest Inv/ with RadM or DM.  The more Psionic resilient builds of Infinitum and Hyperstrike will make the better overall builds.  DM is less fiddly than RadM, adds to-hit buffs and endurance management, but at the cost of lower AoE and lower Self-Healing.
    2. SD has better peak performance and better psionic performance, but requires more player resources, and possibly temp powers and extras.  I plan on making a Psionic variant of SD, but I also dont' mind the extra expense in both temps and player resources.  I'm ok with burning 10m/hr on temps, you might not want to be.  Therefore, I primarily recommend Inv/.
    3. SR can peak even higher, but it's impractically expensive in player resources, temps, and so on.  Unless you are the twitch king, you are going to blink and die, frequently.  In my testing I died at least 10 times in less than 5 minutes each before I finally managed the 30+m run in 801.A.  It was very frustrating. Furthermore, the Rune changes will impact the SR the most, making it even more likely to blink and die.  The SD is performing well enough, with a lower peak, but also much less frustration. 
  8. I do the following, in the order listed.

    1. Fire Farm, or SL Farm - This is a pretty basic level of durability
    2. Cimmie Test - aggro three groups of +4 cimmies, making sure to keep the 6 bosses aggroed, then grab your ankles for 10 minutes.  No offensive powers allowed, only defensive.
    3. Solo +4x8 ITF - This gets a little hairy on the dps check to kill a +4 AV that runs like a madman, so I don't worry too much if that is the only failure point.  So far it hasn't caused any complete failures, but I have had to use reds on a few low damage builds that didn't have either a taunt nor immobilize.
    4. Complete a Solo +4x8 AE 801.2 in the time given (2 hours).  - Just search 801.2 in AE.  If you want harder or easier ones you can search 801 instead for the complete series.

     

    Most of my builds regardless of AT can do all of the above.

    • Thanks 1
  9. Lucy Medrano
    +4x16: Nuking a Room full of Unlimited Aggro.  Some combinations are worse than others, and pulling half of two groups can get overlapping doubled debuffs that don't normally happen in a single group.

    • Build: SD RadM Tank - Prototype 801 - Build i4 - [i26]
      • This build is both more durable and less durable at the same time, and requires considerably more player resources and concentration as compared to the Inv.
      • 9 and down, I'm gonna give the star to the Inv.  It's just so steady state, and overall in one run of a 9 I used a whole total of 2 medium lucks.
      • A and up, the debuffs and dps are just so brutal I'm gonna give the star to the SD.  The Inv is overall steadier and easier to drive, but inside heavy debuffs situations it burns through inspirations faster, and can have a solo uptime of less than 2 minutes.  The SD is much harder to drive, much fiddlier, but it's uptime is 6+m even inside heavy debuffs.
      • 801.A and up, if you are very unlucky, The Inv might burn through an inspirations a minute, compared to 1 or 2 inspirations every 6 minutes for the SD.
      • Overall Steadiness to the Inv vs Peak Performance to the SD
      • Solo/Self_Sufficient goes to the SD, but with enough team buffs, the Inv will be the most comfortable and steady, due to steady state resist, Better HP, and a Self Heal
    • Primary Hole is Resists
      • Hybrid/OwtS/Hybrid/Demonic ... Hybrid/OwtS/Hybrid/Wedding_Band ... 
    • Secondary Hole is Endurance
      • OwtS Crash is very painful
      • Even with Cardiac Core T4 Endurance is painful.
      • Sappers are Deadly, keep that defense up in the 50s.
    • Tertiary Hole is DDR
      • When DDR drops, cascade happens but usually slowly.  However, Cascade does still happen, ... and it's deadly when it does.
      • When Defense starts dropping below 57 to 59 … start monitoring.
        • Demonic, Purple Candy, Combat Armor (Accolade), as well as Team Buffs
      • When Defense drops below 50, then Sappers can drain you in a blink.
    • Combat Monitor
      • Stealth
      • DDR
      • Last Chance to Hit
      • Melee Defense
      • Ranged Defense
      • Aoe Defense
      • Stun Protection
      • Smashing Resist
      • Energy Resist
      • Fire Resist

    SD RadM Tank - Prototype 801 - Build i4 - [i26].mxd

    • Like 4
  10. That's a can of worms.  There are biases baked into the game at every level.

    I'm also probably going to test Hybrid Radial T4 on the Inv to to fill in the DDR troughs.  That's a bit of a first.  Resists were (almost) never an issue, so Demonic/Wedding Band can cover those tiny 10-15s holes easily.

     

    I've always said the best tanker armors are probably Inv and SD.

    • I'll be testing an updated SD build next.
    • The Inv is just damn comfortable.  It's not immortal, but it's very comfy.  Unless you let yourself get distracted (trying to save the team, taunt, type in chat, take a phone call, etc) you will in most cases have enough time to react to whatever deadly situation arises.
    • I also have an Alpha Build of an SR on Test using Rune/Hybrid/Rune that beat both Inv and SD, However, even the tiniest slip of concentration results in getting you insta-killed.  Futhermore, Rune is being changed, and it was a chaotically hectic build and required massive player resources to pull it off.  It could still work using Demonic/Wedding_Band to fill the Rune Gaps, but that makes it even more Chaotic and Hectic and requiring even more Player Resources.  Which is to say, it would work, but it's not very practical.

     

    "I recommend: /EnA (Defense, Any AT), Rad (Resist-Cap, Brute and Tank), /Bio (Heal-Armor, Any AT) . . Defense Alternate for tanks: SD/ and Inv/"

    • Heal-Tank Armor
      • I solo +4x8 up to 6 with a Kat/Bio Scrapper.  ...  ...   3 and up I can only take a maximum of one group with the scrapper, but a Tank can handle up to 6 pretty well.
      • However, Bio (even on a tank) gets blown out of the water the second you hit 7.  It's essentially a Heal-Tank and 25,000 dps hurts.  When the gaps in your armor hit, you die.
    • Resist Armors
      • Resist-Cap Armors Balance well up to 6 at -40 defense.  However, -45 and down they fail (usually slowly).  In practical terms, it's not hard to keep them upright if you monitor defense and use candy and/or even small team buffs.
      • Resist-Cap Armors balance down to -0 defense in 7 and above.   This is much trickier.  You need significant team buffs here, but if you get those buffs, you'll cruise along nicely.  A resist armor with team defense buffs and/or vengeance is effectively a Perma-T9 Armor.   Without those team buffs, as soon as you get debuffed you're gonna eat dirt.
      • Dark is probably the best resist armor, but very few players can either build dark, nor can they drive it if it's built for them.
    • Defense Armors
      • Defense Armors are unfortunately the best (solo or unsupported) answer, and that is almost entirely dependent on DDR.  DRR-Cap Armors have a significant advantage. 
      • The SR above with team resist buffs will be a truly unstoppable force of nature.   The catch there is 'Team Resist Buffs'.   Team Resist Buffs are almost always in short supply.
      • The SD above is in a little better position in that it needs only minimal defense buffs, and minimal (if any) resist buffs.  This makes it the more practical of the DDR-Cap choices.  I'm hoping the improved build above makes it more competitive vs the Inv while solo.  Only time and testing will tell.
      • The Inv above is in the best position, (prior to testing improved SD builds), in that it needs only minimal defense buffs, and even less resist buffs.  It's a rare team that won't have any defense buffs at all.  Yes you'll struggle with the DDR issue from time to time, but as long as you stay on your toes you should be ok.  I'm fairly certain you can keep this one upright 20-30m solo.  That should be more than enough to fill in any gaps where team support fails.  The practical answer.
      • If tanks ever get EnA, I can't wait to test it vs Inv and SD.   Not only is it very solid defensively, it can get decent resists, esp with Rune/Hybrid/Rune, but it also gets great mitigation via endurance drain.  Kat/Ena is one of my two favorite builds.

     

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  11. Skylark Walker
    +4x16: Nuking a Room full of Unlimited Aggro.  Some combinations are worse than others, and pulling half of two groups can get overlapping doubled debuffs that don't normally happen in a single group.

    • Build: Inv RadM Tank - Prototype 801 - Build i3 - [i26]
    • Primary Hole is Defense and DDR.
      • When DDR drops, cascade can happen fairly quickly.  Monitor Ageless and DDR closely.
      • When Defense starts dropping below 57 to 59 … cascade slowly starts happing.
        • Demonic, Purple Candy, Combat Armor (Accolade), as well as Team Buffs
        • 801.7 Needs 1 Medium+ Purple to carry through the low DDR trough.
        • 801.A Needs 1 Large or Super Purple to carry through the low DDR trough, unless you get an unlucky combo of debuffs ...
        • 801.A and up, if you are very unlucky, you might burn through an inspirations a minute, compared to 1 or 2 inspirations every 6 minutes for the SD.
        • Overall Steadiness to the Inv vs Peak Performance to the SD
        • With enough team buffs, the Inv will be the most comfortable and steady, due to steady state resist, Better HP, and a Self Heal
      • When Defense drops below 50, then Sappers can drain you in a blink.
    • Resist almost never drops below 90.  Resist is very solid now.  Thank you Hyperstrike and Infinitum.
      • Hybrid, Wedding Band, Demonic, …
    • Stuns can be an issue with this build, monitor Stuns and Over-Aggro.
      • Hybrid
    • Combat Monitor
      • Stealth
      • DDR
      • Last Chance to Hit
      • Smashing Defense
      • Energy Defense
      • Fire Defense
      • Stun Protection
      • Smashing Resist
      • Energy Resist
      • Fire Resist

     

    • Like 3
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  12. 16 hours ago, RogueWolf said:

    nothing is a challenge anymore even at +4x8 except for a tiny handful of enemies like Vanguard or IDF.

    • I'd love to see more difficulty options in everyday content.  ... With increased rewards, as most players will never touch increased difficulty without increased rewards.
    • I'd love to see official content built like 801 (AE 801 link), and scaling all the way from 0 to A (10). 
    • Most teams don't want a challenge nor do they want to need to work together, they actually 'want' easy-peasy Rofl-Stomp, maximum reward, zero danger.  On average, one person rage quits even on a 0 difficulty 801 run.  The average team on a 10 difficulty run goes through 16 people, despite being warned "Incarnates Only, Incarnate Trial Difficulty, ..."  sgmate says "You lie.  I've /NEVER/ died on an Incarnate Trial. Pass me another handful of wakies.  8-p"
    • Run Small Teams:  I run a lot of 3-man teams.  I try to avoid duos because that can be too small, and I try to not go over 5 as that's too big.  3 to 5 man teams seem to be the sweet spot.  I also run other team styles too, not just small teams.
    • If you're doing an ITF, split the team in half, 4 left, 4 right, kill em all!.  First one to the end wins. 😜   You can do this for other things too, but not radios really, as they are too short.  But anything that has enough targets and that you're not 'speed running'.   I tend to prefer scorched-earth tactics.  Although I do run a lot of '1-hour ITFs', 'Kill as much as possible in 1 hour', which are a combination of speed and scorched-earth tactics designed to always take as close to an hour as possible, both positive and negative.
    • Join some of the RP teams on Everlasting.  They tend to be a bit less focused on roflstomping.  They also tend to have fun and interesting character interactions and banter.

     

    • Like 6
  13. Even being mezzed for a short duration is essentially an insta-kill on squishies, and for that matter many non-squishies.   That stun that finally punches through the tanks protection, drops the tank almost instantly.   A measly 50 dps incoming in a capped out tank that gets stunned can instantly turn into 2500 or even 5000 dps.  Oops, you're dead in half a second.  (I use Rune/Hybrid/Rune on those armors, particularly resist armors, in high-mez situations.  It totally sucks when your tank gets stunned.   As a side note, I'd totally be in favor of doubling resist armors status protection for this very reason)

     

    A standard rotation is: Rune/Hybrid/Rune/30s   gap.   That gap is negligible in normal content as it can be spread out while moving between mobs, and most fights don't last 5+m

    Revised Rotation is:  Rune/Hybrid/30s gap/Rune/30s gap/Hybrid/Rune/60s gap/Hybrid.  Many more gaps, and a maximum on-time of 3m instead of 5m. 

     

    While my Time/ will be less effected due to both higher recharge and the ability to do an alternate Force of Nature build, pretty much all the other squishy builds will be significantly negatively impacted.

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  14. The above builds are better and more balanced builds. ^^^

    Below are the two builds skewed toward SLE with a Hole to Psionics, I'm planning on testing next, unless I modify them more or find other interesting ways to change them.

     

    The major Questions are:

    • Does [Contaminated Strike] have to-hit in order to Proc the Tank +Resist Proc?
    • Will [Gaussian's BU Proc] fire often enough in Saturated [Invincibility] for the above [Contaminiated Strike] to-hit?
    • Or will I prefer the [Gaussian's BU Proc] in Fusion?
    • Vengeance or Taunt?
    • And of course, will these be Objectively Measurably better than the builds I currently have.   If the Rune changes go thru, I'll probably go this way regardless.

     

    Inv RadM Tank - Prototype 801 - Build i3 - [i25].mxd SD RadM Tank - Prototype 801 - Build i3 - [i26].mxd

  15. RE:

    • As Durable as possible solo, so they need the least buffs.  There are times I may be isolated holding back the horde while the team regroups.  It's not at all unusual for 801.7 and up to literally kick you out the front door.
    • 801.7 and up are All-EB maps.  Stuns will not work well, but KB does.
    • Bio/ works well right up until it gets shredded due to DDR, RDR, or -Recharge issues.   Fights are almost non-stop, so when your defenses eventually slip, you crash hard.  I have a pretty good Bio/ I run with, and he dropped a handful of times in a 7, and I'm wanting to build for a 10 (A).
    • I'm not at all against alternate Non-Rune Builds.   At the same time, I'll deal with Rune when it happens.  I frequently grab Demonic and Wedding Band, if I don't want to change or completely rebuild, I can fill in with those. 
    • With 801.7 and up I'm not offensively focused, there's no way you're going to solo complete them.  I just want to survive as well as possible in order to anchor the team.  801.7 and up are purely team oriented missions.

     

     

    From Testing, assuming little to no healing in the set (Inv, SD, SR, etc):

     

    From testing, as best as I can tell you need the following to survive the worst spikes, and I'm not against cheating and using amps, dampeners, and base buffs ... but would prefer not to as much as possible.  Primarily SLE typed (with some minimal other types) with a 50/50 mix of Melee/Ranged and about normal AoE.  Obviously the numbers are approximate, and would vary by build.

     

    200 def / 140 resist - Squishies (Kiski managed a bit over 5 minutes till the candy ran dry, probably 8m max.  Listed values are the totals over-cap to keep from being dropped too low and either cascaded due to -defense or attrition-ed due to -resist.  Obviously it'd be a good idea to bring a tank along to toss to the wolves.)

     

    88 def / 88 resist -  vs 71 ddr Tank (50ddr +Ageless T4 at the Tail, you have to protect the minimum ddr or they break you in that last 30 seconds.  Rarely needs minimal buffs to cover that tail, otherwise the defense numbers can be lower as DDR is higher most of the time.)

    68 def / 88 resist - vs 88 ddr Tank (SD without ageless is ~88ddr, she needs just the smallest team buffs and she's good, otherwise *splat*.  Overall solo she did better with Ageless and DDR cap.  But both ways she needs at least tiny team buffs.)

    65 def / 88 resist - vs 95 ddr Tank (SR on test.  This is the only one that managed 30+m in 801.A)

    • Like 1
  16. I have never before specifically built for 801.  But with 801.A, I am looking for a more durable build.  801.A is 5k sustained dps, with frequent 10k dps bursts, and some 25+k dps bursts, along with -300 defense, -300 resist, -100 to-hit, -endurance, -recovery, -recharge, and just about everything else you can imagine.  Almost any weakness will be pried open and heavily exploited.  Also note, 801.7 and above are All-EB maps, so things like OG+Stun_Grenades will not be of much use.

     

    So what build, any build other than Stone Armor, will be the better tank?  Of my exiting builds can Skylark be made more durable, since over all she’s more steady and easy to drive, … or … Do I go toward refining Sera, even though she’s much harder to drive and much less steady, does she have more potential if I put more player resources and concentration into her?  Or perhaps an improved Asja Build?  Maybe an Improved Lucy?  Or is there another completely different Tank that’s a better answer all together?

     

     

    Asja – Kat/Ena Brute Rating +4x6:   I run most 801s with Asja.  She’s the most overall flexible and independent build with a good balance of offense, defense, and ability to taunt and gather aggro.  However, in 801.A the resist debuffs are really getting to her, and the small gap in DDR is also an issue.

     

    Dahlia – RadA/Kat Tank Rating +4x6:  This is my primary ‘tank built’ tank.  She gathers, pulls, and holds aggro better than any other build.   In 801.5 and down she balances out very well vs defense-based armors.   However in 801.7 and up, the -300 defense and lack of DDR destroys her.  She can still manage smaller groups on pure resist and healing, but it is a major stress, and as soon as the debuffers start piling up, she goes down very fast.  Resist alone is not enough, and the lack of DDR means any defense she has WILL eventually be stripped and she’ll be -50 defense in a blink, and then dead shortly thereafter.

     

    Lucy – SD/RadM Tank Rating +4x6 (+4x8 with the rebuild below):  What I previously considered my most durable tank, but with flaws.  801.6 and down she’s NEVER been defeated.  However, in 801.7 and up, the lower max defense combined with -300 defense even vs DDR Cap drops her defense below the level where her resists can sustain the damage alone.  That means she MUST be able to-hit her targets to leach health.  -100 to-hit shuts her healing down.   Furthermore, she’s weak to sappers.  And when she gets debuffed, those sappers start dropping her endurance like a rock.  Give me +10 defense buff and a tactics or two, and she’d be unstoppable, but as is, without support she will drop like a rock when the wrong debuffs start hitting.

     

    Skylark – Inv/RadM Tank Rating +4x7:  Skylark was previously retired, primarily due to low damage.  However, with 801.7 and up, she’s found new life.  On a team, I’m very happy with her performance, she’s very hard to kill, but she still can be killed in 801.A.  She’s not died ‘yet’ in 801.9 and down, but I suspect she’s probably killable in those as well.  The primary issues with her are the DDR gap, and Sappers.  The DDR gap means I have to watch my defense, and if it falls to low, I need at least a small purple.  She won’t instantly cascade, but she can be dropped into the negatives on defense.  If that’s combined with heavy -resist or a sapper, she’s dead.   Usually her defense falls slowly, giving me time to react, but that also means that eventually over time she can attrition out and inspirations dry up.  She also has issues with to-hit, and when heavily stressed, the inability to-hit and heal will eventually kill her.  Take even a little pressure off, x7 vs x8, and she's good.  But at full +4x8 801.A she goes down, and much faster and sooner than I'd like.

     

    Sera – SR/DM and SR/RadM Tank (test builds) Rating +4x8:  These are only on the test server, but are also the only builds I’ve managed to keep alive 30+m.  Primarily DM.  DM helps deal with the sapper issue and the -to-hit issues.  SR seals up DDR.  The weakness here is resistances.  She needs amps, dampeners, and base buffs to seal up resistances, and doesn’t have any over-cap resist buffer to deal with heavy debuffs.  However, the scaling resists do help considerably with resistance debuffs once you otherwise seal resists first.   Which leaves Alpha and HP.  She can’t take nearly the Alpha that any of the other builds can, but if she pulls and slows the Alpha down, she can hold at half-health pretty steady. This works well right up until a resist clicky drops and I haven’t proactively countered with the next resist clicky or inspiration.   When the resist drops while under heavy debuffs, she dies instantly.  She also still has mild issues with -to-hit debuffs, but those are no where nearly as fatal as with any of the other builds.

    As a fun note, 801.A has managed to cascade her defenses down to the 40s with full saturation and over-aggro cap.  Given the 95ddr that's a massive amount of debuff landing even with i-cap level defenses.

     

    AE 801.9 Notes 04.jpg

    Kat ENA - Mu 1i - [i25].mxd Rad Kat Tank - Radicat II - Mu 3f - [i25].mxd SD RadM Tank - Alpha 5b - [i25].mxd  SR DM Tank - Prototype 801 - DN 2i - [i25].mxd  Inv RadM Tank - Prototype 801 - DN 8b - [i25].mxd

    Updated Builds:

    SD RadM Tank - Prototype 801 - Build i4 - [i26].mxd SD RadM Tank - PsiTank Beta r4 - [i25].mxd Inv RadM Tank - Prototype 801 - Build i5 - [i26].mxd

  17. WARNING: Do not attempt 801.7 and above unless you have tried the lower difficulties and found them too easy.

     

    So you think you're a bad ass and want to run 801.A?

    Then, you need to be able to:

    • run 801.7 in approximately 30m.
    • run 801.8 in approximately 40m.
    • run 801.9 in approximately 45m.
    • Clear the first floor of 801.A in approximately 60m

     

    Do you want an all day epic event?

    Run both 801.7 missions, then 801.8, 801.9, and finish up with 801.A.   That should run you about 5 hours, ... or kill you very dead.

     

  18. For Resist Armors (only)

    Yes DDR would scale with current defense.   You'd probably have to actually monitor base defense, or one defense value, or ... .  Which means it would have to be time/tick limited to (something let 3-10 seconds per tick) prevent a cpu loop, or have some fun math I haven't even begun to contemplate.  It's all probably impossible.   But I would like to see Defense Buffs strip-able, while DDR scaled up when you hit negative numbers to make it difficult but not impossible to push defense below -35.  With the hopefull result that Buffs still matter, Debuffs still matter, but a total cascade would be immprobable and that the end results would balance better Resist Armor vs Defense Armor.

     

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