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Bill Z Bubba

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Everything posted by Bill Z Bubba

  1. Agreed on an SR tank. I'm gonna argue for Dark on the secondary. You won't need the tohit debuffs, but they'll help on the way to softcap. Siphon Life is the 2nd best attack in the set and will keep your HP topped off. Dark Consumption will be very helpful since you won't have any of the other available tools for end recovery.
  2. Correct, Sovera. Incoming attacks increase fury, hit or miss. Side note: the more I play Invul, the more Shield>SR>Inv remains my opinion.
  3. Cuz barrage. Honestly, if I could, I'd love to have a character that used nothing but Nrg-Barrage, Fire-Flares, Claws-Slash, Dark-NightFall, repeat.
  4. Hey @Sovera Turns out I won't be respecing after all. Tanked an ITF last night for some of my SG mates and really enjoyed it. Felt like all that extra time spent smacking things around with BS, Bar and EP went a long way to having an absolute lockdown on aggro while also never being locked into the long animations meant I could just bounce all around the battlefield like a cracked up monkey.
  5. It's a versatile combo. Having 6 forms to choose from in the middle of combat can bring interesting things to the table. Or go staff/bio scrapper and run full tilt psycho with both +damage forms. I absolutely could see it being very effective/fun on a tank.
  6. Seconded. Yet another set that just shines when backed by plenty of recharge.
  7. Has anyone run a Kheldian through this? Don't care what kind, tri, bi or ho.
  8. Keymapping, scroll down to Other. Set Toggle Screenshot UI to something. Watching my WS blast an Equinox Parasite with Shadow Bolt with my PB and the green ankle/wrist slow FX are not showing up.
  9. And on a controller, if Arcane Power goes off while you have Containment on a target, it does triple damage. Actually eyeballing AB right now for my HO Warshade. Without AP, it's the 3rd best DPA ST attack available. With AP, it jumps above Shadow Blast and is just under Gravity Well.
  10. Yea. It's an in-game buff that comes from gauntlet. +50% Radius, Arc Strength (self only) for 10s https://cod.uberguy.net./html/power.html?power=inherent.inherent.gauntlet&at=tanker And if you look at tank shadow maul, max targets says See Expression Above and points to Max Targets: 10 - 5*Source.Mode?(kDisable_GauntletTargetCap) but some attacks were blocked from the buffs because they were already too good/good enough.
  11. I hear ya. I am going to have to respec the newish inv/nrg tank. I dumped ET and TF to completely avoid corpse blasting and crank up punchvoke but his ST damage is so ridiculously bad with just BS, Bar, EP, repeat that it's unplayable solo. For me, at least.
  12. Howdy. I have a new plant/ice troller that I think would fit the bill. I may end up deleting her because I find confuse powers distasteful, (something I'm honestly hoping to get past,) but I can NOT deny how useful they are and Seeds of Confusion on a spawn before you hop in to start punchin stuff will greatly improve your survivability.
  13. There's a whole lotta data missing from this statement. It's true, while leaving out "but many of them will involve hitting the hospital multiple times per mission to refill insps" or "lean heavily on P2W cheats" or "statement is only valid after 3 lvl shifts and only in DA." Or at the very least "will take 20 times as long to accomplish the same task." I mean... even "can solo at +4/x8 once 50 and fully IOed out" would have been a good thing to add. To the OP, I was always melee-centric as well. And when soloing, I still am. I have very few squishies I found to actually be FUN soloing from 1 to 50 but going ahead and staying stocked up on the defensive amplifier for mez protection will go a loooong way to making whatever you choose more fun.
  14. The first part of the statement is true. It's too much work for this game. Just looking over claws last night made me wanna punch stuff. The second part/assumption is gibberish. Balanced powers lead to balanced powersets. Flavor comes from secondary effects. We'd still end up with a situation vastly closer to balanced than we have now. Or do you assert that there's some measure showing that a fire/regen scrapper is somehow remotely balanced with an nrg/shield scrapper? Edit: I'm done harping on this. The amount of work necessary would be calculated in years and it's just not worth the time and effort.
  15. Think it might be better to calc the total base damage for the two chains. From CoD setting AT to None to simplify things: DBlow does 3.08 dam over 2.904 sec RSmash does 1.48 dam over 1.716 sec RSiphon 1.96 dam over 2.376 sec CStrike does .84 dam over 1.056 sec Chain 1: 8 dam over 8.712 secs or .918 dam/sec Chain 2: 5.12 dam over 6.204 secs or .825 dam/sec 1st chain is better. If we go ahead and add back in the brute melee damage modifier of 41.7077 at lvl 50, we get 38.288 dam/sec vs 34.409 dam/sec, soooo 10% better? Edit: So, no, looks like Sovera's math is right. I'd prefer the chain that's doing base 10% better.
  16. It'll be 7.5% affected by any tohit buff you have slotted. Sort of, yes. A tohit debuff against an enemy will stack with +def when the hit chance is calculated on an enemy attack. HitChance = Clamp(AccMods × Clamp(BaseHitChance + ToHitMods – DefMods)) is the base equation. Clamp = the base 5% chance min and 95% chance max everything shares to hit. So if an enemy has base 1 Acc and 50% chance to hit, you lay down a 10% tohit debuff and you have 10% defense, Hit chance becomes 30%. Of course if they have any kinds of tohit debuff resistance, your 10% debuff will be less than that. Forgot the link: https://archive.paragonwiki.com/wiki/Attack_Mechanics
  17. I have nothing against art. I love art. Art is 100% emotion-based and it elicits emotional reactions. I love the art in the animation of flares. And that art is and should be completely separate from how much damage it does for how much end it costs and what its base recharge should be. Yes, we absolutely can determine how much a heal should be worth vs how much a damres debuff should be worth vs how much a defensive power should cost. And we should determine that and we should implement changes based on those determinations.
  18. Ugh. No. Let's not balance something that utilizes math as its foundation with feelings and impressions. That's how we end up with unbalanced garbage in the first place.
  19. On the plus side, we have unslotters and enhancement bins and you might find a use for it later on another build.
  20. You talking about balancing around SOs? I agree that this isn't how the game is played but it's long been argued that this IS how the enemies are balanced for their damage output and mitigation. This is why I'd prefer powers be balanced around central and ironclad equations. There's nothing wrong with the original design equations other than how they how left out cast times. (Which should always 100% be equal to activation times.) And how often they ignored their own rules.
  21. Of course not. I look at other UIs and think THEY'RE doing it wrong. And now I'll go back to read the rest of the replies to see who already said this. Edit: Nobody? Really? Wow.
  22. Going back through this thread, if I were to do it, every single attack in the game would have to be fixed because the devs so often ignored their own rules at whim. THEN we'd have to find the middle ground and rebalance. Edit: And probably have to create new global rules.
  23. By what metric though? Just tally up the best attacks that could be chained using 1acc/1end-red/1rec-red/3dam in each and then compare time per chain to get DPS? We could... or we could accept that there was a ton of powerset imbalance from the get go which is why claws had such a major makeover. Edit: phrasing
  24. And that's the real problem. It should have the best damage output, ST and AoE, because it doesn't do anything else. But as it stands, it's barely middle of the road.
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