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Venture

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Posts posted by Venture

  1. is there an issue with seismic pressure or am i not getting the mechanic? sometimes i don't generate any stacks and then others they just disappear after 2 or 3 without any benefits?

    it seems initially they were stacking and allowing me to proc the special effects and have the knockdown aoe but this tailed off after a few dfbs - maybe by level 10 ish

  2. 6 minutes ago, Infinitum said:

     

     

    Either way nothing should be peeling your agro away like that are you using taunt? Or just relying on gauntlet?

    Thanks for the reply, its much appreciated.

     

    No, I was definitely using taunt but the brutes in question were level 50's with a 50 and 20 vet levels. At this point im assuming they were running the "Melee Radiant Embodiment" Hybrid power with its inherent taunt.

    • Like 1
  3. ok,

     

    so I've been following this thread for a while without commenting as i'm relatively new to playing Tanks and have little experience.

     

    That said i've recently hit 50 and begun unlocking the incarnate powers and my experience thus far has been that Brutes frequently strip me of agro. Now this could just be my noobness or their skill but increasing Taunt targets/strength for tanks would i think mitigate this. 

     

    I saw something regarding this in the previous thread but I think it was rolled back - can anyone advise one way or the other?

     

     

    Unpopular Opinion here (please don't flame im just asking the question):

     

    Proviso - i guess the counter argument would be that when building an alt it's considerably harder for Brutes to reach the softcap solo. I guess its whether we believe theres an issue with Brutes being as durable/survivable as Tankers when teaming and buffed.

     

     

    How accurate these charts are I don't know but the order of Survivability is Tanker (10), Brute (8), Scrapper (7) with a larger gap in survivability between Tanker & Brute than Brute & Scrapper. That would suggest to me that Brute and Scrapper should be closer in terms of survivability than Brute and Tanker.

     

    Is that actually reflected in game?

     

    All can softcap def to 45% (59% incarnate defence is obviously harder) but Tankers and Brutes share the 90% resist cap, with scrappers on 75%. As far as i can tell that's the only difference in terms of "survivability" so is the only way to implement the survivability difference between Tanks & brutes to nerf the resistance cap for brutes from 90% to 85% (or even 80%)? This would make them less durable compared to tanks yet still more durable/survivable than scrappers and thus reflect the survivability ratings shown below.

     

    Failing that could the Tanker res cap be increased to 95%?

     

     

    res.PNG

     

    Tanker.PNG

     

    Brute.PNG

     

    Scrapper.PNG

  4. So first of all a proviso: I've no interest in farming, this is for playing the full game across all levels.

     

    I'm fairly happy with it but wish i could free up a couple of slots for more of the healing and resist procs and shore up Toxic/Psi resist...

     

    Also what Alpha would people recommend? Agility or Resilient?

     

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Pyro Fuego: Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Spines
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-EndRdx/Rchg(50), UnbGrd-Rchg/ResDam(50), UnbGrd-ResDam/EndRdx/Rchg(50)
    Level 1: Barb Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(50), SprBlsCol-Acc/Dmg/EndRdx(50), SprBlsCol-Acc/Dmg/Rchg(50), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50)
    Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(50), SprAvl-Acc/Dmg/EndRdx(50), SprAvl-Acc/Dmg/Rchg(50), SprAvl-Acc/Dmg/EndRdx/Rchg(50)
    Level 4: Spine Burst -- Arm-Dmg(A), Arm-Dmg/Rchg(50), Arm-Acc/Dmg/Rchg(50), Arm-Acc/Rchg(50), Arm-Dmg/EndRdx(50), Arm-Dam%(50)
    Level 6: Temperature Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-EndRdx/Rchg(50), UnbGrd-Rchg/ResDam(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(50)
    Level 8: Healing Flames -- UnbGrd-ResDam/EndRdx(A), UnbGrd-EndRdx/Rchg(50), UnbGrd-Rchg/ResDam(50), UnbGrd-ResDam/EndRdx/Rchg(50)
    Level 10: Taunt -- PrfZng-Dam%(A)
    Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-EndRdx/Rchg(50), UnbGrd-Rchg/ResDam(50), UnbGrd-ResDam/EndRdx/Rchg(50), StdPrt-ResDam/Def+(50)
    Level 14: Fly -- BlsoftheZ-ResKB(A)
    Level 16: Ripper -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(50), PcnoftheT-Acc/EndRdx(50), PcnoftheT-Rng/Slow(50), PcnoftheT-EndRdx/Rchg/Slow(50)
    Level 18: Burn -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(50), SprMghoft-Acc/Dmg/Rchg(50), SprMghoft-Dmg/EndRdx/Rchg(50), SprMghoft-Acc/Dmg/EndRdx/Rchg(50), SprMghoft-Rchg/Res%(50)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(50), GldArm-End/Res(50), GldArm-3defTpProc(50)
    Level 24: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(50), ShlWal-Def(50), ShlWal-Def/EndRdx/Rchg(50)
    Level 26: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(50), ShlWal-Def/EndRdx/Rchg(50), ShlWal-Def(50), ShlWal-EndRdx/Rchg(50), ShlWal-ResDam/Re TP(50)
    Level 28: Impale -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(50)
    Level 30: Combat Jumping -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(50), ShlWal-Def/EndRdx/Rchg(50), ShlWal-Def(50), Rct-ResDam%(50)
    Level 32: Rise of the Phoenix -- Prv-Absorb%(A)
    Level 35: Quills -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(50), SprGntFis-Acc/Dmg/Rchg(50), SprGntFis-Dmg/EndRdx/Rchg(50), SprGntFis-Acc/Dmg/EndRdx/Rchg(50), SprGntFis-Rchg/+Absorb(50)
    Level 38: Throw Spines -- Rgn-Dmg(A), Rgn-Dmg/Rchg(50), Rgn-Acc/Dmg/Rchg(50), Rgn-Acc/Rchg(50), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)
    Level 41: Consume -- Acc-I(A)
    Level 44: Fiery Embrace -- RechRdx-I(A)
    Level 47: Build Up -- RechRdx-I(A)
    Level 49: Hover -- BlsoftheZ-ResKB(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Run-I(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Run-I(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(50), RgnTss-Regen+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A)
    ------------

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    snip.JPG

  5. 4 hours ago, Myrmidon said:

     

    As someone that leveled a Storm up to 50 in the old game on a dare, I must say that words could not accurately describe my “disappointment” when the KD IO didn’t reduce the Repel in Hurricane. And truth be told, it’s best for everyone that I do not utter what was said here...

    /qft

     

     

  6. Erm just got booted from the server and the status page says all shards are down.

     

    Was this planned maintenance or not?...

     

    Literally had just logged in so no clue if there were any in game messages.

  7. Did the sister psyche Ourb TF with no power pool limitation selected.  The arc is level 25-29 but recieved the O badge for level 50.  Anyone else have this issue or am I missing something?

     

    I think there was another thread somewhere basically saying that, from live, there was a bug in ouro whereby if you did a mission/TF that normally rewards a badge then you won't get any of the ouro specific additional ones granted for its completion.

     

    Essentially the ouro ones only reward on none badge awarding Missions.

     

    From the Wiki:

     

    Known Issues

    Following a discussion with a GM from PlayNC in January, 2009, it would appear that there is a fault in the awarding of some of these badges. If you select a mission which would ordinarily award you a badge (Agent badge etc) then the challenge setting screen should not appear and the mission just played out as normal. The purpose being that challenge badges would not be issued for normal badge missions. The fault lies in the fact that the challenge settings menu does appear and can be altered. The developers are looking into this fault and hope to rectify it soon. The actual report from them is as follows:

     

    The problem you have reported is a known issue and the development team is already working on an appropriate solution. However, we are going to forward your inquiry to our Quality Assurance (QA) department in order to provide the development team with as much information as possible.

    Note that badge missions in Flashback do not award Challenge badges. The challenge parameter window should not show when doing a badge mission in Flashback. We apologize for any confusion caused by this.

  8. Softcap floors the enemies chance to hit you down to 5% in all situations barring the enemy having to hit buffs or defense debuffs

    It floors their chance to hit, but it's only 5% for even-level minions. Enemies that are higher level than you as well as non-minion enemies (Lts, Bosses etc.) get an accuracy bonus to their to hit chance which is applied after the defense calculation. So for example a +1 Boss would get a 10% acc bonus for the level difference and a 30% accuracy bonus for being a boss giving a total To Hit chance of 7% even against soft capped defenses.

     

    True but against a +4 AV:

     

    With soft-capped defense, that AV has a  10.5% chance to hit you. With 45% defense, a +4 AV will only hit you one time in ten, which is less often than an even level minion will hit someone with 35% defense.

     

    So yeah, floored may have been a poor choice of words. i didnt mean to imply the hit chance would remain at 5% but rather that it would still be ridiculously low.

     

     

    Also bear in mind that the incarnate softcap is effectively 59% so Elude is definitely of use there.

     

  9. If what i hear is correct, the bonuses stacked up from IOs allows SR to softcap defense without elude, effectively making it useless as it doesnt add any extra effective survival, but still crashes you at the end

     

    While technically true in regards to SR being able to softcap, bare in mind that soft cap is not a 95% chance to not get hit as enemy level and designation scales up. At +4/boss, soft cap is questionable, and elude does have value.

     

    Soft cap only floors an enemy chance to hit you down to 5% in certain situations. That said, someone will be able to post the values under which elude may be perma-able, as I cannot from my mobile, at work.

     

    Softcap floors the enemies chance to hit you down to 5% in all situations barring the enemy having to hit buffs or defense debuffs:

     

    Defense. +45% is the soft cap on Defense versus an attack. Due to the way the game's Attack Mechanics work, any more Defense past that will not make the character any harder to hit, except in cases where the attackers have ToHit buffs, are six or more levels above him, or can give him -Defense debuffs.

     

    And exceeding the softcap gives you better protection if the enemy had Defense Debuffs

     

     

     

     

     

    stats.JPG.f07eafef8d1e0a8661a470c9b784a219.JPG

  10. How do I give +1 inf to a whole thread? 

     

    For me personally, though I have faced Captain Hoot-Hoot many times in battle, I have never defeated him.  Respect!

     

    It's because he always see you coming, that ability he has to rotate his neck 360 degrees is massively overpowered!

  11. Like, WHAT? Why would you cut off people's lower level characters from content like that when they're in their own level-appropriate zones? This now explains why groups I got into to do zombie events in places like King's Row and Cap Au Diable were complete duds. (At other times we got SOME spawns - because higher level people joined). Even one time a big group gathered in Independence Port and we were disappointed at our spawns and now it's clear why - that party was composed of 20-30 players but it was only spawning based on the 25-30 players.

     

    While you may be in the correct level zones the Mobs that spawned were internally set to level 30 - so that's the lowest they'd scale to. Restricting them to only spawn if a player was 25 or above means that lowbies - on level for the zone,  don't get ganked as soon as they step into the zone.

     

    If the team lead is above level 25 then everyone is SK'd above 25 and all will be targets for the spawn as normal. It's not ideal but works as a compromise.

     

    Bear in mind that on live, during an invasion, all other mobs in a zone would disappear as well stopping any other street clearing missions from being completeable.

  12. This has always been a multi-national game, thus the other 500 non-USA countries really don't know or care about Independance day. I doubt we will get anything big, if at all. Otherwise we will have to start having Canadian, Yugoslavian, and Hoot-Hoot Independance day events.

     

     

    I think we can all agree hoot-hoot independence day is something we can all enjoy!

     

     

    I was lucky enough to be travelling there last year and it was truly epic!

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