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macskull

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Everything posted by macskull

  1. I wouldn't mind if it acted like it did in the very early versions of the set where Amp Up added extra energy damage to the buffed ally's attacks, but I don't know if that's the way to go. Adding a regeneration or recovery bonus might be a good place to start if it needs anything (but I'm not convinced it does).
  2. In task force mode calling the contact to pick up the next mission will boot anyone who's still in the mission precisely to prevent the scenario OP described. It doesn't do it outside of task force mode because you can always kick and reinvite the person if you're so inclined.
  3. Patron arcs are easy - BS's takes 30 minutes tops. Autocomplete the defeat-all, bring along a different character to actually run the missions, or find a friend who is about to complete the last mission since all you actually need is the badge. More on-topic though: Damage per cast cycle isn't the be-all-end-all for farming. You also have to take into account cast time so while Spine Burst looks good on paper its activation time is 3 seconds which is a long time where you could be doing something else.
  4. I also got my numbers from Mids (2.6.0.7). Regardless... if you're chasing specific set bonuses TAoE does pretty well with a hefty 3.13% F/C defense for 6-slotting Annihilation (plus the -res procs are huge for farming). If you're primarily AFKing of course none of this matters but in an active scenario more AoE is never a bad thing especially if they put out decent damage with respect to their cast times. On my Rad/Fire my chain is Atom Smasher -> Elec Fences -> Ball Lightning -> Burn -> repeat with no downtime and between that and my damage auras I have no problem taking anything down. On a Spines/Fire less recharge means you have to start using Spine Burst more often which has a pretty crappy cast time.
  5. I'm not sure where you're getting your numbers from - Elec Fences is 1.58, Ball Lightning is 1.27, and Fireball is 1.38. So yes, Fireball is marginally better than Ball Lightning but Elec Fences is better than either and the combination of Elec Fences and Ball Lightning is far superior to Fireball plus with Mu Mastery it's two picks for two AoEs versus three picks for one AoE to get Fireball.
  6. You're looking at the DPCC for Fire Blast. Fireball's is lower than Elec Fences.
  7. The bounty rewards 100% need tweaking, especially considering Siren's Call is a ghost town even on Indomitable.
  8. You can promote to the same rank as you, just not higher.
  9. Mu is the go-to because you get two AoEs for two picks whereas Pyre requires three picks for one AoE. I've seen some builds that use it but honestly it's not optimal.
  10. Panacea's 7.5% endurance. The Superior Scourging Blast proc does a 7.5% heal though.
  11. The big difference here is that while of course heals aren't affected by regen debuffs, it is only a chance for a heal which means it isn't consistent. Regen is a reliable, known value - even after factoring in debuffs you can see exactly what your regen rate is at any given moment and you know that you will get that much HP/sec back. The heal proc, while mathematically superior over time, isn't always going to give you that amount of HP/sec. Sometimes it'll proc more often, and sometimes it won't proc at all for a minute or two while your regen is returning hundreds of HP. Re: tanking Hamidon, Hami does -regen and -heal so it won't make as much difference as you'd think.
  12. The non-Panacea heal procs say "max life." I suppose Panacea's wording makes sense considering it's a little different than the rest of the heal procs in that it can be slotted in heal powers and won't always necessarily be affecting the caster. That being said, this leaves a few issues: The heal values of any of the heal procs are probably not supposed to be affected by +/- heal. Either the non-Panacea heal procs should be scaling with max health per the IO description or the IO description is wrong and should say "base HP" and not "max life." The +end procs (Performance Shifter, Panacea, and Scourging Blast in both regular and superior flavors) scale the end bonus off the target's max endurance and I don't see any reason why the same shouldn't be true for the non-Panacea heal procs considering they are a low, unenhanceable value or the behavior of the +end procs is inconsistent and should be based off base endurance or +HP and +end procs are just two different beasts for reasons that aren't even remotely clear.
  13. The Issue 13 changes sort of wrecked solo Controllers to the point where they're pretty much a non-threat in a 1v1 situation these days.
  14. The heal from the Panacea proc and the heal from the new Power Transfer proc (and I also assume the Call of the Sandman and Entropic Chaos procs but haven't had a chance to test those) have two issues: The heal from these procs is not flagged to ignore enhancements and buffs so powers like Field Medic and Incandescence can affect the heal. The heal is a fixed percentage of base HP, not max HP, even though the IO description says "max life." Contrast that with the +end procs which give you a percentage of your max endurance. (Surprise third point!) Panacea's heal ignores AT scales and heals for a fixed value instead of a percentage (though this may be working as intended but I have no way of knowing this). Panacea spams the "healing given" channel when the proc fires on the caster. Power Transfer doesn't. The heal correctly shows up in the "healing received" channel for both though. Additionally, the info text for the Panacea proc still incorrectly states that the heal portion is +regen in a PvP environment (and multiple powers in Nature Affinity, Pain Domination, and Time Manipulation still do +regen in PvP instead of the correct heal-over-time).
  15. How does this thread have 2 pages already
  16. I don't see what an email or AH wipe would accomplish other than piss off a lot of people. There seem to be hoarding concerns which I legit don't understand because it's not like any resource in this game is finite - you generate inf, salvage, recipes, enhancements, etc from thin air just by playing the game so keeping a whole bunch of inf or super packs or recipes in email isn't a big deal. A thought exercise here is to look at what happened back on the live servers when the hero and villain markets were merged. Transaction history was wiped and prices ended up stabilizing around where they were on the hero market within short order (minus some exceptions which were biased redside like pet IO sets).
  17. Only the Smash/Energy resist applies to any entities that aren't the primary target. The mez protection, knockback protection, teleport protection, and slight movement debuff only apply to the primary target. This isn't just a Clear Mind thing - every single-target ally mez protection power remained single-target when previously single-target buffs got the AoE treatment.
  18. Individual -res procs do not stack with themselves, even from different casters, but the three different -res procs will stack with each other.
  19. Random-effect procs don't have any associated limits, unless they're unique IOs, because they don't count as set bonuses.
  20. Power Boost will buff click-type defense buffs for the duration of the buff and toggle defense buffs for the duration of Power Boost. The exception there is defense powers that also have an enhanceable +res component (the most common of these are Fade and the Cold shields) because those powers are flagged to ignore buffs like that.
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