-
Posts
527 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Brutal Justice
-
It would also help if regen was allowed to enhance its abilities 100% instead of 50% or whatever lvl is allowed. It’s almost not worth it to slot healing in IH because so little of the power is allowed to be enhanced. Integration and reconstruction are fully enhanceable. Dull pain and fast healing are not. It might not make a huge difference, but it’s something. Also, proliferate it to tanks!
-
Is it possible to run granite and whirlwind at the same time or are they flagged as exclusive?
-
This is how I play almost all of my toons until lvl 47. I use standard lvl 25 and 30 IOs that I keep stockpiled in my base from my crafter. I use the Standard IOs instead of SOs to save money and time. I do sprinkle a unique into the build here and there depending on individual needs. Playing like this I am fully capable. I will adjust my difficulty settings to match my team. I usually aim for somebody almost dying with each fight. Be myself or someone else. This difficulty naturally ramps up with levels and better slotting. Playing like this works for me. I feel I have a better sense of game balance by playing toons built more or less the way they are balanced. If we are balancing around SOs and not IOs. It also gives me a goal or reason to hit lvl 50 and keep playing said toon after 50. Admittedly, I have such altitis that I generally move on from a toon right after I finish an IO build and t3 alpha.
-
If you use power transfer in a power like conserve power, consume, or victory rush, does it only have one chance for activation? Or does it have a chance to trigger during the duration of the power, separately from the passives? Edit: according to the wiki conserve power will not accept the IO. I believe the basis of the question still applies. Also add the interactions with blaster sustains.
- 41 replies
-
- panacea proc
- pt proc
-
(and 1 more)
Tagged with:
-
Weekly Discussion 49: Alternate FX/Animations.
Brutal Justice replied to GM Miss's topic in General Discussion
I love the boomy smashyness of stone melee and earth control. I really enjoy the minimal fx for ice armor, I can work with auras but powers that cover my costume are rough. I have seen some excellent use of the full fx for bio armor and they always make me feel inferior creativity wise. The crouching double fist assassin strike really needs attention. I feel like half the AS animations are this animation. (Hyperbole) I didn’t like it once I still don’t like it five times later. I was extremely disappointed with it on fire melee. I don’t like the “smell my hands” energy transfer animation on melee attacks. It works for me on a ranged attack but just doesn’t seem right for melee. Obviously new animations would be amazing. After you have played the game for so long and played so many different powersets, you recognize every reskinned animation. I just used X animation for Y power. Broadsword, warmace, and battle axe have all the same animations. I feel like most of rad melee is just a recolor. The animation for radiation siphon doesn’t even make sense. Nice animation, but as a life steal? I also don’t like the left handed/two handed weapon run. It feels too...constipated. Especially on a huge guy. I don’t know if my arms rubbing on my lats will start a fire first or my thighs rubbing together. I use ninja run on toons that shouldn’t even ninja just to avoid that run animation. -
Well now I feel silly I thought I looked up there 🤪. Thank you very much. It’s been bothering me forever.
-
Those blanket numbers look great but they don’t quite tell the whole story. Maybe @Galaxy Brain can work some mitigation magic like he did with regen. Dark could swap acrobatics for hover to save end. Hover and oppressive gloom together would probably still cost less than acrobatics. Electric has a bit more resists but the 8% more defense dark has probably makes up for it. Easily makes up for it with hover and oppressive gloom. Also, and it’s a big also, energize at 55 seconds is much less helpful for sustain than dark regen at 16s. Energize is a much smaller heal that is available about every 3-4 spawns. Dark regen is available every spawn. How does electric mitigate that damage for the two spawns it’s heal isn’t available for? Electric is more offensive but it’s also less durable in normal play. A couple issues with ice. We all know anything short of softcap is a pretty big deal for durability. Ice also has pretty low DDR. Off the top of my head, in the 40% range. It also has next to no resists. I can’t tell if you have energy absorption active in that build or not. If those romans land a hit on you before you get EA off they are going to chunk you down pretty quickly. I want to say EA as an end cost of around 20 so you have to hit at least two guys to actually gain any end. I mentioned I need about 4 guys around me at all times to keep my end from flatlining. Hoarfrost offers great mitigation as a one time click. After that click, you’re out of options. Dark has the ability to enter every group at full health. The absorb sustains for blasters may offer more sustain than the regen powers but I prefer the regen powers because it makes a big difference being able to enter each fight at full health. Dark and ice are almost polar opposites that actually function somewhat similar. Both have their hardest time against fewer targets. Both have a form of CC to help durability. One has a tier 9 that takes you out of the fight. The other has a tier 9 that you can only use once you’ve been taken out of the fight. One has a +end power but no end drain resistance so is easily drained below the threshold of being able to use such power. The other has great end drain resistance but has a readily available end hungry click that can take you below the threshold of being able to use it. In summary. Availability is the best ability. Being able to enter every engagement at full health can not be discounted, it is a huge benefit. Dark is already more durable than electric and is probably right on par with ice. Ice and electric can take fireball and add more damage but they can’t easily shore up their durability downfalls. Dark can take conserve power and physical perfection to easily shore up its end issues. It’s level of durability and the ease of covering that end issue is what sends it so much higher than most sets once you add set bonuses. It gets so strong because it’s a jack of all trades, master of none, on SOs. End management often happens as an afterthought with set bonuses. Recovery is in that 2 slot range you get on the way to the bonus you really want.
-
Is there any way to change my forum name? I didn’t know Mr Sinister was going to be my visible name on the forums when I created it. I would prefer my forum name to match my in game global name. The global name is in stone so changing it is not an option. I know I could create a separate forum account with my global name but I would prefer to just change my current name if possible thanks
-
I play dark armor specifically for the feel of the set. The roller coaster of a ride going from the brink of death to riding strong. The rush of having defeat knocking on the door. “Is dark regen going to recharge in time, do I have enough end left to use it if it does?” I play to find synergies with the utility of oppressive gloom and cloak of fear. For the feeling of dying for your team and nuke rezing to save the team. I try my best to avoid death but when it does happen I still get the last word. These are also the reasons I don’t run IO builds until late game. I don’t want to flatten out the experience. I don’t want it to play like every other set. I play a dm/fire/whirlwind brute I built specifically to run whirlwind. I chose those powersets for consume and dark consumption. Why do people gamble? They gamble because they can and do lose. It’s not gambling if you only ever win with no risk of losing. People get addicted and lose everything because they are chasing the feeling of escaping defeat. The better they get the higher they raise the stakes. I run IOs for late game because late game has raised the stakes.
-
You don’t have to use sets. You have to use sets to run max diff just like everybody else. Every quirk dark armor has can be addressed with power selections. I run no enhancements until lvl 22. Then I run common IOs to lvl 47. Then I start a set bonus build. I pick up a couple unique IOs on the way usually but that’s it. I looked it up, Oppressive gloom has an end drain of .08/s. That’s minimal. Drop cloak of darkness for combat jumping which has an end drain of .06/s. Without set bonuses that 5 def from cloak means nothing compared to CJ at 2.5. Dark armor With 5 toggles has 1.29/s end drain unenhanced. That’s without running CoF or murky cloud and instead using combat jumping to cover the loss of immob protection. Ice armor has an end drain of 1.96/s with its five toggles. Fire armor with its 3 toggles and combat jumping has 1.1/s. I would wager dark armor is more durable than both of these sets on common IOs. Dark regeneration uses 33.8 endurance. You could fire that every 16s with common IOs. That’s your end drainer. Any power that can take you from 1 hp to full every 16s should cost that much and should be heavily taxing for the sake of balance.
-
For the sake of balance. Does dark armor have to pay no penalty for having the strongest heal in the game? Also diversity. Why do people want all powersets to play the same? There are about 3 Mids builds that pop up on here that can be copy and pasted into almost any setup. A res build, a def build, a recharge build. All three, more or less, just exchanging the same sets of IOs in varying amounts. Dark armor doesn’t need all 7 toggles to be a top performer because dark regeneration carries the set. Cloud of darkness is easily skipped in favor of combat jumping. Never ran it back on live because I didn’t want to be a fluffy cloud or be stealthed as a tank. Oppressive gloom is easily skipped. It only affects minions which are rarely a threat. Also, I don’t have access to the numbers but doesn’t oppressive gloom have a pretty small end cost as a trade for hp. Cloak of fear is easily skipped because it’s a huge end hog for the amount of return you get from it. Think of those three powers as passive powers in other sets that most meta gamers skip anyways. Flavor powers if you will. If you choose to take those powers then plan for them. There are end management abilities available to all builds in the epic powers available starting at lvl 35. Soul transfer is completely optional but it can actually be a game changer of a power. Skip those three toggles and you’re only running 4 toggles which is pretty typical. Dark regeneration is your big end drain, and it should be at its level of power. I have an ice/km tank at lvl 47 who is an absolute end hog and has been since icicles at lvl 12. I didn’t even get energy defense until lvl 18 ON A TANK. That’s lvl 28 for everybody else. I have 5 toggles from ice armor at higher individual end costs than dark armor. Energy absorption is great but I have to have about 4 guys around me at all times to keep my end up. If I am tanking an AV I have to start prioritizing toggles. Dark armor isn’t the only set with endurance issues. You plan for them and play around them. The same goes for minimal fx. If you don’t want to look like a dust cloud, don’t play dark armor. There are more natural sets if your goal is to look natural. In my opinion, all of the armor sets are in a pretty decent place right now. Some need some minor tweaks, like glacial armor’s available lvl, granite armor’s penalties re-evaluated, and possibly some help for cloak of fear. Dark armor is in a pretty good spot performance wise. It has some unique build quirks. Leave those alone. Stop power creep and homogenization. Instead, help the sets that actually need help and nerf the clear outliers.
-
Please, please a better Minimal FX for Ice Epic Pool Armor
Brutal Justice replied to Nferno's topic in General Discussion
I’ve said it once before and I’ll say it again. Bio needs to be nerfed by removing the minfx option. -
PSA: New set IOs Power Transfer: Chance to Heal Self
Brutal Justice replied to Caulderone's topic in Tanker
I was saying when you’re hit with a regen debuff, your regen will go down, reducing the benefit of the +regen procs. This proc however, will be unaffected by that debuff. Therefore, not only providing double the regenerated hp/s as the +regen uniques, but also circumventing a debuff that the +regen uniques are subject to. I’m not saying this IO is going to allow me to tank Recluse if I couldn’t already. Possibly Hamidon though. I am saying, why is regen tissue a unique and not this IO when it’s 2x as powerful. It’s completely out of line with other IOs. It’s existence as a non unique sets a bad precedence for future IOs. -
PSA: New set IOs Power Transfer: Chance to Heal Self
Brutal Justice replied to Caulderone's topic in Tanker
How did this make it out of beta at its current power level as a non unique? Why are the +regen uniques unique if this is roughly twice as powerful? Not only are the raw numbers higher, but being a heal rather than regen, it’s also unaffected by -regen debuffs that can be pretty prevalent throughout the game. Some sets can easily slot this 3 times in either a passive or fairly long duration click, bio, willpower, rad. -
I would guess sleet and freezing rain will be up for the same fix as tar patch.
-
Do mastermind pets inherit the double hit from hybrid? If they do where do you see the hit displayed? I can’t seem to find it on my bots. Also with interface, do MMs generate more damage with core or radial? Incarnates seem to to be a bit more complicated with masterminds so any further advice or experience would be most welcome.
-
Rare power sets that used to be popular.
Brutal Justice replied to carroto's topic in General Discussion
Seriously, that screen shot shows a fraction of the true story for both power sets. If you look at the second to last post in that link I provided you can see just how well regen actually does with zero set bonuses. Right on par with willpower outside of strength of will. Willpower has better sustain in a smash/lethal environment. Outside of s/l regen has better sustain. Two notes about the numbers showing willpower with higher peak durability than regen. One, that’s with saturated rttc which means you’re also taking more incoming damage than a regen who is not dependent upon mob size to hit their peak. Two, the regen peak is not calculating the use of MoG, since MoG essentially makes you immortal for 15 seconds. MoG is calculated into the sustain of regen which is why the sustain numbers are actually higher than the peak numbers. -
I am a little shocked nobody has accused her of not knowing how to use the AH to her advantage. You ebil marketeers are really slipping.
-
Rare power sets that used to be popular.
Brutal Justice replied to carroto's topic in General Discussion
Anyone who thinks regen needs all of these extra pool powers to be on par with other sets should read the fine work @Galaxy Brain did in another thread about regen for scrappers. He compares regen, willpower, and invulnerability. You’ll notice that it has a higher baseline, peak, and sustain than invulnerability. https://forums.homecomingservers.com/topic/14862-can-we-have-regen-please/page/2/ -
Here is the real issue. I need a bleeping Rae Dunn bird house for my wife’s birthday. Momma needs her fix before daddy gets his! Now I have to pay $20 for a $12 birdhouse. If I want the bird house that says “momma bird” and is shaped like a freaking acorn, not the one that might be an acorn or might be a tiki hut, the one that IS an acorn, then I have to pay $50 for a $12 bird house. $50 because the momma bird acorn will get daddy a little extra somethin somethin! Now if you could buy one of the billions of useless mugs that say “mug” on them and turn that into a bird house, I would sing your praises from the rooftops. But since you can’t, I Hate all of you! Especially the local lady who has more time than me and is driving up the price! I’m not bitter...
-
It is plausible that it’s a drop rate bug but the bids shot up from 10k to 30k over night. It’s highly unlikely 20k bids came in and didn’t fill at 1k influence and continued to come in and unfill even as we saw the prices slowly creeping up. There is also little doubt that if even a couple ebil marketeers decided to, they could crush the markets as we know it today. This only becomes more and more of a possibility as they continue to grow their wealth.
-
This is a great example of people putting in more work and being rewarded for their work. This is what a person who does converting does. Similar to a farmer, just, instead of creating supply, shifting supply. A person who simply buys low and sells high, the same enhancement, is like a stock market trader. They don’t supply or perform a service. They simply get rich and drive up markets.
-
Please do. You responded to his response to me talking about how flippers artificially inflate prices. Therefore the context in which your response exists is artificial prices are caused by flippers. We don’t have a screenshot of the person’s computer that is manipulating the price of yellow salvage but we can sure see the 30k bids and rising prices that came out of nowhere. It may be an extreme case of buy low sell high, but it is nonetheless evidence of the effects flippers have on prices.
-
That doesn’t prove that the prices are not artificially inflated by flippers.
-
Incorrect. Several posts up he clearly states what he does. Maybe he relisted a bunch of salvage for cheap but I wasn’t responding to that. In fact he hadn’t even mentioned that yet. Do I need to make a quote for you?