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Galactiman

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Everything posted by Galactiman

  1. I've noticed the average damage that Mid's calculates for a damage proc is quite a bit different than your spreadsheet. (Assuming average damage is simply ProcDamage*Probability). Am I doing something wrong in the spreadsheet or is Mid's just not accurate?
  2. Pretty sure there is no such thing as damage debuff resistance, so making half of it irresistible is pointless.
  3. First of all, this has never been true. Certain sets underperform, but Tankers have always been much better at dealing damage than Defenders. Secondly, I don't think you've been keeping up with the changes on Homecoming. Tankers received a base damage increase and their AoEs are bigger and hit more targets than Brutes and Scrappers. At this point, when it comes to AoE damage, Tankers are top tier.
  4. Invulnerability is still objectively bad. Honestly, I would say any set that relies on Defense for mitigation is pretty gimped in the world of IOs. It's too easy to cap defenses for any set, but capping resists is not as easy. It's why sets like Radiation and Electric are just so good. You can cap Resists and Defense to just about everything, while having perma-Hasten plus the Health and Endurance recovery options that both powersets have.
  5. This game is too easy, only if you either have certain powersets and/or an expensive build. Especially on the powerset front, some of them are objectively terrible and are only ever picked because of thematic reasons (Stone Armor, Invulnerability, Ice Melee, the list goes on). Inversely, sticking to certain powersets for thematic reasons can feel punishing. I also hate how creating a build requires too much planning, and equipping yourself into your final build as you level is only really possible by having a ton of influence, generally by farming on a level 50 alt. I really wish IOs just dropped. I hate having to craft something and I hate playing the market. I guess I wish the looting was more like Diablo. I may be in the minority on that front.
  6. The flight speed total with Hover active is bugged. It shows flight speed as much higher than it should be.
  7. It is reset after zoning, and that includes any costume slots as well.
  8. I was under the impression that increasing difficulty increased mission complete rewards but I can't find a definitive answer anywhere.
  9. Just thought of some more: An option to show buff icons above teammates heads in the game world Some sort of indicator of whether or not a mob is targeting you. Maybe a red outline around their overhead health bar if they are targeting you and a green one if they aren't.
  10. A lot of hostility in this thread. Anyway, OP has kind of stumbled into something that is a real issue and that is the disparity in recovery between defensive powersets. Some sets get a large recovery boost, an AoE end drain, or both while some sets get zilch. And there seems to be no rhyme or reason to it. It certainly has no discernable balance motivation, because the sets that get endurance management abilities don't consume more endurance than the other sets. I say normalize recovery across the sets like they did with Blasters. Hell, it may have been something they were planning to do and just never got the chance before the game was cancelled.
  11. Some things that would make it infinitely easier to support your team: An option to only display your own buffs in the team window. Some type of highlight in the team window on team members that are mez'd. An option to show buff icons above teammates heads in the game world. Some sort of indicator of whether or not a mob is targeting you. Maybe a red outline around their overhead health bar if they are targeting you and a green one if they aren't. Remaining duration on buff icons similar to new recharge timer. Post your own suggestions and we'll keep a running list.
  12. Tldr; Divide the recharge time by the duration. Hasten recharges in 7.5 minutes and lasts 2 minutes. 7.5/2 = 3.75 So you need 375% recharge for perma Hasten. 375 -100 base -100 from enhancements slotted in Hasten -70 from Hasten itself 105 needed from other sources
  13. If a person doesn't know how drag and drop works then how are they even playing this game?
  14. You realize you can go through every power and check its detailed info at character creation right?
  15. There's no such thing as kill stealing in this game anymore. This thread is pointless.
  16. 1.2/0.8 = 1.5 So a Brute needs 50% more damage buffs than a Scrapper to reach the same numbers. If we assume a SS Scrapper would have: 100 base + 100 from enhancements + 80 from Rage A Brute would need: 280*1.5 = 420 to match the Scrapper. 420-280 = 140 = 70 Fury. With stacked Rage it's: 360*1.5 = 540 540-360 = 180 = 90 Fury. Maybe the stacked Rage scenario is a little too high, but to me that's more of an issue of stacked Rage being too powerful anyway. It never should have been allowed in the first place and the devs just kind of ignored it. Personally, I say give SS to Scrappers as is and just nerf Rage to not stack. It could be changed to overwrite, which would eliminate the crash and that can be one's reward for reaching the requisite recharge.
  17. Where did you get these numbers? I'm seeing 62.56 in game. 0.8(62.56/1.2) = 41.71 1.2(41.71/0.8) = 62.56
  18. That is far from true and would be magnified with double Rage (which is common). After getting home and doing some number crunching I have changed my mind and believe that +50% for rage would be perfect. Basic low damage attack for a brute is 41.71 at lvl 50 and the same basic low damage attack on a scrapper starts at 68.82. The fury base used to compare the 2 sets is 65% meaning that with 3 level 50 damage IOs and 65% fury, scrappers and brutes put out roughly the same damage outside of crits. So single stacked Rage with 65% fury and we are looking at.... Brute: 100% base + 80% rage + 100% slotting + 130% fury for a total of 410% x 41.71 = 171 Scrapper: 100% base + 50% rage + 100% slotting for a total of 250% x 68.82 = 172 Double stacked rage with 65% fury and we are looking at.... Brute 100% base +160% rage + 100% slotting +130% fury for a total of 490% x 41.71 = 204.4 Scrapper 100% base +100% rage + 100% slotting for a total of 300% x 68.82 = 206.46 50% would ensure they push out roughly the same damage as similar brutes with even higher damage potential because of crits. Those base damage numbers don't look right. Are those from the same attack in the same powerset? You shouldn't need numbers from a specific attack anyway. You can use 0.8 for Brutes and 1.2 for Scrappers. If you do that then 80% Rage looks fine.
  19. Rage doesn't even need to be nerfed. A SS Scrapper with 100% from damage enhancements and 80% from Rage is equivalent to a Brute with the same enhancements and Rage, plus a little under 3/4ths of a Fury bar. How is that OP?
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