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drbuzzard

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drbuzzard last won the day on December 10

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  1. Heh, just like last time, the caterwauling about rage has killed any improvement. Nice work folks. I was looking forward to Unleashed Might. I guess I will remain looking forward. Way, way forward. Check the patch notes.
  2. Yeah, but they already could before pretty easily, while resistance had it being a chore.
  3. This would be primarily a change for the resistance sets which honestly can make getting to that 90% cap pretty hard when you're only at 75% of the base whereas the other ATs which have 75% of tanker values only have to get to 75%. Of course saying 'have' isn't quite true, but you know how we are all. We don't have to be we do.
  4. I get more of a feeling that when Khelds get love they are getting revamping love not piecemeal.
  5. Oh certainly not. I also am lousy at pylons or the clears so I can't really measure this stuff worth a damn. On TFs I can keep the tanks at a pretty high level of damage boost (though since the tank nerf I have not really bothered). When it was a high damage edge case, I used it. I've gone on to other builds since. Altitis is a way of life.
  6. I have a couple perma soul drain tankers. It's not that hard to do. Though I should note that dark melee is nothing to write home about.
  7. Yeah, electric in particular won't really care so much about losing resistance points since it's the strongest set for that (unless you're fighting the weak spots of toxic or NE). Though really I'm moving everything to UM anyway.
  8. With electric armor, it is pretty easy to get well past the caps for lethal, smashing and energy. If you work it hard, fire can cold can be done as well. Negative energy is hard to cap at best, so the crash will expose that damage type (psi can be closed, if you work it and maybe toxic if you really work it, but I never bother). Been a while since I messed with a SO build on the current electric, but iirc you can cap l/s/e all if you take toughness. With set bonuses that means you are way past the caps. If you're really concerned about the crash take toughness and you'll be overcapped for the most common stuff.
  9. I believe the Devs have said they will be taken up again after the Holidays. They wanted to put them out when there's a lot of time for them to be tried.
  10. I expect the people who are worked up are procced up, so they do a fair amount of damage even during the crash (lots less certainly, but still dealing it out).
  11. OK, so I tried out the equivalent of a live character on test. This is a regen/spines tanker. Did my usual drive along the walls of Cimerora killing off romans. The set felt more quick which is a definite change for the better. I have a few spines characters and to be quite honest I don't play them much because the set just feels slow and really doesn't seem to kill all that fast. This set of changes does seem to improve those things in a notable fashion. I would probably advocate for a drop in lunge animation speed if possible, but that's about the only change I could come up with.
  12. It is trivially easy for SR to get the numbers you mention since people do build for incarnate content which is 57% (probably SD as well, but I haven't looked at that as much). Getting to 110% resistance will be very set dependent on what particular damage types you are concerned with. Fire for fire, Inuvlnerability for l/s, or Electric or energy are already there. You can probably pump up l/s on most of the resistance sets to 110% by adding toughness (tanks generally don't need it anymore unless they are not a dedicated resistance set). However that will cost people their proc slots which ultimately is what this comes down to.
  13. The 'a small bit of regen, absorb or max HP' which people bring up is always a bigger deal than is implied in that sentence. It all requires testing and coding. Do you imagine it is a magic wand being waved or something? A lot of work is happening behind the scenes before something hits Open Beta by unpaid volunteers. There are reasons and considerations behind those choices. Do I know what they are? No. Do I automatically assume they are wrong? Also no. You can dislike those choices, and ask for them not to be implemented. You can also make suggestions. However expecting the process to be any different than how it has worked is quite unrealistic. Keep in mind every time people freak out and trash a change so it gets pulled back, all that work that went in just got flushed. Everyone who put time into that had their effort flushed. You know that T9 change which everyone took a dump on? I wouldn't hold my breath on it being addressed again any time soon since the people who did it didn't like being crapped on. Bravo.
  14. I admit my phrasing is a bit convoluted, but so is the logic in question.
  15. You have your math wrong. Very wrong. I'm on the Unleashed Might side with you, but math is math. Say I have a tanker keeping Bobcat's attention on a Tin Mage run. She hits me for 3000 damage, and my 90% l/s resistance drops this to 300. If I have a rage drop of 20% and I was right at the cap, I now have 70% l/s resistance and I take 900 damage. That's a 200% increase in felt damage (300 +200%= 900). Ok, now the defense side of the math is a bit more complicated. Base chance to hit for a minion is 50% with a minimum of 5%. People thus build for a 45% defense softcap (leaving out incarnate play). The floor numbers vary for other enemy classes, but the 50% is the top I believe for normal play. Hence you have mitigated 90% of incoming damage when you softcap (for minions). That's how the defense/resistance parity can be calculated (we are not going to address carried debuffs and such). Current state is you lose 20% of defense on a rage crash. Thus your 45% goes to 25% defense. That means half of the damage (remember, 50% base) is mitigated and you are taking an additional 400% damage. With the change and dropping only 10% to 35%, you are taking 15% (we start at 50%) and thus are taking 200% more damage than before which is parity with the resistance sets.
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