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Doomguide2005

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Everything posted by Doomguide2005

  1. @TheZagAbsolutely nothing wrong with having a skippable t9 or any other tier for that matter if that's in reference to my comments. But if I were to buff something related to SR that's the power that currently has the least downside to skipping and hence easiest to make the choice to skip or not matter.
  2. No one here is saying SR doesn't have some warts just nothings so off it requires changes the OP is proposing. At least that's my understanding of the thread. Me I'd like to see Elude tweaked but if it never happens that would be fine too. SR as a whole works very well across all levels and builds.
  3. And that's the rub. Seems like basically you want to change things up because your idea of what Super Reflexes means isn't matched by the original designers ideas, they clash. Not sure why you think using reflexes Super or otherwise wouldn't use energy though. Just because I innately react 10 or 100 or a million times as quickly as a normal human why I'd use any less energy doing so. I'm still moving out of the way.
  4. Yes and my numbers are for a Scrapper. An SR Tanker would be much worse ... then again their defense hard cap is 225 (and change iirc). Further there's nothing particular exceptional about my defense. There's literally no set bonuses outside the two 3% involved. There are most definitely folks running SR scrappers at the incarnate cap but they are using set bonuses to do so.
  5. Yes teams full of support sets all buffing each other can get extremely insane in a way no combo of melee damage have a hope of matching. Green Machine says "Hi" along with several random Repeat Offenders Network teams I've been on. I feel a sense of deja vu coming over me. Are we trying to solve a perceived game mechanics issue or an "it doesn't match my internal vision problem"? PS: pretty sure if I went all out I could in fact spike my defense (without Barrier at peak) at over 145% . 40+70+30+15 = 155 no set bonuses or outside buffs. Adding the two 3% defense uniques and Barrier at 5% not included. Nor accounting for further Alpha slot improvement (Nerve or Agility) Edit: 40, that's my builds actual defense sans the two 3% etc., + 70 Elude, + 30 Eye of Magus, + 15 Unleashed Potential
  6. Okay, but a name is just that a name. You can call Focused Fighting and Focused Senses Spidey Melee and Arachnid Senses if you want. That's the Role-playing. The mechanics are separate thing from whatever your head canon wants to make of it. I don't think any hand to hand fighter thinks about their defensive moves. They train precisely to avoid that they just react. If they had to think about it it's too late.
  7. Option 1 Dodge --> I don't increase def or resistance. Assuming you're not proposing to also change ED/diminishing returns or enhancement scheduling I enhance both pushing both into the red. What is your proposed base defense bonus for Dodge anyway? Option 2 Dodge --> Not even sure exactly what you're proposing here. Where do the 17.5 and 35 values come from and what are they values for?
  8. Gotcha. Guess I don't really care. Barely see a point to it just because those levels fly bye even if you run solo content with no boosters.
  9. Inherent defensive power sets? Huh? SR, Ice, Shield okay I'll agree are defensive sets. Invincibility is a stretch. Willpower and Bio only if the meaning of defensive vs resistance (and regeneration) sets isn't remotely what I though it was. And even if I agreed, SR is a long way from an "exception" in that respect unless I'm not understanding what you mean.
  10. It's a dead heat for first and second Between HC and Rebirth. Combined that's slightly more than half the votes.
  11. Many years back on Live (~issue 9) while doing a Master of the STF with a random group from RO I was watching as we buffed to tackle the Patrons. Never seen so much light blue caps on a teams buffs. We jumped and destroyed them
  12. This ^ And you can from there figure out how much resistance from sets and pool/epics you need to reach the resistance AT caps or the game's overall hard cap/limit at a given health level. If I am at 40% health how much resistance have I got and therefore need to make the target number. Edit/PS: if you are going to tweak/change something work it through Elude perhaps. Right now this power easily caps defense no sets/pools/epics or anything else involved, you don't even need to enhance it to hit the soft cap of 45% (and incarnate caps a Tanker at 60%) making the t9 as close to worthless as it gets for a t9 armor.
  13. Another has found their way home! Welcome!
  14. Yeah that's some serious "resistance".
  15. Wait what? Resistance that isn't actually protection as well 😳🙄 More seriously good catch.
  16. - Recharge to perma Dull Pain - As much defense as you can get and still manage perma Dull Pain. - bonuses against recharge and slow debuffs. - resistances, like defense, as much as you can get. The more you got the less you need from support. - +max health as long as does not restrict the above (i.e. takes a lot of +max health set bonuses to equal or exceed Dull Pains buff). This is where I'd start.
  17. @DRoddoSorry about the derail but I see you have a thread about a SR/DM Tanker. I'd revisit that build before trying to be the (main) tank on a DB/Regen Brute on a Hardmode run. Hard Mode, ASF, 801, you build for survival first and foremost especially as a Tanker or for tanking.
  18. WOOT! Working on getting it running right now. Well letting my much more computer savvy brother-in-law do it while I keep the 5yr old out from underfoot. Lots of downloading to do. Mile down the road from our hot spot location to high speed cable to get it all our most urgent downloads going.
  19. My main was Claws/SR so I had a couple ways outside of immobilizing a runner. First she has two ranged attacks in Focus and Shockwave. So they just ate floor 20 or 30ft away running. And second she's SR and very quick. Between that and her attacks running them down is rarely more than a few steps. Never really bothered her (or me).
  20. Well I've finally been able to get one and it arrived this afternoon. Though I thought I'd hit a speed bump as it was all assembled except one part. Yay for supply chain issues. Fortunately they got whatever part it was, finished, ran their quality control issue and now it waits till we can get everything installed and set up. So *soon* i hope to never type those words ever again. And log in for what's going to feel like a second homecoming 😁
  21. Unfortunately I can't download/use Mids (dead computer) so I can't see the above. It wouldn't be the first set I'd think of to be a tank on a Hard Mode run, especially if a PuG run. But if it can be buffed for defense and resistance to the caps Regen does come with one definite advantage a whole lot of self healing and regeneration that Willpower can almost match and isn't readily matched by most. But you start in a big deep hole for the defense and resists you'll need for tanking in a Hard Mode run. The build alone on a traditional Tanker like Invulnerability isn't likely to do it without not insignificant external buffs and you'll need those buffs and more which necessarily means strong support characters. As in defense preferably 130+ maybe higher vs Rommy himself, resists 90 to 100% (iirc).
  22. No idea if it's floating around the forums somewhere but @Wernerhad a very capable (that's an understatement) scrapper that was Katana/Dark Armor. If you could find that build it should translate to Brute quite well. Found a thread which just happens to have 2 different Brute versions by Werner. But I'm on a phone (no computer/internet) and suck at linking the info here, but search the following and it should turn up. Brute Forums Subject Title: Looking for a good Katana/Dark Armor build By Fomsie Sept 23, 2020
  23. More stealth as has been pointed out is at 47th level unlikely to make a noticeable difference in your overall stealthiness. Snipers will perceive and aggro at 149ft. Stalker Hide at 47th is 150ft. The distance at which you'll be perceived is 149 (their perception) minus 150ft (your total stealth on Hide alone) = -1 ft. Anything at 0 or less and nothing will see you. Except things that ignore stealth where the above becomes 149 minus (ignored) = 149 ft. Fortunately there are no Snipers who ignore stealth currently. Stalkers stealth cap is 300ft at 50th (but probably caps much lower (~32nd but idk for certain) But 300 vs 150 not sure there's anything currently that makes the difference matter. If there is it's probably in Hardmode where some foes run a version of Tactics and their base perception is 66ft. I just don't know how their version of Tactics work. One other thing to note is Cimerorans who use or otherwise get buffed by Shout of Command. CoD doesn't seem to list a perception buff outside of the text description but Sonic Resonance's Clarity and an Empath's Clear Mind both buff perception in characters. If Shout of Command or their Tactics mimics the character powers steathiness just went bye-bye basically while the foes are buffed that way (or stack the team with Grant Invisibility and/or Flash Arrow/Smoke). The only question is more about Limits on both and how anything above those limits is calculated.
  24. No, player triggered I'm fairly certain though I'm not super familiar with how it's done it has to do with where the various characters are when the ambush is triggered. And in this case timing as well as you'd need folks completing all the missions/content (in Synapse and Crimson's arc) at the same time so the ambushes all spawn where you want them to spawn. There's a mention of how in the HCwiki article entitled Babbage. I believe it works similarly with the Kronos Titan. Worth noting the Babbage article was last updated in 2013
  25. This ^ Would be the other factor unaccounted for mentioned in my posts. If I recall correctly at least for Illusion Control's Superior Invisibility it doesn't get to full effect (200ft) until 32nd level. I suspect if tested you'd find a similar effect at work with Hide. This is one place where the in game numbers displayed when mousing over a power and adjusting the level slider is more accurate than either the wiki or CoD. There probably needs to be a wiki and CoD entry that indicates this somewhere in the information (after confirmation, of course). EDIT: Found the info in the HCWiki, but while there's nothing directly in the article on Stealth and Perception it provides a link to the Limits article which spells it out. And yes the cap scales by level starting at 49.5 at first rising to 300ft at 50th. PS: I've always wondered why Superior Invisibility is better than a Stalkers Hide and the Limits article helps explain that as well. Controllers and most other ATs cap at 200ft so stacking more stealth on the Controller doesn't do much if anything (counter acts debuffs maybe?) but you could stack more on on a Stalker though I'm not sure where in game you'd gain a benefit unless it's Hard Mode where their perception is boosted and they're using "Tactics". The question for me is does their version of Tactics buff their perception and if so how much.
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