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Zect
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I don't keep track of this kind of information. I personally find it more fun to log onto random alts, and see what there is to work on. However, I was very enthusiastic about optimization in the period shortly after coh was brought back, and I collected very extensive data regarding various powersets' ST and aoe performance. If you've seen the recent melee powerset comparison thread in the AT forum, that's the kind of thing I did, except that my methodology was far superior to Ston's and my data vastly more extensive and accurate as a result. I stopped around the time of the TW nerf; I realized there's really no point to that level of statistical data-collection in a game where encounters are not very deterministic and where there is no content that demands, or even rewards, that level of hairsplitting.
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Yes. Not only would it work, it would be monstrously powerful in its current form - stronger even then SR (except perhaps at the extreme top end of optimized SRs which take advantage of the scaling res). A 1:1 port of EA to tankers, given minimal IO slotting, would not only have no neg hole - the hardest defense hole to close on melee toons - the combination of higher -def resists, a stronger energy drain to provide buffer against -def, significant res to all, and heals and regen that scale with tanker's significantly higher base and max hp, would negate or considerably counter most weaknesses of +def sets. And to that it would add considerable offensive buffs in the form of rech and end recovery. Sets with multifaceted defense (the concept, not the gameplay mechanic of +def) scale disproportionately well when applied to tankers. Port with care.
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Re: AI, I want to train an AI chatbot to make mids builds by feeding it data chunks (from the old mids export, before they went and ruined it). The big problem is getting a good sample size of high-quality builds to train it on. Hopefully, there may soon come a day when you can type "chatGPT, build me a savage/invuln/mako with typed defense softcap vs 1 enemy in melee" and it will spit out a build, and I can retire for good.
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What builds/power sets are able to tank/solo +4x8?
Zect replied to foosbabaganoosh's topic in Scrapper
This is such a funny, typical scrapper forumite question. I view it as a Rorschach test - your answer says more about you than it does about your toons. Beyond the obvious factors of enemy groups, damage types et cetra, there's the question of under what conditions your +4x8 soloing can be done. What a lot of forumites will not tell you is that their builds make significant sacrifices in offensive power or utility to achieve this, or that they solo slowly and only with great risk, or that they need to wait for key powers to recharge between spawns, or that you need a lot of tactical knowledge (which mobs to burst down first, etc.). It's not necessarily the guns-ablazing, Rambo play that the coh community is used to. With this in mind, all toons can find some combination of conditions under which they can solo some enemies at +4x8. The questions are: which enemies, how fast, how reliably, what are you paying (in terms of build constraints) for the privilege, and is it actually a practical endeavor or is it just for epeen purposes. -
I'm pleasantly surprised to see that the most serious issues have been fixed before I got here: Procs in cloak of fear (if you want to procbomb something, try touch of fear, drain life, or an epic blast instead) No slow resist No ToE proc in dark regen (I need to emphasize that it can fire more than once per usage, so use it in a crowd and it refills your entire blue bar; unless you are obsessed with optimizing for single-enemy fights like I am, it is always worth considering) Here are some more things to think about: 1. You took shadow punch but not smite. In case you are unaware, all toons can now pick the 2nd power of the 2ndary at level 1. Smite should be taken as it is the higher-DPA attack. 2. The way you slot dark regen is a war crime. You deliberately skip the rech and melee def bonuses from oblits, and you have little endredux slotting in it. Oblit's weakness as a set is the lack of endurance reduction. That coupled with the absence of heal enhancement means this power heals little for a high cost. Either get a useful bonus from it or frankenslot with D-syncs or +5 1boosted panaceas for heal, rech, endredux and a toe proc. 3. Arguably, armageddon should be put in the stronger aoe attack (shadow maul) that can actually utilize the high rech bonus. death shroud can slot 2-3x superior avalanche for FC res and slow res. However I do appreciate that some people don't want to shell out for 20 million IO's so it's up to how much your wallet can withstand. 4. Gauntleted fist is wasted in touch of fear. It is a powerful set with high enhancement values and a good proc. It should go in a good attack that can utilize the high damage and rech enhancement. The absorb proc is extremely powerful (10% of tanker max HP, or something like 311 HP per proc; bleepin' ED-capped particle shield is only a little over 1.1k) and as part of a good attack chain contributes significantly to staying power. Finally: your build goals are all over the place. You have 49/31/27 M/R/aoe def. The melee def is okay for a tanking tanker because it generally comes from sets that tankers want to slot anyway. However, you are seriously undercapped to ranged and aoe. You would probably be better served patching up your EFCPsi resists with that slot investment. Here is an example of how you can hardcap energy res with 1 stack of your might of the tanker proc. You now have 70.1% E res. Might of the tanker brings that to 76.8%. If you split up your gauntleted fist ATIO in two sets of 3, you can get the 6% energy res bonus twice bringing us to 82.8%. Slotting 4x unbreakable guards in obsidian shield brings us to 85.05% (and also caps psi resist - the reason your psi res is so low is that you have poor enhancement value in obsidian shield). Replacing your slotting in ball lightning with bombardment makes that 87.3%. The remaining 2.7% can be made up by your reactive defenses scaling res proc, since in actual combat you expect to take damage frequently. This caps two resistances and gains 5% rech while losing only 1.7% melee def and 3.75% aoe def. P.S. Regarding the suggestion to 2-slot boxing or brawl with blistering cold: on your build, you can utilize the fact that you have mu lightning and slot 3x winter's bite there instead for 6% FC res and 15% slow res. This is a stronger option than the brawl/boxing one if you are after the res.
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Your build looks like one from late 2012 - aiming for i-capped def with a layer of resistances to back it up. Invuln in 2023 has the meta "problem" that 1) all the most damaging critters in the modern game have high tohit and 2) defense buffs are abdundant and much more efficient coming from teammates than your build. So that kind of nudges max-survivability designs to prioritize capping resistances first while relying on the team for +def, and invuln struggles to cap exotic resists. If you want an undying tanker in the only content in the game that asks for a tanking tanker (4* hardmode), you should try something like rad/ma/soul (or any parry set with rad and soul, though I favor MA because it's not only one of the better dps sets on tankers but also offers across-the-board defense), which can get 40-45% def to all, capped resists except cold across the board, strong debuff resists against the most dangerous debuffs (slow and drain), amazing sustain, endless end, offensive buffs, and a darkest night with fender debuff values. The lack of -def resist isn't an issue, since in the content where you need it, the point is to provide a thick layer of defense to stack with party buffs, and outside of that it can be considered abalative armor. Invuln isn't exactly bad, though it wouldn't be my first pick for hardmode because it has poor sustain - and do you really want to trust pug healers? In the end, play whatever you like, this build still has more mitigation than needed for anything you're likely to encounter and 99% of people who talk about building tankers that can "stand up to anything" never actually play hardmode anyway.
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It increases aoe radius and arc. Have you met my friend the 22.5ft radius, 16 target dark oblit with fender tohit debuff values?
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Lots of whining, little substance. If you can point to specific problems, sure, but I see no substantiative arguments from you (or any of the people agreeing with you). It's a poor smith that blames their tools. I personally think it's less that storm blast needs help, and more that other sets need nerfs (especially all the top-dps ones).
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If you want a fire scrapper that's good, take the bopper build above, shave resists down to 70% (the amount of slot-efficiency it costs to go from 70% to 75% resists on scraps is pretty heavy), rely on barrier for the last 5%, and take a better epic with actually good attacks - say one of the meta standbys, like soul. This will produce more dps and more survivability due to things like barrier and shadowmeld's defense bonuses synergizing effectively with your resists as alpha absorbers.
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I personally think that shit teams are only fun if you're playing a babysitting powerset (emp, therm, pain, etc.). If you're playing something like firestorm or a kin it quickly devolves into you soloing with 7 hangers-on, which while potentially enjoyable, probably isn't what you are looking for in the shit team experience. With that said, the classic corr experience will forever be ice/cold. It even has the corr exclusive powerset from cov launch: cold. The premier debuff powerset, paired with an endless storm of scourge crits - all offense, all the way.
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Brutes are intended to be an intermediate between tanker survivability and scrapper dps. For the most part, they do fulfill that role well; and it's a remarkably optimal tradeoff, given that in coh, the jack of all trades, master of none, is nearly always better than a master of one (except for certain specialist applications). While scrapper's higher base damage scalar benefits more from shield's AAO, shield brutes are stronger defensively with 90% resist cap and superior base and max HP. And depending on the content you're doing, you may find either ratio of damage : defense more optimal, but it's hard to categorically say a shield brute is weaker than a shield scrapper. The big anomaly right now is actually brutes vs tanks. Currently, optimally built tanks will both out-tank and out-scrap brutes on identical powersets. The reason is that 1) tankers build for damage (through procs) much more effectively than brutes build for defense, 2) tankers also build for defense much more effectively than brutes build for defense, 3) tankers have a powerful offensive inherent in gauntlet, and 4) tanker's higher base survivability synergistically boosts their offensive power. Tankers need an offensive nerf, but the problem is likely not going to be completely fixed until the aprocalypse - which I await with glee.
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Stalkers are actually pretty good on 4* TF. ST dps is much more important on 4* and you are nearly guaranteed a tank with an aggro aura to keep things in place. Control, however, I do agree - hold specific mechanics need to be increased in number and prominence to encourage a diverse team comp.
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/dark is fine, none of these changes are necessary. The sustain power being a mez has its own pros and cons (costs dpa but doesn't suppress when mezzed, mules 4x cloud senses).
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The beautiful Aeon Strike Force and it's tragic failure
Zect replied to Snarky's topic in General Discussion
Aeon is amazing, and startlingly high-quality for a player made TF (compare the relatively plain Market Crash, for example). There is just one problem with it: it is too long unless speedrun at 50. I don't know why anyone still thinks a TF/SF has the right to be 7 missions long - was this even tested with lv35 toons? It would be fine if it were split into 2 separate TF's. FYI a casual lobby in 2023 is 30-40 minutes tops, and anything hour+ lies solidly in the realm of hardcore challenge content. And players shouldn't need to speedrun to get content within that time range. Nah, it's 100% a failure of the player, not the team. Failure to join or make a team with an objective suitable for one's own skill level and playstyle (even then, I would advise considerable flexibility in being willing to go faster or slower than you are personally used to, since people vary in their expectations) Failure to develop necessary situational awareness to accomplish simple tasks, like reading mission objectives, following another player around, or avoiding mobs. I can understand being annoyed at speedruns if the speedrunning method relies on OOB nonsense or obscure non-intuitive mechanics, Kahn being one of the more egregious examples. Anything else? That's on you. Failure to acknowledge responsibility for one's own success or failure The problem is that players in this game are unaccustomed to failure, and human beings in general are unaccustomed to responsibility, leading to various misconceptions. I have nothing for or against speedrunning, ideologically speaking; kill or skip what you please, the choice is yours. But if you can't speed, please don't start finger pointing in frustration and finding excuses such as your builds being concept-oriented. That's pathetic. -
The question has already been answered so I’m just here to add this: This kind of toon is of very little value in hard mode. Dps is very important especially in the higher echelons of hardmodes and an emp/sonic/soul blows anything your healbot can do out of the water. It’s why hold specific mechanics (eg. Green mitos) need to be given more prominence if HC ever wants trollers and to a lesser extent doms to be worth bringing over fenders and blasters. I always thought holding the hostless/brickernauts should pause the countdown.
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New difficulty setting: Beefier enemies with larger teams
Zect replied to Vanden's topic in Suggestions & Feedback
I agree with the reasons behind the suggestion (things dying too fast) but really, there is no reason to give soloists a free pass. In fact, it only makes sense to me that if you do want to mow down hordes of enemies that you join a team to do so. The player dps ceiling needs to be severely lowered especially at endgame. That’s all there is to it. -
New difficulty setting: Beefier enemies with larger teams
Zect replied to Vanden's topic in Suggestions & Feedback
Disable the level shift from alpha too and we have a deal. The level shift is honestly a bigger deal than the rest of the powers. +1 CR in this game is huuuuge. -
You farm, or you play the market. Ideally, market (marketeering is more scaleable than farming, but returns are delayed and it requires more knowledge; though contrary to what some people think, outside of insane speculative plays it is impossible to lose money by marketeering). There are guides out there, consult them. Merits, paps and all combat activities are not a remotely comparable source of income and never have been. the official merit reward rate is 20 merits/hr as detailed in SCoRE’s patch notes. Nobody, not even the dev who wrote that, is satisfied with that pittance. Even the very best merit rewards are gated by reward lockouts, and demand more attention, setup and effort than afk farming. It’s one of the few serious gripes I have about HC. The combat is so offensively unrewarding, it almost actively detracts from the fun. You can assemble a team from the small minority of highly geared players to do a speed 4* ITF twice for 400 merits and 40 paps. I can spend half the time clicking on the MB and make 1 billion inf. Checkmate. - Signed, a trillionaire
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Hasten is not mandatory, fighting isn't either (even though there are more builds that benefit from them than not). There's a difference between meta and mandatory. Also I'll gladly inform you that your builds are useless trash, but that's because I want you to accept the fact that there is room for us to greatly increase your power levels which is impossible if people already think they are the expert.
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This makes a lot of sense. Humans are eusocial, so it's possible that like cockroaches, they perceive populated places as more attractive and empty places as unattractive. Disclaimer: I am not an evolutionary psychologist.
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Invoke panic and unrelenting are excellent and make the presence pool worth it, but I do think that for the purposes of aggro management the pool seems strangely lackluster. There's no taunt aura, and the aoe taunt is weirdly weak and still checks tohit (not checking tohit is half the value of a taunt in the first place). Part of this is the stance that Cryptic, Paragon (and perhaps Homecoming, I don't know) have, which is that pool powers have to be weaker than primary and 2ndary powers. I always disagreed with this because the result is that certain types of powers and certain types of uses for powers become much better than others. Buffs such as hasten and weave are popular, because stacking every bit of rech and def is valuable; but attacks and taunts are much less valuable, because they must be able to function on their own. You don't need to make pool powers comparable to similar powers on the highest power scalar AT's (i.e. tough should not be as strong as tanker SL resist toggles), but making them worthwhile enough to be taken on their own, especially non-buff non-heal powers, may increase build diversity. Power creep is a serious and ongoing problem for homecoming, and I'm generally opposed to buffs and supportive of nerfs. But in this particular case, a change to the aggro management powers of the presence pool seems justified. However, no buffs to invoke panic and unrelenting are necessary (including reduction of prerequisites).
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There are a lot of ways to get past the mitos, even without control AT's. Hold procs (unslot enhancements and slot the procs in), temp powers, even the origin attack power that has a hold effect (go to pocket D and exchange at the P2W vendor), etc. I think no temp powers should be provided; not only is it wholly unnecessary, it would be good for the community so that ingenuity and foresight are rewarded a little, as opposed to laziness and entitlement. For the OP, well done.
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New IO Sets Suggestions (Only 1 though)
Zect replied to Darkneblade's topic in Suggestions & Feedback
D-sync decelerations (slow/rech/endrdx) say hi, and ice mistral is actually decent. I'm not categorically opposed to new slow sets, but this game doesn't need more -res procs or damage procs, at least not until the PPM system as a whole is balanced. There is too much damage and -res flying around already, and the slow category already has 2 damage procs. -
In bringing up the fort example (and cold shields, and ample examples of def without -def resist), I'm illustrating that defense is still generally valuable even without -def resist. You have a very SR scrapperesque perspective, where the defense cascade needs to be prevented at all cost, or it's worthless. That might be true if def is all you're relying on, but this is a resist tank with strong sustain we're talking about. Defense on resist sets can be considered ablative armor that regenerates with each engagement. It delays being defense floored and absorbs debuffs and alpha strikes. It's worth recalling that mobs base tohit is 50%, not 95%. When playing resist sets against mobs with -def, there is a really noticeable difference in incoming damage before and after you get defense floored. A cushion of defense, especially when close to the softcap, may delay that significantly. Your argument is that defense comes at the expense of slow resist and rech. I'm trying to tell you: that isn't true. (And you don't forfeit capped resists, either.) You keep talking about defense being "stripped away" when you're not on a team. I'm trying to tell you: it's served its purpose. I present a powerful build strategy that caters to MA's unique strengths as a parry set, without excessive investment in defense, while still maintaining a respectable offensive capacity. If you don't feel a need for high survivability (I think my softcapped rad/MA would be on the extreme defensive end of tanker builds I'm willing to play) because you aren't playing the content where it's valuable, fair enough, but going on weird tangents about self-sufficiency that are unrelated to the subject is simply odd.
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Money in this game comes from playing the auction house and farming. If you neither marketeer, nor farm, you will be at an economic disadvantage versus other players. Merit-giving activities are significantly less profitable and inherently less scaleable than marketeering and farming, and are further gated by reward lockouts, though people try to downplay the difference for various reasons, such as wanting to discourage new players from powerleveling.