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ZemX

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ZemX last won the day on June 12

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  1. If you slot the enhancements then you can put enhancements in your enhancements. It's like a turducken... but enhancements.
  2. For those who might be reading this thread looking for actual advice... this is it. That said, I still prioritize two or three damage before putting one acc in an attack. And oddly enough I prioritize only resist or defense in an armor toggle similar to what Diantane suggested... just that I don't prioritize three slotting armor toggles before anything else. I'd be more balanced than that, especially on any non-tanker toon. Two or Three slotting damage early on means relying on beginner's luck's accuracy boost and/or accuracy amplifiers (which are cheap at level 1 so load up on them). As that stuff wanes while leveling, add that 1 acc in there. Damage means defeating them before they defeat you. If endurance is a problem, you can slow your attacks. You can burst damage when you have end and conserve it when you don't just by deciding how often to punch the buttons. Slotting endurance reduction doesn't give you that flexibility. You have the same amount of damage to chew through to win a fight, but you've limited your damage output by ignoring damage enhancement.
  3. Right. It's impossible for anyone to post bad or uninformed opinions on discord. What an amazing technology!
  4. ZemX

    The Black Condore

    Except for the "from a distance part". Tankers are designed to be in melee range. They CAN to some extent grab and hold aggro at range but not nearly as well since the taunt aura and most (or all, depending on powerset) of their secondary powerset are melee range powers. 7-10ft range in other words. You have ranged Taunt plus whatever the secondary has if it has any ranged attacks. Speaking of which.... Claws might be your best bet if you want to do any ranged work. Focus (40ft) and Shockwave (30ft). Then you can find additional pool powers for more ranged attacks. And I bet claws doesn't look weird in flight either. But I don't have a lot of personal experience there since it's my least favorite travel form. It does have a number of different claw customizations though so you may find something that fits. Savage Melee is similar to Claws in theme but doesn't have any ranged attacks except for the teleport leap attack that then puts you in melee range. That might be played as a "swoop in" attack by a winged character. The Build Up is kind of animalistic (roar and all) though so that might not fit your theme.
  5. I can't tell from your post which part you didn't expect. The purple patch affects both incoming damage and debuffs, so it appears twice in the equation: once to reduce the incoming damage and again to reduce the total of all debuffs. If it's the part about not cascading... yeah, I bet that isn't super common knowledge outside of people who play a lot of res-based toons.
  6. This thread is about res debuffs and the purple patch, not what type of gameplay is most common. I get that you seem to want to nitpick an irrelevant single word out of my post for no reason whatsoever, but I'm just not interested. Anyone who is interested in what resMod applies their their own situation can look that up. That's the point of this thread.
  7. If you're a 50 Incarnate playing the game at 45+, sure.
  8. Don't even TRY to tell me it should be "General Shoe's Chicken"!
  9. It seems counter-intuitive but as I said, Castle's formula does not include mag. Only duration. Taunt effects tend not to stack from the same caster but instead "replace existing effect". Presumably a longer duration taunt isn't replaced by a shorter duration but who knows? This is all a bit hidden from view in the actual game. We just see the effects of it when we manage to taunt a mob off of someone. But like you say, you don't really NEED to care about this unless you are trying to taunt something away from another person who is ALSO taunting. And if some other tanker managed to taunt something away from me or prevent me from taunting something away from them.... that's just not a big deal either. Sharing is caring.
  10. Yeah, my bad. The res debuff reduces the damage resistance part but not purple patch part. PP is like un-debuffable damage resistance in that respect. So against a +4 AV you only get 9.6% better damage (rounding a little) out of that debuff. In any case, it's not "0.15 effectiveness" as was previously mentioned in the thread. Most commonly, it's 30% (+5) or 48% (+4) effective, which is still quite a bit better than nothing for a one-slot expense considering it's boosting all damage by that amount from all sources (i.e. not just you) if you are teaming.
  11. Unless the target is literally immune to damage resistance debuffs, then a 20% res debuff like Achilles Heel will always result in you dealing 20% more damage as compared to your damage output against that target prior to the debuff. Doesn't matter who the target is. Lowly minion or beefy AV. This seems counter-intuitive because we know resistance resists resistance debuffs and also higher level targets get purple patch reductions.... but all of those same reductions apply to the damage you were dealing as well, so the net increase in before/after debuff damage... ends up being that same 20%. e.g. If target has 50% total damage resistance from res and purple patch combined, then it is taking 50% of the nominal damage from your attacks. It also takes only 10% debuff from that Achilles, so it ends up with 40% total resistance after the debuff meaning now you're dealing 60% nominal damage. 60% is... 20% better damage than 50%. 🤪
  12. They help you.... "perform".
  13. "Grandiloquent" is grandiloquent!
  14. It probably IS just Chilling Embrace. It also has a 0.5 second refresh period so it is pulsing out five debuffs twice per second and refreshing a 15 second taunt effect at the same time. By comparison, my Rad Tanker's taunt aura is refreshing half as fast and only doing two debuffs. Threat is an accumulated value over time, not an override. The more you keep hitting or debuffing something you have already taunted, the faster your threat counter is going up with that enemy. So as far as that goes, yeah, what Icicles is adding is that it is reliably hitting everything around you once every two seconds which is more often than anybody else without a damage aura is probably hitting that many enemies.
  15. I kid, of course. Although about one of the only times I remember being on a team with Snarky was a Tarikoss SF that failed and disbanded about 20 seconds after entering the first door because of a total screw up with levels. Definitely the team lead's fault of course... but Snarky was there, wasn't he? WASN'T... HE?!
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