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InvaderStych

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Everything posted by InvaderStych

  1. x2. The wind-up on AS from Hidden sounds like a rattlesnake.
  2. So, now Kevin Bacon can say he's one degree of separation from Kevin Bacon.
  3. So, are folks really claiming they're routinely taking down +4 AVs with an x8 spawn size on even level SO builds with no incarnate powers, no temp powers (meaning no daggers, etc), no base empowerment or other player buffs, and not chewing down an Ultimate or any other Inspiration in the process while totally solo? Because that's what I'm extrapolating from this thread.
  4. Perfect Zinger %Chance for Emotional Damage. 🤣
  5. Thx for the link previously. Lumi already mentioned what I would have said about that thread: what she was experience is mob AI behavior when they just start running across a map as far as possible. I've seen mobs on zone maps run so far away they evaporate from my target window (become no longer targeted). I've chased runners in mission maps all the way back to the door. But that's a separate thing from Taunt/Threat which I *think* relates to the kAfraid (not to be confused with Terrorized which is the result of a Fear Mez) attribute. While Lumi's thread isn't really about Taunt/Threat, necessarily, I'm not ready to discount what you are seeing regarding it. I play a ton of scrappers, and can easily pull an AVs attention with most of them. Since I have no idea what the Tank may or may not be doing (can't always tell who is using what) I generally just shrug it off unless I see something highly unusual, like 2 Tanks unable to keep an AV's attention off my /SD scrapper, for example. So, there might be some "there" there, but getting solid empirical evidence of it might be quite difficult. Figuring out which side of the equation (taunt/threat or mob ai/kAfraid) even more so.
  6. We do? If something broke it after early 2020, I don't recall hearing about it. Can I get a link or a reference here? The weirdest Taunt/Threat thing I've seen was on a 2* ITF where neither of the tanks on the team could not stop Rommy from deciding to chase my /SD scrapper every time I peeled off to take out a shield squid. I think that was more because the two of them couldn't agree on where to pull Rommy to in the first place, and kept Taunt-dragging him back and forth between two spots until one of them got frustrated and quit.
  7. Can Confirm. Fire/Stone/Blaze stalker build, mostly without Procs, has been very good. If I proc'd out Char and used it in my chain it might be even more insane for single target than it is. Which reminds me, we should set some parameters here maybe? External Buffs: - Recharge Cap - Damage Cap - Survival a Given. Does that sound about right? Personal Buffs: - Accuracy/Damage at the ED Cap? - Assume Recovery/Endurance a non-issue? - Proc Bombs on the table or too random?
  8. Oh! Kilts on Monstrous legs! There is one Belt piece that can pull off this effect, but that's about it.
  9. Yes, this one: Want to let the hate flow ( 😉 )through my Sentinel, but had to settle for this:
  10. Well, no but also yes depending on how you meant. Sometime during Page 3 or 4 PT:%Heal was fixed so that multiples of them would stop stepping on each other when slotted in an auto or an aura. I've used more than one in this way on a handful of characters and they stack up nicely. I wax a bit philosophical in a stalker thread about how much value I felt I was getting against using a slot elsewhere. I think there are some outliers that can slot three of them into auto/aura powers, but 2+ Panacea is easier to pull off. However, if you mean that sticking one into an AoE attack will only give you a single application of the heal regardless of target count, then that is 100% correct.
  11. Yup. If the original question was one of abstraction, and I submit that it was since we are assuming Damage/Recharge cap without accounting for the powers within sets that contribute to those caps - ie discounting the use of Focus to maintain high +dmg numbers - then it is simply a mathematical abstraction. Now .. do I know how to build such a sheet? Not entirely. I have some thoughts, but implementation is likely above my pay grade. 🤣
  12. (Edit: Most of ...) ... this thread is a complete embarrassment to our community.
  13. I like how people are replying to my joke as though I have never heard of Gladiator's, Steadfast, or Unbreakable. 🤣 It was an endurance cost joke guys - read the whole thread. 🤣
  14. This would be great. I've more than one concept that wants to be translucent that does not involve being stealthy. Maybe there is a good way to do this in the CC, but I've not found it. 🤣
  15. Each Archetype has 2 sets of unique IOs that only that AT can use. EDIT: This link will help: https://homecoming.wiki/wiki/Archetype_Enhancements Scrapper sets are Scrapper's Strike and Critical Strikes. They are Orange (Rare) Attuned Sets which can be found under Melee Damage in the Auction House. They should be available for around 10mil or less for the standard (Orange) versions, and can be slotted as early as level 10. They can be combined with a Catalyst to make the Superior versions (Purple/Very Rare/ Level 50 only). Within each set is a special piece (proc). For scrappers the SS proc adds a constant small bonus to critical hit chances. This one can be slotted into any attack and is always active. The Critical Strikes piece, often referred to on the forums as ATO2, is the literal game changer for Scrappers. Prioritize it. It works like a standard PPM proc, and when it triggers the chance to land a Critical Hit increases by a whopping 50% for about 3 seconds (and change). Depending on build goals, the set bonuses from each can be pretty good, but from level 10 onwards it is definitely worth running proc from each set. All ATs, btw, have 2 sets that are unique to them. Not all are created equal; the best ones are generally considered to be the Scrapper, Stalker, and Tanker versions. For Scrappers it is widely acknowledge that ATO2 is an absolute, necessary, game-changer. If you take a look at the build @Uun posted, they have slotted the sets in Cobra and Crippling. Generally speaking. Yes. Unless you're going for a specific set bonus granted at 2 pieces. Pretty rare that this is useful - if you're looking for Slow Resist via Winter sets those are usually more better off in a power you'll actually use. For Swift - just slot it with either a Run or Flight IO (in the default slot) depending on if you are a flier or a ground pounder. If you want/need more movement speed there are better ways to get it. For Kick - meh, at 50 it shouldn't see any use. Some folks drop a Force Feedback into it for emergency use, but that's not really all that great anyway.
  16. Yup. Do that all the time. It's been quite a while since I've needed to dip into Tough to do so though. A long while. Definitely wasn't on a melee toon. After Page 5 I've been pushing fighting pool back - primary/secondary options earlier are subjectively more useful to me. Yeah, that was supposed to be the joke, but I wasn't specific enough. 😉 The idea of taking either of those early on and actually turning them on? Hilarious.
  17. People take Tough or Weave before like the mid 30s?
  18. All they did with HJK for Ghost was take the least interesting 1/3 of her character from Killjoys and say, "Just do that, the angsty-fighty stuff and we'll make the backstory kinda similar to what you've already been doing, we don't need the other two thirds, you know the depth, character, sardonic humor, or general confidence and capability." Was really disappointed by that movie. I like HJK, she deserved a better written role. But maybe that's just me. 🤣
  19. Yeah, I thought for a moment that Blaster secondary T9 attacks at the recharge/damage cap might be an interesting route. I might have stalled my Rad/Sonic blaster for [reasons], but Earsplitter is good enough to have me thinking in that direction here. Just perusing the mids numbers though, I don't think there's anything in there to make enough of a difference to stand out. 🤷‍♂️
  20. Don't forget the constant -Res in Evolving Armor. So it gets a damage aura, a damage proc, and constant -Res. I don't recall where, but the math has been done. /Bio boosts damage more than /Stone,
  21. Are we isolating Primaries here and ignoring contributions from the Secondary? Or are we talking <which primary> + /Bio because we already know that is the answer for "Which Armor provides the biggest damage bump?" Edit: Which, now that I think about it is sort of redundant. If we already know which armor is best for +dmg, then we're already looking at Primaries in isolation from armors, lol. Second question: Assuming flat mob resistance or taking into account the general spread of resistances? ------ I'm pretty sure you're better at the numbers than I am @nihilii, but I'd be curious to see numbers for a damage and recharge capped Psi Melee Stalker. At the recharge cap it shouldn't be too hard to pull off a chain that uses mostly GPB, TKB, and APB with either a Snipe or MS in there depending on how difficult it is to stack Focus otherwise. Just based on my experience with my scrapper, GPB hits like a trainload of trucks - Critting APB and GPB one after the other would probably be insane. Energy Melee is probably still the winner though.
  22. I'll give that go. Just gotta mute "The Final Countdown." Played that song so many times in HS Band. Way Too Many Times.
  23. I would be happy with a 10% rate of return.
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