Jump to content

Glacier Peak

Members
  • Posts

    4595
  • Joined

  • Last visited

  • Days Won

    18

Posts posted by Glacier Peak

  1. My favorites so far...

    Chronic Pain & Empirical are healers, pretty fun to play in PvP.

    Riot Control, Hazardeath, and Fire Guard are farmers that I love playing (though Riot is no longer in the rotation).

    Pomerium is a character I keep in Cimerora to play through that content or rerun Imperious.

    Glacier Peak is my main and badge collecting character. 

     

    1746232261_CharacterCollage.thumb.jpg.d616972594b301a03ab375c295238167.jpg

    • Like 3
  2. 1 hour ago, macskull said:

    It is extremely hard to guarantee a 5% chance for another player to hit you - you likely couldn't get your defenses high enough, and accuracy is applied after the 5% clamp. If the enemy player had no acc slotted, no acc bonuses, and no sources of tohit, and you had 45% defense, your opponent would have a 5% chance to hit you. That being said, in order to actually get to 45% defense in PvP you'd need to have 77% defense in PvE because of diminishing returns. This is pretty much unattainable without either outside buffs or being in Elude, Overload, Retsu, or whatever other defense-based T9 you could be running. So here's where we are so far:

    • You need 77% defense pre-DR to get to 45% defense in PvP.
    • 45% is only a magic number if your opponent has no accuracy slotted in their attacks, no global acc bonus, and no sources of tohit.

    So let's figure out accuracy and tohit and how that'll work into the equation, but this discussion is going to be hypothetical since there are a myriad of ways powers can be slotted, some powers have a higher base accuracy, etc. We'll start with tohit, and we'll assume that the attacker is a Blaster running ED-capped Tactics (10% base, enhanced to about 16%) and a Kismet IO (6%). That's a total of about 22% tohit, which after factoring in diminishing returns gives us about 16%. With that 16% extra tohit you now need 61% defense (45+16) to keep your attacker's chance to hit at 5%. Not bad, right? Well.. to hit 61% defense after diminishing returns you'd need roughly 245% defense pre-DR, which is possible but you'd need a team of buffers or several T4 purple inspirations to get there. "But that's above the hard cap," you're saying, and you're right, but the game continues to calculate values past the hard cap and applies DR to that value. So here's where we are with some tohit in the mix:

    • If your target has 16% tohit after DR, you need to add an extra 16% defense on top of the 45% you already have.
    • In order to get there, you'd need to go to extreme lengths so it isn't practical for anything other than a minute or two here or there.

    Now we'll move on to accuracy. The PvP formula for chance to hit is this:

    
    HitChance = Clamp( AccMods × (1 - TargetElusivity) × Clamp( BaseHitChance + ToHitMods – DefMods ) )

    where

    
    AccMods  =  the power's inherent Accuracy  ×  (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses)

    As an SR character you get 10% elusivity in your defense toggles (but no extra in Elude). We will assume, for our purposes here, that your attacker has slotted 66% acc into their attacks and has 50% global acc bonus. I picked those numbers as reasonable guesses because most PvP-centric builds will build for enough acc to get 95% hit rolls against a ranged AT with a small amount of defense, and those acc numbers will make that happen. With that combination of tohit, acc slotting, and global acc bonus, your attacker will end up with a 9.72% chance to hit you. If you decided that you couldn't make 61% defense and stuck it out with 45%, your attacker would have a 40.82% chance to hit you.

    Mac, thank you for all of this. I did not know that DR affected defense so much. I remember seeing a scaling table for defense on the PvP Discord, along with other values, but I am just surprised when you lay out the math like that. And I did not realize accuracy was applied AFTER the 5% clamp, wow! Makes so much more sense with the transition from PvE to PvP - defense centric characters get hit much more in PvP than the latter.

  3. 9 hours ago, macskull said:

    EA already outperforms SR because it gets almost as much defense, some decent resistance right out of the gate, and Overload gives extra elusivity (it is the only t9 that does this).

     

    EDIT: There's also a balance aspect to defense in PvP, and between elusivity and diminishing returns I don't think it's in a terrible spot. Elusivity values could probably use a bit of tweaking - they're currently at 10% and I think they were originally at 20% or 30% when I13 dropped and it made defense-based builds way too good. You can't just have so much defense that you completely floor your opponent's chance to hit because at that point you're basically unkillable, but anything less feels weak to the player with the defense-based build.

    With Brute hard capped defense being around 225% (both situational and typed)  - at what point will the game guarantee that only a 5% chance to-hit will occur? I know 45% seems to work well in PvE. With Elusivity in PvP, and on a defense focused SR Brute, that cap isn't terribly hard to attain - assuming no debuffs in play from another player, what is that magic number to only allow them a 5% chance to hit you?

  4. 1 hour ago, Menelruin said:

    They had some ideas for a riot suppression rifle that would have worked well.  Mostly took the various specialty grenades, like you said.  

     

    Munitions

    You possess a highly tactical rifle designed for riot suppression and crowd control, possessing a variety of functions and special payloads.

     

    TrickArrow Immobilize.png - Electrified Net Launcher: Reworked version of 'Electrified Net Arrow' from Trick Archery

     

    MunitionsMastery CryoFreezeRay.png - Cryo Freeze Ray: Taken from Munitions Mastery.

     

    ArachnosSoldier WideAreaWebGrenade.png - Wide Area Web Grenade: Taken from Arachnos Solider.

     

    Temporary FlashbangGrenades.png - Flashbang Grenade: Taken from PPD SWAT.

     

    MunitionsMastery SleepGrenade.png - Sleep Grenade: Taken from Munitions Mastery.

     

    AssaultWeapons ShotgunBeanbag.png - Rubber Bullets: Reworked version of 'Heavy Burst' from Arachnos Soldier. This power is a low smashing DoT cone with a disorient effect.

     

    IceManipulation Shiver.png - N2 Cannon: Taken from Crey Scientists

     

    Temporary TearGas.png Tear Gas: Taken from PPD SWAT.

     

    Gadgets Turret.png - Gun Drone: Taken from Devices.

     

     

    This would be a perfect reason for me to reroll my brute "Riot Control"!

    • Like 1
  5. 14 hours ago, Hero_of_Light said:

    I don't see a 'in pvp' option on the vote 😞 [answer= def is crap in pvp]

     

    In PvE I think it's fine as is, unless incarnate abilities are used, but that's everything and not just def.

     

    I like the idea but I feel like incarnate abilities should maybe offer scaled benifits when not doing incarnate stuff.

    Can you elaborate on your "def is crap in pvp" statement for me? I am not disagreeing with you, and I know that damage output is king in pvp, but what makes defense crap for pvp?

  6. He is actually located in St. Martial inside an unmarked warehouse (coordinates, -185, -275, 1652). I believe he should also be reached via cellphone.

     

    Edit: Access to this warehouse is predicated on whether you have unlocked him via the "Inside Information - Praetoria's Hidden Treasure" Tip mission.

  7. 8 hours ago, Zeraphia said:

    So here is what I've found works best overall even though it does stink, it takes awhile, but the badge is obtainable via this method and I started with less than 3,000,000 damage taken total before beginning this.

     

    So, I began my badge for the "Confined" 12 hours of Mez, but I realized that the Sapper does a decent amount of damage by itself. After learning this, I decided to make a "Pocket Empath" that had a fully loaded up heal and decent recharge. 

     

    What I noticed was that you can have exactly 3 blue-level Sappers with rest on hitting you while the Empath spams you with "Heal Other" and just never die, and this amounts to about 500 damage/sec overall. It takes days, but this is the method I've found that works to get you both the mez badge and the damage taken badge in a decent timeframe. Of course you detoggle all toggles and have the Empath SS + Stealth IO to be undetectable. Use Brawl to get the Sappers to chase you into a mob of 3 of them, and "enjoy the ride" with your Empath spamming Heal Other on auto. I can say this method is probably the safest for even squishier ATs to get the badge without dying, although of course it will require you to dualbox an Empath.

     

    I started on Saturday and I received the badge a few hours ago.

    @Zeraphia Great two birds one stone method! If my math checks out, you averaged around 800k an hour. 

     

    The best damage taken I have managed, using the method of resting in a double fire spawn at the building on fire in Mercy Island and getting healed by two fully IO'd/Incarnated Lvl. 50 healers with single target heal on auto, was 2.1 million an hour. 

     

    Edit: ...and in the process both received Empath!

  8. Add additional unique zone events. 

     

    Make the casino in St. Martial a chill meeting place with unique npcs hanging around. Make it also the place where you get a day job for bonus reward merits when you log out. Something like "Gambler"

     

    Add a Siren's Call-esque Bounty System in Grandville (opt-in). Might give the feel of a villain being number 1 and always having challengers (afro samurai!).

     

    I would be happy with Grandville getting graphical optimized too. 

     

    Add sharks to the surrounding isle's water. Something Captain Mako related, plus backstory/lore.

     

    Villain Epic Pool Powers get a fifth power,  Summon their actual patron. 

     

    Add/finish moon base / rocket pad. Make it in to pvp zone where shivans & battalion and players fight to control entire alignment buffs/debuffs a la other pvp zones. Heroes win, every hero in every zone gets a temp increase in something power, same for villains, rogues, vigilantes, maybe praetorians? Add a setting which allows players to turn off that buff/ reject if they're RPing or something. Perhaps add a negative version to opposite or losing faction if that is fair. 

    • Like 2
  9. On 5/26/2020 at 8:33 PM, AboveTheChemist said:

    You should be able to convert those crafted Winter's Gifts, they count as Rare in the converter.

     

    Too bad you can't make peppermint ice cream out of candy canes.

    Chic fila Peppermint Milkshake!

     

    • Thanks 1
  10. 6 hours ago, Voltor said:

    make another alt and get em all again!

     

    Only this time with notes taken from the previous alts badge runs I can streamline the process a bit

    It's funny, but I found that when I went through content on my badger, I wasn't really paying attention to or enjoying the storylines in the game. Surprisingly to me, I really just focused on getting that BADGE EARNED pop up.

     

    So I rolled a new alt the other day and it's actually nice being able to play through the game without thinking about how many more defeats I need or whether I passed by a history plaque and forgot to click it.

    • Like 3
  11. I'd like to see a consolidated forum section dedicated to farming as well. Right now all of the excellent player tips and resources for farming are scattered, aside from the ones in the Guides section. I think the topic is brought up enough to warrant at least a look by the volunteer Homecoming team. 

  12. On 5/22/2020 at 11:03 PM, Errants said:

    Also, with sufficient defenses/int reduction, you can POP Rest while IN the fires of Mercy... But, you'll need the regen to back it up (59dmg tics). I'm currently just standing in the flames for tics of 10... Might have to find a better method for damage.

    There's a spot I found on one of the bottom sides of that building where the fire patches overlap and you take twice as much damage. When I do the damage taken badge farm, I put two of my healers on auto cast single target heal to assist me. They have both far surpassed the requirements for Empath doing so. The damage just about comes close to the maximum amount that I can take without dying, I believe my math told me it was about ~2 million an hour. 

  13. Defeat Badges

    Shadow Stomper - Defeat 100 Nictus Shadow Crystals

    Chart Topper - Defeat the most number of any villain group in a day, week, month (tracked via the in-game 'Paragon City Community Information system)

     

    Time Spent in Zones Badges

    Spend 1 hour in specific zones, much like the Hollows, Shadow Shard, and PvP zones have time spent badges. Expanded as necessary to encompass as many zones as possible. Encourages players to visit zones that may not see a lot of activity.

     

    Other

    Stationary - Stay logged in, but do not move your character for one hour.

    Fidgets - Stay logged in, and do not stop moving for one hour.

     

     

     

×
×
  • Create New...