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Omega-202
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Everything posted by Omega-202
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See patch notes here. It seems to act as a base damage increase, so you can't really "waste" damage cap by overdoing the to-hit buff.
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All 3% bonuses granted by sets are "Huge Damage Bonus". LotG is pretty much the only case that is slightly confusing. There's no need to try and over complicate this. My explanation was correct and you're just confusing the matter.
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Preventative medicine's proc only affects the person who has it slotted, and it can be in a power you aren't even using. Examples: I have it slotted in O2 boost and Spirit Ward on different characters. The proc never affects targets of either power, but is always active on my character, regardless of whether that power is getting used or not.
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That's not what they were saying. Tactics has a chance to proc Gaussian's FOR THE USER at a rate of 6.5% for every target it is currently buffing. We all understood what they were saying. You're the one who is confused.
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You have too many bonuses of the same type. https://archive.paragonwiki.com/wiki/Enhancement_Set_Bonuses#:~:text=pre-ED slotting.-,The Law of Fives,exact same attribute and amount. You can only have 5 of the same value bonus. Any more gets ignored. So of your eight 3% bonuses, three of them don't count. So there's your 9% discrepancy.
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I always take Aim and BU on any Blaster I can, and always but Gaussian's in Aim. And the only build I go with Gasussian's in Tactics is on my Crabbermind. It's just so rare for a whole team to always be gathered together in your Tactics aura all of the time so that you get the full 8 chances to proc every 10 s. In practice, on most teams, I'd be lucky to have 4 targets hit by Tactics outside of AV fights. Crabs bring their own "team", and TT:L has a wider aura so it makes sense there, but for Blasters, Stalkers, Scrappers, etc., I don't even see Tactics as an optimal power pick.
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Yes, but again, all of those other sets are also stopping you from getting hit, and provide a bunch of other things. Replace "healing" with literally anything besides "mez protection, except to sleep" and a bunch of other sets provide what FF does and so much more. So many attacks and debuffs can be better procced out than FB and RB. FB has a 4 s cooldown meaning that 3.5 ppm procs are at a 29% chance of firing. By comparison, Infrigidate from Cold can take way better procs and can cap 3.5 ppm procs at 90% chance to fire. RB has a 3 second animation. Kind of end of story there. You're infinitely better actually using an actual attack that can take the same procs.
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I can see the uses against regular mobs, but the animation time is what kills it for me when applying it to trash. I got to the point where even my Corruptor specced out of it because things moved too quickly for it to usually matter. I guess if you're doing challenge mode AE content solo, then it makes sense. And regarding AV resists, I need to do some research. I could have sworn that most packed at least one 50% resist, usually to their offensive damage type, but that might just be a Praetorian AV thing. EDIT: Seems the 50% resist to their own offense is mostly a Praetorian AV thing. Other AVs are a mixed bag. Some have solid resists. others are like Bopper said, in the 10-20%ish range.
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Thanks! Also, holy Tanker buffs. I knew that they upped the damage scale, the AoE spread, etc., but I don't quite get why Tanks also needed their debuff scale boosted. If anyone needs something like that, its Sentinels, Dominators and Khelds.
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I think you are severely overestimating the effects of Darkest Night on Tanks in general and specifically in AV fights. First off, due to their poor debuff modifiers, Tanks only do 10% base tohit debuff and 28% unenhanceable damage debuff. At +3 (standard endgame lvl 54s where that survivability would matter most), the debuff is already reduced to 65% effectiveness due to the purple patch. Then, you have to account for the fact that AV's have very strong debuff resistance. Most have 50%-85%. So now between purple patch and AV resistance, your base to hit debuff is only 3.2-4.4% and your damage debuff is 9-12%. Now you might say "that's still pretty good", but actually its even worse. Bopper recently had a really good thread that explained how damage resistance and damage debuffs interact. In short, damage resistance stats add and subtract from a target's damage debuffs. A target that is very resistant to smashing damage is also very resistant to debuffs to their own smashing damage. In practice, this means that Mother Mayhem's 50% damage resistance to Psi damage also means that debuffs to her own psi attacks are resisted by an additional 50%. That's taking you damage debuffs even lower, to around 6% on AVs that resist their main offensive attack type (which is most AVs). It's even worse on tanky AVs like Marauder, who's like 75% resistant to smashing damage. 6% damage debuff isn't nothing, but it's also not all that much in the grand scheme. And the 3-4% to hit debuff isnt nothing, but it's also about the same effect you'd get from Manuevers and Manuevers doesn't need a target or need to burn animation time to use. That's not to say Darkest Night isn't useful. I think it has uses as a decent aggro control power because your anchor is going to pull aggro to you pretty strongly. But as an AV debuff, it's not actually that good.
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There were these recent threads that you can look at. However, I highly recommend picking a different primary. Mercs is the worst MM primary, hands down. There is only one powerset in the whole game that I would consider to be in such a poor state that it is not worth playing and that set is Mercs.
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A) Those things are all in the 3 good powers of the set. The rest of the set is a bunch of duds. B) Mez protection I'll give, but toxic resistance is quite niche and end drain resistance is not usually as relevant as end recovery buffs, which Time and other sets do have. I'm not saying its totally useless but when your selling points are "it gives toxic and drain resistance", that really shows that the set is lacking.
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I think you're slightly missing the mark on the reason people say FF is useless. It's not that the defense is completely useless, its that those other sets can provide said defense and so much more. Outside of the bubbles, FF isn't giving you any -Res, healing, end buffing, -regen or anything else that you really want at endgame. You also forgot Time, which has all of that and can softcap a team by itself using PB+Clarion. Basically, FF is 3 good powers and a bunch of mediocre to dud powers.
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That's part of the reason I don't fuss over 0.5%. I was recently on a Tin Mage with double Crabs, 2 storm Controllers running Steamy and a /Ice Corruptor, with 6 members also running Manuevers. I was easily into triple digits.
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You're totally correct, as always. I was going for the simple version. Principle still stands though. I personally would never fret over an 0.5% deficit from the soft cap or make any drastic build decisions because of it. I've had this personal dilemma on builds in the past. I could have slapped an extra slot in Manuevers to get me to cap, or that slot could go towards another useful proc in an attack or a 6-slot Tox/Psi resist bonus, etc. In the end, its about cost-benefit.
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I think it really depends on what you're facing. If you're doing fine without Hoarfrost/Dull Pain/Serum etc., then keep it in your pocket for the massive heal when things go wrong. If you're finding yourself in challenging content where the extra hp/regen matters more, keep clicking it on cooldown. The +HP powers are really versatile in that regard and you can change it up depending on the situation and the build.
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As Yomo said, it doesn't round in any practical sense. However, the soft cap isn't some magic number where you go from trash to godly. Essentially everything that you'd survive at 45% defense, you'll also survive at 44.5%. The difference is getting hit 10 times out of 200 or 11 times out of 200. Randomness will have a larger effect than the difference of 0.5% defense. Also, if you team, you can reasonably assume that at least one, if not more, of your teammates are packing a defensive boost of some kind that will cap you. Being in range of a single Manuevers will soft cap you when you're in that 42%+ range.
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Archmage/Demonic is on a base 25 min cooldown for 1 min of use. In no way should you ever rely on having it available. It's more of an "oh crap" button.
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Regen is no longer "pretty decent". Pretty much every other defense set now surpasses it. I'd strongly recommend going with a different secondary. Regarding a build, I don't have a Scrapper version tested, but I do have my Elec/Invuln Stalker build that I can post later. Might give you some ideas.
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What? I'm just acknowledging there's an obvious language barrier that is not helping the conversation, so I don't care to continue. Go ahead and do whatever. You asked a question, literally everyone told you its a bad idea, but you obviously are smarter than all of us combined.
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What do you think EULA means? Your response above makes me think you don't understand. And it's not about a lawsuit over revenue generated from the content. It has nothing to do with the actual revenue. It has to do with protecting their intellectual property and showing they have control over it. NCsoft won't file a lawsuit to shutdown someone streaming the game, but they will just go ahead and issue a cease and decist against Homecoming, preventing the content from being made. That's well within their right. I'm done trying to explain this to you. I don't feel like you know enough about this to have it make sense to you and I'm getting a feeling English isn't your first language so I'm tapping out.
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You are not free to post any vid to youtube. Where are you getting that idea? There are specific terms you agree to when you use the platform and I encourage you to read them. There are specific sections about not posting videos containing copywritten material without the permission of the owner. Its against Youtube's EULA. Do people violate it? Constantly. People also litter and jaywalk all the time, and nobody cares until there's a lawsuit because a jaywalker got hit by a car. Same thing here. Nobody cares...until they do because something occurred to make it matter. You seen to be poorly educated on this topic. I encourage you to do some reading to help you out. Start by reading Youtube and Twitch's EULA, which you absolutely should do if you're ever planning on using them to make money in the future.
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Yes it does. Go to Youtube on a browser or app without any adblock software turned on, without a Youtube Premium login. Do you see an ad before the video plays? Do you see an ad banner below the video? Do you see suggested videos with the little yellow "This is a paid advertisement" label? That's all paid for ads that would automatically get slapped on any video, including CoH content, which would make money for Google. Same for Twitch and their banner ads.
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Ok, so it's clear you have no idea how intellectual property works, or how Youtube and Twitch are monetized. Please trust the adults in the room who are all telling you not to try streaming.
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We know how streaming works, but you are missing the point. It's not about you making money from it, its about ANYONE making money from it. If Twitch/Amazon or YouTube/Google or whoever collects a cent that is derived from the use of NCsoft's IP, that is a liability for Homecoming. Now you've gone from fans playing a game at a (at best) net neutral for everyone to a mega corp having someone else's unlicensed IP streaming on their platform. Anybody making a profit of any kind off of CoX is a bullet in the chamber for NCsoft to take out everything. Even worse if you drag in players like Amazon and Google by using their platforms.