Jump to content

Bill Z Bubba

Members
  • Posts

    5201
  • Joined

  • Last visited

  • Days Won

    77

Everything posted by Bill Z Bubba

  1. Difference being that shield *needs* to doublestack AD for DDR. I honestly can't think of many cases where dblstckd PB provides benefit.
  2. You enjoying that?
  3. Concerning the Sentinel treatment: Yes, this would be awesome. I'd happily have toggled mez protection from FF and FS and a click absorb shield on my SR users. They'd be even more unkillable which may be a solid reason not to do it. Concerning PB usage as is: I auto hasten and since PB has the same duration. I'll watch hasten fire off, click PB, no double stacking, no waste of end. Concerning only using PB when needed since it acts as a break-free, absolutely doable but please remember than knockback will reduce your DPS far more than clicking PB.
  4. And I'll stick with my "reduce all proc damage by 75%" line.
  5. I did and promptly deleted him. Unlike having three BZBs, I can't rationalize having two nrg and shield users. I want a damn claws/shield scrapper.
  6. You're not wrong.
  7. But there's the rub: many care not at all for balance.
  8. This is in no way a badge thing. Just pure curiosity to go back through all my existing characters and check their death rate.
  9. Procmonster scrapper should alleviate the low damage woes.
  10. Still think the best course of action is to just chop proc damage to 25% of the current values.
  11. Would it be possible to have the number of faceplants on a character known? Perhaps with one of the pedestrians or even added to the city terminals? I would like to know this information.
  12. They stack just fine.
  13. Only extrapolating from what I have (shield/nrg and sr/claws tanks,) I'd bet somewhere around the 4 min mark... but that's pretty much a WAG. Edit: Just got a 3:20 on my very unoptimized nrg/sr brute using ET-Long, TF, ET-Short, BS, PAUSE, repeat but also not a procmonster build. Really should build that nrg/shield scrapper some day.
  14. Pondering this for my earth/earth dom.... Unholy gods below yes please.
  15. I'm gonna answer this far more vaguely than the others. Unless you're running incarnate content, the softcap for defense is still 45%. Everything above that is gravy. Doublestacking AD gives you 88ish% DDR so defense debuffs aren't any more of a real issue against shield than SR. Throw on a +HP capped True Grit and all that's left is going for more resistance. This is not to say the builds provided aren't awesome.
  16. To be fair, the more I've considered it, the more I'm against debuff resistances being added to a power pool. A powerset should provide appropriate debuff resistances for the set in question. So I don't know where a pool based mez protection power should/would go but I wouldn't want to see this pool as is added to the game, regardless of how low the debuff resistance values may be.
  17. Here's where I get confused. Is it considered global if it functions in a power that isn't active? I think yes even if it is also a proc. Does global really mean global? Do all of the pet buff global IOs affect all pets all the time?
  18. Had another thought on this topic... the reason I don't consider giving mez protection to squishies (I'd still rather every AT have some either from powers chosen or their inherent) as power creep and instead consider it bringing up underperforming sets to par in the exact same way that buffs to AR and Regen would be. Well, you could, but I honestly feel like these discussions should be had and continue to be had until we can all at least get closer to the same book, if not the same page. 🙂
  19. Back on topic... I just wish +4/x8 w/bosses w/AVs meant the same damn thing all the damn time. Instead, in DA when you have 3 level shifts, you're only fighting +1s with your diff at +4. In PI, those +4s are only +3 with nothing more than a T3 alpha slotted. Or if you ate an Ultimate inspiration. Or you're fighting the enemies that GET level shifts as you beat them down.
  20. While you're at it, see if you can determine any consistent equation that might have incorporated claws cast times against the original equations for dam/end/rec but incorporating what was supposed to be claws' secondary effect of 20% less end and recharge. I was thinking about working on it one day but gave up when it all seemed to be completely chaotic.
  21. Have to do some edits/corrections/expansion on this. As level progress in this game, enemies get more and better abilities which increases the difficulty in a way that is supposed to remain competitive with whatever base standard is in place for our builds. Enemies at the level we have TOs based around that, then DOs, then SOs and HOs. But that was back before temp powers. Back before sands of mu and the black wand. Back before all the new power pools. Back before inherent fitness. You see where I'm going. We're not playing that game anymore. None of us. Even if you are playing at 50 with SOs, unless you've worked very hard at it, you're benefiting from all the power creep (including AT and powerset changes over the years) and because of it, shouldn't be considering +0/x1 at 50 the baseline for ANY character.
  22. I wasn't talking about the new new stuff in Aeon's task force. Only about the change from the old 5 stage system that capped out at +2(maybe 3)/x2 vs the +4/x8 we can now set. But to your point, yea, running that (the Aeon SF) on relentless certainly returned the SG I run with back to the old tactics of everyone utilizing everything they have smartly rather than just steamrolling through without a care. Absolutely valid. But even the standard of "base diff = +0/x1 w/ bosses" no longer has relevance because that was only ever true at lvl 1 using TOs. Not SOs. And TOs aren't available at the store next to Ms. Liberty anymore. So I would have to argue that we as the player community along with the devs need to determine what the *actual* base difficulty should be now for the game we're playing. Sadly, there's absolutely no chance in hell that we'd all come to such a consensus.
  23. Devs could datamine the info and share it. I suspect that a much higher % of players utilize the tools available to them rather than just sticking with SOs all the way to 50. A lot of my recent soloing from lvl 1 to X, however, has been with SOs and very low diff settings up until I could slot perf shifters at least. Steadfast and Glad Armor uniques usually get thrown in pretty early as well to stack with combat jumping and/or maneuvers. But these runs have been hamstrung for very specific reasons. Generally speaking, I like to push my difficulty up to the point where failure becomes a possibility while utilizing the IOs I can along the way to push things higher. We received the new difficulty system because the old one provided none for any half-assedly slapped together build across most ATs. The idea that enemy encounters in this game set to x8 were *designed* for a team of 8 players is as laughable now as it always was. Or rather, even if the design intent was there, it was laughably off the mark.
  24. Always thought it was because of the extra toxic damage but I'm interested in seeing what you come up with.
×
×
  • Create New...