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Maelwys

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Everything posted by Maelwys

  1. Maelwys

    ATO Fiery Orb

    It summons a little orange flame (a bit like the Animus Arcana "fireballs") and it typically spawns on top of you, not on your foes; and if it's close enough to an enemy then it'll run up and hug them; dealing a bit of AoE damage in the process. Its stats are here. It's only 1-2 PPM so won't spawn hugely often in a fast-recharging attack. The actual damage output is a tiny bit better than a regular damage proc if it only gets a tick or two off before dying to enemy fire. It can last for up to 20 seconds though, and you can have multiple copies of it out simultaneously if you're lucky enough with the RNG. It's markedly better in AoEs; and I've found that the Superior ATO version procs almost every time in a lot of the Arsenal Control powers like Sleep Grenade.
  2. I mained a Sonic Defender extensively on Live for years. A lot of teams back then didn't appreciate just how much it made life easier until they teamed with it. The +resist buffs are handy, no question - between the Bubbles and Sonic Dispersion, a Resilient Core Alpha slot and Barrier these days you can buff everyone's resistances by ~70% constantly to everything except Psionic. Disruption Field and Sonic Siphon are obviously both brilliant. Clarity is often overlooked - but keeping it up on everyone constantly becomes second nature and you can easily stack enough on a single target to keep a Tank going through Ghost Widow's hold. Liquefy's debuffs are HUGE; and with enough recharge you can get its downtime to the < 10 second mark. Sonic Cage I actually used a fair bit in multiple-AV situations, as Acc/Mez HOs increased the Mag of the untouchable effect and allowed it to properly affect them (Mids claims this is still the case; but I've not personally tested it for years)... although I did need to co-ordinate with teammates a fair bit and making the effect more obvious via the tailor helped immensely. I had an /Elec secondary and I used it for sapping, but endurance drains are nowhere near as powerful as they used to be. So these days I'd lean towards Dark or Water (for the uninterruptable self-heal; plus either lots of -ToHit or Whirlpool+Geyser) or Beam Rifle (Piercing Beam and Overcharge are brilliant; and Disintegrate provides -Regen). RE Epic... Psi Mastery is the obvious choice (Psi Resistance and World of Confusion) or Ice (+Def Armor plus Hoarfrost, Build Up + a decent pet) All that said: have you considered Thermal instead? It'd be remiss of me not to point out that Sonic is in a bit of a difficult spot right now; and in the vast majority of content a Thermal's toolset will soundly beat a Sonic's.
  3. How much accuracy/to-hit is needed for a 4*? Am I fine if I'm at 95% chance to hit against +4? Is that a 95% chance to hit a +4 in 4* content or a 95% to hit a +4 foe in regular content? In 4* content all enemies gain +30% Defense[All] as a baseline (see here) so even without any other buffs/debuffs in play, you'd want to aim for 125%+ in Mids etc. in order to actually cap your chances of hitting them. If you're not getting any teammate buffs (unlikely!) then hitting that number might require some build concessions. For a regular 1.0 modifier power; you'd be looking at a very rough ballpark of ED-capped Accuracy% slotting + a Kismet IO + Tactics + another ~30% accuracy from Set Bonuses. If you only really care about a single long-recharge ability (e.g. Fulcrum Shift) and have access to something like "Aim" + the Gaussian Proc then that might help a bit; but you'd be underperforming the rest of the time. In practice it really depends on what debuffs/buffs are in play; and also on what else you can bring to the table. My /Kin MM's regular PVE build actually has a 125% hit chance vs +4s with Fulcrum Shift (and his personal attacks), 131% with Transference and 143% with Transfusion... but he'd still not exactly be my first choice for running 4* content.
  4. The Stalker version gets a clickyheal IIRC. But yeah the rest just have the piddly amount of DDR in Heightened Senses plus the T9. (I suppose they could run away to find more mobs to cuddle in order to buff RTTC's regeneration rate...? MUST FIND MORE THINGS TO HIT ME SO THAT I CAN HEAL FASTER!!)
  5. Slight Necro, but are you still finding that Flashbang is your goto? I'm honestly leaning towards skipping it entirely. I'll admit I've been using a few binds to make the location-targeting powers into foe-targeting though. e.g. /bind A "powexec_location target smoke canister" /bind B "powexec_location target sleep grenade" /bind C "powexec_location target liquid nitrogen" (Tear Gas is already foe-targeted) I'm finding that Sleep Grenade in particular is a complete monster when procced out.
  6. I suspect that Arsenal Control is actually substantially better on a Dominator than on a Controller; since it lacks an immobilise to set up containment but has a plethora of fast recharging and long duration AoE CC; plus a large number of debuffs (-Recharge from Cryo Freeze Ray, Sleep Grenade and Liquid Nitrogen; -ToHit and -Perception from Smoke Canister; -Damage from Tear Gas). Arse/Psi is definitely an AoE-damage-friendly combination, which isn't the usual for Doms... in fact it's so good that I'm actually veering towards a purely debuff-centric Epic Pool (Dark) rather than taking another AoE attack like Dark Obliteration/Fireball/Ball Lightning/PsiTornado; or even WaterSpout (which is one of my main gotos for hybrid damage and control). Sleet is usually king here; but Tar Patch has no KD to interfere with Liquid Nitrogen and the debuffs from Darkest Night would stack very nicely with Smoke Canister and Tear Gas (for a total of -37.5% damage and -22.5% ToHit unslotted!) I was especially surprised at just how good of a proc-bomb Sleep Grenade is: mine was actually doing more damage than PSW. The Slow Set damage procs in particular (Impeded Swiftness and Ice Mistral's Torment) both have a chance to repeatedly proc over its duration, not just upon cast... and the way it's coded seems to make it particularly well suited for the Superior Dominating Grasp "Firey Orb". The builds I've been playing around with on test are below, in case anyone's interested. Dominator - Arse_Psionic (FlashBang).mbd Dominator - Arse_Psionic (Subdue).mbd (A smidge over 1400HP and can technically hit softcap against even-level foes via the ~31.5% ToHit debuffs from Darkest night and Tear Gas... but it's really not chasing much in the way of damage mitigation other than "just CC and kill everything". Procced Spirit Ward is for the Tri-Cannon. Vengeance is just for funsies. Flashbang seems like the most skippable power in the set after Tranquillizer TBH: the -ToHit is tiny, it deals no damage and I don't actually need another Mag3 AoE CC!)
  7. There's this which watches the chatlog and performs text to speech on NPC dialogue? Raw Optical Recognition performed on the screen itself would probably be a bit flaky due to the transparency settings etc.
  8. That might be a good shout, it's usually pretty quick to update, but the timestamp for the two databases are currently showing "Brainstorm-20240301_5940" and "Homecoming-20240227_5928". If neither of those include the changes in those mid-March patches then all the entries for the Tricannon powers are likely inaccurate. Looks like Uberguy last updated the CoDv2 thread at the start of March so perhaps something may have come up + updates are halted at present? RE Tricannon's in game performance, the somewhat inconsistent taunting behaviour is still throwing me a bit... but it's nice to have a viable alternative to Stoney. And if it turns out most of the time I can get away with 4x Expedient, the Soulbound BU Proc and Perfect Zinger Proc, fantastic. ----- [EDIT] ----- I had a scan through the in-game power data and did another CWK test or three on Brainstorm. The short version is that the Tricannon's "Tri-Gatling Gun" attack *DOES* appear to be capable of taunting RAID-flagged foes now, contrary to what the (apparently outdated!) CoD entry says. But it's not doing so reliably. Looking at the Pet's stated powers in-game (a bit light on detail; but the only accurate info we have available at present. Don't even get me started on Mids): For the Tricannon's Tri-Gatling Gun power; in order for the Taunt Component to actually kick in against RAID-flagged targets it's requiring an "increased accuracy check" (this seems to be "ToHitRoll+0.2" like most similar powers out there). However this Taunt Component itself is also set to "Ignore Buffs and Enhancements"; therefore any slotting within the power itself will very likely be doing nothing for it. The attack has an inherent 1.2 accuracy bonus, but the -20% ToHit roll penalty for the Taunt effect vs RAID foes combined with that "Ignores buffs and enhancements" flag is likely why I'm observing it being so inconsistent at grabbing the CWK's attention. The Tricannon's Taunt power looks to have a 10ft radius now instead of the original CoD-listed 8ft; and it no longer mentions ToHit Rolls or RAID-flagged targets at all. Unfortunately there's no way of telling by the in-game display if this power is still flagged as "Autohit" against Foes; whether it still does not inherit Accuracy or Taunt duration enhancements from the main pet, or whether the actual tick rate and taunt durations under-the-hood are unchanged... however I very much suspect all that to still be the case. Testing in fights seems to show it never missing; which suggests it does still have the Autohit flag. So it seems that the Tricannon now has an automatic autohit Mag3 taunt that affects any 5 critters within 10ft of it regardless of whether they have the RAID flag or not... and which will reliably keep up to +2 foes (with only a ~0.05s gap vs +3 foes) constantly taunted. Without a CoD update we can't say for sure, however given the above I suspect that currently Taunt Duration enhancements are unfortunately doing bugger all for the Tricannon; and that it'll only be able to reliably taunt higher-level foes whenever it's within 10ft of them. However at least its Taunt Aura thankfully doesn't seem to care any longer whether the foe has the RAID flag or not! In any case I suspect I'm going to roll up a Arse/Psi - it seems to provide a viable alternative to Stoney tanking as long as you can juggle the locations a bit! Thanks again 👍
  9. Yeah there were two patches that made it to live that tweaked the taunt vs RAID/non-RAID IIRC - March 12 and March 19. Currrently the Tricannon Gatling Gun attack's Taunt seems to not be autohit (just like the attack it's attached to!) and it only affects "non-Raid" foes (e.g. most things) However it does inherit Accuracy Enhancement and Threat Duration Enhancement; so it's pretty unlikely to miss. Honestly, I think the way you've got it slotted (1x level 50+5 Taunt Duration IO) makes the most sense, because that means even vs +3s it can still miss two attacks in a row without the Taunt effect dropping off (assuming it's constantly attacking a single target). The Tricannon 8ft Taunt Aura only currently works against "Raid" foes. The power is flagged as Autohit (foes)... but the code of the Taunt component within that power is checking for a ToHit check; which *might* be overriding that...? In-game once it got within 8ft of the drone the even-level CWK didn't turn around once for me, but the Drone was getting double-tactics (from me and the VEAT Widow) and there would have been only a 1 second downtime on a single miss. It does not inherit Accuracy Enhancement or Threat Duration Enhancement; which means we're stuck with its base tohit chance and taunt duration (although you can always layer some Defence debuffs on your foe or ToHit buffs on the Tricannon pet I guess... so Soulbound Proc and Tactics might actually help slightly?) For raw damage the Tricannon seemed to perform a smidge better with Perfect Zinger: Chance for Psi Damage than with the Soulbound Proc.; but neither kicked in very often. Probably skippable. [EDIT - The Power effects breakdown here was based on CoD which is currently outdated, see replies below!]
  10. Thanks for this! The CWK video is particularly interesting, as it appeared at first glance that the ranged Taunt from the Tricannon's gun attack was actually kicking in despite the fact that the CWK has the "RAID" flag. I've just retested this one myself on Brainstorm (albeit as a +1 AV) using both a VEAT Widow pet and the Tricannon. I dismissed the Tricannon midway through the fight to "shed aggro", then resummoned them a short distance away to see if the gun would "taunt". It didn't. So I was still getting pummelled. However as soon as I lured the CWK within a few feet of the newly-summoned Tricannon; it instantly peeled the CWK's attention off me and the VEAT pet and kept it. The King also nearly downed my Tricannon a few times, despite the capped resists. Definitely needed the Spirit Ward on them + Panacea helped several times... 😁
  11. Ehh, "worst" is vague. That could be taken to mean "most evil and vampirific player" rather than "most useless player". Just embrace the compliment that suggests you're the bestest at leaning into your chosen trope... 😉 🧛‍♂️
  12. No. That's the meta for 4* speed runs, sure. But it's not necessary for 1* or 2*, and it's not even necessary for a 4* non-speed run. If Snarky wants to be the worst player on the team, sure, he can get by like you say.
  13. I got the usual error when auto-updating, so downloaded the most recent MRB_Release zip file from the Mids GitHub page and replaced the entire contents of the original installation folder with it. No actual program uninstall was needed - just delete the original folder contents (aside from the subfolder containing my actual builds) -> extract zip file into folder -> program boots cleanly + works! Upon running the new version it autoupdated to 3.7.4.9, which worked and is still going OK. I've not noticed any difference in resistance/defence numbers on my previous builds - they all seem fine. Although Mids does currently seem to be missing the vertical scrollbars on my laptop, which is making scrolling down to see inherents and incarnate buffs etc difficult unless I manually change the columns count.
  14. There was an old line of thought on live that went "Before ED you 6-slotted Damage in everything, so after ED you 3-slot Damage and fill the other slots with Accuracy and Recharge and maybe one EndRed". Some people from back in the day (or who've gotten ahold of old builds from "back in the day") still hold to this line of thought; and I suspect that was true until now for the OP. But that was an general "rule of thumb" from long before the devs gave us access to 'Real Numbers' in game or detailed builder utilities like Mids became available to show us the details of what was actually going on with our attacks. These days if you're still using SOs or Common IOs; then yes, by all means still ED-cap your damage (3x regular SOs or level 25-30ish IOs, or 2x 50+5 IOs).... ...but after that consider how much accuracy you actually need to hit the 95% ToHit cap versus whatever you're likely to be fighting - 1x Acc IO is often enough; particularly in powers with a base accuracy boost or a powerset that gets defence debuffs. And look at the base Recharge Time - you might not actually need this particular power to recharge any quicker than its baseline to fill your attack chain. And finally look at the base Endurance Cost - it might be tiny and ignorable (for me generally ~5 End or less); or it might be extortionate (~10 End or more) and need a bit more love. And after that if you end up with any spare slots? Damage Procs are probably the simplest "Set IO" to get your head around.
  15. OK. So I've been playing around with rolling up a new /Psi Dom; and I'm torn between Earth and Arsenal. I used Earth Control extensively on live (albeit as a Controller; not as a Dominator). I tended to lean into Stalagmites and/or Earthquake plus Stone Cages and/or Quicksand for its bread-and-butter CC, saving Volcanic Gasses to use situationally; and I know how hardy Mr. Poo (aka 'Animate Stone') can be and how his taunt performs versus your average Archvillain or Giant Monster (e.g. fantastically). My Earth/Thermal was at one point my best "no external support required AV tanker". However I'm much less familiar with Arse Control (must... resist... toilet... humour... puns...) - after a bit of a poke in Mids/CoD and a brief fool around on Brainstorm; it seems Smoke Canister pulls most of the weight for reliable AoE CC (and Confuse is a very good one!) with Liquid Nitrogen essentially taking the place of Earthquake/Quicksand. Sleep Grenade is... decent damage when procced I guess? (I'm not overly fond of CC that breaks on damage). But the Tri-Cannon pet is the real unknown for me. It's ridiculously resilient, which is fantastic. But its taunt mechanics appear rather convoluted - they're wildly different depending on whether the target has the "Raid" flag or not. The "Tri-Cannon" power itself takes Taunt Enhancements; and these inherited by its one attack "Tri-Gatling Gun" but the taunt component within this attack only kicks in versus PVE foes that DO NOT have the "Raid" flag (and there are a rather large number of difficult foes which possess this flag). if !target.HasTag?(Raid) && (target>enttype eq 'critter') It also has an 8ft PBAoE Taunt Aura which pulses every two seconds. The taunt component of this aura kicks in versus PVE foes that DO have the "Raid" flag. (The power is also flagged as autohit for PVE foes even though a ToHitRoll is mentioned in the taunt component; which complicates matters even further!) if target.HasTag?(Raid) && (@ToHitRoll + 0.2 < @ToHit) if target>enttype eq 'critter' At first glance - great! A hardy pet which can taunt most foes either with its attacks or by being parked on top of Raid-flagged foes! ...but that Taunt Aura does not inherit Taunt Enhancements, meaning that it'll remain at its base 3 second duration. With the Purple Patch that duration will get cut drastically against higher-level targets, so it'll start to wear off before getting reapplied by the 2 second tick rate against a +3 foe or above. And it's only Mag 3; which is enough for most AVs (3), but not some EBs (6). It seems a bit of a shame that the Taunt Aura can't inherit Taunt Enhancement (and also that its effects are set to "replace" rather than "stack"; since that'd let it hit Mag 6). From reading the test forums, there's been a bit of a bargy about the whole "Raid flag" business and how it affects the Gatling Gun attack and the Aura differently. So I wanted to throw the question out there for any active Arsenal Control Doms - how are you currently finding the Tri-cannon's taunting capability versus tough targets like AVs/GMs? Thanks in advance! 🍻
  16. You'll generally end up with a fair bit of EndRed in the attacks anyway; but even with that the Blaster sustains are generally not going to stop a determined DPS-orientated Blaster from eventually emptying their Blue bar. They're more about helping to keep you upright for a few nanoseconds longer. To give you an example on Endurance consumption: + The Blaster that I used as an example above's attack chain sucks an average of 5.756 Endurance per second. + Their sustain (Frigid Protection) would grant them about 0.94 End/Sec with no EndMod slotted. For comparison, unslotted Stamina would grant them about 0.47 End/Sec. + Altogether with IOs etc. and a single EndMod IO in Frigid Protection their average recovery rate is about 4.726 End/Sec, which means that there is a deficit of ~1.03 End/Sec. So as-is it can technically operate at full pelt for a smidge over 85 seconds (with toggles) or 110 seconds (without toggles) before its endurance will bottom out. + If they didn't have Frigid Protection then their average recovery would drop to about 3.526 End/Sec, for a deficit of 2.23 End/Sec. That would decrease the time they could operate at full pelt to ~45 seconds (without toggles) or ~50 seconds (without toggles). However it's worth pointing out that in practice, aside from AV/GM/Pylon DPS-measuring contests you're almost never going to be spamming your Single Target attack chain for that long uninterrupted... and even then you can fall back on teammate buffs, stockpiled blue insps, purchasable temp powers like Recovery Serum or (saving the best for last!) Ageless Destiny Incarnate. Some of the Blaster powersets also have extra recovery tools like Consume.
  17. Whenever I'm building a toon I'll generally aim for a minimum of 5 and a maximum of 10 "attacks". Any more than ~8 and I begin to have trouble tying them all into my control scheme (via power tray icons/binds/macros/etc) to activate them in a quick + accessible manner. Blasters tend to have more available attacks than most toons due to having two offensive powersets to choose from... but there will still be an optimal attack chain for ST and/or AoE which only uses 4-8 powers that you'll end up spamming more often than not. 6-slotting these is important if you're attempting to squeeze out maximum performance via procs and/or set bonuses depending on what you're going for in the build. As an example, my Fire/Ice/Blaze's optimal attack chain contains Blaze, Blazing Bolt, Char, Fire Ball and Frozen Aura; with Fire Blast filling in depending on the active recharge buffs. They also have Chillblain, Fire Breath, Rain of Fire, Bonfire and Inferno; but those powers are activated situationally rather than constantly spammed. (I agonized over whether of not to take Freezing Touch instead of either Char or Fire Breath; but ultimately decided against it - technically FT would give me better single-target damage; but it's melee range. Char has better base accuracy and makes a much better proc bomb; and Fire Breath's AoE is too valuable to lose particularly since it gets boosted via Blazing Bolt!). Situational powers or pseudopets (like Rain of Fire) might not benefit as much from procs; but you can still get some nice set bonuses out of them. Since Tidge already mentioned them; Single Target immobilizes are a good example - these are rarely worth using for damage, and the default duration is enough to stop something from running if/when you need to. So I tend to either leave them with the default slot OR use them as a mule to get a useful set bonus. (e.g. the first 5 pieces of Superior Blaster's Wrath, with the damage proc elsewhere). Optimal Damage Proc loadout is typically 4 per power. However most ranged attacks only have a proc or two they can take; so it often makes more sense to 5-slot them for a set bonus and proc the last slot... but be careful of recharge slotting in the power itself, since this will almost always lower your proc activation rate. 5-piece Positron's Blast (without the Dam/Rech) with a Bombardment or Annihilation proc in the last slot is perfect for Targeted AoEs; but for Single target or PBAoEs you'll need to sacrifice either set bonuses or proc chance. Thankfully some abilities with extra effects (like holds and slows!) have very nice procs in those alternative enhancement sets and make it a bit easier to "pick a side".
  18. Individual powersets being OP or non-OP has no dog in the fight here, it's a coding consistency issue which produces weird and unpredictable effects on in-game power performance and can mislead anyone who is unaware of very specific differences in the powers code. Take two powers from within SD as an example - why should DDR differ in Battle Agility but not in Grant Cover depending on the power's enhancement slotting? That's inconsistent code and it results in confusing behavior for the end user when working with the affected powers. To pull an example out of my ass: someone could choose to mule globals in Grant Cover or Tough Hide and still have maximum DDR; but not do the same for Battle Agility or for any of the passives in SR. And what about if a SD or SR user pops RADIAL Clarion - since that's a Boost effect that would likely affect their DDR as well. I doubt it is intentional that we can do that sort of thing for some of these powers but not others. If the devs want SR and SD to have more DDR than the rest, fantastic. Just make it all static. Or make it all volatile. But for Faathim's sake please PICK one and STICK with it... (╯°□°)╯︵ ┻━┻
  19. Have to disagree here because each of the other powersets have a self heal/HP buff, endurance boost/defense click etc. I didn't mean it was unfair and inconsistent that SD/SR have more DDR than the others - I meant that it's unfair and inconsistent that one self-buffing power in a Defensive Tanker powerset ("Battle Agility") can slot Enhancements to boost DDR beyond the base rate and another self-buffing power in a Defensive Tanker powerset (let's pick on "Tough Hide" from INV) can't. The exclusion flags in the game's code should be kept consistent across the same sorts of powers otherwise you end up with a mess like this and this (never mind all that business with us being able to Power Boost FF Bubbles and Farsight but not Cold Bubbles or Fade because of the "Ignores External Strength Boosts" flag - but at least they've recognized and disclosed the rationale for that one!)
  20. There is certainly a huge disconnect between the OP and the bulk of the posters in this thread, I'll give you that... I'm not sure 'leveling-up' vs 'life-begins-at-50' is quite where to point the finger though. There has been a historical reluctance by the OP to learn or even engage in conversation with well-meaning and helpful replies; and it got to the point where at least one of their threads was preemptively locked by a GM "before it becomes another crap-show like half the other threads [the OP] creates." I think it's probably safe to assume that most of the more vocal posters in this thread (myself included) have levelled an awful, awful lot of different alts; and that if we didn't enjoy playing arcs of different levels then the game would probably get boring for a lot of us very quickly... and so we're keenly aware that there are things that you can do whilst levelling up to vastly smooth things along (I know I'm not the only one here who regularly pauses EXP gain just so that I can complete more story arcs within each particular level tier!). However skipping all of the powers from your offensive powerset aside from Taunt and ignoring that IOs exist is quite probably the opposite of that.
  21. Without looking - I am pretty sure it has a whole set of Shield Wall in it. Aye, that explains it then. 6-slotted Shield Wall (assuming you've not +5'ed them) would give 57.52% worth of Defense enhancement slotting. (Base+Slotting)*BaseValue=BuffedValue (1+0.5752)*0.173=0.2725096 Which gives us the 27.52% DDR figure that you're actually seeing in-game for Battle Agility. Because Battle Agility is missing the "Ignore Enhancements and other Boosts" flag (the "Yellow Padlock" symbol in CoD, see below examples) any Defense% you slot in the power itself is also boosting the DDR it's granting. It looks like across all the defensive powersets, SR and Shield are the only ones that possess DDR-enhancing powers which don't have this "Ignore Enhancements and other Boosts" flag set; and which therefore have DDR which is "boostable" via simply slotting regular +Defense% enhancements. In Shield's case, it's just Battle Agility. In SR's case, it's all the powers except for Practiced Brawler. This seems rather unfair and inconsistent given the similar powers available to the other powersets... and given CoH's spaghetti codebase I very much suspect that this is likely not intentional (I'm aware of numerous cases where the similar flag "Does not scale with enemy level" is missing + bugged on self-healing abilities in Rad and Bio Armor...) I would suggest filing a bug report... but they may decide to "add the missing flags" rather than "remove the superfluous ones" resulting in a nerf to SD and SR rather than a boost to the other sets. Even if SR is still so far ahead of the rest of the pack that it likely wouldn't really notice.
  22. I knew you can stack Active Defence a few times; but that value for Battle Agility is interesting. Judging by CoD ; Battle Agility only gives 17.3% rather than 27.25% (Looks like it's missing the "Ignore Enhancements and other Boosts" flag... so is possibly getting buffed depending on slotting/external effects. Do you happen to have ~57.5% worth of Defense enhancements slotted in it?)
  23. INV and Ice both have almost as much DDR as Shield these days. It's 56.23% (Shield) vs 50% (INV) vs 51.9% (Ice). SR is the extreme outlier: 77.85% DDR without Elude, 121+ (capped at 95) with. WP gets ~21.6% and Stone gets 34.6% without Granite running. [EDIT - 51.9%. Forgot Rooted!] Dark, Elec, Rad and Bio all get nothing. So INV is actually in not too bad a spot survivability-wise these days - it just does bugger all to buff your offense besides a smidge of +ToHit.
  24. My current favourite Tanker is a Bio/Staff and I can second the farming potential! (I just wish Mids actually showed accurate stats without me having to click all the buffs in turn and toggle half a billion stances off and back on again...)
  25. Necro, but IIRC EM used to be so far in front of the others mainly due to Energy Transfer's animation time. The Devs never really considered animation time in the original balance passes. So whenever EM Stalkers first came on the scene, Build Up plus an "invisible assassin's strike crit" followed up immediately by a ridiculously fast animating ET meant that they were two-shotting everything, including other Player Characters in PVP zones. I used to run one. It was fun for the first 5 mins until everyone but Teleport-Foe-Totting-Turtling-Traps-MMs fled the zone. It took a long time for EM to be ported to Scrappers because of the perception around how strong the Spike Damage-per-Animation of ET was. The solution they eventually settled on was to make Scrapper Critical hits not double the damage but do other things (negate the health penalty of ET, and only partially affect TF). After that over the years came more animation tweaks to EM and eventually the current "combo mode" where you can get 'fast' ET again providing you jump through a few hoops first. Compared to whenever it first arrived, current EM has substantially better AoE damage and nearly as good ST damage. So IMO they've actually done pretty well with balancing it out.
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