Jump to content
The Character Copy service for Beta is currently unavailable ×

aethereal

Members
  • Posts

    1702
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by aethereal

  1. Global recharge is definitely better than local recharge for procs. If slotting some local recharge and lowering the proc rate is what it takes to use an attack twice in an attack chain instead of once, it's usually the right decision to slot the local recharge. Very long recharge powers (>20 seconds for ST, >30 seconds for AoE) can generally absorb some recharge without meaningfully lowering proc rate. Doesn't appear to be a real thing, you can ignore, except maybe specifically in Burn. Reactive's DoT is I believe the best in terms of flat damage. The -max hp (Degenerative) is better for working on Archvillains or GMs (or Pylons), but not normal opponents.
  2. I thought it was around 70 too. 18 seems too low. I will say, if your concern is specifically tanking MLTF as a tanker who doesn't have access to KB resistance, you can stock up on Escapes (the T3 breakfree inspiration). Each one lasts 90 seconds and adds 10 to your KB protection. You can eat 7 of them and have 70 + your normal KB protection for a minute and a half, then do it again for the next minute and a half with just your normal tray of insps at level 50 (ie, no email shenanigans). IDK how far three minutes of immunity to Recluse's KB will take you, but it's something. If you're an electric tanker with 15 KB Prot natively, you can probably do 3x6 for 4.5 minutes and tank his KB.
  3. What is the mag of KB that Recluse does in MLTF? Most versions of his Spider Smash have a base mag of 18, but I think it's higher in MLTF?
  4. For anyone unclear: most armor sets have both (VERY HIGH) KB resist and KB protection. KB resist divides mag of KB, and then the resulting KB mag has your protection subtracted from it, and you're knocked if the final result is above 0. So if you get hit with a mag 10 KB, and you have 100% KB resist and 4 KB protection, you do get knocked with mag 1: 10 / 2 - 4 = 1. But most armor sets have KB resist of 10000%, and then 10 points of KB protection on top of that, meaning that they are theoretically only knocked by a mag 1000 KB (which does not exist in game). Electric Armor has (in Grounded), KB protection (15.something mag on tanks), but no KB resist. That means that it's immune to KBs 15 and under, but vulnerable to a few very high KBs in the game. You get KB protection from the common IO sources (BotZ, Overwhelming Force etc), but not resist. I think Evasive Maneuvers provides some KB resist? The result is that most Tank armors are immune to all KB, Electric is vulnerable to high-mag KB but not other ones, and fire/dark have to build it from scratch and are thus potentially vulnerable to more KB.
  5. It's listed three times so that it improves your crit chance vs minions, vs lieutenant+, and vs players.
  6. On the one hand, it may be cheaper to buy SOs. On the other, if there was a relatively robust market for them, people might sell them instead of vendoring them, and that would reduce the inf addition to the game. In both cases, I don't think it's material. Does any character spend more on SOs than one farmer makes in one run of one map?
  7. They are. The AH is potentially quite a bit cheaper. (Not that the store cost of SOs is all that meaningful, but for example my level 12 corruptor was having some endurance problems, and I could pick up a few AH EndRdx SOs for cheap, to tide me over until sets start being available. But I couldn't buy many, because there's no liquidity on the market. So I had to transfer to another character, send over a few million, and go from there. Not the biggest deal in the world, but also... if we think it's okay for someone to sell a level 12 IO and for another character to buy that IO at level 50, or level attuned, why should it not be okay to do the same with SOs?)
  8. It seems a little weird to me that invention-origin enhancements are fungible across all levels, and even attuned, on the AH, while SOs are kept rigidly segregated in single-level buckets. This means that there is very little liquidity in SO enhancements -- I was just trying to buy some endurance reduction enhancements for Tech, and there were 0-3 enhancements offered for sale for each of the levels that I was able to slot. There's now a meaningful niche for low-level slotting of SOs, when they provide considerably better enhancement values than below-level-25 common IOs, and you can't slot most sets, and it would be cool if we could get these things on the market. So I'm proposing that for a given Origin/Enhancement Type combination (so for example Tech/Endurance Reduction), the market provides fungibility across all levels for that enhancement. So someone can sell a level 33 Tech Endurance Reduction enhancement and someone else can buy it as a level 15 Tech Endurance Reduction enhancement). (Alternately, I suppose it would also be reasonable to provide fungibility across origin types (so I could sell a Science SO and someone could buy it as a Tech SO), instead of or in addition to fungibility across level ranges.)
  9. This is a complicated power definition. The base damage if the chains is indeed 1.25, but I think they're affected by a magnitude expression. Does anyone have the power in-game and see what damage numbers the chains show when they happen? Edit: also fwiw CoD claims that the chain effects recovery debuff is -40%, not -10%. Though I agree that even if the recovery debuff is 40%, an uncontrolled random recovery debuff is an uncompelling effect for a blaster.
  10. I'm on the first mission of the Unity Plague, Lou Pasterelli, character level 31, +0/x2. Geodes are (appropriately) spawning at 31/32, conning white/yellow. But when I kill them, they spawn their on-death Geode Shard underlings at level 35/36, conning red/purple. I don't think this should happen? I don't know if that's the min level for Geode Shards, but if it is, they just shouldn't spawn at all for this low-level. Other Devouring Earth on-death spawns such as Rubbles are spawning at the normal 31/32.
  11. For all like seven mobs that terrorize?
  12. For single target, it's easy: the game is trying to get you the advertised PPM, assuming the power is used as much as possible. So if you have a power that has a recharge + animation time of 15 seconds, you can use that power four times per minute, right? A PPM of 3.5 is going to be near max. A PPM of 4.5 is safely over max (it's trying to make the proc fire 4.5 times per minute, it can only ever achieve 4 times per minute, so it maxes proc rate). AoE lowers the chance of proccing, but also breaks this nice easy intuitive thing, which is a shame. That said, the math here is not too hard for anyone. Come on, it's addition, multiplication, and division. You just plug the numbers into the formula. Nobody's asking you to do the calculation in your head, your phone or computer is easily able to the computation, and the formulas have already been derived/found.
  13. Yeah, my question was whether the OP intended the toggles to be mez protection or mez resistance. While, of course, mez resistance is not mez protection, I think that the way that the game usually shorthand-describes mez-protection toggles is the way the OP describes them. For example, the short description of Indomitable Will (from Willpower) is "Toggle: Self Res (Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback). DEF(Psionics)". But obviously that power grants protection from disorient/hold/immob/sleep/fear/repel/kb, not just resistance to them. Even if he does envision protection, I don't think this set would necessarily be overpowered. It doesn't grant any hold protection, nor exotics like fear/confuse, and running two toggles for protection from KB/Repel/Stun/Sleep doesn't necessarily seem overpowered.
  14. Parasitic aura makes a (smaller) carapace too. I know you don't include it in your build, but for those who do.
  15. It's not number, it's name. Probably only a relevant difference in that a LotG +7.5% recharge bonus had a different name from the normal +7.5% recharge bonus, so you can theoretically get a total of 75% global recharge from 5 LotG procs and five normal set bonuses. (In practice, the normal +7.5% recharge set bonus is rare enough that nobody gets five of them, but 5 LotGs and 1-2 normal 7.5% bonuses is not uncommon).
  16. Why not put cobra strike back in and take crane kick out? They do the same damage and same cast time, you don't have to spend a slot of kb2kd, and you get stuns.
  17. @Sovera I think you need to compare proc firings, not just random to hit rolls. If we do have a situation where the pulse that fires procs procs hit at 95% but then subsequent pulses of IG have a lower hit rate, then that maybe doesn't matter much.
  18. I looked up Chief Soldiers in CoD, and they don't appear to get any defense from their powers, either. https://cod.uberguy.net./html/entity.html?entity=reflections_armoured_rikti_boss_soldier
  19. If you're interested in fighting a particular AV, you should look them up in the wiki, which should say something like, "Heroes can fight So-and-so as an AV in Whoever's Arc." So for example see the top of this document for Manticore: https://hcwiki.cityofheroes.dev/wiki/Manticore
  20. Savage melee bug fixes in the last page: Hemorrhage got a change to fiery embrace damage. No impact unless you were pairing Savage with Fiery Aura, and the uptime on Fiery Embrace is such that it's not a huge deal with the change. Savage Strike got: A fiery embrace change, a PvP change, and a Scrapper-only critical damage change. Only impact for PvE Brutes is if paired with Fiery Aura. Shred got damage buffs to PvE and PvP: PvE change was from 1.17 scale to 1.26 scale (7.7% increase in damage). PvP had a much higher change. Rending Flurry got an endurance cost decrease and a PvP damage fix. Maiming Slash got scrapper-only changes. Total impact to a Brute, in PvE, who does not pair it with Fiery Aura: One (not-terribly-good) power got a 7.7% damage increase, one power got an endurance cost decrease.
  21. The bugs that it had fixed had little to do with Brutes. I disagree that it's really good now. It's, like... fine. Middle-of-the-road. EDIT: Also, OP suggests using +range on Savage Leap to get more damage -- that won't work. There's a max applied to the range bonus of the damage calculation, your range bonus damage caps out at 65 feet (base range of the power is 70 feet).
  22. I'm dubious that Savage Melee should be rated anywhere near so high.
  23. Diabolique is notably a difficult AV to solo if your damage isn't great, because at low hit point amounts she'll bubble up and become invulnerable and heal herself, and then you have a limited amount of time to kill her while her force field is on cooldown. (However, she doesn't do a ton of damage, so if your survivability is marginal she shouldn't stress you). Monitor your last-hit-chance. Ideally, it's consistently 95%, or very near that. If it is, you don't need more accuracy/to-hit, and you can focus on more damage, endurance or survivability.
  24. Note that interrupt time reduction doesn't actually reduce the amount of time you wait before the attack fires, it just reduces how much of the time is actually interruptible (the rest becomes time where if you are hit, it does not disrupt your attack). To me, this makes interrupt time pretty useless on modern snipes. You don't have any interrupt time in combat. Out of combat, you don't reduce total time necessary to use the snipe, and 99% of the time, you're out of combat, so nobody's interrupting you anyway.
×
×
  • Create New...