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MirrorDarkly

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Everything posted by MirrorDarkly

  1. I agree Regen is held back by far to many of its powers being weaker versions of what other sets get or balanced for a game that no longer exists. My first stab at fixing it would be: Fast Healing Compare it to Temperature Protection to see how bad this is. Increase its regeneration and add slow protection. Reconstruction Is now just a worse version of Healing Flames. Add a heal over time for 20 seconds after the main heal plus 60 seconds of additional regeneration resistance (more for theme than anything else). Quick Recovery Replace this with Durability from the Sentinel. Integration Make all 150% of the regeneration bonus enchantable. Instant Healing Reduce the duration and recharge by half. Add an absorb shield when activated. Revive Needs something.... maybe port over the Sentinel version, idk?
  2. Yes I do agree... but the lack of debuff protection really stuck out to me considering all the hits it takes.
  3. Yes under gama-boost, along with 86.5% Resistance (Endurance, Recovery). https://cod.uberguy.net/html/power.html?power=tanker_defense.radiation_armor.gamma_boost&at=tanker
  4. Yes, regen (and some other sets) gets some: https://cod.uberguy.net/html/power.html?power=scrapper_defense.regeneration.fast_healing&at=scrapper But not a lot, also I don't think it applies to self healing such as reconstruction. Edit: And Regen actually has very poor +regeneration outside of Instant Healing*, ironically enough, so I would argue resistance to heal debuffs might be more important than resistance to regen debuffs. *Not Sentinels
  5. So one things I've noticed is that compared to most other defensive sets Regeneration gets almost no resistance to debuffs. Compare it to SR which gets almost complete immunity to defense reduction and 40% resistance to slows for good measure. Or Invulnerability which gets defense, slow, endurance and recovery resistances, etc... Shouldn't, at minimum, Regeneration be as resistant to Regen/Heal debuffs as SR is to defense reduction since if anything Regen is more dependent on returning health than SR is on avoiding attacks (SR getting its scaling damage resistance as your health drops)? And really more like a resist set because, just like them, they will be hit by a lot of debuffs SR or another defense set would avoid? You could point to Willpower as another heal based set that doesn't get much debuff protection but again I ask, is there a reason for that? It's not like either set makes for the hardest to kill character possible or like adds *anything* to your offense. Unlike say Rad which gets; really good damage resistance (can be raised to at or near cap for most damage types), self healing, lots of absorb, (the effectiveness of both being increased by the aforementioned high damage resistance), easy endurance management, + Recharge, + damage, and an extra AoE attack for good measure. And yes I know I could just use Rad armor, but this is more about trying to understand how the sets are balanced and why they are/were considered roughly equal by the developers.
  6. MirrorDarkly

    Dark Dark

    For those who like Cloak of Fear do you run it and Death Shroud at the same time? It's always seemed to me that the pulsing damage would largely negate the effectiveness of the fear.
  7. I really appreciate the focus on how this plays leveling up and I'm almost certainly going to give it a try. Also what are your thoughts on trying to squeeze tactics in (perhaps in place of fighting)? I keep coming back to the thought of the build up proc with 4 pets to trigger it....
  8. Thanks. I will play around with getting some more stealth and try again.
  9. Can someone help me understand how why I can't get shinobi-iri's crit buff to work? I created a baby Ma/Nin scrapper. Took shinobi-iri at lv6, wait to go into stealth mode, move in and attack with either Storm Kick or Boxing.... and so far I have not had a single crit from stealth. If I understand how this power works storm kick should have a 75-80% chance to crit from stealth and boxing a 70%. I've tried rushing in to attack as well as "readying" the attack from outside of range and edging in to have it go off as far away as possible (incase I was getting to close they were seeing me before the attack) and so far I've seen about 0 out of 30+ attacks criting from stealth.
  10. I love Snow Storm and agree it's lacking at higher levels. That said Storm as a whole brings the pain now and I cannot imagine what it would be like if -regn got added to it as well.
  11. Corruptor can crit? I thought there thing was scourge.
  12. I don't understand your point. If you are losing damage from this change it means that you are at or very near the damage cap. Adding more +damage would not help because it would just push you even more above the cap. If anything it should validate your choice to make a more balanced brute as you are now closer to reaching maximum possible damage without changing a thing.
  13. I would like to see this issue examined by the dev's. To me the biggest thing is that some sets like Time massively buff there users defenses on top of everything else they do. Then you have sets like force field that do far less then, and don't allow the user to benefit from most of it. I guess I just don't see any rime or reason as to why some sets buff everyone and others exclude the user so heavely.
  14. This does appear to be the case. When I got hit my henchmen protected me from 22.86 damage and each of the four demons took 5.71 damage. So it's after the MM's resistance ignoring the henchmen's.
  15. Thanks. I agree with the share part and I have always assumed the damage was split after your resistance and bypassed the henchmens. But it occured to me that I don't have any justification for thinking it works that way and the article doesn't say anything about how resistance is applied so I figured I'd see if anyone has tested it. Edit: I'll see of I can test when I get off work later tonight of no one has.
  16. Does anyone know how resistance is applied to the damage split by bodyguard? For example let's say my MM has two pets nearby and is hit for 100 points of raw damage. Let's also say she has 25% resistance to that type of damage and her pets each have 50% resistance. Is the damage split then resistance applied so she would take 37.5 damage ((100/2) * .75) and each pet takes 12.5 ((100/4) * .5) or does something else happen?
  17. How hard would it be to give tankers a toggle? On, nothing changes: keep the res debuff, old damage scales, range, hit caps, etc. Toggle off you get the new updates.
  18. Thanks for looking, at least I know I've not gone crazy or blind!
  19. I have to be honest that seems like a very bad ability. As soon as everyone is hit capped it will essentially be meaningless unless you happened to be teamed with another ranged character that both has a Snipe and does not have enough extra accuracy to get the full insta-snipe damage bonus. Upping the damage scale to compensate just makes them blaster clones that trade some damage for survival. Now if you could tie extra accuracy into something that would be useful to them and the whole team that would be awesome. Like maybe an aura that ups accuracy and gives single target attacks a %chance to do an extra tick of damage that scales by how much over the accuracy cap you are. Edit: And to keep the damage from getting crazy in large teams the Sental could have a different % chance or base damage value or even both then everyone else. So they could get an extra tick of (X * hit chance) damage 30% of the time and everyone else within range gets (Y * hit chance) damage 10% of the time and pets might only have a 5% chance or whatever.
  20. These are awesome! Woild you mind telling me path to the sonic blast files in CoH? I've been hunting through the various ones labeled sounds and so far I have not come across them.
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