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ZemX

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Everything posted by ZemX

  1. Yeah, shame it doesn't just load the default window and chat files for you. I always try to remember to do a /wdwload and /chatload on any new alt. Binds seem to be the only thing reliably loaded by default.
  2. Combat Jumping and Sprint are always on. I have another keybind to toggle Athletic/Ninja Run if I want and a click bind for Teleport for when I need to get through a jammed doorway or unstuck from webbing magnetizing me to the floor. And of course another keybind for Jetpack because sometimes you need to NOT be a strictly grounded hero (or villain!).
  3. Toggles (and auto-powers) work like activatable powers for proc chance calculation except they use 10 seconds as the "modified recharge time" value. In a self-only toggle or auto like, say, Health, a 1PPM proc would activate once per minute on average, just as advertised. But AoEs further reduce the proc chance by some "AoE factor". @Bopper has a whole detailed post on proc chances. Assuming I read it right, then the 60ft radius of Tactics is going to hurt proc chance big time. Solo with no allies/pets around you, that Gaussian's will proc at around a 9.2% rate. About once every two minutes. Not good. But on a team, the odds it procs on one or more allies (or yourself) can be calculated as 1 minus the chance it procs on nobody. The chance it fails to proc is 100% - 9.2% or 90.8%. Failing on everybody is just raising that to the power 'n' where 'n' is how many allies are in range (including you). A team of eight with no pets would be 1 - (0.908^8) = 53.7% proc chance per ten seconds. Now you're cooking! That sucker is proccing 3 times a minute for 10 seconds each. 50% uptime, give or take. With two MMs on the team and assuming everyone is in the same 60ft radius of Tactics... that's an 85% proc chance per ten seconds. On a league or in the bowl of a mothership raid you're probably looking at near perma Build Up. The one caveat I can think of here is Stalkers. Assassin's Mark can cause Build Up to refresh VERY often, especially if your Stalker has decent AoE attacks to call on. And proc calculation doesn't care how long it actually took for Build Up to refresh. It only calculates chance based on the recharge enhancement in the power. So it's gonna be 90% proc chance even if Mark causes Build Up to refresh three times in a row (which isn't even that rare an occurrence). And it does all that solo as well as teamed. A Stalker can potentially slot ONLY the Gaussian's in Build Up and rely entirely on Mark to refresh it, thus guaranteeing that 90% proc chance. For anyone else, placing it in Build Up is certainly more reliable, but it loses probably to Tactics on any full team that sticks reasonably well together. I haven't gone through to see if it's really possible to hit that same 3PPM 50% uptime with Build Up. I doubt it. You'd need to get pretty near the recharge cap WITHOUT putting more than about 60% recharge enhancement in Build Up to have it fire off 3 times a minute. Even then it's three times at 90% each. Not quite 3PPM really.
  4. I'm not a fan either but I would never tell you it doesn't perform. It performs great, and yeah, a lot of that is down to double-stacked Rage. I just don't care for it aesthetically. It's a lot of big slow punches and only one, admittedly great, AoE damage power. Hand Clap needs a knockdown IO to be useful and then it's only useful as a minor control power. Meh. I find other sets more exciting... but in no way does SS "suck".
  5. I assume the list of stat IDs just got rearranged, so it would depend what specific things you were monitoring before whether you saw Gravity in the list after the patch.
  6. ZemX

    Escrima Sticks?

    Martial Arts or Street Fighting + Ninjitsu Scrapper would be closest to his abilities that this game gets, IMO. If you really want a weapon, Staff Fighting is closest probably even though it's one weapon rather than a pair. Leaping Pool, Ninja Stance while fighting (get some flips in there for the acrobatics), Spring Attack. If you go Staff Fighting, maybe pick up some punches/kicks in Leaping and Fighting pools. You could even consider flight for travel. Couple it with a costume change to a jetpack to emulate a bat-wing type travel method. Or just use an actual jetpack and put up with slower flight. Nice thing about flight pool is it gives you Air Superiority for another melee attack. So if you're fighting on foot you can knock stuff out of the air with it. (Though Sky Splitter in Staff also has -fly if you're going that way too).
  7. Words are defined by common usage and this one just isn't commonly used in MMO communities anymore. Probably less because of any "political correctness run amok" and more because MMOs quickly wised up and started implementing level and sometimes trade restrictions on gear. So while there are still certainly advantages of having established high level characters helping out your lower level alts or friends' characters, it's mostly about wealth transfer now and less about having a level 1 decked out in endgame suits of armor and weapons because that stuff could no longer be used by low levels or in some cases even traded/sold at all. At least that I recall, this was more often used to refer to wearing high level gear gifted from another character than just being "powerleveled" or "farmed" up in levels quickly. We still use those terms, in fact, and almost never see "twinked" in this same context.
  8. ZemX

    The Mindful Tank

    Yeah, I got mixed up between "per tick" and "per second" values for end cost. It is indeed half the cost now.
  9. Okay that makes sense. I guess I'd forgotten already it was base 0.78 per second before.
  10. How many of that recipe were available for sale? If the number is low the price could be anything since people can post for anything. Normally posting too high means it will never sell. Why someone actually paid that much is a mystery but then again there are people for whom 11 million inf is what they find in the couch cushions. What you see in the most recent sales window is just the most recent sales. People often confuse this for the "going rate" or "market value" of an item but it's not enough of a window to really know that. You could be looking at a short term anomaly, a mistake while typing (as Yomo mentioned), or just someone who doesn't know what an item should be worth. The higher the available count, the more sales volume there usually is. It's a hot ticket item, in other words. Those usually have more stable prices if you check them over time. But again, anything can happen in that short term history window. For a lot of items, the market just isn't large enough to establish a stable price.
  11. edit: Nevermind. User error. 🤪
  12. ZemX

    The Mindful Tank

    As far as I can tell, they haven't. Before Tanker Tuesday yesterday I looked at this both in the info screen for the power and in the power monitor. FA is still using 0.25 end/sec with a single 50+++ endrdx IO in it. So it's base is still 0.39 end/sec. Combat monitor also agreed that turning it on increased consumption by around 0.24 end/sec (so some rounding going on but otherwise in the same neighborhood). Guess I'll skim the beta and bug forums to see if it's been reported.
  13. Energy Melee hits like a truck. Martial Arts pushes defense up into incarnate soft-cap land easily. Psi Melee I am less versed in. Dark Melee, which you did not mention, is often talked about as a good pairing for shield both for the added "defense" of toHit debuffing and the self-healing attack that Shield doesn't have itself.
  14. Since you seem to be talking only about team buffs and area effect debuffs, I'd say +dmg always wins for four main reasons: 1. Team +dmg powers tend to have higher buff values than area debuffs have -res values. 2. Those -res values can be further reduced by an enemy with resistance to that type of damage. 3. Those -res values will be reduced even more by the Purple Patch when facing... anybody worth facing. 4. Buffs stick to your allies and can persist through multiple spawns. Debuffs only stick to enemies until they are dead. Fine if it's a toggle debuff, but if it has a recharge time, it's possible you might not be able to use it in every fight if the team is moving fast enough. Note, of course, the best powers to use in any given situation are the ones you have. 🤪 This is just to answer the academic question of which powers tend to be more effective with regards JUST to damage. These powers each also usually have other useful effects besides.
  15. Ooo.. here's an idea. What about... perma RESURGENCE! I know! You're thinking it's just a self rez, but it's also a self-BUFF! 90 seconds of +recharge, +damage, +tohit, and +recovery! 15 seconds of immunity to kick it off! 300 sec base recharge. Get that down to 90 seconds and you can skip the Resurgence penalties by just dying again! Brilliant?!
  16. Nonsense! It was furiously multiplying zero by 1.33. 🤪 Which is how I assume this will work. Your enhancements will stay slotted but if they are enhancing effects no longer found in the power they will effectively do nothing.
  17. Most people who don't play melee, I think, don't realize that taunt/damage auras are only about 12ft radius out from a tanker (8ft for others). When I jump into a spawn, I look to use my biggest AoE first but even that is often only 15ft radius at best. One reason I am fond of Rad Armor on tankers is for powers like Rad Therapy and Ground Zero which can hit enemies at 30 and 22.5ft radius, respectively, for a Tanker. Blaster rain AoEs and nukes tend to be 25ft radius and Controller immobs are 30ft. That said, I don't know if I've ever gotten actual flak when a Blaster or Controller manages to plant themselves for having an itchy trigger finger. Usually, they know what they did and they eventually learn to keep it in their pants a little longer after the fight begins.
  18. "I make my livin' off the evenin' news Just give me somethin', somethin' I can use People love it when you lose They love dirty laundry"
  19. brb, checking name server...
  20. No it doesn't. First, it's a guideline. Second, it says to avoid "controversial political or religious" content. Good friggin' luck! These days a pop star can't date a football player without someone seeing a secret political conspiracy. I think I could say "Good Morning!" in General Chat and get reported for attempting to promote a sun-worshiping religion. Which would be ridiculous. I worship the Giant Meteor. May its righteous holy fire soon cleanse the world!!
  21. I would call this more "emergent behavior" than intentional design, really. Procs are as good as they are because of the ability to exploit global recharge to push their performance far beyond what was intended. I wouldn't campaign for a nerf though. They'd be chasing ME with pitchforks and torches instead of @Snarky.
  22. Because you said this, I will caution against going Tanker your first time out. I am a huge Tanker fan myself and what others are saying is true but it is also true that Tanker is one of the ATs you might find burdened with team expectations more often than some others. This isn't a rigidly conventional tank-heal-dps game, but it's often enough still the case you will load into a mission with a team and they'll all look in the direction of your tanker as if to say, "Well...?" Not that this can't be fun too. You dive head first into a group, and don't die, and then.. you keep doing it. You lead the team around. That's not EVERY team, mind, but it's many of them. Just something to be aware of and a point in favor of a less "responsible" AT like Scrappers, Stalkers, or Sentinels. Any of those will have very good survivability with very little heavy expectations placed upon you while you get familiar with things. Stalkers might be the epitome of this as your teammates might not even know you're doing anything at all let alone wondering if you're doing it well. "I saw the Stalker hit somebody... I think? Or maybe it was just a trick of the shadows!" they might recall. But that will be about it. Though you might rarely be asked to run to the end of a map and click on a garbage can or a computer terminal or something like that if you're running a Task Force. It's a living. I've never played a Sentinel, but it strikes me as low pressure, safe, and aligned with your ranged preference. It is a Blaster with training wheels. You can enjoy the Blaster lifestyle without enjoying the design of the floor tiles quite as much.
  23. We might need to worry about leveling too fast anyway if we're aiming to do Frostfire as Reunion has full-time 2xp as a base rate now. If we need to we can use this: edit: oops.. meant to say "Reunion" of course. But both servers do have 2xp right now.
  24. I think you're paying too much attention to the height of the bars in the chart. Look at the actual times. The main thing I get from his testing is that all three ATs clear Trapdoor at very close to the same average times. Scrappers and Tankers are the same average and Brutes are all of 7 seconds behind (on his newer post in the AT forum) out of 5 minute runs. That's like 2.5% difference. It's in the noise. Yeah, there are outliers showing more differentiation but if you want to speak about the AT as a whole... there's apparently little difference in clearing a map like that once you have tricked out an IO build with procs and Incarnates. Whatever built-in differences there are to begin with between Brutes, Scrappers, and Tankers get sanded down to just about nothing by that. The Pylon times show much more what you'd expect from the four melee ATs clearly indicating Tankers are dead last in ST damage and Scrappers/Stalkers are top. No surprise there. In any case, nobody rolling up a new Brute, Tanker, or Scrapper is going to see anything close to what's shown in these charts for Trapdoor. Not for a long time and possibly never depending on how they are playing.
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