If life was back to CB levels...

Either way, I have my mara semi-retired until I get Kaom's Heart. My Duelist is my only char to have gone the distance in maps soloing. He is my currency maker atm.


My CI Temp has made some distance in mapping........piggyback style.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Aug 25, 2013, 6:03:00 PM
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nynyny wrote:
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KoTao wrote:
I think a good ES:life ratio is about 3:2 atm. Id feel (roughly) equally comfortable soloing high maps with 10000 ES or 6500 life (and secondary defenses to match).

Id also prefer the ratio was made mostly obsolete by having life and ES be different enough that direct numerical comparisons were essentially irrelevant.

Plenty of enemies can do over 4k damage in a single hit if the right conditions are present, btw. So it should be pretty clear 4k life doesnt = 8k ES when it comes to mitigating spike damage, secondary defenses notwithstanding.

Care to present an example that doesnt involve being shockstacked? Because after playing this game for over a year and never playing anything else but HC or Onslaught I have yet to find such a mob.

Looking at your signature I am sure that youre are saying that because you experience it with your Shadow, a character that most likely has barely any armor (probably doesnt have any) in which case physical damage based mobs obviously hit your for a lot. That usually isnt the case with life based characters though since they should have 15k+ in okaish gear (assuming they use a shield), reducing even spike damage by quite a bit.

Reaver with deadly + overlord mods and a phys or crit aura can 1-shot any non kaoms life build on crit beartrap. Most likely still 1-shot them with one of those mods missing, and armor is going to make next to no difference to an 8k+ hit.

Other bosses can do similar or close with nasty mods. Loathe with a damage mod and exposure comes to mind.

Literally any blue shield charging monster with savage mod and a phys aura can do 5k+ on a 70+ map. More for rares.

My experience is from soloing plenty of maps with a direct caster, with nothing to hide behind (except a decoy totem thats rarely used and mostly cast to move monsters out of doorways) so i actually take hits. I can granite for 10k, and i do when against monsters like those listed above (not that it helps much against huge spike damage, of course), but sometimes charges or whatnot come from the bottom of the screen with granite not up and i end up taking full damage- which has been 4k+ plenty of times- hence my original statement.


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nynyny wrote:
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Xendran wrote:

No, learn to read. I said if you NEED leech on an ES caster you're doing it wrong. If you can't make a caster build without leech that works (WORKS, not optimal), then you need to work on caster building skills.

What exactly is the point in creating a build that works but isnt efficient or works in as many environments as possible?

What do I do against reflect?
What do I do against Thorns?
What do I do against DoTs?
What do I do against chill?

Standing around doing nothing because I would endanger my life? Seems really efficient and totally like a "working" build. Let alone you keep saying that I need to work on how to build a caster, pretty damn funny looking at how you have literally nothing to show for yourself.

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I know lots of casters who would survive perfectly fine if ghost reaver was flat out removed from the game. I wasn't actually saying it should be removed, however it SHOULD be removed.

Give me some examples apart from Summoners, Totem users and a person who casts a Fireball once a second because he focuses on burn damage.

Freezing Pulse and Discharge without Life Leech? Would love to see you clearing a Shr... actually any 70+ map should be enough. Especially you fighting Coves or Gorge Kraitlyn would be funny to watch.

Seems you werent around (or had no endgame viable characters) during early~mid cb. Direct CI casters solod MoC without GR, ZO, VP or totems and did just fine. The spike damage in MoC was also roughly similar to that of a deadly 77 map, and the overall danger was pretty similar. The lack of bosses and some of the newer monsters was countered by many of the original base monsters being much harsher. Yet the top 10 HC was still half casters or so in each ladder.


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nynyny wrote:
CC simply is completely unneccassry for 99% of the mob packs and when you encounter something you can not face tank simply with the help of chill you still have some people hiding behind totems, or simply kite the pack with temp chains.

End game is about fast clearing, its about efficient farming, at least in my book and the book of the people I play with. Setting up traps for example would pretty much make you a wasted slot because before you even managed to position yourself safely and trigger them the pack would most likely be dead already or it would have been neccessary to cc it in the first place. You should know that if you are farming end game content with hard mods.

If youre playing in a 6 player group all the time, youre never experiencing content at full difficulty so you can get away with just spamming offensive skills, not using cc, not having to worry much about kiting or positioning, and killing most monsters without concern thanks to almost all of the aggro being divided between your 5 teammates and their multiple sets of minions and totems.

For that matter, you could be running with no skill points spent and no gems in your gear, just trailing behind the group opening chests and picking up loot and youd still be able to "clear" multiple high maps without ever being in serious danger. This doesnt show that cc (or other build choices besides ehp and offense) isnt necessary, it just shows the extent to which party play simplifies the game.
IGN: KoTao
Last edited by KoTao#4717 on Aug 25, 2013, 6:52:46 PM
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KoTao wrote:


It's flab here.

Thanks for making it fairly clear, at least, clearer than I could in the past of how incredibly painful soloing with 2h melee is, even with numerous posts and experience soloing with good race results.

That you managed to do this from the perspective of a caster is even more impressive.
The armour formula is a/(a+12*d). That's for percentage mitigated.
This means the formula for flat damage prevented by armour is d*a/(a+12*d).

Which means that, as damage approaches infinity, the amount of flat damage prevented by armour approaches a/12. It never quite gets that good, but if the damage is very high it gets close. Ish.

For example, 24k armour vs 8k physical hit is 20% off, 1.6k off, reduced to 6.4k. That basically means every 15 points of armour is roughly 1 more life against physical one-shots. That's essentially the evaluation system I use; 15k armour is just as good as another 1k life, against physical anyway.

Obviously high life is still important, but armour does enough to take it into consideration instead of writing it off as "next to no difference."
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Aug 25, 2013, 7:07:16 PM
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ScrotieMcB wrote:
The armour formula is a/(a+12*d). That's for percentage mitigated.
This means the formula for flat damage prevented by armour is d*a/(a+12*d).

Which means that, as damage approaches infinity, the amount of flat damage prevented by armour approaches a/12. It never quite gets that good, but if the damage is very high it gets close. Ish.

For example, 24k armour vs 8k physical hit is 20% off, 1.6k off, reduced to 6.4k. That basically means every 15 points of armour is roughly 1 more life against physical one-shots. That's essentially the evaluation system I use; 15k armour is just as good as another 1k life, against physical anyway.

Obviously high life is still important, but armour does enough to take it into consideration instead of writing it off as "next to no difference."


My evaluation system comes from having experience with ~100k armour builds with insane amounts of experience in HC, including a turbo race. Armour sucks shit if you're 2h, you can't and don't want to stack it. If you're not getting it from a granite, you're paying too much.

To be fair, maybe you can afford it if you don't have to spend all your passives in life, so yeah, but definitely not as a marauder.

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MrMisterMissedHer wrote:
~100k armour builds
Pic or it didn't happen.

If pic, colour me impressed.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
ScrotieMcB wrote:
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MrMisterMissedHer wrote:
~100k armour builds
Pic or it didn't happen.

If pic, colour me impressed.


I would love to show you a Pic, but this wasn't recent. It was in CB with bugged, double-dip mechanics and 20k granites. Additionally, the build also had >4k hp at around lvl 72. It was an absolutely monstrous frenzy/PA build.

I think the best part about it was how it died against a pack of rhoas. To this day my brother and I are trying to figure out htf that happened.
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Reaver with deadly + overlord mods and a phys or crit aura can 1-shot any non kaoms life build on crit beartrap. Most likely still 1-shot them with one of those mods missing, and armor is going to make next to no difference to an 8k+ hit.

Other bosses can do similar or close with nasty mods. Loathe with a damage mod and exposure comes to mind.

Literally any blue shield charging monster with savage mod and a phys aura can do 5k+ on a 70+ map. More for rares.

Simply no. I dont know what game youre playing but Reaver cant one shot anything but CI characters without armor, characters this debate wasnt about. We were talking about what can one shot life based characters to justify the claim that 4k HP isnt enough because you can get "one shot". No one doubted that ES based character with no armor can get one shot by phys heavy mobs, that has nothing to do with life though.

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I can granite for 10k

Just for comparison. My Low Life Freezing Pulser had 26k while Granite was active. Life based characters should have at least 15k while having a shield equipped by default, so a lot more than I did with Granite (had 8.2k without)

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Seems you werent around (or had no endgame viable characters) during early~mid cb. Direct CI casters solod MoC without GR, ZO, VP or totems and did just fine. The spike damage in MoC was also roughly similar to that of a deadly 77 map, and the overall danger was pretty similar. The lack of bosses and some of the newer monsters was countered by many of the original base monsters being much harsher. Yet the top 10 HC was still half casters or so in each ladder.

Which has literally nothing to do with the current game, even though people seem to think it does. There are a lot of mobs and especially mods like reflects, -max that make Leech mandatory. The game isnt like it used to be anymore.

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If youre playing in a 6 player group all the time, youre never experiencing content at full difficulty so you can get away with just spamming offensive skills, not using cc, not having to worry much about kiting or positioning, and killing most monsters without concern thanks to almost all of the aggro being divided between your 5 teammates and their multiple sets of minions and totems.

For that matter, you could be running with no skill points spent and no gems in your gear, just trailing behind the group opening chests and picking up loot and youd still be able to "clear" multiple high maps without ever being in serious danger. This doesnt show that cc (or other build choices besides ehp and offense) isnt necessary, it just shows the extent to which party play simplifies the game.

I highly doubt that you solo 74+ maps, its a bit too expensive for my taste and simply not worth it. Content at full difficulty is a questionable statement, especially when youre able to 2 shots 99% of the mobs in a 6 player party (which is what I used to be able to). I used to simply spam my Quicksilver and was killing most packs before the rest of the group even arrived. Doing so solo doesnt become harder, its rather the opposite. It made the game a bit dull outside of insane mods like this one but my goal wasnt to farm endgame for eternity anyway, it was to make LLRF GMP Freezing Pulse work in Reflect -max maps and I accomplished that.

If your build is thought out the only thing that stops your from clearing fast is your gear or the amount of point you spend in damage. Group play doesnt trivialize the content, it makes it affordable.

Kiting isnt an issue, its a common skill a player should have when playing these kind of games so I wouldnt really call it something that makes the game harder or more challenging. The reason why I pointed it out here is because if you look at his build he plans to run a crit multiplier based LA build with Shavs and the new Unique Bow. Running a shit ton of cc in a build like this isnt necessary because you will most like one shot the majority of the packs, in solo and group play.

Disregarding his current build there simply is a point reached at which CC isnt worth the investment anymore. It is mandatory to survive, correct. But thats why basically anybody is running totems or has cold damage on one of their skills. Enfeeble on top of that or temp chains for Fire users is enough CC, anything else simply isnt worth the gem slot in my opinion because youre doing something wrong if the mobs dont die quickly.

Ice Spear totems are the best example. The build basically is pure crowd controll yet one of the worst and most useless ones out there. If we would have had a guy who played it we would never have invited him to play maps unless its a really good friend. And that applies to a lot of other builds that would base around a lot of cc. Curses and Cold damage usually do the trick and I have never experienced them not doing so.
Last edited by nynyny#3398 on Aug 25, 2013, 7:55:10 PM
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nynyny wrote:


I will ask this one question only, have you ever actually played a 2h life melee build?

You get destroyed, you *have* to take hits too and you can't really stack armour to any meaningful degree, not without it costing you significantly in another area.

Group play has consistently made the game significantly easier for me as 2h, not necessarily always more efficient (because my builds generally end up having to be solo focused and very specific, not allowing partying much except when I plan with my brother).
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MrMisterMissedHer wrote:
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nynyny wrote:


I will ask this one question only, have you ever actually played a 2h life melee build?

You get destroyed, you *have* to take hits too and you can't really stack armour to any meaningful degree, not without it costing you significantly in another area.

Group play has consistently made the game significantly easier for me as 2h, not necessarily always more efficient (because my builds generally end up having to be solo focused and very specific, not allowing partying much except when I plan with my brother).


He only plays witches.

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