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Linea

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Everything posted by Linea

  1. Dampeners are 15-ish SL (probably 12 or 13 for scrapper), you use alternate sets for the other things, you end up with SL around 45 defense, as well as whatever other stuff. Divine Avalanche can stack, up to 3 times, but probably only twice at that level. Before the defense changes of Page 4, that SL was skewed into other defense types. And you have good M defense as well to help with the other types, and at that level M/SL is really the only 'dangerous' type. You would also likely want to use a different build for low level. That's the 801 build, end-game, revised many times for specific end-game stuff. Leveling up it would be considerably beneficial to shake it up a bit, aimed more toward your level. I do all that kind of adjustment on the fly as I go, usually don't even write it down as I level, just do it.
  2. The only thing overcapping does is compensate for debuffs some of the incoming debuffs. 175 is the HARD cap. Barriers are only at full strength for a few seconds, then drop in half exponentially over time. Combat Monitor only updates every 10 seconds, your barrier could have expired 9 seconds ago and you just don't realize it. 2-Star is very soloable, should be 10-ish hours or less. I've not re-soloed it since it was made easier by converting 5 GMs to mere AVs. If you want a real challenge, solo a 3-star. First two missions aren't bad, about an hour each. The next ones will likely take you more than a day's worth of play each, which is why I say 3-star is not 'practically' solo-able. (3-Star I did in test-mode so If I ran out of time, lost connection, or needed to otherwise logout, I could quickly pick up where I left off with out burning hours of investment. I also used a constant supply of small yellows, and an additional 50 small inspirations in email per AV and up to 13 tries per AV. 13 tries at 15m each ~= 3 hours per AV kill. I reported on Rommy #4 in the test discord one afternoon, I think that was 5 or 6 hours total)
  3. Non-AV: Base 45 + ceiling(25,(10 * floor(0,$Star - 1)))) + ( Tactics Stacking 25 * $Star) *Base might be 59, here, but I'm pretty sure it's only 45. (at least some of) the AVs are definitely 64 and that's intentional. AV: Base 64 + ceiling(25,(10 * floor(0,$Star - 1)))) + ( Tactics Stacking 25 * ($Star+1)) *There's some funny math with the scaling or tables. 65 intended in the tables translates in-game to 63.75. the +30 intended translates in-game to only 25. I don't know the exact translations so I just say !@#$ It and used Ceiling (25, ...), and rounded 63.75 to 64. I could go pull in-game numbers from each variation, but it's not worth the hassle, it's close enough as 4-Star tldr - 200 defense is the 4-star ITF defense soft-cap NOTE: If you Leroy, Squishies will have a minimum chance to be hit of 50% even if they are HARD CAPPED at the AT CAPS. ... 4-star has a 2x acc modifer. That means if you have hard capped squishy defense of 175 and are facing a fully Leroy Room for 200 defense softcap, you will be hit (200 - 175) * 2 = 50% of the time. n/a defense - The minimum defense soft cap, assuming you pull, assuming you NEVER get an EB, ... is unreasonable, as EBs back almost every spawn, so just skip this one, It'll get you killed. 100 defense - The Average Softcap Assuming you pull and never get 2 spawns and never get any Adds. 139 defense - Rommy's Softcap. 200 defense - The soft cap if you decide to use Leroy Jenkins Tactics.
  4. Time/ - Just because it's my favorite, and you can build it like a tank. FF/ - Same as above. FF/Water, or FF/Dark is recommended, but even though those are optimal, I actually tend to play the FF/DP instead. Huntsman - It's half defender half sentinel and there are very few builds that can malfactor as well.
  5. Yeap. Both. Illusion and Plant are both good for covering the Hostless. Illusion helps cover tanking as well, but will not substitute completely for an actual tank. However, there have been successful (if painful) Tank-less 4-star runs. A Tank is not required. Tanks are equally invaluable for providing a solid frame to stack buffs on top of, as well as being superior at taunting. However, NO TANK will be able to solo a 4-star end to end without support, even if that support is only Incarnates and 7 blasters doing massive damage. A 4-star with 1 tank and 7 blasters had been done now, it's likely coordinated destinies had a significant influence in that outcome.
  6. @SomeGuy 1600 dps Crab - Long long ago in a galaxy far far away, crabs could run 1000+ .... now 1600. If you can, I'd like to see the new build?
  7. 4-Star everything is 1-shot fodder except the Tank. The Tank is 2-shot fodder. If even one of your pets pulls a Leroy, you are dead. This is as much a MM AI issue as a MM Player issue. Melee MMs are going to get it exponentially worse, they're going to pull aggro no matter what, and the pet is gonna one-shot die transferring that aggro to the MM. If the MM isn't heavily armored, and buffed, they're gonna one-shot die. I don't see a good answer here. My only suggestion would be to remove the pet levels shifts based on stars and then see how well bodyguard compensates when the level shifts are removed. Remove one level shift per star, so 3 is no level shifts, and 4 star the pets are +1 IF you are +1.
  8. The Barriers? I could definitely see that. ... I'll have to dig up one of my old MMs and test this when I get a chance.
  9. You should plan on the average 4-star PuG ITF running 3 hours and 150 deaths.
  10. In general I do not advise trying to build offensive Proc builds for hardmode. The average proc build will squish like a grape.
  11. Either will work. Clarion * PBU * FF can pump out 70 defense. Meanwhile Time can similar with Defense and Tohit, probably something in the 50 defense and 40 to-hit range. This covers two things you'll need for 4-star. There's a thread already on both Time/ and FF/ .... just look around. here are two quick builds I have handy. But you may or may not need to update your mids. Time DP Defender - Dahkness 4-Star ITF v4 - [i27].mxd FF Water Soul - Heavy Support 57-74 - Overwatch 1 - [i25].mxd
  12. It's probably in the 801 tank thread: SR, SD, Inv, Stone, Rad, Bio all rate well in different ways. It's also complicated, because the list constantly varies depending on what buffs are on the team, and how much strategy you use vs Leroy Jenkins. It gets even more complicated if you're talking 4-star ITF where the defense softcap can vary from 100 to 200 defense. If you're defense armor: Cap your Defense, Resist, and DDR. If you're Resist or Heal armor: Cap your resists, Recharge, Healing, Absorb, and Active Mitigations. Assume without outside buffs your defense will be stripped, so you need to figure out how to stay alive at perma -50 defense. 4-star ITF you want to cap your Defense, Resist, Recharge, Healing, Absorb, and Active Mitigations regardless of armor type. So make friends with a defender, and try to run at least 2 copies of Ageless Radial T4 +ddr on the team.
  13. I will not be surprised if at some point someone does a 4-star all-blaster team just for the hell of it. 8x Full Tier-4 Incarnates on Full Tier-4 IO builds coordinating and rolling the incarnate powers is an insanely powerful thing.
  14. Here's a FF/DP designed for 801 ... you can translate that to /Dark Then I'll dig up a PBU FF, that you'll also have to translate. The third variant is an offensive build All these are old builds, but you should be able to translate and fix them up. For the Hardmode ITF You can go either Support or Armor, the STF SLE build will keep YOU very safe, while the PBU build will keep the TEAM very safe. FF DP Scorpion Def - STF SLE 1c - [i25].mxd FF Water Soul - Heavy Support 57-74 - Overwatch 1 - [i25].mxd FF Water Dark - Soul Drain - Overwatch 1 - [i25].mxd
  15. Here is a very old, armored build. It's armored, end-game, non-proc, standard offense. Intended to be more of a tank than a blaster. You'll have to adjust it for leveling, I just do that kind of thing on the fly. swapping sets around and using catalyzed beginner sets, and temp powers or even swapping powers too. I'd say pickup Kinetic Dampeners they are cheap-ish, and the Status Protection Amps if you can afford them but amps are expensive. Rad Rad Scorpion Defender - Alpha 1 - [i25].mxd
  16. Go for it. I solo a +4x8 ITF with all my characters (except the petless mm).
  17. Pretend the character is a Mech, and you're the pilot. I trip over my own feet 12 out of 13 times when I'm driving an SR model Mech. On the other hand, I'm a top 1% driver of the EnA Model Mech. Some guys drive dune buggies, some guys drive Formula 1. That Formula 1 driver might must end upside down in a creek when you put him in a dune buggy in the mountains. @Pizzamurai I was driving that particular SR into 801.D (difficulty 13). It was absolutely beautiful on test #13 ... and we are not going to discuss the first 12 test runs.
  18. SR rates 13, but is so difficult to drive at that level that you'll fail 12 out of 13 times. SD rates 12, is moderately difficult to drive at that level, but is unforgiving of errors. Inv and Granite rate 10, and are very easy to drive, and very forgivable of errors. /Ena Brute rates 9, and is moderately difficult to drive, but is unforgiving of errors.
  19. I'd put DarkM and SS at the top of the list for +to-hit reasons. SS for Soft-Control, but that will be severely curtailed in 4-star where all mobs get at least some KB protection. DarkM and RadM for self-heal. Then combine that with and given that defense buffs are most common, that in turn puts Inv/ and Granite/, most likely with DarkM, in a really good place for 4-Star. But I'm also still very fond of my SD/ ... ASSUMING ... I get defense buffs on the team. Which does tend to happen most of the time, but NOT always. Why did I give granite a +? Because it's just so much easier to build. But that ease does indeed come with a cost as well. SD/DarkM for most teams, but requires at least minimal defense buffs, and resists buffs are also welcome. Granite/DarkM for those teams with the worst or least buffs. This is probably the random team pot luck build. Inv/DarkM or Inv/SS for for the more well rounded but also more average teams. RadA/SS for the better balanced teams. Here I can leverage the most taunting and aoe capabilities while also having the longest spike damage survival time to allow the otherwise well balanced team to compensate for any issues on the extreme high end. The best balance for the team as a whole is not necessarily the best balance for the tank as an individual. But unbreakable resists with nearly best in class absorbs and heals gives you and the team both a lot of room to compensate for issues. I think that once teams get more familiar with the content, and stop making stupid mistakes like wanting to join a 4-star run with a level 35, this will eventually translate to a fair bit of jockeying for position between Inv/SS and RadA/SS depending on the team in question. Over time the ASF has definitely been trending more toward the RadA/SS and similar builds. More team oriented, and less solo oriented. But I also expect the ITF to be less forgiving of Leroy Jenkins and his fiends than the ASF.
  20. Hornet can solo a 3-star ITF .... but it will take ... days. In my opinion, by any practical standards, 3-star and up are not solo-able. INV/SS is a really good choice. 4-star I generally recommend: SD, Inv, Granite, and RadA. Each will have it's benefits and weaknesses. I suspect, that as a tank, I'll run most runs as SD/ with Granite/ second, But I'll be running Inv/ and RadA/ as well. ... (More accurately and off-topic, I'll probably be running most runs as Hornet set to 2 or 3 star, and not a tank. And on the 4-star runs I'll probably run Hornet or Kaede and let someone else be the Tank.) Build for durablity. Anything above 1-star, or at most 2-star, and you are not going to be able to be both durable enough and offensive enough to solo this. You are the tank, build like a tank, and act like a tank. That full offense proc build will get you squished like a grape in 4-star. If you are Resist based, cap your resists. If you are Defense based over-cap your defenses, and push resists hard as well. Push +to-hit as much as possible, as well. Starting with 3-star the average build will have to-hit issues. (SS, Dark, etc., has an advantage here.) Bring healing, regen, etc as much as possible. At some point even the smallest amount of extra regen or absorb will save your life. The Absorb Proc for instance. Bring buffers, you aren't going to solo this. ... At least not 3-star and up. And a quote from elsewhere: And another quote:
  21. EnA isn't an armor you can compare static in mids. It's a dynamic armor, constantly changing and adapting. /EnA Brute rates in the 9.5 to 10 range for me, while Inv/ Tank rates a solid 10. *IF* you could translate that brute into a /EnA tank, it would be at least equal, and possibly higher. But we'll never know that answer until after it's translated and whatever gets changed in the translation is actually implemented. But with that in mind, EnA is both more durable (at peak_, but also more dynamic, and considerably harder to drive. Meanwhile, /Inv will peak lower, which will only be an issue in Incarnate and Hardmode Content, and will meanwhile be much easier and simpler to drive, and much more static and reliable performance. Some people will prefer /EnA, others will prefer /Inv. That which is a strength to /EnA, could be considered a weakness by some players. Meanwhile, that which is the strength of /Inv will also be considered a weakness by yet other players.
  22. You can send unintended attachments because of indexing issues, corrupt your character, and/or email. If you only send text then it's not an issue, but when you start trying to send influence and attachments things can go wrong. Ask a Dev. It's been warned against in the past, more than once, they are not commands that were never intended for end-users. As far as I know it's not an issue with crashing the mapserver or systems, it's only your head in the noose, and people persist in doing it, but it IS your head in the noose. I still respec in bases even though that is also strongly advised against, and I even know why, but I'm willing to risk it because it's quiet and convenient for me, and it is again, only MY head in that noose.
  23. With the new hard mode content coming: Incarnate: Assumes +1, but no other unlocks required. Tier 1 Incarnate Arcs: These are the existing arcs. They are designed for 50+0 and 50+1, and once you reach 50+3 and Tier 4 Incarnates tend to be considerably easy. Tier 4 Incarnate Arcs (Team): These are the new incoming arcs. Assume a full team of +1s. Tier 4 Incarnate Arcs (Solo): Assumes all incarnates unlocked and slotted with Tier 4 powers in them. Hornet slaughtered these mercilessly, but I've also been told they are so difficult as to be completely unplayable. Hornet is a Tier 4 monster, by comparison at 50+0 these arcs are likely very difficult. 1-Star Hardmode: Assumes +1 and all incarnates unlocked and at least Tier 1 powers in them. 2-Star Hardmode: At least Tier 2 powers in all slots. 3-Star Hardmode: At least Tier 3 powers in all slots. 4-Star Hardmode: Tier 4 powers in all slots.
  24. I was just looking for fresh numbers myself.
  25. These commands are dangerous and should be avoided. Using these commands can and will lead to problems and has done so in the past. The only safe version is: /toggle compose.
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