Jump to content
Account validation emails are not going out, delaying registrations. We apologize for the inconvenience.

jack_nomind

Members
  • Posts

    652
  • Joined

  • Last visited

Everything posted by jack_nomind

  1. If you're re-evaluating some of the original power concepts, my #1 request is to replicate 'staple' powers in other pools, exclusive with the original. Staple powers are the ones that end up in nearly every build in some form or another: Hasten, Combat Jumping, Hasten, Tough/Weave, Hasten again; and to a lesser extent Acrobatics and Recall Friend. The Origin pools did a great job of unlocking specific travel powers from their associated pools to change up some traditional builds, but more often than not it's these staple powers (which also include Hasten) that end up locking many builds into the same 2-3 power pools over and over.
  2. I'm totally on board with MM getting a glow-up. But. A large part of the reason it looks a little lackluster is because the i12-i24 sustain updates to Blaster kits were eclipsed greatly by the i25 updates -- but the latter-day methods haven't been evenly applied. MM already had a sustain power in Drain Psyche, so it hasn't gotten a free always-on sustain toggle like other Manipulation kits have. It also doesn't have enough obvious utility to warrant the weakness, so it's in an uncomfortably backwards in-between; better than pre-i12 kits, but not as good as i25 updates. To merely conform the set to i25 standards, Drain Psyche would need to be reworked or augmented... but the other powers don't necessarily need to be. And while I'm usually totally on board with cottaging powers when the set is underperforming as a set, or the power just flatly doesn't work in the modern environment... I don't necessarily see that MM is underperforming in a way that can't be fixed with some numerical changes. If subdual is underperforming for damage, all it needs is more damage. TK Thrust similarly only needs either more damage, a lingering slow/-rech, or both; KB powers are already 'fixable' and some of us still use them for herding. If World of Confusion is limited by radius... it just needs a bigger radius. Scare... yeah, is bad. There are maybe some avenues open other than just replacing it, but also having a single bad power isn't a beacon for redesign. Drain Psyche is the elephant in the room. The *simplest* thing I can think of is to just double its duration, which makes it better than some Blaster sustain sometimes (really high +rech, high Defense builds) and worse than most Blaster sustain most of the time (needs recasting, costs end, runs on enemies in melee, etc). Because it can be broken on the very high end and is meh-to-bad on the low end, I still don't love that solution... but the alternative of turning it into a toggle with scaling per-enemy effects and general -regen seems like badly flattened gameplay. Kind of all to say -- I'm with you, I don't agree with your proposed changes, and I'm still thinking over what might actually be best.
  3. WAY overdesigned! But, out of necessity. Let me flip it a bit. Almost all of the Unique Attuned sets, except Winter sets (which just get purple numbers on their kit bonuses), cheat like this. The Universal Damage sets don't cheat as visibly because we conceptually gloss "PBAOE/Melee/AoE/Ranged" as the same attribute even though they were intentionally separated for set balance. It's far more visible if you look at e.g., the Controller ATOs, which need a wall of text just to identify what gets the bonuses. So instead of looking at this as "zomg but rulez," I'd ask -- what things actually in game, or things you can imagine in-game, does this actually break? What types of things benefit from many/all of those bonuses at once, or *could* benefit from many/all of those bonuses at once? Meanwhile, if we stripped off the bonuses -- made it just a regular Accurate Heal set, for example -- how many kits could actually use it at all? As far as the unique goes, it's basically a power effect (a Defender-themed build up) on a proc. Rather than evaluating it by number of effects, I'd ask you to evaluate it by comparison to other Unique Attuned procs en toto.
  4. The most universal sets are universal damage, universal mez (like Controller ATOs), universal travel, and uh... Defense. But I don't think there's any reason we can't invent other multi-aspect sets. So -- "Kane's Thrilling Surge," a Attuned Unique Health/Absorb/EndMod set themed around the ubiquitous lightning-powered medicine of mad science. To make this set as broadly applicable as possible, it provides bonuses to Healing, Absorption, and Endurance Modification ("HAM" below) as though they were the same attribute, and to Accuracy and EndRedux ("AR" below) as though they were the same attribute. Enhancements: HAM HAM/AR HAM/AR/recharge reduction HAM/recharge reduction AR/recharge reduction Proc: Excessive Defibrillation Set Bonuses: 2: 8% enhancement (Heal) 3: 4.5% resist energy/negative; 7.5% resist mez 4: 2.25% maxhp 5: 3.75% endurance reduction 6: 6.25% enhancement (Recharge) Proc: Excessive Defibrillation: A crackling surge of energy enhances all the set's bonuses, filling you with power. For (X) seconds, you gain +10% tohit, +20% recharge, +20% to damage and healing effects, and your damaging powers will cause minor energy-over-time damage to enemies. Edit: Originally the enhancements redundantly and inaccurately had "end reduction" listed where they now say "recharge reduction."
  5. What Adeon said. There's no value of Defense, whether 45% or 200000% (which is impossible but just for argument's sake) that floors hit chance to 5% against +4/AVs. Elude does not change this and (generally) will make no difference against AVs.
  6. The subtle art of NGAF is one that must be forgotten in order to be taught. All positions softcapped, 175% ghaste. Now some of you may be asking, "Do you really need to six-slot Blinding Powder with purples?" And to those I answer, "Of course I do. Have you seen that set? It's nuts." (Edit 3.7.19: Updated post to reflect the comments and testing of the thread. Here's the original version, done in Pines 1.962. Please see the comments for discussion of how to make a higher-damage version that loses the Stealth pool.) Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! The Subtle Art of NGAF: Level 50 Natural Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Ninjitsu Power Pool: Fighting Power Pool: Concealment Power Pool: Speed Ancillary Pool: Body Mastery Hero Profile: Level 1: Crushing Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx/Rchg(3), CrsImp-Dmg/Rchg(3), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5), AchHee-ResDeb%(7) Level 1: Ninja Reflexes -- LucoftheG-Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(9), ShlWal-ResDam/Re TP(9), Ksm-ToHit+(11) Level 2: Danger Sense -- LucoftheG-Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(13), LucoftheG-Def/EndRdx/Rchg(13) Level 4: Titan Sweep -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(23), Obl-Acc/Dmg/EndRdx/Rchg(25) Level 6: Shinobi-Iri -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27) Level 8: Follow Through -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(27), SprScrStr-Acc/Dmg/Rchg(29), SprScrStr-Dmg/EndRdx/Rchg(29), SprScrStr-Acc/Dmg/EndRdx/Rchg(31), SprScrStr-Rchg/+Crit(31) Level 10: Kuji-In Rin -- RechRdx-I(A) Level 12: Kick -- Empty(A) Level 14: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(31), TtnCtn-ResDam/EndRdx/Rchg(33), TtnCtn-ResDam/Rchg(33) Level 16: Seishinteki Kyoyo -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod/Acc/Rchg(33) Level 18: Rend Armor -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(34), SprCrtStr-Acc/Dmg/Rchg(34), SprCrtStr-Dmg/EndRdx/Rchg(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg(36), SprCrtStr-Rchg/+50% Crit(36) Level 20: Kuji-In Sha -- Prv-Absorb%(A), Prv-Heal(36), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(39) Level 22: Weave -- Rct-ResDam%(A), Rct-Def(39), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40) Level 24: Grant Invisibility -- LucoftheG-Rchg+(A) Level 26: Whirling Smash -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43) Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43), UnbGrd-Max HP%(43), UnbGrd-ResDam(45) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 32: Arc of Destruction -- Obl-Dmg(A), Obl-%Dam(45), Obl-Acc/Rchg(46), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(48) Level 35: Build Momentum -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 38: Conserve Power -- RechRdx-I(A) Level 41: Invisibility -- LucoftheG-Rchg+(A) Level 44: Misdirection -- RechRdx-I(A) Level 47: Blinding Powder -- Prp-Acc/Rchg(A) Level 49: Physical Perfection -- Mrc-Rcvry+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(15), NmnCnv-Heal/EndRdx(15), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(17), NmnCnv-EndRdx/Rchg(19) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), PrfShf-EndMod/Acc(21) Level 1: Momentum Level 50: Agility Radial Paragon ------------
  7. I think a lot of people want the endurance more than the regen though. What I will point out about regen tissue +regen is that it gives +25% to your regen, which is more than you get out of a +health IO in a single slot. Worth it if you don't have slots to spare but want more regen. And to be even more pedantic, that's only if you aren't using the Numina's unique already -- because if you're adding a second slot, adding the Numina Heal IO unlocks the first set bonus for a total of 29% +regen. Or 33%, if you +5 it! I just saved someone's life.
  8. To answer the actual question -- no, it is not, neither with set bonuses nor with any in-game bonus at all. The maximum possible recharge rate is 500%; Elude has a 180s uptime and 1000s recharge, which means that even with maximum recharge bonus at all times there's still a 20s gap. In terms of recharge rates achievable with set bonuses (and Hasten and Alpha slot), you're looking at something like at most 300% anyway, which leaves 153s of gap.
  9. Without commenting on whether or not it *ought* to work that way, I think that was the intent -- thematically, you shoot a bullet so hard that it goes through the first target and into the second and third in a straight line. Several melee powers work very similarly. They are, for likewise similar reasons, universally evaluated as ST attacks by melee players.
  10. For sure. But they do list the revision date at the top, as well.
  11. i think the main reason that reply is more applicable to a costume thread than other types of suggestion is that AT changes/power reworks/etc can be coded into another server but wouldn't necessarily be accepted if submitted to the Homecoming team, while costume pieces are highly likely to be accepted even if created elsewhere. Many of the posters on Suggestions -- even in this thread -- do in fact have the skills to create things for this game, or are comfortable enough with the toolkit environment to be willing to learn them.
  12. It's not the damage per hit that matters so much as the damage per animation time. By that measure, Shadow Punch does about 2/3rds the damage of Smite, and the best attack chain is Smite -> Midnight Grasp -> Smite -> Siphon Life. I don't remember the specifics of the buzzsaw build you're talking about, but I know it fell out of favor due both to game changes and better methods of evaluation.
  13. Here's a bit of a change that gets you to permahasten and beefs up your resistance, defense, and regen/hp. (And marginally better net endurance.) You do lose about 10% global damage set enhancement, but from the reduction in gap before Midnight Grasp and Soul Drain it shouldn't be noticeable. (You could also drop Elude for Assault...) I admit I didn't quite understand what Air Superiority and Elude are doing for you. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Dark Melee Secondary Power Set: Super Reflexes Power Pool: Fighting Power Pool: Leaping Power Pool: Flight Power Pool: Speed Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Smite -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(7), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(9), SprScrStr-Rchg/+Crit(11) Level 1: Focused Fighting -- LucoftheG-Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-Def/Rchg(5) Level 2: Focused Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/Rchg(17) Level 4: Boxing -- Empty(A) Level 6: Super Jump -- Empty(A) Level 8: Siphon Life -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Dmg/Rchg(15), CrsImp-Acc/Dmg/EndRdx(19), CrsImp-Dmg/EndRdx(19), Heal-I(21) Level 10: Practiced Brawler -- RechRdx-I(A) Level 12: Agile -- Rct-Def(A), Rct-Def/Rchg(21), Rct-Def/EndRdx(42) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), RctArm-ResDam(25), RctArm-ResDam/EndRdx(29) Level 16: Dodge -- Rct-Def(A), Rct-Def/Rchg(25), LucoftheG-Rchg+(42) Level 18: Dark Consumption -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(40), EffAdp-EndMod/Acc/Rchg(43), EffAdp-Acc/Rchg(43), EffAdp-EndMod/Acc(43), EffAdp-EndMod/EndRdx(45) Level 20: Quickness -- Run-I(A) Level 22: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(23), ShlWal-ResDam/Re TP(23) Level 24: Air Superiority -- Empty(A) Level 26: Soul Drain -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Rchg(31), Obl-%Dam(33), RechRdx-I(33) Level 28: Lucky -- Rct-Def(A), Rct-Def/Rchg(29) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Midnight Grasp -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(34), SprCrtStr-Dmg/EndRdx/Rchg(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(36) Level 35: Evasion -- Rct-ResDam%(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(39), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40) Level 38: Ring of Fire -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg/Rchg(48), Dvs-Acc/Dmg(50), Dvs-Dmg/Rchg(50) Level 41: Melt Armor -- ShlBrk-Acc/Rchg(A), ShlBrk-DefDeb/EndRdx/Rchg(46), ShlBrk-Acc/EndRdx/Rchg(46) Level 44: Fire Ball -- PstBls-Dam%(A), PstBls-Dmg/Rchg(45), PstBls-Dmg/EndRdx(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Acc/Dmg(50) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48) Level 49: Elude -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(37), Pnc-Heal/+End(39), RgnTss-Regen+(39), Mrc-Rcvry+(42) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37), PrfShf-EndMod/Acc(37) Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Void Core Final Judgement Level 50: Musculature Core Paragon ------------
  14. Safe as houses. Nothing terribly interesting, but not terribly expensive, either, and it softcaps w/o Phalanx Fighting and hits 59% w/. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: War Mace Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: Level 1: Pulverize -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(31), Mk'Bit-Dam%(34) Level 1: Deflection -- LucoftheG-Rchg+(A), LucoftheG-Def(3), UnbGrd-Max HP%(3), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(7) Level 2: Jawbreaker -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(36), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37) Level 4: Battle Agility -- Rct-ResDam%(A), Rct-Def(7), Rct-Def/EndRdx(9), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(11), Rct-Def/EndRdx/Rchg(11) Level 6: True Grit -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-Absorb%(19), ResDam-I(46) Level 8: Clobber -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg/Rchg(39), SprUnrFur-Dmg/EndRdx/Rchg(39), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Rchg/+Regen/+End(40) Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(15) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13), ShlWal-ResDam/Re TP(43) Level 14: Boxing -- Empty(A) Level 16: Against All Odds -- EndRdx-I(A) Level 18: Whirling Mace -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(40), ScrDrv-Dmg/Rchg(40), ScrDrv-Acc/Rchg(42), ScrDrv-Acc/Dmg/EndRdx(42), ScrDrv-Dam%(43) Level 20: Tough -- Ags-Psi/Status(A), Ags-ResDam(27), Ags-ResDam/EndRdx(27), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam/Rchg(43) Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25) Level 24: Phalanx Fighting -- LucoftheG-Rchg+(A), LucoftheG-Def(29) Level 26: Super Jump -- WntGif-ResSlow(A) Level 28: Grant Cover -- RedFrt-Def/EndRdx(A) Level 30: Super Speed -- Clr-Stlth(A) Level 32: Crowd Control -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury(34) Level 35: Shield Charge -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dmg/End/Rech(45), OvrFrc-End/Rech(45), OvrFrc-Acc/Dmg(50), Mlt-Dmg/Rchg(50) Level 38: Superior Conditioning -- PrfShf-EndMod(A), PrfShf-End%(46) Level 41: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(42) Level 44: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(50) Level 47: Build Up -- RechRdx-I(A) Level 49: One with the Shield -- ResDam-I(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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(21), Pnc-Heal/+End(21), RgnTss-Regen+(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23) Level 50: Agility Radial Paragon ------------
  15. logically extending those numbers to the damage cap (500% for Scrappers, 775% for Brutes) yields 618.75 for Scrappers (averaged crits), 581.25 for Brutes.
  16. I don't know what to model it *in,* or what to rig it *to.* My skills aren't exactly pro grade but I can steal *ahem* repurpose assets with the best of them as well as any other schlub. I keep hoping for someone a little more... professional... than myself to put up a basic guide to CoH asset creation.
  17. Most of the nonpositional attacks are Psionic or Toxic, which Ice has no defense to. I find it interesting to compare the sum total of positional Defenses between sets -- not because it's a perfect predictor of performance, but because it does give you a rough comparative effort of how difficult each set is to fill in with powers, IO sets, etc. Summed up, enhanced, Ice has between ~114 and ~180 total Defense (depending on how many targets are hit with Energy Absorption). Willpower has ~108. Invuln has between ~104 and ~190, depending on targets in range of invincibility. Stone armor has ~141 (no granite) and ~190 in granite. Bio gives me a headache so I'm not doing it, but in Defensive Adaptation it's similar to Invuln but about ~20% lower. I don't find these numbers to be overwhelmingly in favor of Ice to begin with, and its weaknesses become more apparent when you realize that all of these sets have significant s/l resist while Ice has none -- not even the scaling resist SR has. Further, the two sets that Ice clearly outperforms in terms of positional defense, WP and Bio, have the easiest typed defense hole to fill (s/l)... and very, very high regen as well. I say all this not to condemn Ice Armor but to suggest it's rather badly in need of a tune-up. A tanker of any primary can be built quite tough -- and certainly Chilling Embrace provides two uncommon layers of mitigation (albeit resistible, unenhanceable, and only in melee) -- but even a well-built Ice struggles to mitigate 200-300 dps while the other listed sets are often going strong at >1000.
  18. Nothing's gender-locked. Costume elements only exist for specific models -- so it's not a case of "unlocking" something that already exists, it's that a new thing has to be created for each model that it goes on.
  19. well, if you happen to read it at some point...
  20. shouldn't the boss pet be a giant spider?
  21. It was from early testing, but I just looked at the Ageless info on Justin; it does show +21.25% defense debuff resist for 2m.
  22. Oppressive Gloom and Mercurial Blow are definitely skippable. (As is Confront, of course.) Innocuous Strikes, Cloak of Fear, and Soul Transfer can potentially be cut but it'd have to be for a pretty good reason.
  23. Anything that SCoRE has already done (adding Enhancement sets, adding missions/NPCs, proliferating powersets, completing incomplete powersets and even ATs, making incomplete zones accessible, etc) is a reasonable guide for what can be done in a near to intermediate term. The hold-up on, e.g., re-balancing a power set is less about the technical difficulty and more (as in Live) about the pragmatic reality of not wanting to change too much too quickly or even 'at all' when avoidable. In the intermediate to long term, technically anything could be done; that's kind of the point of Ourodev and SEGs. There are too many qualifiers to make about what would be relatively easy or relatively difficult in that time-span. In either case -- good ideas can grow out of impractical ones. I wouldn't worry too much about it. Most of any Suggestions board is... uh, fertilizer for growth. Which is a metaphor with several meanings.
  24. Some Scrapper powers have higher-than-usual crit chances, and the two Scrapper ATOs both interact with crits (one globally increases the chance by 3% and the other gives a proc that gives +50% briefly).
  25. jack_nomind

    Fury

    As far as resource, not anymore, sadly; the Inherent menu-option is broken. "Stack" here is a generic gaming term that refers to any buff, debuff, or other effect that has a cumulative discrete benefit. For example, if you have a power that you can cast once every ten seconds that gives you +10% (more) damage each time you cast it, and its effects last for one minute, you can "stack" it 6 times. In your case, you have at least two kinds of "stack" -- the stacking effect of Fury and the stacking effect of Savage Melee combo points. In general terms, you gain one quanta ("stack") of Fury whenever you attack or are attacked, regardless of hit or miss. I don't know if each stack is a full point -- IIRC it depends on the set how much each attack is worth -- but I do know that for each full point you have, you get a 2% damage buff. You lose stacks of fury over time, with the timer ticking faster the more you have -- you'll fall down to 80 or so Fury very quickly from 100, but it takes quite a while to go from 20 to 0. One of your goals is therefore to make and receive as many attacks as you can as quickly as you can to maintain high Fury and do as much damage as possible. (Since another goal you have is not dying before you defeat things, you don't really want to receive "as many attacks as you can," but Brutes often disfavor -rech and knockdown effects because they feel like it deprives them of Fury.)
×
×
  • Create New...