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Troo

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Everything posted by Troo

  1. I wouldn't plan on different versions of the program behaving. Different versions.
  2. Troo

    Tankers and -ToHit

    two nailed it.
  3. Troo

    Tankers and -ToHit

    So combined with decent def and resists I'm hoping to avoid needing to chase more defense. Running Darkest Night over the top of something like the example damage focused build below. (It's a little skinny on end so may need to continue tweaking) A simple 100 incoming damage needs to get past the -23 ToHit, then the ~35% Def. (getting hit even 25% of the time is better than 95%, but for DDR) then the -Dam, and finally the resistance.
  4. maybe too obvious.. http://www.cityofheroes.ca/global/includes/images/Issues/issue-3/screenshots/thumbs/kheldian_shapeshifter.jpg
  5. I don't think combinations of controller buttons is supported HOWEVER buttons on the controller can = slots in our power tray. So if I had a fancy macro I could set up as one of the slots and activate it with the controller. If that doesn't make sense I can go into more detail. The best thing about using a controller is the movement and looking around is so smooth.
  6. I'll check it out. I had to shelve my controllers and use a Logitech one which is awful.
  7. Troo

    Tankers and -ToHit

    @aethereal thats a good way to look at it for general purposes
  8. Troo

    Tankers and -ToHit

    good stuff @Werner The two 53 and one 50 Marginalization D-Syncs get the end reasonable and the ToHit to a nice spot. (no one is gonna spend 3 slots here but I'm building around this one power) ..an interesting thing I notice when looking at PvP stats (I do a lot of PvE in PVP zones, for fun) Pairing a -40% Dam debuff with 75% Resist does get to the 90% damage reduction. (sans any modifiers or effects) So there is significant overlap required. 100 * (1-.4) = 40 40 * (1-.75) = 10 With the -30% Dam debuff it appear takes over 85% Resist 100 * (1-.3) = 70 70 * (1-.85) = 10.5 (that's not quite the resist number I'm looking for) Fear not, my battle ship is yet to be sunk. The plan is to blend the -Dam, -ToHit with above average Resistance and Defense. Where 32-35ish Def and 65-70Ish Resist can be equivalent to softcap def or resist alone. This would fit great on a Bane, alas their Darkest Night numbers are not as compelling.
  9. you killed Weird Al !! but I like it.
  10. @EmperorSteele @biostem don't for get that pesky villain 'the streakbreaker'.. 20 attacks is guaranteed 2 hit minimum if I remember correctly. [Edit] turns out I did not remember correctly OR never knew. take your pick. streakbreaker Final chance of hitting : misses allowed >.9 : 1 .8-.9 : 2 .6-.8 : 3 .4-.6 : 4 .3-.4 : 6 .2-.3 : 8 0 -.2 : 100
  11. Troo

    Tankers and -ToHit

    It just seems like this one power could put someone over the top if they are nearing some of the soft caps. Both defensive and resistance. if -25% ToHit = 12-25% Defense -30% Damage = 30% Resistance then -25% ToHit plus 25% Defense could = 90% damage reduction and = ~50% Defense -30% Damage plus 60% Resistance could = 90% damage reduction and = 90% Resistance This takes a bit of pressure off soft capping and allows focusing elsewhere. Example 1: A Super Reflexes tanker could just get near the defense softcaps to have the equivalent of softcap, have the equivalent of 30% resistance, and have a bunch of slots to play with. Example 2: A resistance tanker with a hole could just get near the defense softcaps and fill both the resistance hole and the softcap gap.
  12. You could easily hit buildup and that alone should do it. (playing EM/RG Stalker admittedly helps with the higher base accuracy in 3 powers)
  13. Just curious, do you find your ToHit debuffed that much? I'm asking because I haven't really seen that and could be missing something. My regen stalker punches right through enemies who've activated MoG (60-70% of the time).
  14. Are you suggesting 45% def < 90% res? This is an example of why I want to mess around with more blended layering to try and achieve the 90% damage reduction.
  15. Is that a homage meme?! That's awesome. How did you convert the artwork? Never mind.. it's similar but different.
  16. Troo

    Tankers and -ToHit

    Stalkers don't get this power so here I am.. It's a 25' aggro magnet It neuters incoming damage by 30% 25%+ -ToHit seems glorious. What am I missing? Why isn't this more of a cornerstone? (I'm totally building around this one power currently)
  17. @aethereal that's super helpful. Thank you. I remembered something about -toHit being worth 1/2 from something... stoopid purple patch. It seems you are following my train of thought. I appreciate your skipping ahead to AVs and high performance.
  18. +1 and thank you. You've won the day in my book.
  19. 😄 I do love me some dark corruptors. My favorite has been Rad/Dark. It's akin to a cat playing with a mouse. Radiation's "I'm never going to miss" combined with Dark's "You're gonna have a tough time hitting me" layered over "how's that perma Slow, perma Fear, Stun and go straight to hell debuffage taste".. yummy. The heal is just a cruel cherry on top. Dark corruptors are the inspiration for this topic. I would very much enjoy playing a Energy Melee/Dark Miasma character.
  20. I'm okay with these being mostly accurate. That allows me to take my next step into more nuanced blending. I'm looking at you -toHit. I've done capped defense. I've done capped resistance with only incidental defense. I've blended the two. Now the hard question. Is below accurate? -20% ToHit and 35% Defense = 45% Defense with both decreasing damage by 90% in typical content and if so then, combining -20% ToHit and 32% Defense and 75% Resistance = decreasing damage by greater than 90% in typical content
  21. With only two power picks remaining you won't be able to get to another requiring two picks like Rune of Protection or Fold Space. Vengeance then is a powerful selection for you team only character. With the other power pick, it's a travel power. Pick your favorite. If you're okay ninja running around. Then in my opinion the following are worthy of consideration: Combat Jumping (Immobilization resistance, + Def, LotG Mule) Hasten (A bit more power availability with a crash) Victory Rush (more endurance every 2 minutes for you and your team) Air Superiority (a nice extra attack)
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