
BassAckwards
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yeah, when selling at the store I leave 4 of any common or uncommon salvage in personal inventory and sell the rest, this usually allows me to have most everything I need for crafting without filling up before the end of a TF. While doing this organizing I am finding that some rare salvage clearly drops more commonly than others. I have 50 Hamidon Goo for some reason 🤪 I definitely don't *need* 5 or 6 shelves of rare salvage, but the drop rates are so abysmally low relative to other salvage that I hate to put them up on the AH when I get them. This gives me time to replenish naturally as I use up some of the salvage but if I find the optimal amount of the salvage necessary to hold on to, then I would feel more confident about selling rares when I have exceeded that amount.
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Does anyone have a list of the most commonly used salvage for crafting recipes? Particularly Rare, PVP, and Very Rare? Context for why I am asking: I need to organize my base storage better. I want to have everything I could need to craft as soon as I receive a rare drop (I hate having to leave my base to use the AH). I am using 2 racks for common, 4 for uncommon, and 5 (may incorporate a 6th) for rare salvage. This allows me to divide them up (mostly) equally and sort alphabetically, but I have a few extra slots that I could store extra salvage with if there is one that is more commonly required. Any advice is greatly appreciated! I'm sure I could parse through all of the Purple recipes, etc, and look for common denominators if this hasn't already been done by someone. If I don't receive any responses, I will do so when time is available and post my findings.
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Scaling Resist Damage; how does it actually work?
BassAckwards replied to Scarlet Shocker's topic in General Discussion
It has me on a mad quest to figure out what power I can justify removing a slot from to add this on my Rad Tank. I probably don't need it after SMotT, but 3% is hard to turn down. SOLUTION: I had Weave slotted with LotG 7.5 Rech, LotG Def, and Shield Wall +Res. I swapped out LotG Def with Reactive Defenses, and it only cost me 1.2% defense. -
Scaling Resist Damage; how does it actually work?
BassAckwards replied to Scarlet Shocker's topic in General Discussion
Interesting, not bad for 1 slot then. -
Scaling Resist Damage; how does it actually work?
BassAckwards replied to Scarlet Shocker's topic in General Discussion
It grants you a small bonus to Resistance (All Dam) based on your current HP stat. You get 0% boost at full health to as much as +10% at very low health. IMO it could be hit or miss on a blaster, I think it works better on builds with more hp that can withstand some hits at lower HP. Where as on a Blaster if you are already down to 20% health, one good hit is going to take you out regardless of that extra +10% resistance possibly. This is just my opinion, but others may have examples for why its a good use case for you. https://cod.uberguy.net/html/power.html?power=boosts.crafted_reactive_defenses_f.crafted_reactive_defenses_f -
Not sure if the question in your title "How fast is fast enough?" is rhetorical, but I try to shoot for perma-hasten in all my builds when possible, but realistically, whatever amount of recharge gets you to the most efficient or highest DPS attack chain your toon has available is all you need (though I hardly ever stop there personally). Any more is really a waste or to give you some wiggle room against recharge debuffs. There are the exceptions of trying to make singular powers permanent of course (Phantom Army for example). Interesting table with the best case scenarios for sure!
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It sounds to me like you may enjoy a different build more. Forcefields is really good at 1 thing, boosting defense of your allies, while adding in a little crowd control with KD, repel, and some minor-ish resistance debuffs. It won't add much offensively as you have found, it is purely survival buffs, but that is a trade-off in my opinion for the forcefield player also benefiting from some of these defensive buffs + PFF. Most sets only get very minor buffs that can apply to themselves. I keep trying to convince myself to make one but every time I draw one up on mids I just get a "meh" feeling. Some people love bubbles! It's good for shooting some quick bubble buffs on allies and then you are free to start blasting enemies. Very low maintenance in that regard. You might enjoy Cold Domination if you are wanting a defensive set. It will still give your teammates great defense buffs while giving you a more active role offensively with something other than your blast set.
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They all do the same base damage, so I'm not exactly sure what you mean by this? Sure, but using these powers against only a couple of hard targets isn't really their purpose is it? At a fixed 90 sec recharge I would hardly say these powers are part of my attack chain. They are situational. If you have 1 boss left in a mob and Pyronic is available to use, but you know 30 seconds from now you will be on a new group of 24 mobs, are you going to use pyronic on that one boss because it's available or are you going to save it for the next mob group? But sure, if you are fighting the last AV and no other mobs will show up, Pyronic would be great attack because of its fast activation and its higher crit chance, but again, that's not really the purpose of these attacks. Sure, if you are never going to fight more than 24 enemies (or are actively trying not to) at a time, I would agree pyronic is better because it has a higher chance to crit. However, as soon as you come across more than that Ion is the clear winner. If you think of all the enemies in a mob as one enemy with a big hit point pool, when you can hit 40 of them vs 24, you are doing way more damage than Pyro ever could. Again, ST DPS isn't the point of these powers. I don't use my Blaster T9 for ST DPS, I could, but that's not it's intended purpose.
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I agree, the secondary effects are nice. I still think Cryonic could use a little uplift, maybe a wider cone for example. I would welcome your viewpoint if you care to elaborate.
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Okay, now that is a really cool use case for Cryonic, does it 1-shot the fires?
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Like I said above from a pure damage/meta/numbers perspective, Ion out performs by a lot. Though I would concede that as far as "balance" they are all probably fine where they sit (for 90% of content). I was mainly trying to drive home the point to OP that Ion does not need any help. To an individual enemy, yes 428.36 points of damage. But when you take into consideration the target cap difference for example Pyronic Radial, Ion Core does 3,426 more damage. That is ignoring the fact that Ion Core has a chance to crit @40 targets unlike Pyronic Radial. Agreed, big advantage for them. I think they should animate faster than Ion. Yes, but vorpal is a cone (and although it is a healthy cone) the chain is more likely to saturate. This isn't even taking into consideration the target cap differences of the judgements that can crit. Vorpal Core only hits 30. Pyronic Core only 24. Again from a pure damage perspective nobody is talking about the non-crit branches. Ion really outshines all other Core Judgements. I can't speak for everyone else, but for me a lot, I like to run KM ITF. But sure, for some people the target cap may be overkill. Like I said earlier, I was really just trying to drive home the point that Ion doesn't need any help to OP and we should really be looking for ways to make the other judgments more enticing. I can't remember the last time I saw someone with cryonic.
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That I wasn’t aware of, but explains some of the quirks I have noticed that I was attributing to chains just being weird. Good info!