Jump to content

venetiasilver

Members
  • Posts

    37
  • Joined

  • Last visited

Posts posted by venetiasilver

  1. 1 minute ago, Uun said:

    That would be similar. It leaves you 2.475s, so you could do HS>Hack>Disembowel.

    I figured that was right, it seemed to work better spamming hack into disembowel than backwards.

  2. 10 minutes ago, Uun said:

     

    In theory, the second power doesn't have to finish it's animation, just enough of it for the effect to happen. Disembowel has a cast Arcanatime of 1.98s and an animation time before effect (ATBE) of 0.733s. Hack has a cast Arcanatime of 1.584s and an ATBE of 0.7s. You would need 2.68s if you use Disembowel first but 2.317s if you use Hack first. 

    https://cod.uberguy.net/html/power.html?power=scrapper_melee.broad_sword.disembowel&at=scrapper

    https://cod.uberguy.net/html/power.html?power=scrapper_melee.broad_sword.hack&at=scrapper

     

    The real question is what power is the proc in? For the sake of argument, say it's in Slice, which has a cast Arcanatime of 2.244s and an ATBE of 0.9s. That means that the proc activates after 0.9s, but you have to sit through another 1.344s of Slice's animation before you can activate your next power. That 1.344s reduces the 3.75s window, leaving only 2.406s available. So you could fit Hack>Disembowel into that window but not Disembowel>Hack. (The power that leaves the greatest window is Hack, but then you wouldn't be able to use it again in the 3.75s.)

    Currently I have a BS/SR Scrapper who has it slotted into Head splitter.

  3. 15 hours ago, smnolimits43 said:

    This Homage is to the Jedi.  I decided to go with Dual Blades/Regeneration.  Influence is not a problem.  I realize that Regeneration is no where what it used to be.  So if you can suggest a different secondary, and why.  I will consider it.  I'm looking for a build.  Your help is strongly appreciated.  Thanks in advance.

    Since the cross of Jedi was a Sci Fi Samurai it can be interesting to figure out. 
    Regen would work for lore of a Jedi since most of them get limbs cut off on a frequent basis. So they take hits. However I'd say for Theme. Electric Armor.
    Speed / Resistance / Regeneration. 
    Decent combination.

  4. 12 minutes ago, Uun said:

    You might fit 2 if you use Hack as one of them, but it gets tricky if you want Head Splitter to be one of them. The answer also depends on what attack the Critical Strikes proc is slotted in and how much of the 3.75s you lose in animation time after the proc activates. There was a fairly detailed discussion about this a few weeks ago.

     

     

    Now further details, say the Red Text Happens [Critical Strikes] over the character head (Which I think needs a better UI element to show when your buff window is)
    How much time is eaten up by Disembowel vs Hack? And does it matter which order of the powers?

  5. Given the nature of Activation Times, I'm curious as to how many attacks you can fit into the Crit ATO timer window of 3.75 Seconds.
    And if this set were to get a buff what power needs a faster activation time buff?

  6. 26 minutes ago, Psiphon said:

    Pre 15 or so I tend to run DfBs so don't slot any enh as I outlevel them too quickly; just sell them. 

    The buffs from DfB plus popping the odd red or yellow are enough. 

    When I do slot, I always go for two accuracy, two or three damage depending on the recharge and end usage of the attack.

    Quick charging attacks will get an end, slower AoE attacks recharge. 

    Any gaps in the attack chain will be filled with Sands of Mu and the two Start ranged attacks. 

    I'll start to pepper with +def etc as soon as as I can, build allowing and provided that I've got the cash available at the time. 

    I tend to stay away from DFB's a lot.
    My general play goes: Do I want the Isolator Badge? If no straight to AP.
    Then I have 4 routes afterwards. First Step: Turn on Bosses, 2nd Talk to one of the Origin contacts, or street sweep till level 5 to get to the Hollows.
    But overall I like this archetype, I've just had a hard time learning the pathological build planning to make the 1 to 20 experience smoother.

    • Thumbs Up 1
  7. 2 minutes ago, biostem said:

    The thing is, Power Rangers get hit all the time, so /SR doesn't seem like the correct armor set to give them...

    They do like doing poses though.
    Practiced Brawler is a total Power Ranger move.

    • Haha 1
  8. 11 minutes ago, PeregrineFalcon said:

    Willpower is my go to powerset for Scrappers. It's basically "We fixed Regen and then gave it a different name so that people wouldn't light the forms on fire when we burnt down 9 cottages."

     

    Try it. It works really well.

    For a total passive based armor set I'd rather pick invuln, I like the idea of "Active Tools" in an armor set. 

    • Like 1
  9. So far I've done a lot of early game playtesting to feel out different primaries and secondaries.
    And I've kind of come to a decent 1 to 15 Advice.

    For a Leveling build, I think by Level 15 you should have 2 Attacks 6 Slotted. 
    Yes its overkill, but I see it similar to how masterminds 6 slot their pets immediately.
    If you have the influence for Panacea Proc and Performance Shifter Proc; I think the recommendation would be 1 Acc / 1 End / 2 Recharge / 2 Damage.
    So if you're a Broad Sword scrapper, Slash and Hack should be performing very clean and clear at this point.
    I've tried the split offense / defense slotting and it just feedbacks to feeling like everything takes longer to kill.

    • Like 1
  10. 6 minutes ago, biostem said:

    I hear ya.  If it's any consolation, the sentinel version of regen is actually pretty good.

    I know the mythological rework to Regen is 2039 
    It's just sad to see such a binary set.

    • Haha 1
    • Thumbs Up 1
  11. Just now, biostem said:

    Have you tried... not being /regen?  🤔

    It hurts.
    I just like how its one toggle and buttons but if you don't have the buttons you dead.

  12. "Plays STJ / Regen Scrap" Decent Sets in... "This is going fine. I'm level 34 doing okay damage" Proceed to do missions. "Paragon Protector shows up its purple, Energy Melee" "Deletes me"

    • Sad 2
  13. 7 hours ago, smnolimits43 said:

    Alright, so i have a name.  Not sure on the powers though, i was thinking Martial Arts Scrapper.  Not sure on the Secondary ???  What do you guys think ??

    MA/SR is almost too classic to pass up

  14. For the overall purpose I see, is that there's some kind of element to Regeneration that both works way to well and not so well at the same time.
    This is more of a "Top Down" type system.
    Where 96% of the game is diving into packs of enemies, let's just say 16 Enemies.
    2 Bosses / 4 Lieutenants / 10 Minions.
    Most armor sets get stronger when you dive into this pack. Invuln / Energy Aura / and many more.
    They all augment your stats to survive this sudden threat level.
    3 of these sets do not from memory.
    SR / Ninjitsu / Regeneration.
    2 of these have a sustain option; Nin and Regen.

    As I read the Arcanaville breakdown she did in 2006. Defense sets are strong in the first 30 seconds and have longevity problems, resist sets are stable from 1 minute to 3 minutes.
    However Regeneration is just several layers of damage recovery that have to play layered together.
    Since the MoG change after 2006 its basically the most safe option to "Wait" Jump in with MoG then clean up the boss duels with Instant Healing almost being too strong for the duel.
    This begs the question is if in the 2% of the game you're fighting AV's is if Regeneration is the best duel armor against them. Since they have a predictable DPS flow you can eclipse?

  15. Repost: I7 scrapper secondary comparisons - City of Heroes Forums

    On 9/29/2023 at 9:39 PM, drbuzzard said:

     

    If you were on the forums, the derived numbers were available. I played the game for a while before I went to the forums. Once I did, the effect on my builds was night and day. Yes, the devs didn't give out the numbers for a long while but people still figured things out. The fact that the devs didn't anticipate people using every tool at their disposal to increase defenses shows they were rather clueless. To be quite honest I don't think 'intended' existed. The design philosophy seems closer to 'throw crap at the wall and see what sticks' rather than something coherent. Their vision of how things would work and how it did work had very little in common. 

     

     

     

  16. 3 hours ago, SomeGuy said:

     

     

    For real. I normally ignore ridiculous threads, but the title on this one had me look. The first post has me even responding. There's a reason I have a full roster of scrappers and no brutes.  I like to do damage to things. Scrappers do that better then brutes. I want to live forever and do damage? Tanker. I want to run the bleeding edge of life and death and deal gobs of damage? Scrapper. I want to not do either of those as well as a tanker or scrapper? Brute.

     

    Brutes used to out shine scrappers in every way. Then they were nerfed to fall in line damage wise to scraps. Then ATO1 hit. That was a blow to brutes in the damage department. Then ATO2...lol. Yeah. Brutes may as well have not even gotten an ATO that pass. Whereas scrappers got one of the best in the game.

     

    Before the tanker changes I'd feel differently, but here we are.

     

    I do remember City of Brutes. Very. Well.

    The large portion is that the ATO was handled poorly in my opinion. Too much of the Archetype's power budget is put into that. If some of the power was put into the base character at creation no enhancements needed just a general way to manipulate your own crits out of the box.

  17. 2 minutes ago, Erratic1 said:

    Scrappers start off with 50% more damage on their attacks, from the moment they engage, unlike Brutes who have to work up Fury. Factor in crits, and Scrappers are at 60% base. A Brute would need to be at 32 Fury to be where a Scrapper's first hit starts at. 85 is a sort of practical limit while fighting but...

     

    Brutes have no higher defenses or resistance values than Scrapper do, only having more hp. Their endurance bars are the same.  Maintaining whatever level of Fury someone thinks Brutes do means continuously spending endurance and health because if you're not gaining/maintaining Fury, you're losing it. And if you've rested to recover health or endurance, you're back at zero Fury. Oddly enough, you do have to rest and recover from time to time.

     

    I am not sure the picture painted of low level Brutes is accurate. But I am pretty sure the time spent running up from level 1 to 20 is pretty short in the existence of a character, regardless of AT. Meanwhile at level 40, with nothing beyond SOs slotted, I have a level 40 scrapper whose routine is to toss out damage like the following, which Brutes can dream of:

     

    image.jpeg.2459de8b1f00bf2fe091c64b8f3117e1.jpeg

     

    So if a Brute gets to level 20 in 3 hours versus 4 hours on a scrapper (numbers pulled out of the air, but honestly, it is just not that long regardless of AT), I have to question how meaningful that really is.

    The functional part is First Impressions.
    Level 1 to 6 when say a brand new player will be hitting mobs, on the Brute they'll be deceived long term by how much more HP mobs are gaining. On a Scrapper they'll feel things are sluggish with some spice on the crits on Lieutenants every now and then. 

×
×
  • Create New...