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Doomguide2005
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Map Servered.. How many until calling it a day?
Doomguide2005 replied to Troo's topic in General Discussion
Meanwhile I sigh, read forums and think *Soon* I will be able to once again experience a mapserver or server down ... 😪 🤪 -
Essentially correct. Getting your or the foes final hit chance boils down to two steps. First step is you figure out how the defense and to hit buffs and debuffs effect the foes base chance to hit. This value can be no less than 5% or greater than 95%. Results outside this 5 to 95 range are considered to be the minimum or maximum. The second step is to use that result and multiply it by all accuracy mods involved and again that result is left between 5% and 95% final hit chance. So yes players will always miss at least 5% of the time. Likewise your foes always have at least a 5% chance to hit you. BUT unless you are always fighting +0 foes or less their actual final miss chance is going to be greater than 5% because of the Accuracy buff foes of higher rank or greater level receive (and certain powers/power sets like Archery receive).
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Totally agree. And primaries don't exist in a vacuum. If you're an Earth Controller using Quicksand and other lower tier powers chances are excellent you're needing less accuracy enhancement than many other sets.
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Weird, maybe a typo in Detailed Info. I thought maybe it would yield more Health to anyone rezzed but you rez at +100% health, and regen debuff isn't effected either afaik. Something to test more.
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Can Someone Help Out With Rad/Dark Defender?
Doomguide2005 replied to DirtyBoxerz's topic in Defender
Fallout can be a very nasty nuke offering a nuke lvl damage and strong debuffs of to hit, def, resistance and damage. The flip side and significant catch is you either need a way to rapidly relocate and position the target corpse or an ally who's good at dying in a good position. Biggest issues in a PuG situation are 1) the teammate rezzing before you can use Fallout and/or 2) dying in a bad spot. Yay the corpse will nuke 3 minions but miss the 7 others including the AV/GM/EB you really want to nail. I'd strongly suggest having the Teleport pool as a choice for repositioning the corpse, a cooperative ally who is somewhat familiar with how Fallout works, Vengeance, and Mutation ... seems only fair since they died for the team. It is possible through a combo of IOs and HO's to push the damage, debuffs and recharge into the red. It's really fun to pull off but it's also very hard to accomplish outside of a team essentially designed around doing it. Mine for the Faithful Fans of Fallout SG was slotted 3 damage/rech IO's and multiple Lysosome HO's. This was before boosters we're available so you can probably boost, etc. and not need to use 5+ slots. Accuracy was handle by global accuracy and while on a FFoF team lots of Tactics running, etc.. -
... ? I was curious about And if it's enhanceable it isn't indicated as such in CoD. It doesn't take Heal or Heal set Enhancements at least as either a Corruptor or Defender.
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For 6 slots on SO's i be looking at 1 to 2 Acc highly dependent on 1) notoriety, 2) tolerance for missing and 3) to hit readily available. Then 3 damage and 1 or 2 endred and/or recharge in my attacks. Prepare to pant a lot without any endred if no +recovery/other end management in build.
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My Emp/Dark solo'd (slowly) Cimeroran repeatedables on Invincible with OG plus Cosmic Burst plus Air Superiority. Stack stuns on one boss, Air Superiority to keep the other controlled until it was Boss #2's turn. Combined with the Auras she was quite tough. This was very early IO issues. She be vastly tougher these days.
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A thought on "fixing" FF... with an IO set
Doomguide2005 replied to EmperorSteele's topic in Suggestions & Feedback
Currently I believe there is only two ways to add DDR to a build beyond what it's sets already provide: Fade (Darkness Affinity) Ageless (Incarnate ability) -
Storm (Steamy Mist) - Heck at one point i stacked Steamy Mist+Super Speed+IO stealth just for giggles fooling around in Warburg. I also had a base empowerment stealth going but can't recall if it stacked on as well. That's at least 100ft stealth. Dark Miasma, Darkness Affinity(Shadow Fall). My first true stealth was getting teamed with a Dark defender guiding my then ~6th lvl scrapper Main past Trolls in the Tunnels of the Trolls. Cold (Arctic Fog) /SR 🙄 "scrapper" stealth, just run right on by 'whiff', 'whiff'. Taunt aura, what aura. (Does that count as on topic😜) Blasters doing it with Smoke etc.. In short stealthing content been a thing since day 0 I suspect.
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Help me decide what to play solo -- but no melee.
Doomguide2005 replied to RooGirl's topic in Archetypes
I'm looking forward to many non-melee types once I've got a functional computer again. But one I was having a blast with was an Electric/Fire Blaster. An absolute ton of AoE potential. I believe it was 7 PBAoE attacks potentially. And I last played him before the changes to Electric Blast and the Shock mechanics so curious and looking forward to trying it out.- 15 replies
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Non-melee ATs that can afford to have mobs in melee range
Doomguide2005 replied to Prof Evbof's topic in Archetypes
This ^ Some just require more knowledge and experience to do so in what most would consider a timely manner. Usually it involves IO builds to do at max difficulty. -
I'm not so sure. I've got a page open here in Yomo's Crazy Catalog that clearly has a listing for Crystal Skulls.
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Overall it works the same when accounting for ED. The exact breaks value depend on the schedule of the enhancement. Most are either schedule A (Accuracy, Damage etc.) or schedule B (Defense, To Hit etc.). See the HCwiki article on Enhancements for more details. Schedule A have drop offs at 70%, 90% and 100% reducing their effectiveness by 10%, 30% and 85%. So yes in general 3 SOs worth is where you get next to no added value. It's also why you'll see 2 lvl 50 generic IOs boosted by +5 placed in Hasten. Because 2 lvl 50 boosted are also well into Diminishing Returns and ED. First a generic IO is more enhancement than a +3 SO (~38% vs 42.4%) then each boost adds 5% more so each +5 boosted generic is a 53% enhancement (schedule A).
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And welcome to the City!
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Kismet (which is another example of a proc-120) is indeed very useful at lower levels especially when the build isn't using sets and loads of set bonuses to help accuracy and final hit. It will offset the base attack loss of roughly half a level. Combined with defense debuffs carried by certain powers and sets (Katana, Broadsword, Earth Control, as examples) allow the user to hit foes who are 1 or more up levels compared to another set with the same overall difficulty. A Katana user with Kismet has roughly the same final hit chance fighting +1's as others would have fighting +0's. Of course those foes hit harder and are slightly more accurate being +1 but ... Damage procs are more useful to ATs with lower scale damage mods at least in part because procs do a fixed amount of damage. At 50th most normal damage procs do 72 damage (71.75). For a Defender or Controller that's a nice chunk and more than a damage enhancement slotted would do. Compare to what a Blaster or Scrapper would do with a similar tier of attack. So a Blaster or Scrapper can certainly benefit from procs it generally pays to fully enhance (put it into the yellow or red) the power before adding procs. The other instance is if the character is reliably at the damage cap as proc damage bypasses the cap ... so a Kin/Rad blast Defender might go very heavily into procs as they an cap their damage via Fulcrum Shift.
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Small note concerning procs, specifically what are called proc-120's (of which Panacea, Miracle and Numina's are included). They can be potentially placed in any power regardless if auto, click or toggle. They are called 120s because they function for 120 seconds after the power is activated. In autos those powers "activate" every 10 seconds and refresh the 120 sec duration of the buff (so a player need only to be alive for them to do their thing). Toggles work similarly, refreshing every 10 sec. The difference occurs if the toggle is turned off (or is dropped because of mez etc., probably cancels if the player dies though ...). At that point it will provide the buff for 120 sec since the last time the toggle "activated". In a click power it lasts 120 seconds since clicked (i.e. activated). This can be important if a set bonus is based off having the entire set placed in a power. One example being Numina's which has a very attractive 6 slot set bonus of +3.75% range defense. This can be placed in, for example, Transfusion or Heal Other both of which accept Heal sets. The player just needs to be sure to use a proc placed in a click at least every 120 seconds to gain the buff.
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Cookie! warm gooey fresh chocolate chip!
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Emp/Energy build, looking for suggestions and/or build
Doomguide2005 replied to Nayland1971's topic in Defender
This ^ As for the Proc 120's (Miracle, Numina's, Regenerative Tissue) they'll work in clicks and toggles you just have remember to click them every 120 seconds or less to 'renew' the buff. In toggles they'll work for a 120 sec after the toggle shuts off. So generally they're placed in auto powers because they're always active no worrying about recasting to continue the buff. But in doing so you give up the full set bonus and potentially using a slot or slots. Numina's, in particular, is a nice ranged defense bonus. In a Defender Empath they are really all very extra, supplying things a high recharge build already produces in abundance so generally I don't use any extra slots placing them. Usually the base slot sees a Miracle. -
Lego Man is that you?
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Do you have nicknames for posters?
Doomguide2005 replied to The_Warpact's topic in General Discussion
Nao with Ghosty Peppers ... wonders if Rocky could be made to look like a giant Pepper. -
Emp/Energy build, looking for suggestions and/or build
Doomguide2005 replied to Nayland1971's topic in Defender
Looking stronger, a better focus on recharge. Recovery Aura -> not sure how the proc works in RA but in general it has two things working against it as i understand procs (which is admittedly a weak area in my knowledge). First it's an AoE. That can be offset by the proc checking per target. I believe it works this way in Tactics, for example. Not sure about Recovery Aura. Second, recharge in the power itself can be detrimental. Past a certain amount it reduces the chance to trigger. RA has a long recharge which 'helps' but also means a longer cool down between castings. Global recharge doesn't effect the chance to proc. Bottom line i don't know if it'll work or work well. At best it probably only checks when you click which means it probably isn't a very effective use of the slot even if it fires 90% of the time (which is the maximum). In generally I don't look for set bonuses here but I do see a slow resist at 3 Synapse's Shock which would tempt me. The drawback for me is the lack of recharge I'd see in 3 slots and the Acc and Dam attributes are wasted. I'd compare 3 slots of Synapse's with either 2 +5 boosted Recharge (2 slots) or 1 Recharge + 2 Endmod/Recharge (in 3 slots). I have a real hard time justifying more than 3 slots while some other powers are still wanting some (Tough, Dark Embrace, Soul Drain, RoP as examples). I can just hear it now "but where to get all those slots?" Slots are a builds most limited and important resource. Which brings us to Regeneration Aura. Since the build won't have much defense only resistance I'd like to 1) max the Resistance and 2) push RegenAura's boost if possible off its base. So its a question of slots here or somewhere else as in 5 Panacea (or Doctored Wounds if cost is a concern) or 2 slots either Recharge or maybe Heal/Recharge and boosted. Tough, Rune of Protection and Dark Embrace. These are where those uniques need to end up. The Steadfast and Gladiator's +3% def being the biggies. Wouldn't turn down the 7.5% hit point boost but to me that seems like a slot I'd want elsewhere ... probably. This is where lack of Mids gets in the way. Outside of that 2 slots Resist, Resist/Endred Or 3 slots Resist, Resist/Endred, Resist/Endred/***. That's 6 slots potentially needed in addition to the base slot. -
Before I start spending massive inf on purples...
Doomguide2005 replied to Stormwalker's topic in Scrapper
Oh lots to read, off tomorrow 😁 -
My favorites in no particular order (except maybe that first one 😁): My Claws/SR Any of my Empathy characters, my Emp/Fire was leading the pack when the computer bellied up. Earth/Storm Controller Cold/Ice defender Plant/Cold
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Unfortunately I have a dead computer. This means no Mids except what I can see on this phone. In particular this means i can't see totals like end consumption and net recovery or your damage resistance values, etc.. That said: Soft capped, not Incarnate capped yes? As SR with DDR at 95% you only need slightly over the minimum for these values. Softcap for 47% defenses good, defenses at 50% is either too much or not enough. You are at 95% DDR yes? What sort of S/L resists have you got at full health? Personally after Tough, Shield Wall +5% and Reactive Defenses scaling resists I'd be more focused on other resists depending on content I tended to run. I'd yield to other SR folks and their knowledge on what makes a good minimum resistance to have before SR's scaling kicks in. You'd want to hit 90% while still having enough health to recover ... which some might say is just enough to be upright. Why Cardiac Core Paragon? I've no reason to think you need that kind of endurance reduction help (even solo) and I don't think the resistance boost will effect anything other than Tough. I'd be leaning towards Musculature typically with a Brute or Scrapper -> MOAR Damage. If anything you should be swimming in blue (Stamina+Conditioning+Phys Perf). Is this a "I'm probably never (rarely) going to exemp build"? I ask because of Combat Jumping and Build Up placement. Winter's Gift resist slow/rchg debuff in Super Speed. Until you hit 100% more never hurts when it's placed in an otherwise unused slot. Back later