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Nightmare Shaman

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Everything posted by Nightmare Shaman

  1. What specifically is there to take advantage of? Just seems like positive changes across the board, not something that would drastically improve a specific set. Maybe I skimmed over the notes too fast? lol
  2. I calculated the numbers two posts above you. If I'm calculating this right, it should look like this: Regular mobs +1 enemies: .05 X 1.1 = .055 (5.5%) +2 enemies: .05 X 1.2 = .06 (6.0%) +3 enemies: .05 X 1.3 = .065 (6.5%) +4 enemies: .05 X 1.4 = .07 (7.0%) Lieutenant +1 enemies: .05 X 1.25 = .063 (6.3%) +2 enemies: .05 X 1.35 = .068 (6.8%) +3 enemies: .05 X 1.45 = .073 (7.3%) +4 enemies: .05 X 1.55 = .078 (7.8%) Bosses +1 enemies: .05 X 1.4 = .07 (7.0%) +2 enemies: .05 X 1.5 = .075 (7.5%) +3 enemies: .05 X 1.6 = .008 (8.0%) +4 enemies: .05 X 1.7 = .085 (8.5%) AV's +1 enemies: .05 X 1.6 = .08 (8.0%) +2 enemies: .05 X 1.7 = .085 (8.5%) +3 enemies: .05 X 1.8 = .09 (9.0%) +4 enemies: .05 X 1.9 = .095 (9.5%)
  3. I think it's truly a problem of perception. Prior to IO's and the now ubiquitous "softcapped defense" on every build, Ice was a solid tank choice and a fairly common pick for teams. Power creep and the reinvention of tanking since Willpower and all the newer sets have made Ice seem like kind of an outdated, weak set. (especially since it doesn't have positional defense) When considered as a whole, it's a solid tank with unique mechanics that have somewhat under the radar tanking benefits. It's a defense set, sure. But, you also have recharge slows, and movement slows build into two powers. You have a damage aura plus as you mentioned maybe the best auto-taunting ability with both chilling embrace and icicles running. You have a 40% enhanceable boost to hp which I believe can be made perma. (never tried) You also have a very fast recharge aoe endurance drain which significantly helps with running all the toggles. And, the once unique to ice, hibernate. I would take hibernate over most other tanker primaries just because it basically ensures you never die and can without consideration refill health and endurance at will. There's also something really iconic about freezing yourself in a block of ice to heal and recharge during a fight. I think despite it's old age, it's still a solid tanking set. Most people probably won't even consider using it because all City of Heroes' perceptions are strongly influenced by mids' builds and the God awful farming obsession that has taken over since brutes and the AE. I guarantee you can make it strong enough for any team to tank just about anything.
  4. Okay great. So, let's ignore the incarnate modifier for a second. Here's my calculations from your info and the info from the link I posted: +1 enemies: .05 X 1.1 = .055 (5.5%) +2 enemies: .05 X 1.2 = .06 (6%) +3 enemies: .05 X 1.3 = .065 (6.5%) +4 enemies: .05 X 1.4 = .07 (7%) So this is strictly for regular mobs. There are additional modifiers for different ranks as follows: Lieutenant 1.15 Boss, Elite Boss, Sniper 1.30 Monster, Giant Monster, AV 1.50 Do you know if those are additive? As in: Lieutenant +1 enemies: .05 X 1.25 = .063 (6.3%) +2 enemies: .05 X 1.35 = .068 (6.8%) +3 enemies: .05 X 1.45 = .073 (7.3%) +4 enemies: .05 X 1.55 = .078 (7.8%) Bosses +1 enemies: .05 X 1.4 = .07 (7.0%) +2 enemies: .05 X 1.5 = .075 (7.5%) +3 enemies: .05 X 1.6 = .008 (8.0%) +4 enemies: .05 X 1.7 = .085 (8.5%) AV's +1 enemies: .05 X 1.6 = .08 (8.0%) +2 enemies: .05 X 1.7 = .085 (8.5%) +3 enemies: .05 X 1.8 = .09 (9.0%) +4 enemies: .05 X 1.9 = .095 (9.5%) Really appreciate the info.
  5. I've been playing on and off since CoH beta and am somewhat familiar with soft and hard caps. I've read over threads about this and read over this: https://cityofheroes.fandom.com/wiki/Attack_Mechanics What I don't understand is how the game handles excess defense numbers when faced with higher level mobs and/or AV's. For example, assume I have an SR tank with 45% on all positional defense. Against an even leveled mob with base accuracy attacks, they have a 5% chance of hitting me. I get that. I also get that any defense above that would not bypass the 5% hardcap on the enemies' tohit chance. But, what if I'm fighting +4 mobs? Or an AV? Does having above 45% offset the accuracy increase? Like is it possible to have my defenses at 70% or 80% so that any accuracy increase from the mobs will assure I am always at the 5% hard cap? Also, although I know In the long run, I never want any mob or AV to have above the 5% tohit chance regardless of level. (Assuming I only fight +4 mobs) Any info would be appreciated.
  6. WOW. Just to be clear - the changes to max number of targets + cones is only for tankers and not for brutes? Edit: I just checked in character creator and it's true. The increase in targets is only for tanks. This is a game changer.
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