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What Combat Attributes do you monitor?


Yomo Kimyata
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30 minutes ago, Grouchybeast said:

I'm intrigued by how many people monitor Inf.  I never would've thought of that one being popular.

Eh, it's mostly "useful at low levels, forgotten at higher" for me, since if I need to pick something up I don't want to go to the auction house or whatnot. Or if I suddenly can't craft any more, though that's also shown in the interface.

Edited by Greycat
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Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

I tried to combine Circle and DE, but all I got were garden variety evil mages.

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For me, I mainly use the monitoring to see if I am being debuffed (or if I need to consider popping a yellow to hit a target), so:

 

Max HP (when tanking Market Crash - that giant bot drains HP like a vampire!)

Regeneration Rate (on anything tanky)

Recovery Rate

Endurance Consumption

To Hit Bonus

Last Hit Chance

Damage Bonus (on SS or Brutes)

Stealth Radius (PvE) - (on anything non-tanky)

Recharge Time Bonus

Defense (most relevant to the character)

Resistance (most relevant to the character)

 

Only being able to monitor 8 at a time makes for some tough choices.

 

I will say that the combat monitor has made me appreciate just how many enemies debuff - particularly Regeneration Rate.  It seems that if an enemy can debuff Regen at all, they can usually floor it.

Keep Redside Alive!

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26 minutes ago, Mister Mass said:

Only being able to monitor 8 at a time makes for some tough choices.

Thought it was 10. In any event, more would be gooder. Maybe a dev request?

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Disclaimer: Not a medical doctor. Do not take medical advice from Doctor Ditko.

Also, not a physicist. Do not take advice on consensus reality from Doctor Ditko.

But games? He used to pay his bills with games. (He's recovering well, thanks for asking!)

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13 hours ago, Grouchybeast said:

I'm intrigued by how many people monitor Inf.  I never would've thought of that one being popular.

I think it's mostly because it's annoying to look up by normal means.  

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Active on Excelsior:

Murder Robot Monkey - Night Widow, Prismatic Monkey - Seismic / Martial Blaster, Blood Dragon Monkey - Electric / Dual Blades Tank

 

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Damage Bonus - Useful for rage crash, but also to see if at damage cap.

Base Defense - This let's me see if there are any -def debuffs on me (this is the number they change), also useful for rage crash.

Smashing Defense - Lets me see both smashing & lethal defense. Any character of mine with capped ranged defense also has these capped. So no point monitoring that.

Energy Defense - Lets me see both Energy and Negative Energy defense. I also build so that fire/cold are the same.

Smashing Resist- Lets me see both smashing & lethal resist.

Energy Resist- Lets me see Energy and Negative Energy resist. I also build so that fire/cold/psi are the same.

Recovery - Lets me see if -recov debuffs are on me. Also lets me know if I need to click the blaster sustain power.

Influence - Easiest place to monitor it.

 

 

Edited by Xanatos

City of Heroes Class of 2001.

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It's automatic for me to monitor end consumption and recovery. I try to make it a point that recovery is at least twice the value of consumption. 
And on my Brutes, I monitor damage bonus and to hit. It let's me know exactly when Fury is at max.

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I always monitor:

 

Regen Rate

Recovery Rate

ToHit Chance

Damage Buff

Recharge Time

 

Depending on build (res vs def, for example):

1 paired resistance (S/L F/C, etc.)

Melee def

Ranged def

AOE def

1 other paired resistance

 

For typed defense characters I monitor one paired defense (s/l, etc) of each pair and a resistance to see if I've been debuffed.  For resistance characters I monitor one from each pair and then one of the vector defenses for similar reasons.

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On 7/29/2020 at 10:23 AM, Coyote said:

Positional Defense, Damage bonus, Recharge bonus are the ones I generally monitor. Probably also Smashing (or Lethal) Resistance, and characters with typed defenses will monitor Smash/Energy/Fire rather than Melee/Range/AoE.

This more or less & last hit chance 

Edited by Chance Jackson
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On 7/29/2020 at 9:46 PM, DoctorDitko said:

Thought it was 10. In any event, more would be gooder. Maybe a dev request?

Just checked in game.  It is 10.  I don't know why I thought it was 8.  The character I was checking on already had 9 monitored so... 🙄

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Keep Redside Alive!

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Doesn't matter, there are always N - 1, where N is the number you want!
 

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Disclaimer: Not a medical doctor. Do not take medical advice from Doctor Ditko.

Also, not a physicist. Do not take advice on consensus reality from Doctor Ditko.

But games? He used to pay his bills with games. (He's recovering well, thanks for asking!)

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On my tanks. I'll monitor either resists or defenses (or both on invuln and willpower).

On a character I routinely use for stealthing missions, I'll monitor PvE Stealth Radius.

For the Underground iTrial, I'll monitor Confuse Protection.

On Ironblade, I monitor Melee Defense because I enjoy seeing how much I can stack from Parry.

That's about it.  Many characters don't monitor anything.

Originally on Infinity.  I have Ironblade on every shard.  -  My only AE arc:  The Origin of Mark IV  (ID 48002)

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Can someone please explain the difference between Last Hit Chance and ToHit Bonus? I understand (barely!) that the two values represent different information, but I don't know enough to form an opinion on which of them is more useful for me to have in the Attributes Monitoring box.

T.I.A.  :)

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Unless there's something AT or powerset specific my general layout is:

 

Regen

Recovery

End Consumption

To Hit

Last Hit Chance

Damage

Recharge

Defense (whichever has highest importance, mostly to check for debuffs)

Resistance (usually S or L, mostly to check for debuffs)

 

Last slot I'll fill with whatever strikes me as important at the time.

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On 8/4/2020 at 11:14 AM, gamingglen said:

Based on forum posts and chat messages I think I'm in a tiny minority of why people play. 

 

I dunno about this. I think there just happens to be a correlation between people who like to get under the hood of the game and people who want to chat about the game.

 

 

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For me, all of my toons monitor;

 

-Regen Rate

-Recovery Rate

-Endurance Consumption

-Last Hit-Chance

-Inf

 

Depending on the toon I will also montor;

-Current Hit Points (if the toon regularly rides that edge... regen rate and the basic bar are usually enough)

-PVE Stealth Radius (if the toon has stealth)

-Hold Protection (if mez protection isn't steady state; ex. a clicky or Blasters with the stacking ATO proc)

-Damage Bonus (if the toon has a non-permanent means of buffing it)

-A relevant defense bonus (if the toon is defense focused and has elements that will cause it to vary)

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