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Yomo Kimyata

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Everything posted by Yomo Kimyata

  1. Also Adrenal Booster would be great for a burst damage set. Just saying...
  2. I just dinged 50 and dark/regen scrapper is great. Running at +4/x8 but it's much more difficult than oh say energy/bio. Other than what Koopak said, you have no debuff resistance other than what you slot. I suggest getting as much slow resistance as you can slot (my build has 95%). Nothing you can do about defense debuff or to hit debuff excep don't get hit.
  3. I generally don't play tanks because they are too easy, but come up with a good aoe immobilize for scrappers and I'll send more inf your way.
  4. Nice, but I'm a few steps ahead of you!
  5. At this point I mostly play melee builds with a lot of knockdown and debuffs, so people would whine about that. If I had mostly melee builds that were optimized for damage I think people would whine about that instead.
  6. I understand that you don't think that's the case, but actually it probably is. Now it seems unlikely that you would take them down and repost them and they would insta-sell, but like I said, the queue re-adjusts when new offers or bids come in. Maybe 100 was the price that many many other salvage was posted at? The fact that it took three days to sell salvage at 100 doesn't necessarily mean that the queue is screwy. It almost certainly means that you just weren't first in the queue for those three days.
  7. This is easy to explain. The prices that get printed on the Last 5 are the prices that someone bid. Let's say you have 100 common salvage listed for sale at 249. And you watch hundreds, thousands of salvage trade at 250. That's crazy! But that means that hundreds, thousands of salvage were listed at a lower price than yours, and that someone bid 250 for a large amount. The lowest offer on something could be 10mm, and someone could bid 500mm, and the trade would print there. You can complain all you want for having offered at 490mm, but the fact remains that someone else was offering at a lower price (or the same).
  8. From what I understand of the queue system, if there are many bids that are the best bid (let's say 500k for a rare salvage, any rare salvage) and there are none offered at or below that price, the priority is unclear. And if you come in with another 100 bids at 500k, it ?randomly? resets the priority. Order of operations is always by exact price. If two of your bids transact but not the third there may be trades going away at the exact same price. If you are witnessing trades below your bid, that shouldn't happen and I chalk that up to the display bug, personally.
  9. Like I said, I'm looking for the five that are listed under Combat Attributes, as in the initial post. Example: My namesake BS/INV scrapper has: 0% Regeneration resistance 25% Recovery resistance from Resist Energies 0% To hit resistance 50% Recharge Time resistance from two sets of Winter O's and Resist Elements 50% Defense resistance from Resist Physical Damage and Tough Hide I would like a database of everything that has an effect on these. I'm picking these five because they are important but mainly because they are listed under Combat Attributes as trackable.
  10. I want all of it. Well maybe not all of it. The five I listed suffice!
  11. Hey! What's that over there?!?
  12. As far as I know, there are five debuff resistances (there is a 6th in resistance debuff debuff resistance, but I'll let the buffalo in Buffalo buffalo each other about that): Regeneration (health) resistance, useful for, well honestly I'm not sure what or who debuffs regeneration. Recovery (endurance) resistance, useful for anything that is draining you and keeping you drained. To hit resistance, useful for anything that's smacking you with dark powers. Recharge time (speed) resistance, oh yeah that's useful. Defense resistance, which is what seemingly 75% of all the posts in Suggestion Forum are about. I'm trying to track down a definitive list of all powers or set bonuses or whatever that grant these. I don't find it in the wiki, and I could dig through every power in City of Data (all hail Uberguy) but I was hoping that someone could point me in the right direction to keep me from reinventing the wheel. Thank you for your consideration! Happy hunting.
  13. I think you will find that War Mace and Battle Axe are very similar. All the powers are roughly equivalent in form and style. Smashing damage v. lethal damage. I think War Mace does more damage number wise but I can't guarantee that. War Mace has a greater variety of "special" mitigation, with knockdown/up and stun, while Axe only has knockdown/up. They are both good, but in my experience War Mace is more bang for the buck. Broadsword is a little different. I feel that the outright damage overall is less than either War Mace or Axe overall, but I can't prove that right now, Certainly there is nothing that compares to Crowd Control or Pendulum in terms of an epic attack! Parry is a great power, but I wonder how much use you will get out of it with a defense-based set with Shield. Having defense debuff built in means that you will have fewer accuracy problems, if any, and that you can sneak in an Achilles proc or two . At the end of the day, they all get the job done, so go with whatever you think looks the coolest. Make three!
  14. I'm always intrigued when people try to exhort others to start PvPing. It feels like I'm walking past a dude with a three-card monte table who is saying, "C'mon, you can't pick a simple card?" I payed around with it a bit on Live and didn't enjoy it then. Too much ganking and exploiting stuff to pad stats back then. I haven't found a compelling argument to start doing it now where I would feel hey this is fun no matter if I win or lose. I suspect the smack talk and the specialized builds contributes to that. Dunno. But regardless, without a compelling argument, I've got more enjoyable things to spend my time on!
  15. The only problem I have with this set combo is that Assassin's Strike is an elemental sword. Hard pass.
  16. *whistles awkwardly* Ooh, look! A cloud!
  17. War Mace is pretty endurance heavy so it helps to have a blue bar friendly secondary. But it’s certainly not necessary.
  18. I'm always super interested in seeing build ideas -- I usually learn something and I'm always reminded of my own biases. @Nemu the triple Synapse in end mod powers is a real winner! I've been leveling a scrapper who just reached 44 and I'm pretty happy with the results, both now and what I expect at 50. No Darkest Night for us poor scrappers so I went with Leviathan for more chaotic goodness in Water Spout (and the only ff +recharge in the build!) and another Oh No! power in Hibernate. I may be over building for +to hit and +accuracy, but right now it's a lot lower than I feel comfortable with and when the +accuracy kicks in from the purple sets, maybe I can cut out Tactics. Current plans:
  19. Every time I run missions in my 30s on blue side, Devouring Earth Guardians are the most dangerous game, since they drop Quartz eminators like crazy. Yet I've never seen a Quartz pet spawn after, say 40 or 45. Is this one of those things that "mysteriously" got cut off at a given level?
  20. One of the reasons I'm enjoying this thread is because it has given me the opportunity to revisit some things I really never looked at much before. Let me be clear: I like Dark Melee (which I think is an incredible set when played well, and I'm only disappointed that it got dumbed down IMO) and I like Regen (partly because it is a more difficult/less forgiving set to play). I certainly don't want to come across as a naysayer, because that is exactly the opposite of my intention! I really enjoy the fact that something I built two years ago and did fine with can be improved so much more. Thanks to City of Data and my newfound usage of it (all hail Uberguy), I'm doing a deep dive on power sets and reconsidering everything I knew. For example: Instant Healing has 600% regen unenhanceable and 200% enhanceable. So with zero healing investment in enhancements, you get 800%, and with effective maxed out levels of healing (call it 100%, or something over 2 lvl 50 +5 IOs) you get 1000%. So my blind go-to has been to five slot it with Panacea or Doctored Wounds, but both of those choices are for +recharge and a few other minor bonuses. Let's say I would 5-slot Panacea normally. Now let's consider 4 slotting it with 2x lvl 50+5 healing and 2x lvl 50+5 recharge and move that extra slot to another power that expects to activate a FF +recharge once a minute. That's not a bad tradeoff. Now I may ask, well, am I really benefitting from slotting the healing, since I'm not sure that extra 200% regen is going to be the thing that saves me? So maybe I only two slot Instant Healing with +recharge IOs, and now I have some more slots to play with elsewhere. Instant Healing and Integration are the places I'm looking, and for my lvl 50 builds I'm looking at cutting them down to two slots each and putting in lvl 53 DSo R/H and lvl 53 goglis respectively. It's really enjoyable to look at things with fresh eyes a year or two later and understand, oh, I know why I went that way, but let me try something else. And the game is forgiving enough (even with regeneration!) that you never need an "optimal" build to succeed most of the time.
  21. And here I was thinking that was you coming in to reclaim your space with a heavy hand! Maybe I'll ease up on selling into the space...
  22. I'll tackle this, although I'm not an expert in the proc math. These numbers may not be exact but I hope you'll get the gist. Let's take Bitter Freeze Ray on a blaster. It's got a 15 second recharge. Without any recharge built in, my proc calculator says it has a 102.08% chance to proc, which we know maxes out at 90%. I believe the damage at lvl 50 would be 48.something. So if you hit an enemy, you will do your normal damage (let's call that 335) plus a 90% chance of an additional 48, and a 10% chance of nothing. Your expected average incremental damage is a little over 43. You will never do exactly 43 additional damage, but you will do 48 additional damage a bunch, and 0 additional damage a bit. Ok, now let's look at the same power with 100% recharge built in (that's 2 level 50+5 recharge IOs plus a bit). Your chance to proc drops to 58.33% and your recharge drops to 7.5 seconds. When you hit, almost 60% of the time you will do an incremental 48 damage, and a little more than 40% of the time you will do nothing additional. That's an average of 28 additional damage per shot. Wait, that's half the recharge time and more than half the expected incremental damage! That's great! But... I didn't work in animation/activation time. I'm not sure of the difference between Arcana time and normal time, so I'll use normal. Activation time is 2.5 seconds. Total activation and recharge time in the first case is 17.5 seconds, with expected incremental damage of 43, so roughly 2.5 expected additional damage per second. In the second case, total time for activation and recharge is 10 seconds, with incremental damage of 28, so roughly 2.8 expected additional damage per second. Now, I am absolutely certain that I didn't do this math exactly right, but those two numbers are awfully close to each other, and I would not be at all surprised to see that in truth they result in the exact same number. Which is how, I believe, they developed the PPM formula in the first place.
  23. Watching this with interest. I've resurrected the very first build I ever made on Live: a Dark Melee/Regen scrapper who was an accountant whose software accidentally summoned a demon when working on the taxes of a Russian oligarch. I was so perturbed at the changes they made for Dark Melee in HC that I boycotted the set for a long time. I'm still in the early stages of this combination but a few thoughts so far: In general: -- Scrappers have a lot less leeway than brutes. Lower resist caps (really only coming into play with MoG), a little bit harder to build melee or S/L defenses due to ATOs, scrapper epic pools bite the big one. -- There are some things that this combo does very well. Lots of healing (Regen + Siphon Life). More endurance than you can shake a stick at with Quick Recovery and Dark Consumption (or even a Theft of Essence in Siphon Life). Possibly too much... Thoughts by Offense: -- What they did to Shadow Maul is an abomination. I skipped it on several previous builds. Changing the arc from 30 degrees to 120 degrees and neutering the damage because people couldn't figure out how to position themselves to hit more than one opponent was blatant pandering to the lowest common denominator. At this point, I'm looking at it as a proc delivery vehicle and a -to hit amplifier. Seven feet is a ridiculously small range for something that does as little damage as this power does. With no recharge, you've got about a 50% chance to proc a 3.5PPM, so I'm putting Siphon Insight +to hit proc in there, among others. -- Touch of Fear is now two powers in one. Don't waste your time putting in procs that only affect the single target. The AoE only takes melee procs. Six feet radius is even worse than seven feet! -- You may not need the endurance from Dark Consumption, but at 180 second base recharge it will max out proc chances no matter how much recharge you put in there. -- Soul Drain will also max out proc chances, but will be up more frequently. -- I really dislike tentacles. Thoughts by Defense: -- There's going to be a tradeoff between slot usage. Regen wants recharge, but is it always worth five slots of Panacea for 7.5% recharge? -- Reconstruction/Dull Pain are going to be as high as I can get them in terms of Healing and Recharge. -- I think of Fast Healing and Instant Healing as mules. IH is a great preventative weapon, but has it ever saved you when you activated it *after* you were in trouble? I'm a lot more interested in recharge than boosting the regeneration numbers. Integration is critical (and at 16 is really late for a mez resist power), but slotting it for regen maybe not critical? -- Revive seems identical to the Revive power you get in Hero/Winter packs. I'd rather not die at all, but for a no-slot power choice I could understand how it trumps a wakie. Other: -- not a lot of room for mitigation by knockdown/stun/fear. -- I'll look into the presence pool for this. Provoke for a scrapper helps with short radii, Invoke Panic, Unrelenting all would be useful. Look forward to seeing more from this thread!
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