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Doomguide2005

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Everything posted by Doomguide2005

  1. Typically the bonus carries 1 of 7 size names, i.e. Tiny, Small, Moderate, Large, Huge, Gargantuan, and Ultimate. So Tiny Recharge Bonus, Large Recovery Bonus, or Small Accuracy Bonus. So we have two numerically identical bonuses with two different names --> Luck of the Gambler: Recharge Speed and Huge Recharge Bonus both with the numerical value of 7.5%.
  2. What Jaxman said.
  3. Perhaps I wasn't clear it's the combination of Accuracy and To Hit that gets very potent. My example used a proc 120 (Kismet), enhanced Tactics using scrapper values and enhanced FA. If you now add an accuracy buff of 20% from anywhere (sets, enhancements, another hypothetical power) and you will hit most +4 foes 95% of the time. You could subtract out Tactics and replace it with Invincibility and have a similar result (and I'm not very familiar with Bio but going to go out on a limb and say it's going to yield similar results). I think that's an issue. Of course it's already an issue but I see no need to add to it by giving SR a buff it really doesn't need.
  4. Well yes it's definitely in the benefits column in a manner similar to countering end consumption via recovery and +end bonuses. Thing is To hit bonuses and Accuracy bonuses are very different. One is additive the other multiplicative. On the other hand that is one of the things that proc monster builds need. They can 'suffer' from both end usage and ability to land their attacks. Having good global accuracy as well as endurance +end and +recovery via sets would be a real benefit no doubt. It just makes me leery because of 1) how easily accuracy combined with rather plentiful to hit buffs can make it laughably easy to reach 95% and 2) there's currently no easy countering debuffs to accuracy buffs unlike vs player To Hit buffs. I suppose thinking on it further the first already exists. Global accuracy buffs via sets are plentiful though it usually requires several of a set to do so (so it's a slot demand). Accuracy is a power choice demand right now. Number 2 is more of a concern at least from a design and balance PoV I suspect. Once you introduce them you've no way on the npc side of things to readily counter them you'd almost have to engage in player side nerfs and most folks see that as 'BAD'.
  5. Perhaps incorporate this into the contest "And in the category of Best Description ..."
  6. Well no actually at least per CoD v2.0 it's both. It provides a +5% To Hit buff and a +20% accuracy buff (1.20). And only the To Hit portion may be enhanced. Which is in line what I recall it being all along. And yes I sort of vaguely recalled the Veat power as buffing accuracy. Edit: Partly, while you can playtest the heck out of it, having both available is 'risky' as having both available to a character is very potent in reaching 95% final hit chance. Which undoubtedly plays a role in the size of the buffs provided by a power like FA. Accuracy is a multiplier and does so to the Defense/To Hit portion of the Attack Mechanics equation. For example, you're fighting +4's your base hit from just having Kismet and FA unenhanced has jumped from 39 to 60 ... and that's assuming FA isn't enhanced, you have no other accuracy mods or to hit modifiers within the clamped Def/To Hit portion of the attack mechanics equation. Edit 2: Or put another way. Slot Kismet, Take and enhance both Tactics and FA then give SR an accuracy buffing power of 1.2 or greater and you pretty much don't need any slotted acc enhancements in your powers. You are already at 95% final hit chance vs +4's.
  7. Overall going to pretty much say no to any blanket addition of accuracy to SR's power set. I don't believe any armor set has the ability to buff the users Accuracy (vs To Hit). Powers which buff Accuracy are exceedingly rare. Focused Accuracy comes to mind and I can't currently think of any others, the list is short for sure. More typically accuracy is an inherent to individual offensive powers (nukes, holds) and frequently goes both ways (AoE immobilizes, AoE stuns)
  8. Such as? I'm always open to suggestions. This is just a hard sell for me. Perhaps but it comes down to what the value is for the power as to whether it is 'weak'. Accuracy has no countering debuff value. A mere 1.2 accuracy vs 1.0 is almost like a +1 level shift (39 becomes 46.8) for your final hit value. The idea Elude might provide a buff for teammates in some manner is an intriguing idea and would certainly make it a unusual t9 power in an armor set.
  9. Meh, just lost a spot(s) to place among other things a LotG global to gain what? I've heard of this power called Follow Up which can stack with itself. In any case this sounds more like something built into the powers themselves (see Archery) Outside of Elude which needs something to be useful I don't think SR is in any way shape or form in need of anything. It's one of the stronger sets in my view.
  10. Recovery Aura --> minimalist slotting 2 50+5 recharge IOs. The base recovery boost is 200% typically more than enough. If some boost to endurance is desired then 3 slots, 1 rech and 2 endmod/recharge. Emphasize Recharge over Endmod. Regen Aura --> looks good but then use either Panacea or Doctored Wounds in HO and HA. Lastly I usually try to keep my Auras relatively synched up so when one is ready the other is. Find my spot then cast one then the other. Saves tracking yet one more thing. Empathy is busy enough as is. Adrenaline Boost --> 5 slot Panacea or Doctored Wounds. I used to add a 6th with Endmod/Recharge to counter nuke end crash of -1000%. The big thing about Radiation Blast these days is its ability to take procs. Nearly every power can take multiple procs. Owing to my lack of functional computer and internet via phone only I'm fairly unfamiliar with 'proc monster' builds. In general I think I'd be careful going all out with procs on a team oriented build. I view high recharge very important to keeping the buffs going. I'd save heavy proc usage for solo, duo type builds. I'd want my Tactics and CJ early/earlier in the build if possible. Doubly so if I'm to exemplar frequently. If Stealth is literally the only pick from the pool I'd drop it and add Super Speed. Add Kismet +6% and a stealth IO, -kb to either SS or CJ to get your stealthiness. Vengeance can provide another spot as well for a LotG global. And sleep calls again.
  11. Everytime I see this type of question come up a few things pop into my mind: --> 1000 characters per server --> time to level, oh look I'm 50! Yes Ninjitsu has tools, fun stuff. Self heal, self +end, self stealth, ways to add a number of globals SR has to add via pool picks (like 2 +3% defense (all) uniques). But no knock protection until lvl 28+ (but really how long does that take) and its DDR is not going to help much against a number of common high level foes. And yes SR does essentially one thing. And does it exceedingly well. Its DDR is second to none and you'll be dead from straight up punishment before anything truly defdebuffs you. Cascade failure is not going to happen. The defense you have is yours to keep. You can readily get the softcap without any set bonuses at all. That leaves you in a position not often seen on defense builds, a complete freedom to chase other set bonuses. On mine I stacked up enough +max health to add hundreds of hit points to her maximum (2100+ health). I'd make both (see those things I mentioned at the top of the post) but my first ever character, my first 50, my 'main of mains' is a Claws/SR a scrapper. Then again my first villain was a Claws/Nin stalker so ... I will say I've never found the need for Aid Self on my scrapper for survival/urgent healing. Her current build has it, my last version on Live had it. In both cases it's a mule for set bonuses and Aid Another for chasing the Healing related badges. I could count on one hand the number of times I've used it to survive and have 5 fingers left. If she needs a quick boost because some Incarnate AV smacked her hard she has Rebirth.
  12. Well they may not do the damage of a Brute or Blaster but it's enough to drop an endgame AV and has been so since long before IOs came along ... say hello to Ill/Rad or Fire/Kin or ... . You get the idea and nobody I'm sure envisions someone like Professor X doing damage in the same manner or amount as Wolverine or the Hulk.
  13. To add to what @Ironbladestated. All enhancements provide at least some benefit all the way down to level one. This applies only to the base enhancement not to set bonuses or other global effects. Whether the IO is single, double, triple or quad aspect does effect how or if they scale the base enhancement benefit. If you are level 33+ and exemp to level 32+ you base enhancement values are uneffected by exemplar. ED or diminishing returns comes into play after any scaling of the base enhancement values occur. Sets generally until you are more than 3 under the IOs level. Lunch time over
  14. *waves* never found this thread, found the one in Servers forum or maybe it was Reconnect Doomguide primarily Green Machine but alts throughout like most of us.
  15. Strange almost positive you could do HO's to 50+++ on Live but long since lost the drives with my old builds on them nevermind my lack of functional computer these days.
  16. Okay did something change (or is it merely an oversite/oopsy), but while my only internet has been this phone did SO's (Single Origin) enhancements also get the ability to get boosted to +5 rather than +3 ... unlike IOs? Like, for example, the HO in Headsplitter.
  17. Perhaps so, but clearly the Live Devs had plans *insert evil laughter here* given the Incarnate story lines presented by the Menders now
  18. Well I think you're both right. CoH is guilty of a lot of things. One of those things was often trying things that in ways broke the then current mold such as making teams of almost any mix of ATs work, a break from the common trinity arrangement. And until sunset caught both them and us with its unexpected suddenness they were working on new challenges (and new gear for those challenges) for the player base --> more Incarnate material, the unknown foe the Battalion and I'm sure other things that might have only yet existed on a napkin in their breakroom. The OP's idea is pretty much a non-starter because, among other things, it's highly vague and non-specific beyond a very basic 'remove the ability to softcap via IO sets' and therefore harder to even discuss. Like which softcap are we trying to remove. It's assumed they mean 45% ... but that simultaneously eliminates the I-cap which is also a 'soft' cap. And the only reason those particular caps are named is they are common benchmarks. There are numerous mobs which already alter the 'soft' cap with respect to themselves hence the term soft, it floats, it is not static or it would be a hard cap (which is much, much higher in actuality and varies by AT). The first step if this is to be pursued and discussed further is to nail down a few more specifics. Right now it's a no for me as much because of vagueness as anything. And as well set bonuses already have a cap. That's effectively what the Rule of Five is, as well as anything labeled 'unique' ... they're caps.
  19. I agree with Tidge I'd move the Kismet to either FF or FS and downsize all three passives to two slots and then boost the remaining 2 to +5 (using 1 of those slots to hold the Kismet). Your positional defenses are in an in between place. Too high for your softcap needs in my experience by 4 or 5% or too low against the I-cap. Your DDR should make it extremely hard to drop via defdebuffs. Now if you're regularly finding your self up against foes with a +5% to hit buff ...
  20. Hey there, welcome (back?) to the game! Is this to be mainly for endgame content or will you be exemping frequently? Team exclusively, solo occasionally or frequently solo? Any particular reason for using Numina's in HA and HO? I'm usually looking for as much global recharge as I can get. Usually only see Numina's in a heal when 6-slotted to get the +def (range). Generally when enhancing HA and HO I'll 6 slot Preventative Medicine in one and if resources is 'anything goes' Panacea in the other (otherwise Doctored Wounds). Absorb Pain -> generally going to skip this power. If spamming HO and HA as fast as they can cycle plus in your case a PBU Fort (potentially on top of Regen Aura and AB) can't keep them upright tossing AP at them is just going to insure your joining them on the bone pile. And the Regen Tissue will only proc when you use AP afaik. Clear Mind -> yes please especially pre 45 and Clarion. Squishies will love it's preemptive use. If nothing else it'll save them the influence of having to purchase defense amplifiers. Fortitude -> minimal best slotting I like is 2 Membranes (HO's) plus a LotG defense/increased global recharge. Okay my bed is calling rather insistently. Back later.
  21. Camera angle (and/or distance) is how I got around issues on my Earth/Storm. Then again Earth by itself could be fairly blinding so maybe I just spammed stuff till the screen cleared (because everything was defeated) 🤪
  22. Can't try myself (Earth/Storm) but I don't suppose you've played around in the costume creator to see if things can be altered?
  23. Key words here: 'wholesale', 'every' and 'own difficulty'. Amen
  24. Likely they need to do multiple things to help 'the difficulty problem' . Smarter AI is one way to do that. Part of the issue, I suspect, is making new mobs to add to the difficulty is probably a trickier balancing act, less predictable than just adding to the notoriety range especially if the mob is minion rank vs Lt vs boss rank since minions show up at all settings. Expanding the level range has the advantage of being more predictable and entirely optional as it is under player control. @HaijinxI believe you missed a 3rd, not insignificant group, those who want to occasionally push the envelope but not always or constantly. They think the game is easy and often that's preferable but other times we want to be challenged and explore the limits of what a particular build can do.
  25. @Sarn For the most part, especially in a team, even small team, survival vs +6 or +7 foes isn't the problem encountered. Most endgame builds can handle a foe with a +10% to hit buff defensively as the increase damage and debuffs will be largely mitigated by simply not happening due to still being at or above the defense cap (which vs a +7 is less than the Incarnate cap, 55% vs 59%). The real problem is our outgoing effects and dps against the +7s have been seriously curtailed by the purple patch. Against a +4 foe damage is 0.48 against a +7 you're at 0.08. So a hypothetical attack doing 1000 vs +0's drops to 480 and from there to 80 vs +7's ... and any resistances haven't been factored in yet. If nothing else the combat will take forever unless they get lucky and we get to use Vengeance etc..
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