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Bill Z Bubba

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Everything posted by Bill Z Bubba

  1. 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
  2. And will it even proc if the attack misses?
  3. 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.
  4. 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.
  5. On the plus side, we have unslotters and enhancement bins and you might find a use for it later on another build.
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. Truth! Especially with regen as your secondary and all those long cast times keep you from clicking your mitigation.
  12. So ... inferior! But the min FX options are very nice and a more consistent damage buff I can see as a plus.
  13. I have not and probably will not. I hate granite armor and the testing I did on beta with a claws/stone scrapper led me to think the T9 was still going to be necessary. Also realized last night that the same hate may be why I don't do form shifting khels. Still, I probably should look at the granite-less numbers for tanks. Might be ok but I'm already runnin a dark/stone scrapper.
  14. I am and forever will be a backer of bug squashin!
  15. I'd argue that it's past time Khels got a full rebalance/rebuild amount of love.
  16. Pretty sure HC added Artillery and Bombardment.
  17. Woke up to about 3" and still comin down this morning up in Mass. I love snow. 3rd time this winter. Coming from TX, (ignoring last year's icepocalypse and state-wide power outages,) it's been a very welcome change.
  18. I'll add this, though: IF we were to go back and rebalance every attack in the game and include cast time in the equations, we'd probably be having a very different conversation.
  19. I think you answered your own question. As a scrapper primary set, it's still gonna get the job done. For me, I haven't had a concept that forced the use of fiery melee, so I've not chosen it because there are numerically better options on the table. I have, in the past, had fiery melee scrappers, brutes and tanks, but they've all been deleted.
  20. See? No reason at all not to add a temp power that defeats all enemies on a map. It's just a matter of time management.
  21. LOL. Yea, good luck with that. You've got some serious catchin up to do.
  22. This thread and the fact that I'm playing a newly 50 inv/em tank built for tanking, but of course soloing now to unlock incarnates, is pushing me towards an opinion. Regardless of AT, SD>SR>everything else. And the best most well rounded brute will be the same as the best well rounded scrapper and tank. Shield and Nrg Melee. For best damage, I'm told that TW is still greater than Nrg, so TW/Bio. Most survivable? Probably dark/shield runnin MG-Gloom-SL-Smite-repeat with darkest night in play.
  23. I'd love to say what I think the best brute is... but I only have one that's T4ed and fully kitted up, and even though he's cool as hell, I know numerically he ain't it.
  24. Hmmm, that low DDR when ageless hits it smallest values is gonna hurt... 🙂
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