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Zolgar
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Everything posted by Zolgar
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I guess I just missed the point of the post, since you literally said "recharge is bad" :p
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Powerset Comparisons - Scrapper / Brutes
Zolgar replied to natewest1987's topic in General Discussion
"Brutes out damage scrappers." "scrapper out damage brutes" Both are right, and both are dead frakking wrong because they are boiling a slightly complex explanation down to a single sentence. Brutes vs. Scrappers: out of the box. If an attack deals base 75 damage for a brute, it will deal 112.5 damage for a scrapper. Next, we factor in +95% damage from enhancers: Brute: 146.25 Scrapper: 219.375 Now, we factor for AT abilities (crit/fury): 5% of the time against minions, 10% against bosses/lts, a scrapper will deal double damage. Brutes have a hard time maintaining an absolutely full fury bar. Since fury caps at 200%, let's assume 180%, fair? Our brute, at that level of fury, will deal 281.25 damage per hit with that power. Our scrapper, assuming it's a lt. or higher will deal approximately 240 damage on average when account for crits. At this point, yes, the brute out performs the scrapper.. but this, as I said, out of the box. Just their base numbers, also here, we're in a fight, it's take the brute a few attacks to get to that 180% fury, our scrapper was full strength from the word 'go'. As you start adding more damage buffs, the margin between scrapper and brute narrows, and it narrows further if we add in the scrapper ATOs which increase the chances of crits. If we put them both at their damage CAP, which is +400% for scrappers, +675% for brutes: Brute: 581.25 Scrapper: 562.5 pre crits, factor in the 10% crit chance, 618.75 average damage. The difference extends even further if we add in the scrapper ATOs. What it ultimately boils down to though is this: Brutes and Scrappers deal comparable amounts of damage, scrappers edge over brutes a little bit in average damage per second, but not by a large margin. Over all, scrappers tend to edge over brutes in terms of single-target DPS, brutes tend to edge over scrappers in terms of fighting a multitude of foes. Scrappers are Westley, brutes are Fezzik. -
Once you start trying to factor in global recharge though, your point kind of falters To have any appreciable amount of global recharge perma, you have to rely heavily on set bonuses (or some wonky ass build that frankeslots and gets all its recharge from the chance for recharge proc.. so .. I suppose it's fair in that regard), most recharge comes in at 4-6 slots. Know what basically every set includes in its enhancers? Recharge. If you're building a high power IO build, your IO sets are putting recharge in your powers, but you don't care because no proc is going to offer you more than the sum of the set bonuses you're getting for building the way you are- at this point, procs are not a "this is an integral part of my build" they are a nice added bonus when they happen. So unless you are building something specifically not optimized as a concept build, you're usually getting 50-90% recharge in your powers whether you like it or not. If you are building something weird for concept to trigger procs reliably, this information is quite valuable.
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But here's the thing.. 0% Recharge/2 PPM: 63.01% chance to proc 33% Recharge/2 PPM: 49.78% chance to proc 50% Recharge/2 PPM: 45.24% chance to proc 95% Recharge/2 PPM: 37.03% chance to proc 127% Recharge/2 PPM: 33.17% chance to proc Look at those numbers for a second. The first thing is obvious. At 127% recharge, I can fire it off 9 times in the time it takes me to fire it off 4 times with 0% recharge. Which means I have 9* 33%, so it should fire ~3 times vs. 4* 63%, which means it's going to fire roughly 2.5 times. So, I'm still going to get the proc more often with higher recharge. And the more important factor is, if RNGesus says no on the first attack, you have to wait more than twice as long to try again with 0 recharge. Plus, I'm just going to be doing more damage if I fire the power off 2.25x as often.
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Warriors. Hear me out. How often do you actually face the Warriors? How often do you really run in to them in missions? They're one of the smallest level ranges of foes, in a range that a lot of people end up skipping past. Plus, as a Warrior, you're in the range where most heroes know what they're doing, but haven't reached their full potential.. so you're less likely to be accidentally killed, while still standing a chance of winning even as a low level grunt.
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The Security/Threat level vs. RP power level is something that always makes me kinda shake my head. Let's say I want to do the classic comic book trope of a Superman style character. I'm a being from another planet that either just naturally or because of something about Earth, I am drastically more powerful than a normal human. I'm a fairly new hero though, so in-world-lore, I haven't proved myself enough to be awarded "hero of the city". Now, in terms of RP I have to decide if I am going to apply some sort of (non-cannon) nonsense about "power dampeners" or some such actually limiting my character, or them 'pulling their punches' while dealing with small time threats to prove themselves to the city. You, you're playing a level 50 character who is basically the Punisher trope. You are a guy with a gun. If we're going by mechanics, you are far more powerful than I am. Which, in character, makes no sense. Since you are literally a normal mere mortal, and I am an actual super-human being. The idea of security/threat level = power level is an artifact of mechanics, which, if enforced in roleplay, actively disallows certain staple superhero tropes under the guise of "that's power gaming." (As an aside, I have also met plenty who would call only acknowledging security levels and actual in-game powers 'powergaming' >.>)
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Oh god, a Doppleganger set. *plays Titan/Bio scrapper* *summons second Titan/Bio scrapper* WHERE IS YOUR GOD NOW!?
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That's out? Shit, need to go somewhere with internet for a few hours.... I don't have internet at home (City uses a remarkably low amount of data, so I never hit the point of being throttled on my unlimited by tethering my laptop to my phone >.>), so netflix isn't really a thing for me most of the time. :(
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In another thread, another forum user posted this: Could be super useful, especially if you alter it to: /bind [key combo] beginchat /bind [second key combo] "target_custom_next enemy alive$$target_custom_next enemy alive" Then just add the enemy name before the quotation. My scrapper, I did it a little different: /bind lshift+tab beginchat /bind tab "targetenemynear$$targetcustomnext enemy alive" So when I hit shift+tab it brings up the chat box to fill in the target. When I hit tab, it targets the named thing if there is one, or the nearest foe on screen if there isn't one.
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All event IOs, ATOs and purple/PVP recipes are 100 merits from the vendor. Rare sets are 50; uncommon sets are 20. Normally this is an ineffective way to buy these, because 100 merits is generally worth more than the 25-30 million inf you would spend buying these on the AH... buuuut because you can buy them with merits, if the price fluctuated up past the rough inf value of 100 merits, then yeah, people would just buy them with merits. It's a nice control on the price of stuff going too far out of whack honestly. And since this is a private server that we play on for fun, and not a live server where subscriptions and microtransactions incentivize artificially controlling the economy by making things like ATOs, event IOs and useful salvage like converters/boosters impossible to get outside of real-money trade... I think it's a good idea. Though it's getting really close. Converters are worth about 100k a piece on their own, so a merit is worth somewhere around 300k right now. The price of converters drops much more and the high demand winter pieces, purples, and PVPs will be more viable to buy with merits. >.> (Assuming, of course, their price doesn't drop too)
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Except since everyone is jumping on this, the price of ATOs is going to keep dropping, so ... good luck turning a profit off this method. >.>
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1) There's a pretty simple mathematical formula to determine how much recharge (slotted and global) you need to perma something: Recharge time (in seconds) divided by duration (in seconds) -1. So if you take Hasten, as the classic example, it recharges in 450 seconds and it lasts 120. 450/120=3.75-1=2.75=275% total recharge needed to perma hasten. (you subtract 1 because your base recharge is 100%, so you need 275% above and beyond that base 100%). For the most part, if a power can be perma'd, once you have Hasten perma'd it is either perma or very close to. If a power takes more than 5 times its duration to recharge, it absolutely cannot be perma'd no matter what you do. 2) THAT is a complicated question. There is no simple answer because everyone has a different opinion. SOME powers it's a given, like the clicky mez resistance in Super Reflexes and Shield Defense, you want those perma bloody well yesterday. Other powers, like Hasten and Accelerate Metabolism are less clear.. then you get something like Phantom Army and it becomes even less straight forward. The simple answer is, see what it's going to take you to make the power perma, then decide if the benefit is worth it to you. This isn't a game where if you're not 110% optimized, people won't team with you. :)
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When should I start slotting for endgame?
Zolgar replied to TheSwamper's topic in General Discussion
If you plan on running attuned enhancements to keep your benefits when you exemplar down for a TF, start slotting shit as soon as you can, though you'll probably want to respec at 50 to finalize your build anyways. If you only plan to play at 50+ content, don't start slotting until level 47, except on IOs that max before 50 or have no level-based benefits (Performance Shifter: Chance for +End, Numina's Regen/Recovery, Miracle Recovery, etc). Even LotG has some level based benefit, since it's Defense/global recharge. My personal method of slotting a character: Level 12 I start using basic IOs, every few levels filling empty slots with the highest level IOs I can use. Level 32 first respec. Toss all the 15-30 IOs in my base for my next char. Here I will usually start towards my "end game" build, in terms of power selection and slot allocation, and initially fill it up with 35 basic IOs. Between 32 and 50, when I can I get attuned versions of various set IOs I need for the build, and buy some unslotters off the AH so I can pull the 35 IOs out and toss them in my base instead of slotting over them. At 50, if I made any major revisions to the build, respec again. If not, continue just pulling enhancers out and replacing them with the end-game sets. (yes, it would be cheaper to respec again, but I hate respecs and doing so requires having all the ehancers for the build waiting. A few mil on unslotters means little to me, personally) -
I don't get why this is so much better than CO
Zolgar replied to Warpstarr's topic in General Discussion
Idle observation: This game SHOULDN'T be better than CO. CO has a more robust costume designer. CO has more flexibility in character creation. CO has features that could only have been wished for when CoH was in development. CO has more action oriented game play with less downtime in combat. CO is a "next generation" (compared to CoH) MMORPG. CO should be better than CoH. CoH should have shrunk to a small group of die-hard players when CO came out. But it didn't. For all it's mechanical superiority, CO lacked something that CoH has, something that outweighs all that mechanical superiority. What does it lack? Everyone has their own answer to that question. Personally, I would say soul. -
So about that apartment building all your characters live in...are you _sure_ all the Paragon Municipality Commission certificates are up to date? My sources in the Isles tell me that could change... ;) We have.. ah.. special arrangements with the city council and inspectors.
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I hate being back. This is the worst game in the world and I don't know why anyone would play it. I'm just here to say how much I hate it. Sorry, had to be contrarian. ;)
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Since it's a proc and not an attack, I don't think so, but I am not positive.
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You really like swords. And edgelords :p
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A stealthy hero, or a hero undercover in Arachnos ranks could have worked.. Or a psi hero, who most of your interactions with them are through villains they have mind-controlled, could even have been a big arc of trying to actually -find them-.
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https://forums.homecomingservers.com/index.php/topic,6053.0.html Found over in the guides section. :)
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My latest, Sonic/Invuln Sentinel, the Silver Hornet. The Silver Hornet was a relatively unknown hero before the first Rikti War, she made a name for herself at that point, focusing on getting civilians to safety while the heavy hitters fought the Rikti. She spent the next several years rising in fame, dilligently defending the people of Paragon City, a power-armored beacon of hope. Until the Praetorian invasion, where she fell in battle and was confirmed killed in action. This new Silver Hornet is a more recent arrival in to Paragon City, and no one is entirely sure precisely who is inside the armor. Those that knew the original say that it is definitely not the same person, but that the armor is very similar though updated. Whoever this new Silver Hornet is, they are taking to the streets and much like the original, seem more concerned with civilian lives than any glory or fame that comes from being a hero.
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Does the Fixed Crafting Fee Stifle the Market?
Zolgar replied to Herotu's topic in General Discussion
I CAN'T GAME THE MARKET TO MAKE BILLIONS OFF OF COMMON SALVAGE! The market is RUINED! *flails and cries* >.> -
Does the Fixed Crafting Fee Stifle the Market?
Zolgar replied to Herotu's topic in General Discussion
Except, now go look at Luck of the Gambler, Reactive Armor, Numina's Convalescence, Panacea, Positron's Blast, etc. The problem isn't the crafting fees or the salvage costs. The problem, if there is one, is that there are IO sets that are clearly superior to the rest, and people don't want anything outside of those sets, and it's much more cost effective to convert uncommons in to the rare you want than rares. -
There's not even much of an inf sink in making new alts, since a large portion of the inf you spend on set IOs often goes to other players, and most of us don't bother with SOs any more even when leveling, so once we get one character to 50 and kitted out, we dump their leveling IOs in our bases for the next generation of characters. At this point, the only inf sinks we have are the Super Packs, which always take a certain amount of inf. out of the economy, and the P2W vendor.. Granted if we buy literally all the prestige powers for every alt, she's only going to soak like what, 30 mil per alt?
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Your damage cap of 500% is: 100% (base) - % global debuffs + % slotted in powers + % global buffs (which includes set bonuses, personal buff powers like Build Up, inspirations, and buffs from allies) So yes, if you have +95% damage slotted in a power, anything displayed in the combat statistics over 305% will be wasted aside from serving as a buffer against damage debuffs. The only ways to bypass the damage cap are: Resist debuffs- if you reduce your targets resist they will take more damage, even if you're at the damage cap. Chance for damage procs- If you have IOs slotted in your attacks that give you "Chance for <type> damage", or have damage procs from Incarnate powers, you will deal more damage because the procs are separate instances of damage.