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jack_nomind

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Everything posted by jack_nomind

  1. This would be really cool! My only concern though would be if spectral wounds is hard coded to the power vs placing an effect on the enemy that could be replicated onto Regen... Srmalloy's suggestion is an analogy -- it wouldn't make incoming attacks "turn into" spectral wounds effects, it would just record incoming damage and heal x% from it after y seconds. (Which, for the record, is pretty close to how spectral wounds works but with requires a bit more bookkeeping and changes the effect source.)
  2. Taunt probably doesn't stack additively or multiplicatively from the same caster (or, therefore, from the same power). Only the longest duration (likely) applies. Although now we have the code so I suppose we could finally solve the mystery.
  3. For endgame? Not really. It might be better specifically as a Tanker to swap in Defensive Sweep for Crushing Blow in the ST attack chain and Rend Armor in the AoE attack chain to keep Bruising up. In response to the OP, even though Invuln doesn't have any obvious synergies with TW, they do both synergize nicely with Agility Alpha. Would be a good combo to take Victory Rush on. Also, I hate doing direct comparisons between sets, but TW is the highest melee damage set and Axe is one of the lowest, and only offers KD -- which TW doesn't struggle with. If you can mange the END, TW is flatly better.
  4. To modify a point made above, the second-best single-target attack chain for TW is: Rend Armor (gain Momentum) -> Follow Through -> Crushing Blow -> Titan Sweep -> (slight pause) Follow Through (lose momentum) -> (slight pause) Repeat The first best swaps Arc of Destruction for Titan Sweep, at a significant increase in END cost. The best practical AoE attack chain is: Rend Armor (gain Momentum) -> Titan Sweep -> Whirling Smash -> Arc -> Titan Sweep. Technically it's possible to do Whirl -> Titan -> Arc -> (slight pause) Whirl, but you need a pocket kin.
  5. i stole profit's build but i wanted more damage recharge resistance regen and run speed so i accidentally Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! run fire run: Level 50 Natural Tanker Primary Power Set: Fiery Aura Secondary Power Set: Fiery Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5) Level 1: Scorch -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Dmg/EndRdx/Rchg(46), CrsImp-Acc/Dmg/Rchg(48), CrsImp-Acc/Dmg(48), CrsImp-Dmg/EndRdx(48) Level 2: Healing Flames -- Prv-Absorb%(A), Prv-Heal(9), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13) Level 4: Combustion -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/Rchg(15), SprMghoft-Acc/Dmg(17) Level 6: Blazing Aura -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(19), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(21) Level 8: Consume -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(23), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-Dmg(50) Level 10: Combat Jumping -- Rct-ResDam%(A), Rct-Def(25), Rct-Def/EndRdx(25), WntGif-ResSlow(27), BlsoftheZ-ResKB(45), LucoftheG-Rchg+(50) Level 12: Plasma Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(29), UnbGrd-EndRdx/Rchg(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31) Level 14: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 16: Taunt -- Empty(A) Level 18: Burn -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(34) Level 20: Boxing -- Empty(A) Level 22: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(34), GldArm-End/Res(34) Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), Ksm-ToHit+(50) Level 26: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(37), ShlWal-ResDam/Re TP(45) Level 28: Fire Sword Circle -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(39) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Rise of the Phoenix -- ScrDrv-Acc/Rchg(A) Level 35: Incinerate -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Dmg/EndRdx/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(42) Level 38: Greater Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- RgnTss-Regen+(A) Level 47: Build Up -- RechRdx-I(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- 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(5), NmnCnv-Heal/Rchg(7), Pnc-Heal/+End(7) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Barrier Core Epiphany Level 50: Agility Radial Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1561;712;1424;HEX;| |78DA6593594F534114C7E7D25B6B4B2BAD05DACADACABE14AA3E6B8C80318221417| 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  6. Pretty sure the correct response is, "Nuh-uh."
  7. Without getting hyper-specific, the three things I think Regen needs most in PvE are: Fewer clicks. Click powers cut into DPS and are sensitive to debuffs in a way that toggles don't share and autos are immune to. I'd alter:Dull Pain. +HP should be a passive in this set. It's already got a click heal. Instant Healing. We have the technology to make this an "uneven" toggle with scaling or effects that react to other power use. [*]Better debuff resistance, as mentioned above. It takes everything directly to the face. /signed. [*]180 base cooldown on MoG. Can't be permanent, but at least it'll be up in time for the next spawn even w/o a pocket kin.
  8. Tanker #s, in address to your earlier concern. To standardize, all sets assume Fighting pool, Combat Jumping, and Maneuvers. All powers have three of each type of relevant enhancement (e.g., dull pain has three Health SOs and three Recharge SOs. Hoarfrost as noted is the only exception). Regen is given in % equivalent to a base Tanker (so maxhp % is multiplied by regen %), with Health three-slotted. Click heals were normalized into hp/s. I'm also noting how many set powers are needed to hit the numbers given. Super Reflexes notes: 7/9 powers, no quickness or eludeDefense : 15.2 all types; 55.8 mel/ran/aoe DDR : 121.4 Res: Someone smarter than I could probably normalize this. Regen: 178% [*]Invulnerability notes: 8/9 powers, no unstoppable Defense : 32.4 s/l/f/c/e/n ; 15.2 p ; 15.2 mel/ran/aoe DDR : 50 Res : >90 s/l ; 31.2 f/c/e/n/t Regen: 410% [*]Ice Armor notes: 5/9 powers, no chilling embrace, icicles, energy absorption, or hibernate Defense : 44.9 s/l/e/n ; 18.4 f/c ; 15.2 p/mel/ran/aoe DDR : 51.9 Res: (no res slotting in Hoarfrost) 23.4 s/l; 32 f; 20 t Regen: ~370% [*]Shield Defense notes: 6.5/9 powers, no shield charge or owts, grant cover provides ddr but can be dropped at no loss with more recharge on active defense Defense : 15.2 all types; 43.6 mel/ran/aoe DDR : 65.9 Res: 46.8 s/l ; 23.4 f/c/e/b/t Regen: 214% The numbers on Stone, WP, and Bio aren't terribly interesting at the SO-only level; they showcase the effects of a high build ceiling in the IO environment. Based on these, I'd say ~100% (enhanced) regen or equivalent is on the money for tankers, and should be normalized from there (which means slightly higher % for scrappers and stalkers, and lower for brutes).
  9. I'm not going to change your mind, but I will correct some mis-statements. I hope you'll forgive not quoting your entire post to do so. First -- and most basically -- invuln and stone (discounting Granite) are both primarily defense sets. Stone actually has higher DDR than Ice, and a very similar profile (slightly lower s/l/e/n Defense but no psi hole). Invuln, while less obviously similar in profile, functions a great deal like Shield -- strong Defense, great S/L resists, "meh" other resists, and +maxhp. Like SR and Shield, both Invuln and Stone typically run exactly one click power that they typically build to "perma." They are exactly as "afk-tankable" as SR. Unlike SR, though, their click power has a heal component and boosts regen rate. My SR didn't have to be tactically aware of anything in particular. As y'all have mentioned, SR can be reasonably stable at +4/x8. The great strength of Defense (in comparison to pure Resistance) is that Defense will typically avoid debuffs, while a Defense-less player has to face-tank them. I imagine this is why Defense-based sets are more predominant than Resist-based sets for Tanker primaries (out of twelve sets, four are Resist-based, six are Defense-based, and two are regeneration-based). SR softcaps more easily and usually earlier than any other set, and that's great. I'm right with you on not wanting to change it. The thing is, all those other sets (er, nine of them, anyway; Regen and FA excepted) can also be quite stable on any melee at +4/x8 by stacking defense... and when they get there, they bring other mitigation layers to the table. I'm a big proponent of SR's scaling resists but it simply hits its ceiling very, very early. My goal is much less to just "buff SR" and much more to give it more of a ceiling to grow with comparable to all the sets since SD.
  10. Incarnate BS/SR scrapper back on live. It's one of the simplest sets in the game to play or to build. It has one build goal: hit softcap. This doesn't take much work. Stacking resistance or regen does very little for it because it has very little to start with. Unlike e.g. Regen, a set with a very high skill curve, SR runs on autopilot. The set requires no action (assuming PB is on auto) in combat and offers only one active tool -- Elude, which merely recapitulates the existing passive defenses of the set. These are generally strengths of the set, but your statement is in error. It doesn't take a "natural 20" to hit SR, since in PvE, SR has no tools to mitigate accuracy -- only tohit. Enemies with accuracy bonuses can easily halve SR's mitigation (that is, hit on a 91-100 rather than only 96-100). We could perhaps agree to disagree on theme, but not on Spider-Man. He's absolutely part of the inspiration for that idea and has canonically used this type of effect. How often do you use Elude in combat? It's trivial to softcap a Willpower, Invuln (to all but psi), Stone (w/o Granite), Bio Armor, or Ice Armor Tanker. All of those sets have either click heals, regen boosts, or both; all of those sets also have defense debuff resistance. If "regen plus softcap" is overpowered, it's been overpowered for a long time.
  11. Just wanted to highlight and strongly agree with this comment, in the context of the thread and in general. (I think Brutes or MMs are most-played right now.)
  12. Start by deleting all instances of bin.pigg in your CoH folder. Better yet, delete all the piggs shown in the error.
  13. I've carelessly forgotten to log the changes I made to my own data, but I do know several of the enhancement sets have incorrect entries. From the top of my head, the Overwhelming Force proc is for some bizzare reason entered with a global damage bonus equal to its enhancement bonus.
  14. As a tanker, your job is very rarely to perform AoE mob control (since every support AT can do that job better, and mob groups very often exceed the aggro cap anyway) and very often to perform specific mob control (AVs, EBs, and runners). I like taunt auras because I'm lazy, but they're no substitute for Gauntlet and the actual secondary Taunt. By corollary, Gauntlet and the actual secondary Taunt can be sufficient regardless of aura -- particularly since as an /SS, you're almost certainly building for +rech anyway. You probably do want to slot your actual Taunt for further recharge and for duration. Since it's auto-hit and tends to have a high base duration, it's much more reliable than counting purely on Gauntlet. But in answer to your question... with the right build, WP/SS is fine for endgame.
  15. /jranger The quantifier community of CoH loves it specifically because of very very weird behavior like this. Although well-intentioned, this kind of change (in PvE) is distinctly "not CoH." I'd go find another server. But if you decide to do this on your own server, you can basically just change damage resistance to work like mez resistance.
  16. SR already hits the 95% DDR cap, adding more would make no difference. I'd be for the regen but i'm not sure it wouldn't be unbalanced. Do you mean Practiced Brawler here btw or Quickness? - no other mes protection has a heal/regen component I mean Practiced Brawler, specifically to promote stacking it. You're probably right about not having a need for DDR. I was looking at the set w/o Evasion or Lucky and over-estimated the early-game benefit. Do you mean Practiced Brawler here? Quickness is just a recharge/speed increase and a slow res. What's holding/mezzing you so much. I can't remember the last time i was held. No, I mean Quickness, the passive power. The passive mez resistance (as opposed to protection, in PB) has a benefit in PvP and, rarely, when detoggled in PvE (from endurance drain or in-combat rez). The end/rec/rech resistance is almost always relevant. I don't know specifically what this is in response to, but the idea is to build PB to stack 2 or 3 times with a sustain benefit accumulating each time (so for example, if it has a 100% regen buff, stacking it up to 3 would end up with a 300% buff). Recharge resistance is important to keep that available, and has an offensive benefit (avoiding attack chain disruption) that helps distinguish SR from sets with similar "quickness" powers and other misc. benefits.
  17. You've put a lot of time and work in to something, I'll give you that. Since you've been complaining about "having" to do so since the first page of the thread, I have to think there's some kind of benefit in it for you. I added the elusivity you ignored -- with the target being .95 for illustrative purposes. I also added 10000 points of tohit, which I see you reduced to 100... and neither matters to the outcome. Indeed, the inner clamp here has a far greater effect than the outer. Let's rewind for a second. So here's the thing. I don't know if I care about the accuracy clamp being changed so long as the tohit clamp isn't, and you updated your position to accommodate. It's possible there's an unintended consequence I'm not seeing, and the other thread of this... thread... establishes a general reluctance to change w/o a clear benefit, with which I concur. I'm impressed by your commitment to provide data. I think your methodology has been somewhat flawed, but I believe we could cooperatively design an experiment to respond to that. Even if we did, though, it wouldn't be persuasive on its own. Let's say there's a smallish minority of players who want the change you do. Other than please them, what benefit would be gained?
  18. There are only two melee defense sets that can skip the Fighting pool: Invuln (generally only on tankers) and Super Reflexes. I am all for changes to SR, including shuffling how and when they get AoE defense, but your priorities are mistaken.
  19. Well, there's two other SR proposals at the top of S&F right now, so maybe it's the time.
  20. You're wrong again... When, pray tell, was the first time? Disappointingly disingenuous. But it seems to be in line with your approach.
  21. jack_nomind

    Prove me wrong

    Everything resists -res debuffs, although exactly what that means might be different than you think. https://paragonwiki.com/wiki/Resistance_(Mechanics)#Resistance_to_Resistance_Debuffs
  22. ¿que?
  23. jack_nomind

    Prove me wrong

    sign on!
  24. 1. Death shroud is leagues better with procs. Avalanche and Overwhelming Force add chance to KD, and Fury of the Gladiator adds chance for -res. I'm currently using it as a quasi-mule for the entire Overwhelming Force set, which also nets a +4 KB protection. At Incarnate levels, it can also apply your Interface procs. 2. OG by default only stuns minions. If you can stack other sources of Stun with it (for example, the Unspeakable Terror: Stun Bonus proc in Cloak of Fear), it becomes much better. It's also not terrible to run all three taunt auras just to have the lockdown. 3. The Control Hybrid is interesting for DA/ tankers. I haven't tried it yet but I'm curious what kind of effect I'd get from either core or radial branches.
  25. No, it doesn't.
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