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Everything posted by ZemX
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Yeah, I've not run into much trouble with my Rad tanks doing herding either. It's when you're in the bowl and there are ten Magi spamming Stalagmites (mag 3 13sec 50ft radius AoE stun, -20% base def). If you're a defense tank, you might dodge some or all of them and never sweat it. But my Rads get hit with every one of those and that can stack up enough to overcome stun mez protection even on a tank. We had a few occasions where the herding brought in enough stunners to drop 4-6 tanks at once. I got into the red zone at least once before managing to swallow a break-free and hit my heal. Part of the problem is even noticing I am stunned with all the audio/visual noise of a raid. At least that happens on our TT raids. On a public raid in the bowl there's typically enough overlapping force fields and other supports in the bowl you could probably go afk and never die. One of these days I really gotta get back to mine. Captain Subatomic has been languishing in the late 30s for a while now.
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I usually consider it bad luck when I join a team full of stormies! KIDDING! (sort of) I agree with focusing on to-hit debuffing. They need to roll dice to hit you. You're making sure those rolls come up snake-eyes every time. Dark, darkity, dark. Rad works the other way, making your own hit rolls succeed more often, which is definitely bad luck for them. But I'd avoid the default vibrant green color and go for something much more pale. Fits the theme better. ETA: oo. forgot! Panther Transformation. Cross some paths as a black cat!
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PSA: Since I saw some surprised comments last night in the bowl... yeah, there's THAT much stun mag stacking in there during a MSR. It's not something we usually have to worry about in our day to day so it can catch you unprepared. It's particularly bad if you're resistance-based or don't have DDR because they also pack a lot of -def and hit you all the time, so it stacks up all the faster if you're not the "I dodge bullets!" type of tank. At times, I noticed my Rad Armor's defense was in the negative 70s somewhere. I don't leave home without a decent stack of break-frees and I am constantly converting my tray to break-frees throughout the raid. That said... TT's MSR's are way more fun than the usual public raid on Excel or Everlasting. Those are a snooze fest with all the support going on in the bowl. Playing herd tank for one of those is at least somewhat interesting. But nothing like the small all-tank raids we're doing.
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We gonna fill an MSR on Indom on Halloween? 🤪 Or maybe Rik't or Treat?
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I always buy 8 hours of defense amplifier (really all three amps) for dirt cheap from P2W at level 1, then run a DFB and pick the hydra defense rewards. That'll take a defenser like Shield through those pesky low levels in style.
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Sigh...this is why we can't have nice things.
ZemX replied to Skyhawke's topic in General Discussion
A base is handy to store the rare stuff at least. I also don't bother storing commons or uncommons. I zip through my base between teams, sell off common IO recipes and anything over about level 40 that isn't terribly valuable (since they aren't worth crafting at that level). Then I hit the table and craft anything that shows up bold, meaning I happen to be carrying the salvage for it. Then I hit the quartermaster and sell any common/uncommon salvage that has more than 3 in a stack. Keeping 3 means I end up with a good variety for crafting those random recipes. When I start to be annoyed by the random set IOs I am accumulating in my trays, I take a few extra minutes to convert them into something that sells well and I post it on the AH. This is sort of the minimum effort I'm willing to make to sell what is dropped to me in one way or another. I suppose I should be dumping the common salvage on the AH instead of vendoring it so it'd be available for others to purchase. Maybe I'll think about that. -
Looking for a math nerd (Siphon Life as Regen)
ZemX replied to Story Archer's topic in General Discussion
Whoever it was, they weren't very smart because... I was wrong!! 😈 When I said that Siphon Life = +100% regen, I was forgetting that you always have base regen. Someone spamming Siphon Life is gaining both base regen of 5% per 12s AND Siphon Life's 10% per 12s. So apples to apples, someone spamming Siphon Life is restoring health three times as fast as the same person who is NOT spamming Siphon Life. Hence Siphon Life on auto is equivalent to adding +200% regen buff (not +100% as I stated earlier). Again, at least until we start tossing in all kinds of enhancements and set bonuses... at which point I am adding MYSELF to the punch bowl, because I am not a big enough math nerd for that! -
Looking for a math nerd (Siphon Life as Regen)
ZemX replied to Story Archer's topic in General Discussion
On second thought... let's nerd this up some more, actually. Because after a bit more avoiding the work I'm actually paid for, I've come to this conclusion at least. Siphon Life = +100% regen. How? I happened to notice that the melee self-heal modifier for each AT seems to be set to 1/10 of the AT's base hit points. In other words, Siphon Life, being a scale 1.0 self heal, is actually healing each AT that can use it for 10% of their base hit points, casts in 2 seconds (ish) and recharges in 10 seconds. Base regen heals 5% of current max hitpoints, every 12 seconds. So in 12 seconds, Siphon Life heals for twice what base regen does, assuming no enhancements anywhere in your build. Voila! ... Viola? Siphon Life will then scale upward in effectiveness with healing and/or recharge enhancement while Regen scales upward with regen and hit point enhancement. e.g. If Siphon Life is enhanced only for heal to the E.D. limit and you have no recharge bonus, you would need roughly +300% regen to equal it (4x base regen) OR +100% regen and twice your base hit points. Either that or I'm high on punch from the office Halloween party. 🤪 -
Looking for a math nerd (Siphon Life as Regen)
ZemX replied to Story Archer's topic in General Discussion
Kidding aside... there's no one answer to your question. You can't say Siphon Life = x% Regen. It can be expressed as a more complicated equation than that one, I suppose, but it involves at least the following variables: AT melee self-heal modifier. Current max hit points. Recharge and healing enhancement in Siphon. Global heal and recharge enhancement/bonuses. Global regen %. Here is a "how it works" link for health regeneration: -
Looking for a math nerd (Siphon Life as Regen)
ZemX replied to Story Archer's topic in General Discussion
Heal is easy. Regeneration? Who even knows how that works? The only thing we can all agree on is that it must be nerfed in the next patch. -
It lasts 10 seconds and does not stack. https://cod.uberguy.net./html/power.html?power=tanker_melee.martial_arts.storm_kick&at=tanker
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If this no-temps thing catches on, we'll probably want to make sure there are some Rad Armor and/or Bio Armor tanks in the mix for the -regen. I don't know where else we have access to this in primary/secondary powers for tanks. But both these sets get it in their respective heal powers. Not quite as strong as daggers though.
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Sigh...this is why we can't have nice things.
ZemX replied to Skyhawke's topic in General Discussion
This. There is never a point to bidding more than 10k on common salvage. 10k bids will always succeed (unless we collectively manage to buy all seeded salvage, which I doubt). Similarly, posting a sale for more than 10K will never succeed because anyone bidding higher than 10K will be connected with the lowest offer, which is guaranteed to be, at most, 10K. -
Sigh...this is why we can't have nice things.
ZemX replied to Skyhawke's topic in General Discussion
Sales below 10K are always from players putting salvage on the auction house for that price or cheaper. Seeded salvage is 10K. Period. The only way you can possibly buy seeded salvage is if you bid 10K or more (which you did) and if you first purchase ALL items offered for less than 10K (which you can't be sure of since you didn't bid 9,999). Think of it as a community donation. 🤪 -
Sigh...this is why we can't have nice things.
ZemX replied to Skyhawke's topic in General Discussion
No, this was in the Issue 26 patch notes. Salvage Market seeded to keep costs down: 10K for common salvage, 100K for uncommon salvage, 1M for rare salvage, and 50K for a Brainstorm Idea As I understand it, this was a one-time event. 10 million salvage dumped in. It's not constantly being replenished. Doesn't need to be. So some of that might have (probably has) actually been sold, meaning you'd have to dig down somewhere under 10 million to find the seeded salvage. Bidding 9,999 would eventually find it when the bid fails. But it's also possible you did scrape away all the player salvage at that moment. Can't tell from bidding over 10K tho. But what you more likely saw is just the other reason it's futile to try cornering the salvage market: There's a constant influx of salvage, usually being dumped at 1 inf apiece AND there are over ten thousand outstanding bids, all for under 10K. You can squeeze supply and cause prices to start going up somewhat but only so long as you keep doing it. The salvage market wants to return to those lower prices, and it will, as soon as you take your finger off the button. -
Sigh...this is why we can't have nice things.
ZemX replied to Skyhawke's topic in General Discussion
Does this ever really happen? Common salvage market manipulation, I mean. First off, no evidence in this thread the price ever actually reached 10K in this instance. Just that it was higher than 300 and that the last five sales, at that point, were for 10K. Could have been plenty of salvage sitting for sale at 400 or 500. Would it even work? How much common salvage would one have to buy to gobble up everything being sold for less than 10K? Asking for a friend. -
Generally, the caps are: Tankers: 10 for melee cones, 16 for PBAoE. Brutes: 5 for melee cones, 10 for PBAoE. In some cases, the PBAoE target cap also applies to "ranged AoE" cones. For example, Breath of Fire in Fiery Melee hits 10 for Brutes and 16 for Tankers despite being a cone. Powers can individually set their own target caps so there are exceptions, such as Radiation Armor's Ground Zero, which hits 30 allies/enemies for both Brutes and Tankers. But most powers follow the rules above. Tankers also get larger AoE areas thanks to their inherent Gauntlet buff. Cones have a 50% wider arc and PBAoEs have a 50% larger radius. Some powers are exceptions to this. Foot Stomp is already a 15ft radius PBAoE and doesn't get bigger on a Tanker, but many 8ft and 10ft radius PBAoEs get to be 12ft and 15ft respectively on a Tanker.
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It's theoretically possible I neglected my end bar right there too and briefly took a nap... BUT NOBODY SAW NOTHIN! 😈
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Wait, you mean even if you have AAABBB and two are procs you'd still put the procs to the right? What if it ends up AABBAB?!?
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Before the respec maybe, but after...?
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As @Andreah pointed out, the idea of an MMO Tanker doesn't really fit into the comic book genre because it involves gathering all aggro up and then surviving it while the rest of the team (ideally) is ignored by the bad guys. It would look ridiculous in a comic book, movie, or TV show. Super team battles are all over the place with everybody attacking AND being attacked. Nobody is "tanking". Any character you would call a "tank" (or brute) in the comics would be someone, as the name suggests, who either absorbs or deflects damage. Not someone who dodges it. And that was really in line with the original powersets given to Tankers in this game.
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Also.. important caveat (and just to make this sentence even more clumsy) ... "damage resistance resists resistible damage resistance debuffs!" There are some unresistible damage resistance debufffs. Almost any NPC with a Tar Patch and most who have Enervating Field fall into this category. If you are a resist Tank and you find your health dropping precipitously in a Manticore TF, this is why. Some of those PP Elites have Enervating Field. Run away to drop the toggle. According to several scholarly works here... damage debuffs ARE resisted by damage resistance as well.
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Yeah sorry, this is the part I was trying, and failing, to crack wise about. Sidekicking really never had anything to do with this other than a name. You could imagine that it did (which it sounds like you did) and that's fine, but it was in reality just an annoying puzzle to solve to have a workable team and it didn't really enable anything to do with teaching new players ala the actual comic book concept it was aping. It would especially strange here on Homecoming where it's probably 50/50 that lowbie sidekick knows as much about the game as you do. 🤪