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Doomguide2005

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Everything posted by Doomguide2005

  1. Well unless things changed and I missed it I wouldn't want Gun Drone changed that way. AFAIK it is quite possible to have multiple Gun Drones in play. The others it would a 👍 to some QoL improvement to avoid having to constantly resummon
  2. Okay I'm utterly clueless about what you're asking for. Please enlighten me.
  3. Especially in the case of defdebuffs quantity might be a bigger factor than quality too.
  4. Few thoughts keeping in mind I don't necessarily outright disagree with some of the last few posts but: Getting a defense set to high or capped resistance without external help is a whole lot harder than getting a resist set to the defense caps (at least to a position and/or couple types, nevermind more positions or types). Stopping at zero really buggers a whole lot of meaningful defdebuffs when you're looking at non-set builds, thinking primarily of SO builds. The game like it or not was designed (balanced?) with this debuffing well below zero as a potential outcome vs SOs ... changing something along these lines is a very messy change to overall balance. Things like the Mask of Vitiation are the outliers. I wouldn't be in hurry to change defdebuffing in general but looking at the Mask for potential tweaking.
  5. There's a handful of places that I know of where I might use Cytoskeletons. Invulnerability's Invincibility comes to mind. I don't know anything about the price of Membranes but I have used those in Fortitude. Those (Membranes) are probably the only HOs I've personally used since i16 or so --> Two Membranes and a LotG 7.5% recharge. When your running RA and on a defender looking to max recharge those set bonuses on LotG aren't even close to worth it with 3 or less slots going to Fort.
  6. Just read the "cottage rule" entry in the HCwiki to jog the ole brain cells a bit and like many 'rules" it has a hefty bit of room for interpretation. In this case you would need to convince a design team that you're not altering the core functionality of the power, i.e. providing +defense but adding a secondary effect to the power, i.e. debuff resistance I do think they would need to be extremely careful adding DDR buff powers into the game.
  7. Haven't seen a post from @Wernerrecently but his Katana/Dark is one very badass scrapper with videos to prove it. He all but created some of the early challenge "rules" so frequently used so I'm sure it's more than capable of taking to 50 and beyond.
  8. Well of course. Haven't yet on HC but on Live had a villainous Emp/AR as part of RO's Redside's counterpart to Green Machine called Greed Machine. She was a slightly off her rocker former combat medic at least in my mind canon. Ended up solo for most of the last half of the journey but did see lvl 50 well before Sunset. Honestly don't recall if she hit 50 before Incarnates were introduced but want to say yes.
  9. Basically a 'rule' based on a forum post (Live Forums) by Castle saying the core functionality and purpose of a power will not be changed though its strength and secondary effects may be added or removed. He gave an example as part of his overall post of what if Build Up was changed so instead of boosting damage it created a cottage at your location ... Basically unless it's creating a very serious issue(s) that sort of change won't happen. HCwiki has an article entitled "Cottage Rule" for more context.
  10. 🙂 I'm good and willing to share! Ya still got to get there first 😜 So sayeth GRETA-001 domesticated scrapper (Claws/SR)
  11. Someone needs to let the cottage dwellers know that indoor plumbing is a good thing 😉
  12. Wasn't specifically aware but it makes sense. Plus the Tanker would not only be a larger AoE but the DDR buff is itself also larger. And every bit helps certainly but it's still *cough* just a melee set and like scrappers you'd need a bunch of Tankers hanging tight to really leverage it well, they aren't really force multipliers the way a team of Defenders, Corruptors, Controllers etc. are either which is where my "RO" brain was headed. But yeah given Shield already has one of the stronger base amounts a pack of Shield (Tankers, Brutes and Scrappers) should certainly cap their collective DDRs rather readily. Probably something my fellow RO players have done with Shield already.
  13. Are those SO enhancements you've slotted or ? None of the Healing set IOs provide accuracy enhancement (of which Preventative Medicine is one). Only the Accurate Healing sets do. And I agree with @DreadShinobi I probably wouldn't use the Accurate Healing sets at least for the set bonuses. Right now I'd probably slot an Acc. That plus Beginner's Luck plus Transfusions AccMod should typically cap out your final hit chance against +2 foes. Then some combo of Heal and RchRdx depending on whether you like bigger heals or more frequent heals. Add a second accuracy if you're fighting above +2 (like when teamed) or look into getting a Kismet +6% IO. In general slot RchRdx only if you're not having endurance issues. Slot damage not defdebuff --> Acc, Dmg, Dmg, Dmg, then EndRdx, RchRdx, other (typically) in your attacks (NB, Irradiate. Combat Jumping this is where I'd put the Kismet +6%. I would probably move a slot or even both into your attacks. Even for a defender the defense buff you get out of CJ is not really worth enhancing (unless it's literally the last couple to the cap). Dead, sorry defeated, foes don't hurt anyone. And yes 👍 to Posi.
  14. And wow. Probably knew about Grant Cover at one point but the smallish radius and smaller (unenhanceable) buff make it harder to stack up to crazy values --> SR amounts would take 7 scrappers and scrappers aren't exactly the poster children of force multiplication. Fade though has the potential to get seriously leveraged to cap DDR teamwide. Just need to keep, ideally, 3 Fade continuously active on the team while maintaining the soft or Incarnate cap and away you go. Anyone done 8 × Fire/Dark controllers yet?
  15. I'd just be wary of precisely what was meant by "added". As noted above outside of Ageless Radial no you can't add it to a set that has none to start with. Even with sets that do contain powers that provide DDR you would still need to 'add' those power(s) to your build and furthermore with something like SR you can 'add' to the base amount by using defense enhancements to those power(s) to increase the amount of DDR the character has.
  16. Or put another way they have a 64% (rounded) base chance to hit in the 'Attack Mechanics' formula: Final hit chance = Acc mods × (base to hit of 64% - def mods + to hit mods) with both inside and outside parenthetical portions of the equation clamped between 5 and 95.
  17. I'll bet, especially at level 45+ while Vigor is working.
  18. I'm no expert on procs but I think it comes down primarily to control of when it happens vs the likelyhood of it happening. Aim, well the chance to proc occurs when you click. Versus in Tactics the chance to proc may occur when you're between spawns or just after you Nova etc.. Frankly I'm not sure of what those chances to occur are. Been awhile since I recall seeing it discussed. Maybe @Bopperor @Sir Myshkincould jog our collective memories.
  19. No worries life will do that. Short answer, depends on notoriety (difficulty) setting you are interested in or find yourself fighting. Longer answer (much longer you have been warned 😜), your base hit chance starts at 75% vs even lvl foes (+0) foes and decreased as your foes level increases. When fighting +4's that base hit chance is now 39%. The HCwiki has an article entitled "Attack Mechanics" which goes into the details of it all. But basically you take that base hit chance subtract the net of all defense buffs and debuffs AND add the net of all to hit buffs and debuffs. The result is 'clamped' between 5 and 95 meaning if below 5 it is set to 5 and if above 95 it is 95. That value is then multiplied by the net of all accuracy mods. Most, but not all, powers have an accuracy of 1.0. Your global accuracy of 42% is converted to 1.42. So vs +0 if there a no net defense or to hit values greater than 0 then you have 75 × 1.42 = 106.5 but this value is also clamped between 5 and 95 so you have a 95% chance to hit (and that's as good as it gets if not an autohit power). Now vs +4's with the same net defense and to hit values that's going to be 39 × 1.42 = 55.38 final hit chance or only a bit better than a 50:50 chance to hit. So if you mainly fight +0 then yes it's enough. But if you want to be able to fight +4's then no by itself 42% global accuracy is not enough. But how to improve your chances is where it gets more involved again. You can add more global accuracy yes, but you can also add To Hit buffs and Defense debuffs to the equation on your end (to hit debuffs and defense buffs are what the foe needs). Looking at the equation the easiest route is likely giving yourself more To Hit which you did with Tactics. But that's also why I mentioned moving it earlier where the buff will effect the build over a larger range of levels. You are also Rad Blast which carries defense debuffs in most of your attacks. The problem there is mostly the Purple Patch as against +4's the debuff is resisted making it less effective (as in for any given value of to hit buff you'd need about twice the debuff for the same net effect). Defender Tactics (enhanced) is about 18%. You would need about 36% defense debuff continuously applied to have the same effect on your final hit chance. Again the HCwiki is an excellent resource. I'm probably just enough familiar with it to garble out a confusing wordy explanation. It was something entirely new to me when I found HC and my computer died about the time I started to be concerned about them in my builds. I just know you don't attune Purples or PvP IOs they are essentially attuned naturally and otherwise it's the surest way to have access to your set bonuses at any given level the IOs are active. I think. Like I said researched a bit but no practical experience as of yet. Others will hopefully help fill in the blanks.
  20. 32 hp/sec says to me good luck ever killing me (unless I, the player, really mess up) especially after you add in Siphon Life and are backed by resistance. Unless Brutes are different, which afaik they aren't, your scaling resistances start at 60% health scaling up from 0% buff to cap at +60% when you've got a sliver of a sliver left.
  21. "Hellions vs Skulls" golfing contest. Bring your favorite drivers! Find out whose more aerodynamic and just who can nail the landings!
  22. ^ This For that alone I'm thinking while the concept in general is interesting rolling back stuff is a non-starting. But I'm no programmer or coder either. And I wouldn't want resources redirected to provide something that another CoX developer or group might already provide. And while I understand the curiosity of seeing aggro and target caps effectively removed when you've never seen it, after all that's a lot of why I experienced it back then, I can safely say I've no interest in that sort of experience again myself and the day would simply be one I'd skip to do other things.
  23. Also a lot of what I might put in there (as I did on my scrapper who took Physical Perfection) are uniques so a suggestion might be no good for that reason alone. Lot of potential combinations between Superior Conditioning, Physical Perfection, Health and Stamina. I used 16 slots between PP, Health and Stamina (3 base and 13 allotted) on said scrapper.
  24. Yeah pretty sure nobodies Immobilize even proc'd to hell and back is doing enough damage. More damage is good. *insert video of @Veracor's Mastermind taking out pylon in about 9 seconds* Moar damage is always good.
  25. A few other random thoughts: Be wary of any power that says +Defense (All). Seldom is 'all' actually 'all'. PFF All doesn't include Toxic damage as well as a few truly exotic sorts. Up rank and up level foes get accuracy bonuses which can make you significantly easier to hit than 5% for their final hit chance. Powers themselves get accuracy mods. If a +4 AV unloads with a Nuke ... well that chance is closer to 15% than 5%. Hopefully cascade failure isn't a thing or closer attention should be paid to your defense. Base defense is 75%. That's means you got hit through the soft cap 3 to 4 times in less than 10 to 15 seconds to get primed for cascade failure vs a +4 Cimeroran sword attack. Could that happen sure but you should see those hits dropping your defense 75 to ~65 to ~55 to ~45 before it really gets ugly as you go under 45.
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