Jump to content

Erratic1

Members
  • Posts

    2276
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Erratic1

  1. Okay, standing around at full health I have from Gamma Boost:

     

    0.61 hp/sec Regen

    1.18 end/sec Recovery

     

    My character has 2155.2 hp and 105 endurance. So 0.61hp/sec is 0.61/2155.2=0.000283%/sec and the Combat Attribute display says 0.0003%, which what that rounds to at four digits.

     

    Dropping off a building I hit the ground and end up at 1468.1hp and regen from Gamma Boost leaps up to 5.03 hp/sec and Gamma Boost recovery shrinks to 0.76 end/sec

     

    So definitely the power does as it claims in terms of boosting recovery while you're healthy and boosting regen as your health declines.

     

    SOs show modification to the base values provided by Gamma Boost. Not sure what is going on with IOs but perhaps the modification at full health is so low as to not be seen to the Regen value (though it should show in the Enhancment slotting screen).

     

  2. Recovery seems to be missing.

     

    I should test when I get home.

     

    Given the wealth of healing/absorption in Radiation Armor, I never looked at Gamma Boost as anything other than an auxiliary Stamina clone, and in that regard it seems to work well as it allows running Focused Accuracy non-stop on my Tanker and I never remotely think of running out when playing her.

  3. Were he playing resistance, short of wallowing in influence, augmenting resistance would be the bigger payoff initially.

    I have not found this to be true. For example, getting my /Fire stalker to a reasonable level of S/L defense (way short of the softcap, and for a fraction of the budget of a level 50 build) paid off far more than extra resists did.

     

    You'd think it should work the way you say, due to the increasing returns on defensive stats. But defensive set bonuses are available in larger quantities, relatively speaking: since enemy tohit is 50% base, defense is point-for-point twice as good as resistance. Kinetic Combat gives +3.75% S/L defense for four pieces and can be had at a reasonable price, but there are no sets that give +7.5% S/L resist.

     

    Also, even a moderate amount of defense gives you the option to pop 1-2 Lucks and be invincible for 60 seconds, while popping oranges is much less effective and rapidly runs into the resist cap.

     

    A character who is in his teens and not borrowing funds from previously existing characters is doing what to get his defense up? Buying from the AH? With what? It is cheaper and easier to slot DOs and SOs in powers and acquire pool powers (as they unlock by playing the game) than toss out a couple of million for IOs.

     

    5 million influence is pocket lint for a level 50 character, but sub-30 (and again not having influence lying around from other characters) it's quite a bit more meaningful. And picking up a 3% or 5% one-time boost for what it would cost to otherwise fully result your character strikes me as less beneficial than filling out you powerset powers with slots and SOs and picking up pool powers.

  4. Did you test it at low health (say by leaping from a tall building) ? The formula from City of Data suggests that at full health the regen bonus would be 5%. However at 50% health you should be seeing a 55% boost.

  5. None of this quite addresses OP's question, I think: which should you build for first, for an existing character whose powersets are already set in stone? The answer to this is much simpler: defense always. If you've got a defense-based secondary, get to the softcap, because that's where your secondary will start to feel "complete". If you've got a resist-based secondary, also build for defense first, because layered defenses are great and purple inspirations exist.

     

     

    The answer is you supplement where your set focuses first. The OP is playing a Defense based set, so until hitting cap the easiest and biggest gains are from upping Defense. Were he playing resistance, short of wallowing in influence, augmenting resistance would be the bigger payoff initially. On funky-weird hybrid sets it would depend on the exact values the set provides, but short of absurdly low values on the Defense side, most likely Defense first.

  6. The only sets that could be called resistance based are fire, dark, and invul because a majority of their damage mitigation comes from +res powers. Dark and Fire have always been considered some of the least survivable secondaries do to their trade offs for AoE damage and Invul is usually considered one of the most survivable secondaries because it trades off a ton of +damage compared to other sets. For teaming Fire and Dark are great because AoE damage matters most at that level but for anything like solo'ing AVs and Pylons you're going to get squashed most of the time using either of those two. Most scrapper secondaries have a mix of def/res/regen because having only res or def or regen opens you up to cascading buff failure so to say that res is the best for endgame content is not correct.

     

    Invulnerability is a resistance set, but instead of picking up damage it picks up Defense via Invincibility, which is what makes it as studly as it is--you end up with both Resistance and Defense. Back in the day, the tanky scrapper build was DM/Inv.

     

    I am not sure why Radiation and Electric Armors are left out of your listing, as they too are Resistance based sets.

     

    I played DM/Inv back at release. I have not tried a (near purely) Resistance based set since. I would imagine of the lot that Radiation could be quite effective due to its absorb power, particularly if you stack defense. If I didn't already have both a Radiation Armor brute and tanker I might be tempted to try it out.

  7. Invuln is baby's first tanker primary for people new to the AT and just want to survive stuff. It's extremely easy to build, very forgiving, and exceedingly resilient.  Dark Armour is punishing to level and requires you to know how to build for certain things, but its peak is obscenely good.

     

    Dark is also not particularly costume friendly in a way that WP or Invuln is, but it lends itself to certain effects.  Back in i23, I had a dark tanker who colored all of the armors and auras bright pink.

     

    I colored Dark Armor's powers red and orange to suggest heat back then.

  8. Also, Titan Weapons wins, so scrapper?  Stalkers don't get Titan Weapons.

     

    I picture a tiny WB cartoon character sneaking around with a ridiculously large mallet behind its back when I think of stalkers with titan weapons.

     

    Given how the weapons are drawn from no visible location big enough to house them, Illyana Rasputin leaps to mind.

     

    magik.jpg

  9. Say his name 3 times and he will appear!!!

     

    Well if Rad/Elec has been powercrept/normalized, what are you playing now?

     

    In terms of Defenders I remade a pre-shutdown Kinetics/Sonic guy I had. Fun enough, but Kinetics is overpopular currently. Yeah, its a great set, but the other sets have their places.

     

    Though I am up to 20 characters, I have not planned out my second Defender. I should probably take some time to do that. I would be tempted to do Time, but I have an Ice/Time Controller and it would take a really potent idea to make me want to replay a set.

     

     

  10. 15 years ago I played a Rad/Elec based on the official forum user Erratik's build (if that rings a bell with anyone).

     

    I cannot help but remember, but go figure.  :)

     

    Things are greatly changed from release. Enhancement Diversification broke how Rad/Elec achieved perma-Hasten, and perma-Hasten can now be achieved more broadly across powerset combinations which never would have been able to do so at release due to IOs and Incarnate abilities. My gut says the glory days of the combo are gone, but I would have to think on it to see if any saving graces might be had.

     

    I am happy to hear it worked for you way back when.

  11. Rad also seems fairly glowy and ugly, not for the costume crowd. 

     

    A lot depends on what you are trying to achieve with the costume and how much you plan around the effects beforehand. Having two Radiation Armor characters I have gone opposite directions with them--one has the Radiation Armor effects colored to blend into the background of the costume costume and the other's costume serves as a contrast for the Radiation Armor effects (in fact, his costume is horribly plain without the effects up and going).

     

    I have received multiple compliments on my Rad/Psi Tanker's costume design.

  12. Tbh deleting it was the right choice, Savage I found it underwhelming at higher lvls while Dark Melee gave me all the survivability I lacked before with Siphon Life. Can't be happier with my DM/Bio, the dmg is incredible and he's tough as nails.

     

    If Siphon Life, an attack with an built in healing component, is what it took to be survivable, then the issue here was not with Savage Melee since no other primary has a power like Siphon Life and so survivability would presumably have been an issue with every other primary.

     

    Glad DM is working for you. I am a fan of it, having both DM/Elec and DM/Rad brutes. With the right armor set, you're an unstoppable force.

     

    Edit: I was in a group being run and tanked by a 40-something SM/Bio brute this past weekend. He certainly seemed sturdy enough. I recall because I remember commenting to him how his performance made me almost wish I'd made my SM/Bio as a Brute instead of a scrapper.

     

  13. If you’re on my team when I’m running my tank or brute, you can KB as much as you want.  I’m not going to kick someone from my team for playing the game and having fun. XP per minute is not that important.

     

    With 2 Tankers, 3 Brutes, and 3 Scrappers (along with a dozen other characters), while I will grumble to myself about reckless and annoying use of knockback, I echo the final line above.

     

    Slotting KB->KD in all your powers will require a lot of  investment in time and influence which would be better spent improving your character in other ways. If you want to spend the time and money, that is one thing, but you do not owe anyone else that effort.

     

    If a mob is standing next to a wall, knockback isn't sending it anywhere. If you are above the target (say by using Hover) the target gets knocked down but again isnt going anywhere. And if you are landing the killing blow, who cares where the corpse is going?

     

     

     

     

  14. Scrappers get shield and stalkers don't.

     

    Stalkers get it too  ;)

    Since when???

     

    Since i25. Welcome to the absolutely disgusting world of elec/shield stalkers.

    I thought electric/shield was retarded on Scrappers. It's probably ridiculously OP on stalkers.

     

    I thought you were all in favor of giving players choices and complete power proliferation.

     

    Personally I'm waiting for Stalkers to get Titan Weapons.

  15. (1) I have never experienced people asking, "Are you an Energy Blaster?" to determine if someone gets into a group. I've seen a lot of other, silly criteria, but not that one.

     

    (2) As someone who plays melee quite frequently let me say that it's all in how you choose to use the knockback, not merely that it occurs. Frankly, I get infinitely more angry on my Kinetics Defender when the anchor for Trnasfusion or Fulcrum Shift gets knocked light-years away just before the power goes off but what I just wrote still it's how you use it, not that you do it.

  16. Also to your edit there are plenty of people asking about rolling Blasters or Sentinels/Corruptors or Defenders/Tankers or Brutes.

     

    Just drop it already, you don't have an argument to stand on lol. Scrappers should get SS and EM and every other melee power sets.

     

    Someone may need to explain to you what argument by assertion is and why it is not considered valid.

     

    Edit:

     

    Let's try it this way....

     

    There is absolutely no reason whatsoever why Blasters shouldn't have controllable pets. NO REASON!!!

     

    lol if you think otherwise. !!BOO YAH!!

     

    *shrug* If you think that is well-grounded argumentation, I cannot help you. Either way, I have said my piece here and am content to let it stand as it is.

    • Like 1
  17. Hey remember when devs said Blasters would never get trick arrow and then they did? Remember when villians got empathy in the name of pain dominance? Remember when Psi and Mental were given to blasters even though everyone and their mother said it would be game breakingly OP? Also remember when Brutes got SR despite being Brutes?

     

    Defenders and blasters are the same, they shoot things from a distance.

     

    Controllers and masterminds are the same, they have pets.

     

    Tankers and brutes are the same thing, they taunt things.

     

    See I can generalize things as well.

     

    Yeah there is no argument for not porting SS to scrappers, conceptually, thematically, or otherwise.

     

    Yeah, a wealth of posts out there asking if one should Dark Blast as a Blaster or Defender, or pet class as a controller or mastermind... :o

     

    I will not lose sleep if Super Strength gets ported, but your sides statements about logic are rather ungrounded and ignore there are indeed arguments against doing so.

  18. Compared to a Blaster (Controller, Defender, Dominator, Mastermind, Corruptor...well, nearly every other AT in the game) a Brute plays very much like a Scrapper (lower damage, better defenses, but there is that whole run up and hit things in melee bit they both share).

     

    Is this where I should insert the stupid picture like I'm scoring points? (Refuse to call it a meme just like I refuse to refer to "rolling a character" when nothing is rolling and the results aren't random...kids these days.)

     

    Edit: In fact, if the two ATs were so utterly different there would not he regular posts asking, "Should I [shudder] roll X/Y as a Brute or Scrapper."

    • Like 1
  19. Should the melee classes all get the same powersets?--Nothing a priori favors answering that question yes or no.

    Yes because history has shown the Live developers were in the process of porting all applicable powersets to other ATs until they ran into an issue and was usually fixed and then ported.

     

    You do realize what "a priori" means?

     

  20. In general giving players more options is a good thing. In the context of this game the argument for it is many people will enjoy playing a Super Strength Scrapper. There has been no solid argument as to why limiting player choice in such a manner is a good thing or beneficial to the game. Some people don't want every set on every AT, cool, they can ignore the sets that don't fit into their concepts and themes. It would be a win-win.

     

    Your opening sentence uses the phrase, "In general", so it is implicit that giving players more choice is not always a good thing. As for there being no "good" argument, you should perhaps differentiate between "good" and "what I like". In particular the value of there being separate ATs (and this has been indirectly stated previously in the thread) diminishes when you have multiple which overlap significantly in capabilities, particularly in the case of melee ATs (four of them) where the end goal for a significant portion of players is the solo, melee god.

     

    But how exactly is that a bad thing for players that want that? And how is it bad for the players that don't since they can just ignore the options they don't like?

     

    Genericizing ATs too much removes any reason to play other ATs, leading to burnout happening sooner and giving no incentive to play other ATs which a player may find they enjoy. I have come to play and enjoy ATs I otherwise would not have because of powerset restrictions and the desire to play the powerset I could not get elsewhere. And as a result the character building opportunities have mushroomed far beyond what I would have had staying with the ATs I knew I enjoyed.

     

     

    I actually don't care either way about Super Strength and have little to no desire to play the set at all. That's not what I'm arguing for. I don't understand why the fact that some people don't want to play an SS Scrapper means they are for not letting other people play it either. Why can't those of you that don't want to play Super Strength just ignore such an option and be fine with people that do want it, to use it?

     

    I am not sure how you conclude I do not want to play a SS scrapper. More accurately I do not see a horrible loss in there not being a SS option for scrappers. Want to deal out big damage with SS? Well, Brute exists and has SS as an option. What are you losing with Brute as opposed to Scrapper? Critical hits and lower resistance caps? How horrible!

×
×
  • Create New...