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aethereal

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aethereal last won the day on February 23

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  1. Yes, I believe it's the only armor set with unbalanced lethal/smashing resistance. Certain melee powers (the parry-lookalikes) sometimes provide unbalanced lethal/smashing defense, and other armor sets give other unbalanced pairs (like, obviously fire and ice armor give much more fire and ice resistance, respectively, than the other in their pair, similarly Energy Aura and Dark Armor), but I believe this is the only lethal/smashing resistance disparity. EDIT: Unbalanced lethal/smashing resistances are fairly common among enemy groups, just not player sets.
  2. I don't know why MIDS is showing you as having the same lethal and smashing resistance, that seems wrong to me. Psychic Wall provides Scrappers, unenhanced, 22.5% resistance to Smashing and Psychic, and 15% resistance to Lethal. Does that constitute a "hole"? I mean, I dunno. But unless you somehow got lethal-only resistance from some other source that exactly makes up for the difference between the Smashing and Lethal resistance in Psychic Wall, I don't think you should have the same resistance values, like MIDS reports you do.
  3. Savage Leap doesn't use a pseudopet, and Shield Charge copies boosts. The big issue with pseudopets in this regard is that they sometimes have lower caps than actual character entities, so while your Fury is copied to the Shield Charge pseudopet, some of it may be wasted.
  4. I feel like Ninjutsu really benefits from going a bit overcap on positional defenses, given low DDR this gives you some buffer to prevent defense cascade. It won't stop your defense from slipping against enemies that really heavily debuff defense, but it helps a lot against opponents who just do sort of "normal lethal attacks that have a small defense debuffing component."
  5. That is my understanding, but I have not tested it myself and it's a brand new power option, so like... the duration of it is super unclear and things like City of Data don't really know how to explain it. EDIT: But whatever the details, it is absolutely the case that you are supposed to get a "free" rez after you click Second Wind -- the power doesn't need to be off-cooldown. Basically the idea was that you sort of got the rez power "for free," because it's iconic to Regen but they know that people feel bad about using a power choice only for a rez.
  6. The way it's supposed to work is that if you die while its buff is active, it offers you a chance to rez. There were some bugs with that in beta, but I believe it is supposed to be working now. If you die while in its activation period, and you don't get a chance to rez, you should report that as a bug.
  7. Can I interest you in, "Willpower has the lowest ceiling of all armors in the game," rather than "Willpower is the worst"?
  8. Pool and Epic attacks crit, at least for the most part. If an attack does Damage over Time as its main effect, generally it has a crit which does all of the damage over time that it "would" do in one up-front package, if it crits. Damage over Time secondary effects in Fire and Savage do not crit. Lightning Rod, Shield Charge, and Concentrated Strike don't crit. Damage auras in armor sets don't crit, except maybe Stone's deal.
  9. It is totally wild to me that Scrapper's Superior Critical Strikes proc continues to claim to be 3 PPM while actually being 4 PPM, and that adjusting it to 3 or 3.5 PPM doesn't seem to be on the table. Clearly a strong way to reduce Scrapper overperformance for the most optimized builds while not affecting the average player very strongly. @Maelwys's account of Tankers vs Brutes is pretty good, but I think you also really have to consider damage procs. Procs are really strong! A big chunk of Tanker overperformance came from: 1. AoE procs in Tankers having higher proc rates than they "should've," due to area factor. 2. Just the ability of Tankers to hit durability goals without searching for lots of +resist/+def bonuses in their attack slotting, so being able to put more procs in their attacks than scrappers/brutes were able to. (This was maybe mitigated by Hard Mode. It is underrated how weird Hard Mode is.)
  10. People on the beta were talking about Cupids Crush?
  11. Generally better to look at City of Data than Mids for this kind of question: https://cod.uberguy.net/html/power.html?power=brute_defense.regeneration.instant_regeneration&at=brute I don't know where MIDS gets a 2.5 second recharge, CoD shows a 10 second recharge. The activation period is what I think you're actually concerned about, it's 2 seconds (that's how often the power "pulses"). So every two seconds, it looks back and says, "Were you damaged in this 2 second period" and if so it applies another stack to you. (I think, it's sometimes a little hard to interpret the CoD notation, not sure what it's checking for with the missed-since thing). Stacks do not update the duration of previous stacks. It auto-hits self and doesn't target any other entity, it's not like checking whether someone else is still close to you. Accuracy is irrelevant.
  12. I think there's something to this, and I argued before and during the beta for, instead of adding a toggle, to let IH be more useful as a survival button (I think IH as a survival button kinda sucks because you probably don't need 90 seconds of "oh shit things are going badly," and then the downtime for the power is inconveniently long to make up for the long duration that you probably are ignoring the back half of). That said, I think there are some styles of play/goals issues here: 1. There are players who really want to have a thematic regenerator. They aren't interested in making a character who builds a thick layer of resistance with Rune of Power and Melee Hybrid and then supplements that with regeneration, they want Wolverine. They are much more interested in a character who mostly relies on their regeneration for day-in-day-out mitigation, and to the extent that they supplement that with a layer of defense or resistance, they want it to be "invisible," so it doesn't interfere with the class fantasy. 2. Then there are players who just want to be a regenerator and who also don't want to do active clicking (and who for whatever reason don't like Willpower). 3. And finally there are people who are mostly concerned with performance, particularly performance on team content (probably mostly hard mode). These people have different preferences and I think people in group 1 and 2 will clearly prefer RR, while people in group 3 might find IH more appealing.
  13. You mean Instant Healing rather than Fast Healing, right? Fast Healing is the auto-power that is frankly kinda bad, Instant Healing is the click power that is mutually exclusive with Reactive Regeneration. You're right that Reactive Regeneration's utility degrades if you rarely get hit. On the other hand, if you rarely get hit, then, uh... do you need it? In general, in high-level, large teams where people are giving substantial amounts of defense through support powersets, Maneuvers, or Barrier, you're going to find that you're highly durable with or without these powers except in situations that cut through a lot of defense (like Hard Mode content or highly defense-debuffing mobs), in which case... you're back to your usual tradeoffs because you are getting hit pretty often. Instant Healing is more powerful when it's up, but Reactive Regeneration has 100% uptime and Instant Healing does not.
  14. I'm not sure about this, but I think the "updates durations" part of the stacking rule means that when you apply a second stack, the first stack gets its remaining duration reset to 45 seconds? Worth checking out, at least. EDIT: I just ran a quick test on Brainstorm. It does appear to work like that: I put 100% recharge enhancement in the power (so recharge time was 30s), then clicked it, and stacked three icons in my buff bar, with none of them blinking or anything, at the end of my 1 minute period of clicking every 30 seconds (so, t=0, click once, t=30, click second time, t=60, click third time, three buff icons, none of the icons blinking at any point).
  15. Check out City of Data! It gives you this info. Hover over or tap the icon that looks like a clock on that power effect that you screenshotted: "stacks and updates durations of current effects up to three times."
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