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Quote:It ALWAYS affected overall DPS. You are hung up on the fact that DPS did not *vary* whether the redraw animation actually played or not. And while that was true, it's because the redraw TIME was already built in whether the animation needed to play or not. In effect, it was like you were redrawing your weapon on EVERY attack.It's ironic because when redraw doesn't effect overall DPS, players complain about it...
When they removed the baked-in redraw times, DPS improved. No one here is saying it didn't or wants to go back to the old way, so again, don't see the irony. The OP is not saying he doesn't like the CHANGE that was made. He's saying that redraw still does affect DPS and this is true. To a lesser extent than before? Sure. But it's true none the less and particularly true when paired with active powersets like Kinetics or Regen.
That said, I don't think there is an easy solution. This might be as good as it gets, in which case the advice for the OP is like what you get when you tell a doctor, "It hurts when I do this." -
Quote:Semantics. The real problem is animation times and the way they were never figured into balancing. The *reason* weapon sets had generally longer animation times (and thus lower DPA) was due to redraw time being included in activation time. Effectively, you paid the redraw penalty on every attack whether you actually needed to draw the weapon or not. So yes, there WAS a redraw penalty. You're just choosing not to call it that.No, it's an irony, because before, there was no redraw penalty: now there is. But players asked for it, and rightly so... it was overall a buff to weapon powersets. It's ironic because players can now "rightly" complain about redraw, when they couldn't before the changes.
Quote:I put "rightly" in quotes, because redraw is really not that much of an imbalance at this point, as you put it. It really doesn't affect weapon users that much, especially if you think a little about what powers you are using and when, and the overall effect to what you are able to do is negligible. -
Quote:This is not irony, because the complaint is not about the change that was made. No one is asking to reverse it. It's a complaint about what remains still imbalanced *after* the change. Though less so than before, it is still there. Weapon sets deal with it. Non-weapon sets don't. And the miniscule added accuracy is not now nor was it really ever compensation for that.The irony of all this is, of course, that the players ASKED for redraw time not to be included in the cast time. This so-called "penalty" of losing DPS because you draw your weapon is what the players wanted....
Quote:Which just goes to show, as I believe Positron said, that a bonus given under one condition can be seen as a nerf when you don't have that condition. -
Quote:Long time ago... back when it was still true.TL;DR
Didn't someone already prove with a stopwatch that redraw doesn't exist anymore? You'll have the same (For example) 1.9 second animation, regardless of if you had a weapon out or not.
Dual Blades, I believe, introduced the first weapon using powerset that did NOT have the redraw times included in every power animation as was then the case with all other weapon sets. Since then many have been reworked to remove the so-called "baked in" redraw time you're talking about. So the individual attacks execute quicker while the weapon is out but if you do redraw, that is now extra time spent doing no damage. -
Quote:Keep in mind that Smoke Flash is unlike the single-target Placate in Stalker primaries in that it does NOT put you into a Hidden state. i.e. You will not get an automatic critical after using Smoke Flash. It merely placates foes which are hit by the smoke so that they stop attacking you for a short duration. In that sense it is something like an AoE sleep while solo and a rather unfriendly "go attack my friends" power on teams.Hey guys, i posted a thread the other day about me deciding to recreate an old toon i deleted about a year ago or so. Well, its seem boring to me now....he is lvl 27 and is a decent stalker in my book, but if he's boring to me then i don't want to play him. While on the paragon wiki site i came across ninjitsu and started looking at it. It kinda caught my eye with smoke flash, a AoE placate, and blinding powder. So here are my questions:
Not that Stalkers are meant to be friendly, mind.
Quote:1) I have a "GO GO GO" play style, does ninjitsu have the capabilities to be a "GO GO GO" toon?
Quote:2) I plan on pairing it with Ninja Blade, how well do those to power sets "click" with each other
It's a very scrappy combo though. Divine Avalanche means less need to IO for melee defense and thus more room for other bonuses like recharge or damage. It also means you can put yourself well *above* the melee defense soft-cap, which is a life-saver in places like Cimerora where there are crushing defense debuffs, mainly from enemy melee attacks. And Ninjitsu does not have nearly the defense debuff resistance of EA or Super Reflexes. -
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Quote:Really? AS is scale 7 damage from Hide. 7/8 seconds is 0.875 scale DPS. Most stalker attack chains should average out better than 1 DPS, I think, except those whose animations are excessively long anyway. Spines maybe?You go back into Hide after 8 seconds, actually. I've done some calculations, and found that if you pause for five seconds, and then begin an Assassin Strike, it will go off just as you go into Hide. (I usually count four seconds, and this seems to work well given my reaction time) This will *just* give you a DPA that comes close to average.
Also you cannot count on timing this perfectly every time or, certainly, not being interrupted some of the time even with a soft-capped defense build. Knock more off that 0.875 DPA to account for this and it starts to look considerably below-average to me. -
Quote:To me this is kind of like someone coloring Radiation Blasts blue and pretending it is jets of water instead of streams of deadly particles. Just because the game doesn't let you have Mako's patron power without "going Rogue" doesn't mean you should accept that. Take a vacation from RP. Go get that power that fits your concept perfectly. Redeem yourself.Anyone have any other roleplaying ideas on how I could justify the descent and redemption of my hero?
Pretend it never happened. -
The amount by which your defense drops won't depend on any other concealment powers you're running. When you attack, are damaged, or click on a mission object, you will lose 3.75% melee/ranged and 37.5% AoE defense (adjust those numbers up if you have put defense enhancement into Hide). You can either subtract that from the total shown by Mids with Hide turned on, or turn Hide off and add 1.875% defense(all), which is the amount of defense that won't suppress from Hide.
You can also edit the Mid's database. It's in the menus somewhere. Find Hide for your stalker secondary and cut out all the lines that mention "suppressed". Something like that. -
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I am more inclined to believe it's a case of the "tail wagging the dog". i.e. The cast times are that long because the animation they chose for that particular AS took around that long to complete. Historically, the devs did not pay much attention to the impact of animation/cast times on performance. It was not originally part of their damage/recharge/endurance balance equation for powers.
I also wonder if KM might be something of a low-key experiment on Stalkers. It has a shorter than usual Assassin Strike animation and a 100% crit chance PBAoE power. Could be Castle is reclining in his evil underground lair watching the data go by... plotting. Or maybe I'm just being paranoid. -
Quote:If you can afford to stand in the middle of that pack of enemies *without* caltrops then you wouldn't use them in that situation in the first place. I only throw trops at my own feet when I feel like I'd be swarmed and killed without them or I want to slow down rate of incoming attacks vs. a heavy-hitter like a Minotaur (or as sometimes happens to me... three Minotaurs. )Eh, I say if it hinders your primary, taking it is up in the air. My only /Nin Stalker is Dual Blades and if the foes are constantly shifting around, it makes my cones more unwieldly.
Quote:For that x8 ambush, yeah they're bunched up in your caltrops...but you're around the corner. You still have to *get in there* to do your business. The odds that the enemy will get in at least one shot to drop hide isn't out of the picture even soft-capped. -
Quote:You don't use caltrops for damage. You use it for survivability only when you need the extra survivability. So if you're not going to die, you don't use them. I wouldn't skip them in a build however unless you never plan to do anything more difficult than farming at +0/x8 (no bosses). For me, the idea of throwing down trops in front of an x8 ambush causing them to pile up INTO a small group which can then be burst to death is too tempting to pass up.I seem to recall in initial testing that Burst started out with a radius of 10' and got smaller for no good reason. It is one of the smallest radii in the game, and I don't see the reasoning behind it. But that is neither here nor there. For Stalkers it is a good situational tool, and a double crit (Hide crit + random crit activating on the same attack, which happened only once for me, fortunately it was not wasted) on Burst can kill Lts, however rare that might be... Also, I don't recommend caltrops for kin/nin...
As for the radius on Burst, is it not 7-8ft like most other melee PBAoEs? The smallest radius AoE I've ever used personally is Assault Rifle's Ignite at 4ft. -
Quote:I suspect even this guy couldn't reach out with one hand and bend a gun-barrel with a quick motion. In the movie, as has been pointed out, Bats has some kind of pneumatic device on his arm or something. He also uses it to tear into the side of a van like a can opener, if I recall. Course, the real problem with the barrel-bending scene is that the other guy wouldn't have been able to hold on to the weapon, but that's the sort of thing everybody hates to have pointed out while actually trying to enjoy a comic-book movie.It is possible for a real life man to do this (see link). Then why can't Batman do it?
http://www.history.com/shows/stan-le...s/bios#slide-4
As an aside, I finally got around to getting Arkham Asylum a few days back. Damn... what a fun game. Really great attacking from the shadows and taking out the henchmen one at a time as they slowly start freaking out wondering where you'll strike next. Unfortunately not something you could even come close to in a game like CoH, but I'd agree on MA/Nin/Weapons Stalker with as many temp gadgets on your toolbars as you can fit. And *definitely* Presence pool. -
Quote:"Slipping back into Hide" is for most Stalkers going to result in LESS damage, not more. You start out in Hide and you get back into Hide in 1.5s with a Placate. That's it. There are some exceptions, but generally speaking you'll do more damage to a target by running a normal attack chain than trying to wait on Hide, which even for a soft-capped Stalker can still fail against a large-enough spawn often enough.I must say, I am quite surprised what low regard so many hold AS in. I am equally surprised that so many of you cannot use it more than once or twice per mob....
...My preferred power combo is Spines/Nin, so this may allow me to slip back into hide consistently easier than some non-defense sets, but still....even on my Energy/Regen stalker plays similarly except that I use fewer overall attacks due to hitting my heals in between attacks for survival since i get hit more often.
Now I haven't done the math for Spines or Elec. It's possible their ST damage is weak enough that even using AS when NOT in Hide can make sense, but for most Stalkers again it does not win out against merely scrapping normal attacks. All that leaves you with just your two Assassin Strikes (after Hide and after Placate) and then not getting another one until Placate recharges which for most fights is well after the fight is done.
PvP is a different story, of course, but in PvE this is how it is. Not that I've never gotten back into Hide by waiting. Sometimes I have to cross a room to attack the next mob, or my mez-click has just fired and Build Up is ready and I'm nearly in Hide by then so why not wait, right? I understand Elec has a chain of actions involving Lightning Rod and some patron powers that don't count as attacks and can end you up in Hide too if you're not hit. Stuff like that. But those are exceptions, not the rule. -
Quote:Really only when you are on a team that has enough AoE to kill minions and LTs but not enough to overpower the content to such an extent that even the bosses are dying from the splash. Unfortunately farming and speed-running TFs are popular enough that that latter case isn't all that uncommon. People want to blast through stuff killing as many weak enemies at top speed as they can. In such situations they don't even care how much AoE is wasted as long as everything dies fast. As long as there are a lot of explosions and things falling dead left and right it FEELS like you're contributing even if it was really someone else who killed all the minions a half-second before you would have.So, can anyone tell me what the advantages are to single target builds?
AoE is very good in this game but despite what many think, it's not quite everything. -
Quote:I use it twice. Once from Hide and once after Placate. If I get a third opportunity it will have nothing to do with the recharge time of AS but rather that of Placate. If I get some recharge with a set, fine. I certainly wouldn't sacrifice accuracy or damage for it though, but that's just me.With a recharge time of ~10 seconds or so, I use it multiple times per PvE fight, especially where Bosses EBs, and AVs are involved.
What I do sacrifice a little damage for is a good set of IO bonuses. Yeah, you can eke out a little more by pushing into the ED soft-limit a few percentage points than you'd get from a full set of melee IOs but I just don't see it as worth it. Is another 20pts of damage on an attack you *might* get to use twice in a combat all that worth it? -
Quote:It is because of that I also wouldn't slot purples or other uniques that might be used more often in other attacks. Unless it's for PvP, anyway. For PvE, the only thing to worry about in AS is damage and even then it's good to remember just how situational AS can be. Sure, pushing into the ED limit a couple more percentage points can have a noticeable effect just because the base damage is so high but is it worth the expense?I am currently deciding whether to go for a full purple set or to go for Four Mako's and then two Hecatomb... The important thing to remember is that damage is the primary focus of AS, you don't need to worry so much about recharge or endurance because it is a one and done, for the most part...
Personally, I just threw a full set of Mako's in there for the set bonuses. Then again, I team pretty much 100% of the time. If I was a soloist who'd get more use out of AS vs. my other scrapping attacks, I'd consider optimizing it. -
Quote:DPS alone works if you have a decent amount. I'd say the only people that should have trouble with this encounter are those who possess neither -regen nor good damage output AND who do not supplement that with teammates or temps. I've done this on a couple of my stalkers, admittedly well-IOed, but without any -regen ability just by finding and quickly killing his clones.Personally, I think +regen, specifically, is a touchy tool for the devs to use to make an encounter "challenging". It's extremely sensitive to the effective DPS of the players facing it, and whether or not they have access to -regen debuffs.
ONE teammate should be all you need. One person to stay on trapdoor and another to find and kill his clones if you don't have the outright damage to do it all yourself. I don't see why that is such a big deal for some people. The vast majority of content (even most of what tells you to bring a team) is soloable. Are a few exceptions that unacceptable? -
Nerd fight!
Quote:If a single proc has a 20% chance, then there's an 80% chance that it won't fire, so... 0.8*0.8=.64, or a 64% chance that neither of them will go off. Now, subtracting that 64% chance from the 100% total, you've got a 36% chance that one of them will go off every ten seconds.
64% for neither
32% for one.
4% for both.
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= 100%
So the average dps is (.64 * 0) + (.32 * 70) + (.04 * 140) = 28dmg per 10 seconds = 2.8dps... or... same thing I got before. -
Quote:Disagree on the slow. I believe Caltrops is a -80% runspeed debuff. The limit is -90%. The slower they are, the longer it takes them to get free and the less quickly they scatter. Also, the 80% debuff will be resisted a bit by mobs that are higher level than you so having one slow IO in there can help.This is a good build. The only change I'd make is in the slotting of Caltrops. You don't need those extra Positron's Blasts in there. Caltrops are autohit and don't need accuracy slotting, and slotting them for damage is a waste IMHO. You've got enough global recharge to stack them three times with hasten running, so I wouldn't worry about slotting them for recharge OR slow.
Quote:Instead, keep the Positron proc in there and add the Impeded Swiftness Chance for Smashing Damage Proc and the Ragnarok Chance for Knockdown. Procs are a numbers game
And it's not going to kill even a minion. A level 50 minion has 430 hit points. Even if both procs hit every 10 seconds it would take 30 seconds to kill the minion and they're NOT going to hit that often (or last that long anyway).
Granted, I blew a slot on the Knockdown proc myself, but at least falling down keeps them in the patch that much longer. I mostly did it for the lulz, though. -
Quote:That's on my To-Do list as well. It's just a shame about the way they've done the combos. Now with Demoralize helping to cut down on retaliation after the Assassin Strike, sweep seems almost wasted when it could have been tied to attacks that you can chain *during* a fight. And when I do get around to DB, I won't have Sweep by level 8 anyway since Build Up is a colossal waste of a power slot at level 8, it being up only once every minute and a half and no way at that level to cut it down by much.I just hit 20 on my Dual Blades/Ninjitsu Stalker. I'm having fun with it. As with any Defense based set, any thing you can do to hamper an enemy attacking you is ideal. Considering you have a PBAoE knockdown combo by level 8, Dual Blades is shaping up to be a nice match with Ninjitsu, for me.
I mean the set has six other attacks besides Build Up, AS, and Placate. Did they really need to have TWO of the four combos begin with the same BU+AS? It's sheer idiocy. A random number generator might have come up with better combos. -
Quote:Not really. The only time you are wasting any DPS is if your attack chain has dead air in it. If at any time you are waiting for an attack to recharge, you are losing DPS. Otherwise, an attack chain composed of all the best DPA attacks you can get is better.-Perhaps the DPA might be a bit higher but I read that Sting of the Wasp is overall better for dps. I think they were saying that if you get your recharge times low enough, that GC will sit idle for awhile and that's wasteful.
Theoretically of course. We're still talking about a discrete set of attacks so DPS is not constant throughout. Depending exactly how many attacks you execute to kill an opponent, one chain can actually beat another even if it has some lower DPA attacks in it. But this is getting into "splitting hairs" territory. The truth is you likely won't be able to tell the difference between these two attacks so pick whichever one you like better.
Quote:Good suggestion but I think I'll slot for the extra ranged defense. There are alot of mobs that will use ranged attacks while in melee so that extra 8% to ranged over the 1% in melee.
Quote:- My build was pretty tight on slots as is. Do you suggest that I put Caltrops where Retsu is right now and Retsu instead of Recall Friend? For the slotting in Caltrops, what do you think if I went with 3/3 Positron's Blast (I'd include Chance for Energy damage) and 1 Recharge IO? Or should I try for 3 recharge IO and Positron's Blast, chance for Energy damage? Again, I'd have to go back to the drawing board with Mids to rearrange my slots and see how many I have left. -
Quote:Should be. LOTG +recharge is a set bonus, rather than a proc. Also means the bonus goes away if you malefactor down more than 3 levels below the level of the IO, so he probably doesn't want a level 50 LOTG unless he just doesn't plan to run lower level TFs once hitting 50.Before I do that, however, I want to point out that you have six LoTG +recharges. Isn't the sixth one wasted?
Quote:Okay, starting with Sting of the Wasp: It's not a bad choice, but I'd really recommend going with Gambler's Cut instead. The dpa is better, and the lower recharge and activation will give you far more chances to proc that achilles' heal. Just a thought.
As for Achilles Heel... I really have never seen anyone run the numbers on that one. I can believe it would be useful against EBs and AVs but pretty much nothing else will last long enough for that to matter. And if you happen to be slotting for ranged defense, it is likely you may want to six-slot something like Mako's instead. You would have to balance the potential benefit of Achilles vs. that extra defense.
Quote:Since you have Stamina and Physical Perfection, Superior Conditioning isn't giving you all that much bang for your buck, so I'd recommend putting it there. My DM/Regen Scrapper posts similar end/recovery numbers and fights non-stop with Integration, Tough, Weave, Focused Accuracy and Superspeed running. I don't think you'll suffer for endurance.
Quote:Hasten: You've devoted three slots to recharge, here. When two level 50 IO's will put you over ED limits that third slot is more or less going to waste.
Quote:Might I suggest putting it in Blinding Powder for a fifth Malaise's Illusions IO? That will give you an extra 6.25% Recharge time.
Quote:Kuj-in Retsu: Again, you've devoted three slots to recharge when you only really need two. I'd suggest dropping a Winter's Gift: Slow Resistance in that last slot.
Quote:Is this an end game build or will you be planning to exemp for strike forces? If the latter is true then you might run into some slotting issues. For example, you're really going to want more than one slot in Kuj-in Sha before level 34.
Quote:Recall Friend: Okay, I'll admit it - /nin builds that don't take caltrops irk me. Why on earth would you take a situational power like Recall Friend when you could have taken an I Win button like caltrops? Seriously, when used correctly, it cuts your incoming melee damage in HALF. Just throw the patch down after your alpha and the placate, and then STAND on the thing while you pwn everyone else in the spawn, who - by the way - will be too busy trying to get off the caltrops to mount any meaningful counter-offensive. Fully franken-slotted for recharge and slow and filled out with damage procs, it is stackable and can kill minions outright all by itself! Take that power and profit, dammit!