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tidge

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Posts posted by tidge

  1. Is it ok that I don't like the idea even if I haven't dedicated any thought about what the possible (stated or unstated) attitude of the OP is?

     

    For full transparancy, I have only two (internalized, self-aware) opinions about %damage procs

     

    1) I think that folks are generally too quick to recommend procs in builds.

    2) I think that too many folks believe that procs will sell on the market at a better return than other pieces.

     

    For (1) that falls into the category of 'you should play your character the way you want'. There are too many variables outside of the raw numbers to make an honest assessment about how an alternate slotting choice will make a character more fun for its creator. My opinion on any given choice is simply somewhere else in the head space.

     

    For (2), if there are 1K+ items on the market but only 200-ish open bids... well, it's not my INF being tied up there.

  2. 56 minutes ago, RogerWilco said:

    Sorry, but this is just mathematically incorrect. Your "perspective of the actual math" just is not.

    Each "to hit" roll is a separate random event. 1/20 and 500/10,000 makes no difference.

    Because of the way Streakbreaker forces a hit while ignoring the actual result (and then resets the 'streakbreaker counter') I don't believe it is 'mathematically correct' to treat the 'rolls of the d20' as independent. A true 'streakbreaker' wouldn't fire until the next result of a roll was an actual 'miss'; that's the point at which there is an actual streak of misses that require 'breaking'.

     

    Spoiler

    An odd variant of the game that we don't have would be if Streakbreaker counted rolls in the 'streakbreaker tiers' irregardless if those rolls were hits or misses, and then forced a hit after the counter exceeded the threshold. For example, half of the rolls in the '>.9' tier will be hits ignoring the counter, and the other half will be misses that increment the counter.

     

    The tiers are (from the wiki):

     

    Final to-hit : misses allowed

    >.9 : 1
    .8-.9 : 2
    .6-.8 : 3
    .4-.6 : 4
    .3-.4 : 6
    .2-.3 : 8
    0 -.2 : 100

     

     

    It is subtle, but the RNG generating flat results over the spectrum 0.0 < P < 1.0 (forgive me, but I don't know what the exact limits are) doesn't mean that a character at the ceiling of 95% final-chance-to-hit is actually hitting enemies 95% of the time. This is because Streakbreaker is artificially throwing out one of the results of RNG.

     

    Spoiler

    In the case of the 95% final-to-hit ceiling, for a flat RNG: 19 times out of 20 Streakbreaker isn't actually needed to break a streak.

     

    If I have a true peeve about the RNG/To-Hit system, this is it! I can accept the mathematics of probability, it's these human choices to interfere with the maths that I find annoying!

     

    To my mind, there are two different experiments that I'd do if I could. I'd do this at the ceiling of 95%, but only because the math is easier and it ignores the effects of final-to-hit chances being in different tiers.

     

    1) With Streakbreaker off, record every attack cast against every target and see what the actual fraction of hits is. My expectation is that the fraction of hits is going to be 95%. Changing the code isn't really an option, but I assume that back-in-the-day some of this was done pre-streakbreaker.

     

    2) There is an easy way to see if Streakbreaker is actually behaving as if breaking a streak of 'unfortunate' RNG rolls, provided that we can log the result of the 'to hit' rolls that are ignored by streakbreaker. The ceiling case of 'final to-hit chance' of 95% is easy to achieve without worrying about debuffs and the like... so run a level 50+ through something like the Sewer Network of Tunnels of the Trolls (to restrict the routes of enemies who run away) and see how often the forced hit by streakbreaker aligns with a to-hit roll that would have been a miss. Also record every attack cast against every target and see what the actual fraction of hits is.

     

    My hope would be that only 5% of the time would Streakbreaker align with an actual miss roll, but that by comparing the actual hits with the expected hits (when streakbreaker is forcing hits) the final fraction of hit enemies will be less; something like 94.7%. The difference between 94.7% and 95% is pretty small, so a lot of data would have to be collected to see this difference... but if the results aren't close, that would show up with less data.

     

    Now having blathered about all this, I do think there is a sort of experiment we can do without either 'turning off streakbreaker' or 'trying to capture data that may not appear in the logs (i.e. the ignored rolls), but it wouldn't be conclusive (*1) just informative:

     

    3) We can look at occurrence rate of RNG rolls in the range P<  0.05, as well as the occurrence rate of consecutive RNG rolls in that same range. I would hope that these mimic the situation at the ceiling of 95%. Obviously streakbreaker is still going to get in the way or recording some of the rolls, but (assuming a character could survive) it may be possible to 'turn down' your own characters final to hit chance such that streakbreaker interferes with the data record less frequently. My suspicion is: that because everything points to the RNG populating the result space (0.0 < P <1.0) evenly/flatly that a followup result in the (same) range P <0.05 is happening less than 5% of the time.

     

    (*1) It wouldn't be conclusive because while I would expect that the results of the RNG near the boundary 0.0 would be the same as near the boundary 1.0, I know enough about probability density functions and priors to know that there can be subtle effects at one boundary and not the other... and with the rather crude implementation of streakbreaker I wouldn't trust that a similar crude approach I can easily believe that some other odd bias would be present at one end and not the other.

     

    I think this week's statistical Riddler from FiveThirtyEight is tangentially related to this question: (my wording) given that you know just how biased a 2-sided coin is (i.e. P <> 0.5), can you establish the limit of the algorithm to achieve a final result of P=0.5.

  3. I just want to chime in on:

     

    12 hours ago, KaizenSoze said:

    Lining up the cones with slightly different cast times and arcs was janky. Also, cones lose functionality once you're in melee. Hop and pop doesn't work for me. So, for the last three weeks I have played almost more on the beta server than live trying to find a build with good rhythm.

     

    /amen. On my favorite Fortunata build, I am perfectly comfortable with 'hop and pop' to utilize the Cones and PBAoE, but I realize this is not a playstyle for everyone. This playstyle is also one of the reasons I don't have Electrifying Fences in that build; I want the enemies to group up for AoEs, even if some fraction will always (eventually) run away. I enjoy seeing players make different choices and adapting their playstyles to support their power choices.

     

    The Yin TF is such a treat to play with a full-kit build exemplared down, especially VEATs. I'll often park my VEAT in the entry foyer to hold down the onrushing mob of freaks; there was a recent TF where that was going perfectly fine until I noticed by team's health bars were blacking out... sure enough Clamor had respawned so time to leave the freaks and help out with her!

  4. The best simple idea I've seen (suggested by many folks) for Repair is to simply make it be a targeted AoE heal for the pets.

     

    As I wrote, the primary issue I have with Repair is that it is rare that healing the pets is a top choice for a given situation. In my experience: If the pets are taking significant damage at a sustained rate, either the pets are in over their heads or the MM is. Healing the pets isn't doing anything to address that sort of situation. If they are just taking limited damage and not recovering it between fights... congratulations! My 'bots are good at cleaning up minions but not that good at speedy boss kills! My experience has been that the resummon power has typically recharged by the time I lose a pet to atrophy.

     

    The philosophy of the Robots primary is understandable, but there is a design flaw that the two upgrade powers (not unique to Robots) don't need any slots and only serve a limited purpose, and likewise Repair is of extremely limited utility. No MM (aside from the petless heretics) can really skip the two upgrades.

     

    Replacing Repair with a robotic equivalent of Gang War (maybe summoning those little Vanguard HVAS or Spiderlings) would be a much more useful choice.

    • Like 2
  5. I agree that Repair is bad. More damning is that I haven't found it necessary.

     

    While leveling up my Robots/Traps MM, I used the Medicine pool's Aid Other to keep the minions alive during circumstances like Perez Park street sweeping... but as the build approaches maturity I found that it simply wasn't important to worry too much about healing the pets (aside from using an Incarnate heal occasionally in farming content). For farming, I actually took triage beacon although that is in the secondary.

     

    The simplest thing that would make me take Repair would be if I could slot the IO pieces that give global bonuses (e.g. Defense) to the pets but now must consume precious slots in the Robots themselves. The 'bots odd combination of AoE and Knockback pretty much demands slotting KB->KD, which further reduces the number of available slots in teh pets.

  6. Re: 'gaming' on a CV submitted as part of an application.

     

    Pretty much everything on a CV should be applicable to the job being applied for. Keep in mind that the first cut of applicants is to identify those applicants that have the necessary skills as identified in the job description. The applicants who pass that cut will (if interviewed) be called on to explain everything on the CV... if the people making the decision about interviews don't flag them for some other reason that they don't want to call the applicant.

     

    As @Omega-202 wrote: it is FAR more likely that 'gaming experience' is more like a hobby. Hobbies can develop skills, but I expect to see the skills listed on a CV, and not necessarily where they were developed. How skills were developed will come up in conversation (I make hiring decisions) and helps me ask further questions to make an assessment of the candidates.For example: If I was hiring someone to do rework of printed circuit board assemblies, I would expect to see 'experience with rework' listed as the actual skill rather than try to make some guess about their skills based on a Ham Radio Operator's license number.

  7. I want to say that I tried running "who will die?" SSA1 on both sides in less than a week... I can't recall if it worked but I think if it did I would have added it to my list of tricks!

     

    I prefer blue-side for trivial reasons: You get to fight igneous bosses (for the badge count). The most annoying part of that arc is the final mission if you lack Perception and the spectres fly away from you!

  8. I feel like the the OP may have a fundamentally different opinion about %damage procs. Some snipping follows.

    23 hours ago, aethereal said:

    Basic Proposal

     

    Replace at least the damage procs in Melee, Targeted AoE, PBAoE, and Ranged sets with special damage enhancements that enhance damage by let's say 25% (subject to playtesting of course), but which ignores ED.

     

    Justification

     

    All damage procs really do is add damage.  They do so via PPM, which is a super complex, weird system that attempts to basically scale the damage that the procs do to the power they're put in, so that procs aren't a waste in high-damage big hitter powers while also not being overpowered in rapid-recharge buzzsaw powers.  This works to a point, but it does so at the cost of transparency (it's essentially impossible to figure out from just in-game sources whether a power procs "well" or "poorly"), it creates weird incentives to pick narrow ranges of powers, and the performance of procs in fast-recharge powers, even if it averages to the same as in slow-recharge powers, is avoided because you can't rely on it.  It also has created weird additional emphasis on global recharge.

    My sense is that all that has been discovered is that %damage procs aren't benefiting single-target DPS-dealing AT as much as they benefit ATs with less DPS and/or more AoE.

     

    My own bias is that I don't expect %damage from procs to contribute to DPS-dealing characters, except for

     

    1) Fast recharge AoE (e.g. cones), which generally do less damage and require some positioning, so a %damage proc 'helps' on average.

    2) Long recharge AoE (e.g. 'nukes') which have an inherently long recharge time, so a %damage proc 'helps' on average.

     

    Generally: I don't expect single-target attacks to rely on %damage from procs.

     

    On non-DPS characters, I will hope for some extra proc damage but that's because those AT will typically not have the DPS that will otherwise allow them to complete missions/earn XP by defeating enemies.

     

    The current implementation of %damage procs appears (to me) to be a great help for a majority of non-DPS builds, while adding to the offensive potential of certain DPS builds. I don't know that the suggestion to bypass ED benefits anything but DPS builds and would hurt non-DPS builds. 

  9. For mid-level characters: The first SSA arc is an extremely easy 20 merits per week (40 for your first run!) even with the lowest DPA characters. I think the slowest time I've had on it have been with a Mastermind (because of the SSA level) at around 11 minutes. Another relatively fast arc for Blue Side is Aaron Thiery's Atlas Park arc. You can rerun that one for both Wolf Spiders and Doorbuster badges. Red side, almost all of the low level villain arcs have very good merit rewards for relatively few missions.

     

    It isn't hard to get a reasonably full team for the Penelope Yin TF, and it is rare that a team objects to running that as fast as possible. Even a 'defeat everything' team can finish in about 30 minutes.

     

    While we have the 'fast travel' options, it isn't hard to get to Echo: Dark Astoria to get there and earn some merits when someone has summoned Adamastor. I expect this to get slightly more difficult when the changes to travel via SG bases roll out.

    • Thanks 1
  10. 19 hours ago, Hero_of_Light said:

    Do you feel there should be in game goals/rewards created by the devs that players can play towards and helps keep engagement, or do you feel that it's a way devs force players to keep playing by 'locking' content behind gameplay?

    I don't understand why the Homecoming game would implement (more) gates. The game still HAS gates, it's just that without a paywall/micro-transactions they aren't as obvious. A simple example are accolades: each of them still has an element of 'grind' to them, and several of them benefit the character that unlocks them.

     

    The situation from my PoV is that the game has grind if you want it (ehem, Incarnate content), and plenty of ways to speed through the various 'grinds'. I can't imagine that any new content wouldn't immediately be exactly like all the other content in the game.

  11. Regarding:

    19 hours ago, siolfir said:

    While I'm talking about armor sets remove the KB hole from FA, DA, and Stalker Nin so "armored" ATs don't have to pay the KB IO slot tax for picking those sets. It was deemed a big enough hole in Ninjitsu to plug when porting it to non-Stalkers, and isn't there for any new sets regardless of whether or not the protection is thematic, so why does it still exist for any set?

    So many AT have a 'Knockback Hole' that is (as noted above) trivially plugged by the use of a Universal IO piece in a travel power that I don't think this specifically requires an 'emergency' fix. I know that dedicating a slot (Resistance or Travel) to getting 4 points of KB protection was the specific complaint, but this strikes me as a pretty narrow issue given that there is a fix for everyone. I am aware that not everyone wants to take a travel power, but that is a somewhat radical choice given that a travel power can provide a character KB protection, and KB resistance is a craft-able temporary buff.

     

    • Like 2
  12. Some minor editing down to the bits I want to comment on:

    1 hour ago, Luminara said:

    And the 95% cap would actually be creating that problem by permitting those 500 potential rolls to exist.  It's ensuring that no matter what, the player would have 500 opportunities to miss.  The margin for failure is much wider when viewed from the perspective of the actual math, rather than simply considering it to be equivalent to 1/20.

     

    Having thought about it from that perspective, I think the HC team needs to spend a little time poking around in these mechanics, maybe trying a few alterations.  The streak breaker should match the granularity of the hit check formula, the hit check formula just doesn't need that level of granularity with the cap in place, and the cap is counter-productive to preventing streaks or working within the confines of the streak breaker thresholds (in fact, the cap is completely pointless at 95%, it should be at 90.01% since that's where the streak breaker kicks on with a forced hit after one miss.  functionally, they're stepping on each others' toes).

     

    The one piece of the Streakbreaker that doesn't appeal to me is: the Streakbreaker doesn't trigger on next roll that would miss, it triggers on the next roll because "it is time for you to have a forced hit". These are very different things! When I'm at 'finl chance >= 95%', I'd prefer it if the streak was broken when I got the second miss, and not on the followup roll no matter what.

     

    The RNG appears to be a pseudo-random "space filling" algorithm design to guarantee a flat spectrum of results. To put this in the context of a ">=95% "final chance to hit", for such a pseudo-RNG (for historical implementations that look to 'evenly populate' the space of potential results) the chance of getting a second "1-in-20" result after a first "1-in-20" is less than 1-in-20.

     

    I'd like to measure how big this effect is, but my data collection skill are not up to the challenge.

  13. Here is my own take on the 'backpack build'. It isn't optimized for DPS, but as written in the first post it is more designed to show off the backpack (primarily ranged) and have a full suite of Spider pets. Part of the lack of optimization is this: in practice (for the content I play) I almost never use the Web Envelope, and Frenzy is only occasionally used. To the point made by @Two Dollar Bill, this build has plenty of attacks because of the (global) Recharge.

     

    Like @khy first build, this build is to emphasize set bonuses. The Global Recharge + Pet slotting is sufficient to be able to resummon the T2/T3 pets as their timer expires. The build is ultimately an exercise in compromises between power picks between aesthetic choices, available powers, set bonus options to support the non-Incarnate recharge necessary for 'perma' pets. The most trivial change I would recommend is that the travel power (Mystic Flight) doesn't need to be taken as early but as I recall: when chasing set bonuses for this spin on a VEAT there is an additional constraint of at what level certain powers become available. YMMV if you want the 4 points of Knockback Protection it offers from the Universal Travel IO.

     

    Spoiler

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Crab with Pets: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Sorcery
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Channelgun -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/Rchg:50(9), SprSpdBit-Dmg/EndRdx/Rchg:50(3), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(27), SprSpdBit-Rchg/Global Toxic:50(31)
    Level 1: Wolf Spider Armor -- StdPrt-ResDam/Def+:30(A)
    Level 2: Combat Training: Defensive -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(3)
    Level 4: Longfang -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Dmg/Rchg:50(5), SprDmnofA-Acc/Dmg/Rchg:50(5), SprDmnofA-Dmg/EndRdx/Rchg:50(7), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(7), SprDmnofA-Rchg/DmgFear%:50(9)
    Level 6: Crab Spider Armor Upgrade -- GldArm-3defTpProc:50(A)
    Level 8: Mystic Flight -- BlsoftheZ-ResKB:50(A)
    Level 10: Suppression -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(11), Ann-Acc/Dmg/Rchg:50(11), Ann-Acc/Dmg/EndRdx:50(13), Ann-Acc/Dmg/EndRdx/Rchg:50(29), Ann-ResDeb%:50(31)
    Level 12: Venom Grenade -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(13), Rgn-Acc/Dmg/Rchg:50(23), Rgn-Acc/Rchg:50(25), Rgn-Dmg/EndRdx:50(25), PstBls-Dam%:50(40)
    Level 14: Tactical Training: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(15), Rct-EndRdx/Rchg:50(15), Rct-Def/Rchg:50(17), Rct-Def/EndRdx/Rchg:50(17), Rct-ResDam%:50(19)
    Level 16: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(37)
    Level 18: Frag Grenade -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/Rchg:50(19), PstBls-Dmg/Rng:50(21), PstBls-Dmg/EndRdx:50(21), PstBls-Dam%:50(23), SuddAcc--KB/+KD:50(29)
    Level 20: Tactical Training: Leadership -- GssSynFr--Build%:50(A)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(27), UnbGrd-ResDam/EndRdx:50(40), UnbGrd-Rchg/ResDam:50(50)
    Level 26: Frenzy -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(37), Arm-Dmg/EndRdx:50(43), Arm-Acc/Dmg/Rchg:50(43), Arm-Dam%:50(46), TchofLadG-%Dam:50(50)
    Level 28: Serum -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(33), Prv-EndRdx/Rchg:50(33), Prv-Heal/Rchg:50(33), Prv-Heal/Rchg/EndRdx:50(34), Prv-Absorb%:50(34)
    Level 30: Grant Invisibility -- LucoftheG-Rchg+:50(A)
    Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(36), ExpRnf-Acc/Dmg/Rchg:50(36), ExpRnf-EndRdx/Dmg/Rchg:50(36), OvrFrc-Dam/KB:50(37), SlbAll-Build%:50(50)
    Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(39), ExpRnf-Acc/Dmg/Rchg:50(39), ExpRnf-EndRdx/Dmg/Rchg:50(39), EdcoftheM-PetDef:40(40)
    Level 41: Web Envelope -- GrvAnc-Immob:50(A), GrvAnc-Immob/Rchg:50(42), GrvAnc-Immob/EndRdx:50(42), GrvAnc-Acc/Immob/Rchg:50(42), GrvAnc-Hold%:50(43)
    Level 44: Shatter Armor -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(45), Hct-Acc/Dmg/Rchg:50(45), Hct-Dmg/EndRdx:50(45), Hct-Dam%:50(46), TchofDth-Dam%:40(46)
    Level 47: Summon Blaster -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), ExpRnf-+Res(Pets):50(48)
    Level 49: Invisibility -- LucoftheG-Rchg+:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(31)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    ------------
    ------------

     

    Here is the code:

     

    We discussed slotting Spider pets in the following thread. The build above shows my slotting, but there is an excellent point in the following thread that the Soulbound Alliegence %Build Up proc is almost certainly wasted in the Spiderlings when playing against elevated content (+4) as they have few attacks to take advantage of it.

     

  14. I haven't done it in a while, but I used to run my Bots/Traps/Mace build through the Briggs S/L Comicon for drops. Nothing spectacular (~30 minutes to run through 0x8 content) apart from the drops.

     

    In my experience, it was KB->KD that really makes the farming work: T1, T3 'bots / Photon Grenade (AoE) / Mace Beam Volley (Cone) / Pulse Rifle Burst (ST) added with the AoE control/debuff Caltrops, Acid Mortar, Poison Trap. Knock down the enemies into patches of slow death, while applying -Res to them. This requires a pretty active playstyle, but the pets are pretty good at not dying.

     

    The MM's S/L Defense/Resistance isn't breaking any records (~35% across the board, without the FFG) but the FFG adds 15.7% to Defenses, which crosses the soft cap on S/L Defense.

     

     

    • Like 1
  15. If we are only talking Widows, I don't see a tremendous amount of difference. I favor Mu for some peculiar reasons on my ranged Fortunata: I prefer the 'electricity' effect, as the AoE (and DoT) lights up the enemies in dark (Astoria) content. That character has taken, in order:

     

    35) Mu Lightning (6-slotted with Thunderstrike)

    41) Ball Lightning (6-slotted with Annihilation)

    44) Static Discharge (5-slotted with Positron's Blast)

     

    Those sets give me the set bonuses I want.  I could fit the pet in at 47, but it would only get a single slot.

     

    That character is a duo-build, with the 'other half' being a Night Widow focused on the melee attacks, but took Soul:

     

    35) Gloom (6-slotted with Thunderstrike)

    41) Dark Obliteration (6-slotted with Annihilation)

    47) Darkest Night (single-slotted with an HO Enzyme)

     

    I could afford to be somewhat less strict about chasing positional defense bonuses from sets in the Night Widow build because Mind Link is easily permanent, but I feel that these late-build attacks aren't that important for my play style (with that build, considering what the Fortunata can do).

     

    Generally: I wouldn't take an Immobilization, because I prefer the enemies to come to me. I wanted an AoE to fit a different -Resistance proc.

  16. 15 hours ago, Menelruin said:

    So I know in general it's not really worth it to take pools like Medicine, etc, as compared to just taking a support AT, but if you want to do one for theme/concept's sake, which one is LEAST BAD, if you want to take those?  Was hoping to do something with Sword and Regen........

     

    1 hour ago, Doomguide2005 said:

    Not sure which melee AT is the best question.  Quite a difference between a pure Resist and pure Defense set for using Medicine Pool mid-combat, for instance.  Unless one wants to assume the Resist set is also at the defense caps.  

     

    And purely from the above post by @CrudeVileTerror I'd strongly be looking at a VEAT as well as, for example, an SR Tanker.

     

    You can probably even defend Medicine as a choice for a Crab, if you are also (eventually, at higher levels) going to have a lot of pets out. The visuals will probably not be what you are looking for.

     

    If you want to fight with a Sword, and use the Medicine pool as well, you probably want to lean into higher Defenses. I will like Willpower or Super Reflexes may be the Defensive sets that are somewhat self-sufficient to allow you to cast the heals.

     

    Note that if the healing isn't going to be a major part of your play, you can stock up on Team Inspirations to do group healing.

  17. As near as I can tell, if you are at 95% (final chance to hit) with all attacks, and your last attack check at a target is a MISS, the next attack check against a target will be forced to hit WITHOUT making a roll.

     

    AoEs mess things up in the sense that you can't predict which specific target in the AoE will be the 'next' attack.

     

    It should be noted that the combat logs don't record (or don't easily record) the 'to hit' checks from certain auras and the like.

     

    If you are looking for large groups of enemies to test against that have large groups that are not really spread out to test 95% behavior of AoE: Sewer Network and Tunnels of the Trolls are not bad spots, but the max size of a group is somewhat random.

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  18. The Ironman badge... UGH. I will say that this is one badge required for an accolade (without switching sides) that seems exceptionally disproportionate in the availability to achieve. Some AT simply don't have the HP (and/or healing/regeneration ability) to be anywhere close to earning this by level 45.

     

    Often what I'll do when I want to work on that Badge (because I'm Redside and deep into Grandville) is to make runs through Recluse's Victory to let the bunkers have their shots at me.

     

    In contrast, every AT has the same XP bank to make 'debt-withdrawals' from: If I haven't gotten the debt badge I want/need by level 45, I will pop into Dark Astoria and just start street sweeping. Eventually I'll run into something that will clobber me, and voila I am on the way to paying off debt.

  19. Long-time player, first-time poster (in this thread). I'm writing just to document my personal thoughts.

     

    1) I prefer the general 'do these missions to learn the Lore' arcs over the 'enforced Lore' arcs. This means that I'm easily bored by the 'conclude Praetoria' Incarnate content; repeating Incarnate content (and SSA) ultimately feels less like a comic book experience to me than picking up an Ouroborous mission or SF/TF and running with it.

     

    2) I am currently taking the 'slow path' of leveling a Blue-side Controller: No XP boosts and joining TFs/SFs only at certain 'dead zones' of level-progression. No ToT leagues. No AE. Hoo-boy is this painful!  I'm a patient person, but I can see how this approach would not be for most people. I'm taking it slow because I'm trying out a couple of new power sets and want to see how it plays across all content without a lvl 50+ kit.

     

    By contrast, I'm trying a slightly different combination of power sets used on other ATs but now combined on a different AT for which I've already played several to level 50+. That character is going to earn as much XP as fast as possible because I don't need to do as much exploration of power/slot choices because I've already explored most of them. The differences in this build will mostly be when the build is at a higher level and has made different slotting choices.

     

    I wrote (1) because it should reveal that I'm not particularly bothered if a server can't trivially form a League to run Incarnate TFs.

     

    I wrote (2) because it should reveal that I like having other people to play with, even if I mostly solo. I don't care if the folks I play with at low levels are exemplared down when I am low level. I prefer to take my lvl 50+characters through low level content, even if I didn't power-level past it.

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