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Doomguide2005

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Posts posted by Doomguide2005

  1. Okay I know Blaster sustains are good, but I have a tough time imagining (which is all I can do atm) you need almost zero endred in your attacks.  Attacks are the number one source of endurance consumption on any character and not by just a small amount typically.  Is it so good he doesn't need any?

  2. 5 minutes ago, Rudra said:

    The way you can test that is by playing a character that gets one or the other (but not both unless you can separately boost one to 100% and leave the other fairly weak) and going up against enemies that debuff endurance, followed by ones that debuff recovery, and then ones that debuff both. If you can get your resistance to 100% for either, but not both, you can watch your character's endurance bar to see that the two debuffs are not resisted by the same resists.

          Yep only when I started (briefly) to look for such powers i couldn't find any.  Most/often seems to do both.  Often one is 100% chance and the other 30% or both are 100% chance.  Anyway I'll probably run around on either my Elec/Fire blaster or my Emp/Elec and burn a few Power Analyzers.

         So for now off to tilt at some windmills.

  3. 3 hours ago, Rudra said:

    Yes, there is a difference. An endurance debuff directly affects your endurance pool. A recovery debuff affects your ability to build that pool back up. For instance, the Malta Sapper can completely bottom out your endurance pool, but does not affect your ability to recover endurance. If you have 100% endurance debuff resistance though, then he can't even do that to you. A Hamidon blue mito's blast however can reduce both your existing endurance pool and your recovery. So if you have endurance debuff resistance but not recovery resistance, then you may keep your endurance pool, but you won't build it back up as you use it. They are very different status protections.

         Yeah that i get.  But how do you know they aren't resisted by the same resistance value.  If I put Endmod in SC's attack it buffs both the -end and the -recovery of the power, not just one or the other.  Unfortunately I don't think any values show in the combat logs saying SC took so much end and put so much recovery debuff on the target (but I haven't really looked for that specifically either, at least my memories are blank of doing so).  

         What my mechanical nature side of things wants to do is test it somehow.  Anyway include it in CA and perhaps we will just see it listed, twice ... with exact same value just like the Tanker values also display i.e. 129.75% twice or if the limit is 95% a light blue value of 95%  displayed twice.

     

  4. 34 minutes ago, Rudra said:

    There is a difference between Recovery deuff resistance and Endurance debuff resistance. The screen shotted power shows it grants both. The combat attributes window screen shot only shows the recovery one.

         Is there a difference?  The HCwiki only shows under limits a recovery debuff resistance of 20 to 95% (level scaling).  I'm leary this is along the lines of Kismet "Accuracy" ... i.e. loose terminology.  The power i presume they're getting it from (Grounded correct?) only calls it Endrance Drain in CoD in the description text and calls it in the stat block "86.5% Resistance (Endurance)(self only) for 10.25 seconds"  Do they have another resistance source?

     

         None of this is to say if I'm just confused that it if it is two different debuff resistances that it's a bad suggestion to list them both.  It should.  And yes Fly protection should also get listed.  Knowing your "Hover Blaster" regardless of actual AT is taking -fly hits is probably just as important as -defense hits are.

    Just looking for clarity.

     

  5. On 5/15/2024 at 11:35 AM, Uun said:

    Mag 3 affects lieutenants. You need mag 4 to affect bosses and AVs (when purple triangles are down).

         Technically greater than mag 2 effects Lts and greater than 3 effects bosses (and >1 for minions etc.)  Most powers have magnitudes expressed as whole numbers but a few don't.  Mesmerize for example is a mag 3.5 sleep and will put a boss to sleep (afaik).

         @Yomo Kimyata

  6. 23 hours ago, Story Archer said:

     

    Okay, then Mids must be WAY off, because, comparing it to DB, for instance, the attack chains I'm putting together have almost double the dps... not sure why it's coming up that way. FWIW, I've got Feint triggered once and Soul Drain cued to 1 with basically the same enhancements in the relevant powers and the same Secondary power set selections (SR).

     

    Keep in mind you've only got 10 seconds of buff with Feint (and is that enough to get through your whole attack chain?).  Versus Soul Drain's 30 seconds of buff.  Don't believe Mids accounts for the duration of those buffs

  7. 3 hours ago, Uun said:

    The "room of death". Lab map with one ramp up to a square intermediate level, with 4 ramps up to an upper level surrounding it. Engaging foes on the intermediate level almost always causes the foes on the upper level to join the fray.

         First one that came to mind (and immediately did so).  On the otherhand ~5 AR/Dev Blasters found it a whole lot of fun to pull the whole dang room down into a trip mine and caltrop riddled entrance hall so there's that.

  8.  

    13 hours ago, @T3h Ish said:

    As for Fortitude, honestly making the set easier to use would be better overall, good players obviously use it on cooldown to as many players as possible but having it a PbAoE would be a large quality of life so-long as it has the same modifiers as Link Minds, but it can still be boosted via Power Boost.
    World of Pain is obviously a foil of it in effect, it's just that it does +Def instead of +Resists when that set was created for villains.

    What?

    Neither Link Minds or Mind Link are anywhere near as potent in base value to the To Hit and Defense offered by Fortitude.  And then there's the +Damage offered as well.  I'll take Fortitude over this any and all days of the week.  You could used Power Boost and still not reach those values (15% and 18.75% unenhanced) delivered by Fort.  Fort may also be Power Boosted.

  9. 11 minutes ago, Uun said:

    I take Unleash Potential. 

         And I tend to have 1) Conserve Power which is almost as redundant as Elude and 2) p2w Recovery Serum for emergencies (lucky sapper, etc).  And if really necessary use them both.  I haven't met a pack of Mu yet that'll eat through that.  

         But I also took Elude (as a mule) and in over a year of play I've used it 3 times.  Once by accident I hit the power (oops, pop CP and use serum, the second time i honestly don't recall why and the third was because the team was in a very heated close battle on a Tinpex and Bobcat had critted on me with her Eviscerate, enough to kill a Tanker, something like 3900 damage.  But she and the team were both nearly wiped.  So rather than go through retoggling 5+ toggles I popped Elude for a quick return to battle.  Elude plus auto defenses was enough to survive the next few moments.

     

  10. Haven't read the majority of the thread, mostly just the first page.

     

    • Aggro is not Threat, Threat is not Aggro
    • Tankers create the most Threat the easiest of all ATs.
    • Everyone has a Threat list.  It updates 'continuously' and has, afaik, has no limit to the number of foes on the list.
    • The game checks the Threat value at any given moment for each character vs a foe.  That foe will Aggro to the character with the highest Threat value until the limit of 17 per character is reached.  See the second bullet point.  This is why any Tanker trying to keep aggro is difficult at best to pull foes off of even by a crazed Fire/Fire Blaster.  But that crazed Fire Blaster also has a 25ft rad. on their Inferno followed by Fireball etc. and that'll open the door to 'stealing' some of the Tankers foes as damage, distance and time all play a roll in the Threat/Aggro lists of each character.
    • HC changed at least some the above so foes over the 17 Aggro'd will use range attacks as I understand it against Threats rather than standing there picking their nose acting all oblivious.  There are threads in the forums covering those changes
    • As foes die and those Threat lists are updated, foes will Aggro to characters

    If my scrapper running a KM ITF at 50+ is trying to get the attention of a bunch of Cimerorans to keep as many as possible off teammates she'll jump in first (range/distance to), fire off Void (damage and debuff to 40 targets).  But then or when a Tanker comes along ... well I'm likely losing 17 of them that'll probably almost immediately get replaced by some of the rest of that initial 40.  And that's assuming teammate(s) haven't come to scrape them up already.

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  11. Yeah that last bit @Duckbutlermentions can make quite a difference.  Try doing a Dr. Q with no or insufficient p2w Teleport powers or no Fly or Teleport pool powers is a whole different animal run by folks familiar with and having those powers.  And almost all the TFC have at least a couple points where minutes or longer can get trimmed even by Pugs with Team Transport with Citadel being the poster child for bouncing between zones (at least in my experience).

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  12. I got a thought or two.  Something in life comes up.  I get and would say sending a message is the polite and correct thing to do.  But you had better not start accusing anyone of leaching next if they are just staying logged in to the league/tf/etc.. to avoid your large penalty for leaving because the stove caught fire, the child is puking all over suddenly or the neighbor/law enforcement coming knocking at the door.

     

    PS I can't even log into the game atm for reasons of I have no clue.  Just keeps saying I can't connect to the server ... so add that sort of thing to the list of "shit happens" that folks can't control.

     

    PS2  And just like that everything is back to normal and I can get in game.

  13. 13 minutes ago, momentarygrace said:

     

    My broadsword/regen scrapper from live would probably be just as gimped (as her current incarnation on HC!) and I would love her still.

    I got one of those!  One of the first characters recreated by memory from the Live Retail servers.

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  14. I'll agree with pretty much everyone else and say nothing fits that bill in every possible scenario in every possible content in the game.  I also know that a well built SR Scrapper is incredibly sturdy, has click perma mez protection, can solo all sorts of stuff including AVs and can take on Malta and their bloody sappers and watch them miss their sap attacks repeatedly.  Hell I had to get a Regen scrapper to those levels back in the SO days to fully comprehend why everyone kept talking about them as so dangerous because my Claws/SR rarely got hit by them.  When the rare hit occurred she'd just pop a blue and keep going.

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  15. Stalkers and Scrappers regeneration hard cap is 3000%

    Brutes and Tankers are at 2500%

    Everyone else sits at 2000%

     

    Each Regeneration Aura is about 800%.  AB is about another 800% on its target.

     

    So yes 2 Empaths will pretty much hard cap them selves.  The reason on a GM team you use the AB on the next Empath in the team order is not for the regen or recovery boost however.  It's for that massive recharge boost.  It helps ensure the minimum cool down on the Auras.  Those Auras boost everyone's regeneration and recovery rates with the greatest overlap time possible for all those effected (which is up to 255 targets in a league setting) ensuring the greatest coverage by those buffs. 

     

    So yes they could, if AB also effected them, no longer need to target themselves but could drop it on a non-Empath and achieve the otherwise same result of blanketing the team with Auras on top of further buffing another ally

  16. 5 hours ago, RadiantPhoenix said:

    You were talking about Empath A uses AB on Empath B and Empath B uses AB on Empath A (thus, +200% global recharge), and I said it seemed like a foolish thing to do.

    Regarding regen: if you can't force *more* enemies to attack you than attack your allies, then +2000% regen on each of two non-tanks doesn't seem anywhere near as good as +1000% regen on each of five non-tanks, of +1000% regen on a tank and +1000% regen on each of four non-tanks.

    I see what you are saying but if you have more than one Empath each with a 'free' +100% recharge you don't have a case of 2000% on the Empaths ... you have 2 hard capped Empaths and the rest of team at near 2000% most of the time as both Empaths will have cool downs on Regen Aura at or near their minimum of 10 secs.  Probably in the 20 to 30 sec area where only one Empaths Aura is running.  You add in their HO, HA, AP and Forts etc. and that's about as indestructible as it gets.  Basically the self buff takes 1 Empath less to achieve silly amounts of mitigation.  And in the case of a GM type use can put their nukes in the sub 35 sec and approach the 29 sec mark.

  17. 8 hours ago, RadiantPhoenix said:

    This seems like it would be less effective than having each Empath buff someone else.

    Not sure what you mean here.  They are buffing someone else.  And then getting the buff themselves as a result.

    8 hours ago, RadiantPhoenix said:
    • The Recovery bonus already hardcaps people, so stacking it adds nothing.

    This is by far the least concerning effect of the OP's idea.  

    8 hours ago, RadiantPhoenix said:
    • In order to take full advantage of a massive Regeneration bonus, you need some way to force enemies to attack you, and no Empath actually has that.

    Ummm.  That statement makes no sense.  By that standard most builds have no way to "force" enemies to attack them.  I mean if a lack of any sort of taunt mechanic meant you couldn't get aggro Blasters among many other ATs would love it.  Nevermind a thing called AoE damage.

    8 hours ago, RadiantPhoenix said:
    • Having Global Recharge at the Recharge hardcap (+400%) doesn't seem like it adds much over having about +300% global recharge, and then slotting +100% recharge in your long-cooldown powers, and spreading the AB out lets you get five people into the second state, rather than getting two into the first.

    Not sure what you are driving at here.  Nothing about the OP changes how AB already works except it now also buffs the caster when used.  

     

  18. Well generally this is about the level where endurance can become a problem for any character and Dark Armor in particular can be a very end heavy set.  If @Werneris still around or you can find one of his Kat/DA builds on these forums you could hardly do better than to use them as a template.  Otherwise, this SR scrapper player will leave more specific comments for the DA aficionados on these boards.

     

    But I will say keep your attacks to the quicker activating ones (to avoid getting locked in animation) and use Divine Avalanche frequently to help if it seems to be getting a bit too hot.  It can stack a +defense to Melee and Lethal to help you get through spots.  If not in trouble feel free to drop the big hammers, of course.  Mids Reborn is a build program a lot of us use and can be an excellent resource to look at ideas without committing to them or trying them first on the test servers.

     

    And welcome back!!

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