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Obus Form

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Everything posted by Obus Form

  1. I'm specifically asking as it relates to Brute tanking because SR currently doesn't compare to other tanking sets for Brutes. Of course it applies to Scrappers/Tanks. And the problem with the SR set is something I would like fixed per GM Miss' "What would you like to see changed?" question.
  2. Empirically tested by listening to the AOE Quills “squish” and O_O watching the Combat Attributes Regeneration Rate and Endurance Consumption (looking for a decrease): Superior Unrelenting Fury (+regen/+end discount): The text: approximately 7ppm, stacks up to 5 times. I am going to separate between the Regen portion and the End Discount because The +Regen seems to last exactly 2 seconds The +End Discount I can’t tell how long the buff lasts because once I reach 5 stacks of discount, the end discount remains there Regen: It procs/checks to proc not every 10 seconds. I generalize to “not every 10 seconds” because it’s not exactly every 2 second of Quills AOE damage, but neither is it steadily ever 4 seconds, or 6 I conjecture each 1 stack of the 5 stacks is on a separate 10 second check because every 10 seconds I see exactly 3 stacks of regen occur, then 2 stacks, then 2 stacks. This behavior is periodic on a 10 second (every 5 “squish” sounds) interval. Oddly, there is always at least 1 stack of +Regen End Discount: It procs/checks exactly every 10 seconds. Every 5th sound of “squish” I see Endurance Consumption decrease by X amount. However, the Endurance Discount stays at the maximum 5 stacks, unlike +Regen, which lasts exactly 2 seconds (1 “squish” sound). Quills: I removed the proc from Quills and ran a farm but Quills still shows a stack number beside it, which I conjecture shows the # of mobs it has aggro’d because it always maxes at 11, and the in-game description indicates 10 mobs can be aggro’d by Quills. Death Shroud AOE damage, on the other hand, does not show any numbers/stacks regardless if it has a Brute ATO proc IO or not, or if it’s hitting enemies or not. I haven’t tested the +7 Fury because I don’t know where to see that “buff” in Combat Attributes? If anyone knows, let me know and I'll happily test it out.
  3. 100% each good purple (PBAOE and targeted AOE and melee) and rare PVP ios were 2 billion each on Freedom server by the time Freemium play waa available
  4. Below are some possible ideas to give SR "resist" given the theme/name of SR. There may be ways to scale its toughness so that the player has more of a reaction time: STAGGERED DAMAGE: This would be a brand new mechanic, and/or something similar to the Pain Domination power where the caster hurts himself in the future (delayed onset future damage). Could flavour name it "Drunken Brawler" that allows "all damage bigger than 35% of your max HP to be dealt over 4 seconds" thus preventing SR from getting one-shot by a lucky shot AND guaranteeing the player use from scaling-resist by losing HP over 4 seconds AND allowing for reaction time/counter play to the incoming damage that innate resists would allow. You could make this power a click active to reward good counterplay (if you choose to make SR a high risk/high reward set), or passive (to allow for more reaction time). You could even use it as a "Heal" where after you click you get a buff "for the next 60 seconds, all damage taken is staggered over 4 seconds), and make it on a 90 or 120 seconds CD. This way high recharge builds always have at least one stack of this buff (and cap this buff at 1 stack maximum regardless). Averaging 2100+ HP on a brute that does not have innate %HP boosters in its power set (like willpower), 35% would be about 700 damage, which is about how much energy I take on my brute at 45% energy resist from one big attack by Seige (anecdotal experience, not empirical). The 35% also allows such that many sources of BIG damage taken at once will still kill you quick (a gigantic DOT over 4 seconds). DEFENCE/HP--> RESISTS or ABSORB To reward a lot of HP or lots of defence, and without needing to develop a new set of calculations like staggered damage, the SR set can directly convert % of defence or % of max HP (whatever number or ratio desired) into direct resist across the board except psy (flavour because super reflexes don't help against psychic type damage). "You move so fast that some of the damage hitting you hits you really lightly". You could, instead of direct conversion to resist, convert it to an absorb shield that grows (up to a cap) with every dodge you do and starts at max when you cast the buff or toggle. Flavour it "Learning through doing. As you fight you learn your opponents moves and can even parry some shots" where parry means you take less damage or have an absorb shield. This way, successive lucky shots still kill you but yo have effectively a huge HP bar that replenish itself by dodging incoming attacks, which is effectively the same as willpower HP regen that scales to the amount of HP you have, and scales to the number of mobs surrounding you. Thoughts?
  5. Yeah you're right, I remember that happening, which is why it seemed odd that the Quills showed a change in stacks faster than once per 10 seconds.
  6. That's interesting. I'll try out some empirical testing tonight. From what I gather, the only source of undulating End Discount is from this Brute ATO proc. All other IOs and powers that give End Discount last forever or a long time. If I understand my own anecdotal exp correctly, what I'm noticing was that the +End Discount would proc from mob #1, then if I jumped to mob #2, the Quills icon (I slotted into Quills) would show "2" even if it was less than 10 seconds (closer to 2-3 seconds) from Mob #1. I noticed that moving from Mob #1 to #2 to #3 gave me "3" stack of Quills icon even if all 3 were sequentially tagged in less than 10 seconds, and all aggrod via sequential "waves of Quills" AOE damage. My combat log, as yours, only mentioned it every 10 seconds, but my experience leads me to believe the actual proc occurs more often than the combat log shows? Will test more/again tonight and post Edit: I remember reading somewhere that damage auras do damage in either 2 or 2.5 second intervals. So hitting a "3" stack sequentially implies 2 or 2.5 second proc checks.
  7. Specifically, I'm referring to iTrials since everyone, even blasters, can tank (via softcapped S/L) non iTrial content: The ideal situation for the SR armor set to actualize it's resists is to take small amounts of consistent damage (like eating machine gun damage from Council guns in a slow but gradual mamner) that allow the resist to build up until maximized. But in iTrials, especially when grabbing aggro from AVs, the idea of having low resist will mean you will dodge 90% of all hits, but the one or two hits that get through your defence might totally kill/almost kill/bring you to 1/2 HP, specifically because SR scaling resists come into play after you've taken damage, not before. As a brute who has aggro in iTrials, running around with 1/2 HP while holding aggro presents a risk that, should another set of damage get through your defence, you might die, thus exposing your squish team. The iTrials random AOE damage that's also unavoidable and tons of adds spawning doesn't help either. With all the fire thrown at you, the fact that you can't lose aggro easily (cause you're a brute), not having layered defences already available (defence + pre-existing resist + regen or self heal) makes the SR set riskier to play than any other set that has already existing resists such as Invincibility, Dark Armour, Energy Aura, etc. Separately, almost every archetype, with IOs, can reach soft cap (to only S/L, or all positions, or all damage types except psy, or some variant of this) to non iTrials content. When VEATs can by themselves reach all 3 positional softcaps for iTrials (I believe it's 59%) without click buffs, and have existing resists that don't require missing HP, reaching the soft cap is now a normal standard and no longer a bench mark of success. Sadly, SR seemed originally designed with the intent of reaching soft cap being it's selling point. The addition of resists scaling as your health got lower was added in later to bring it up to par with resist-based sets, but it never mitigated the risks quite like it's resist based brethren
  8. A paper tank = a tank that would fold/die if it took AV damage at the level of iTrials. Super reflexes has no resists or heals, thus "paper" thin.
  9. Totally agree. Having been one of those that bought inf off websites, etc, and where prices on live skyrocketed from 100million per purple IO (back when ITF was just released) to eventually reach 2 billion per purple, HC has pretty much solved inflation and prevented anyone cornering the market because of its: 1) converters system allowing all IOs to be available 2) seeding the market 3) pooling all of the same IOs together in one pool (crafted, attuned, etc) Also, with the plethora of information available on the forums, it is up to the individual player to take the initiative and drive themselves to COH financial success
  10. It would seem, the proc is firing/checking a lot more often than every 10 seconds (whatever "a lot" means) in that 5 second window?
  11. Can you attach your mids build? Also, at level 50 and with IOs you should have no problem hitting the def soft cap 45% for all damage types except psy. In iTrials you'll need to focus on your resists more than defence because defence buffs are usually plentiful while resist buffs aren't, and because def soft cap is 59% for itrials, which renders some of the Energy Aura set (the defence parts) not as useful as resist-based armour like Electric Armour. If you're still leveling to 50. Give it time. Outside of iTrials, Energy Aura makes you neigh invincible except versus psy damage
  12. Obus Form

    TW/?

    TW ideally functions best without interruption of casting other powers due to 1) momentum (you don't want to waste your moment-of-momentum to cast a heal or other power unless required) and 2) weapon redraw Also, high recharge really helps your attack chain. I think WP works great because it's so passive that you only focus on doing damage and positioning to maximize your momentum-ing
  13. About the aura testing for both Brute proc every 10 seconds: I find this untrue, without direct empirical testing, because my fury gets the +5 fury jump every 5 seconds when slotted into my AOE damage aura Death Shroud. And my +regen/end discount also procs either every "aoe wave" or every 5 seconds in my AOE damage aura Quills.
  14. Granite armor aside, you'll need to be okay with the play style requirement of Rooted to root you and that you have to be ON THE GROUND to have mez protection. Although it can fixed with a simple macro swapping between Rooted and your travel power, it still plays oddly when you need to jump and represents a risk when you need to move/jump. If you're okay with it, you can make stone armour work (again granite aside), even if the armor works oddly by missing resists or defence for things here/there. Edit: spelling. Also, the huge psy hole makes it non viable in iTrials based on Psy damage (MoM trial). Possible solution is you could bring a tray of 20 oranges (20 minutes) to get medium-low psy resist, make a second build specifically for Psy tanking that slots the 6% psy resist IO in every resist power, and with barrier popping randomly...nobody will know your weakness 😉✋ Edit 2: Psy damage resist can reach about 50% ish through: - 5 x 6% resist IO - the Melee resist passive 15% resist in Hybrid - one full 6-slotted set of purples IOs in one of your attacks.
  15. Damage aura is best. Brutes have two ATO procs that ideally should be in aoe attacks (footstomp) or damage auras
  16. I agree with the majority of posters above that brutes are neither under nor overpowered, and have a well defined role and harmonious mixture of Damage/Survivability between Scrapper <--> Brute <--> Tanker despite its original design of existing in a world without direct teaming with, and thus direct comparison to, scrappers and tanks. That being said, and as per above posters, the Brute power sets that are underperforming are underperforming for scrappers and tanks as well. I'm specifically thinking of - Stone Armor (where mez mitigation forces you to be rooted, and the set itself is a random mixture of defences/resists) - Regen (Moment of Glory or bust) - Stone Melee (the PBAOE taking 3.3 seconds to cast is a bit long) - Cold Armor (virtually no enemies/TFs/iTrials use cold damage, and because -recharge and slow are virtually useless in end-game TFs and iTrials) - Super Reflexes (a paper tank that, while thematically it makes sense for this game, is impractical in high-end TFs and iTrials) It is only my personal preference that I find Dark Armour to be the strongest and most well-rounded armor set in the game: - It is just enough defence to hit S/L 45% def soft cap - Enough resist to "tank" everything except direct energy damage in iTrials - Can even give -hit to nearby enemies - Most powerful self-affecting click-heal in the game Regarding end-game iTrial tanking, because the majority of damage is Energy damage, I find other armor sets (namely radiation armor hitting 90% Energy resist without team buffs) superior to Dark Armor. It is only my conjecture that, if it weren't for the prevalence of pure Energy damage in iTrials, Dark Armor's performance would be slightly over powered since it doesn't have a Psy damage hole and has its heavy endurance requirement now partially or wholly mitigated with IOs, and incarnate powers, both of which were not in existence during the creation of Dark Armour. I'm not asking for a Dark Armour nerf, and I say this because all my main Brutes use Dark Armor. Having tried my hand at other armor sets (and spending hundreds/thousands of hours tinkering in Mids since Mids launch and with limitless access to infamy/influence), I find most do not perform as well in the well-rounded manner (not jack-of-all-trades, but sometimes queen or king-of-all-trades) as Dark Armor. If the next level of iTrials were based on negative energy damage (Dark Astoria??) or psy damage (Mother iTrial), I think Dark Armour would be the #1 performing armor set.
  17. This is my build on LIVE/HC. It meets all goals you asked: - 45.02 S/L defence - 147.5% global recharge with perma hasten (3-slotted Hasten, but you can 2-slot hasten and +5 the IOs) without using Agility Alpha (uses Musculature) - 81.2% S/L resist, 44.4% Energy resist, 51.5% Psi resist - 0 endurance issues at all (Recovery 4.22 running Musculature Alpha and thanks to +regen/+end discount IO slotted into Death Shroud) - 90-95% fury at all times thanks to Fury Bonus IO slotted in Quills - You can even +5 the Ripper and Throw Spines attack purples to get extra damage - A single mob heals you for 59% of your HP, on a 9.3 second CD - You have 1 power and 1 slot to play with. 1-slot from Hasten can move anywhere, Cloak of Fear or even Taunt (but I think you need taunt sometimes) can be replaced with Rez or something else. Cons: - 44.4% Energy Resist is not enough to tank AV Pulls in iTrials (so buff up using Barrier first, or eat Orange candy). Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Technology Brute Primary Power Set: Spines Secondary Power Set: Dark Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Lunge -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg(11), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(13), Hct-Dam%(50) Level 1: Dark Embrace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), StdPrt-ResDam/Def+(25) Level 2: Death Shroud -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(5), SprUnrFur-Dmg/Rchg(5), SprUnrFur-Acc/Dmg(7) Level 4: Murky Cloud -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(17) Level 6: Super Speed -- BlsoftheZ-ResKB(A) Level 8: Spine Burst -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg(39), Erd-%Dam(48) Level 10: Obsidian Shield -- GldArm-3defTpProc(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), RedFrt-Def(29), RedFrt-Def/EndRdx(31), ShlWal-ResDam/Re TP(50) Level 14: Kick -- Empty(A) Level 16: Dark Regeneration -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(34), Prv-Heal/Rchg(36), Prv-EndRdx/Rchg(36), Prv-Heal/EndRdx(36), Prv-Heal(37) Level 18: Quills -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(21), SprBrtFur-Dmg/Rchg(21), SprBrtFur-Acc/Dmg(23) Level 20: Cloak of Darkness -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-EndRdx/Rchg(33), Rct-Def/EndRdx(34), Rct-Def(34) Level 22: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(29) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(31), RedFrt-Def/EndRdx(31) Level 26: Ripper -- Arm-Dmg/EndRdx(A), Arm-Dmg(39), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dam%(42) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(45), RedFrt-Def/EndRdx(45) Level 30: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit(46), GssSynFr--ToHit/EndRdx(46) Level 32: Throw Spines -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(43), Rgn-Acc/Dmg/Rchg(43), Rgn-Dmg/Rchg(43), Rgn-Dmg(45), PstBls-Dam%(48) Level 35: Superior Conditioning -- PrfShf-EndMod(A) Level 38: Cloak of Fear -- DarWtcDsp-ToHitDeb/EndRdx(A) Level 41: Physical Perfection -- PrfShf-EndMod(A) Level 44: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-EndRdx(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(9) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 0: Marshal Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 50: Musculature Radial Paragon Level 50: Degenerative Radial Flawless Interface Level 50: Ion Core Final Judgement Level 50: Longbow Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1559;716;1432;HEX;| |78DA6594594F135114C7EFB453B0A52BA596B24A8582145A0A685C6354964421C16| |8DC5E9A06AEA5B1B6CD141379F41B289A98284B555079F199F80D3471F9007E0037| |16B7A84FF5CC9C3FB4B1934E7E67FE73D67BEF74FCE690FDC5E8ADE342A939954EE| 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  18. Thanks for sharing your build and testing it out for the community! Question: hurricane isn't used as mentioned above. But if it was, why doesn't anyone slot force feedback recharge into it?
  19. My disappointment is immeasurable, my day is ruined.
  20. Is there a keybind or macro we can use to quickly open up winter packs?
  21. And here I thought my Online Dating couldn't get better @tinygodzilla is my handle. Hit me up 😉
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