Zem

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    If you feel Stalker to-hit has been nerfed, then the easiest way to check that is to monitor either your Last Hit Chance in Combat Attributes, or otherwise devote a tab entirely to to-hit messages and look at that one. I'm sure you'll find that in a lot of those instances, your actual final to-hit is at the 95% cap, but you're just rolling all 96s and 97s, or as is my case, 99.97 and that one perfect 100.00.
    Or you're fighting spectrals and your tohit is, in fact, nerfed.
  2. Quote:
    Originally Posted by Valence_P View Post
    It does have an up side, however, as I have plenty of time to get a soda, bio or whatever while I wait for things to recharge.
    That's sarcasm, right?
  3. Quote:
    Originally Posted by Valence_P View Post
    Today I went 0 for 8 AS's on Maelstrom (As a level 52 boss) in the "Destroy the bomb triggers" alignment mission. I was using both "build-up" and "Call to Justice" to no effect. I've gone as high as 14 misses on him in this mission. It is very repeatable, sometimes I only miss 3 or 4 times, sometimes 14. I did get a screenshot showing the combat log, but I don't know how to post it here. The only thing I've noticed has any effect is multiple medium yellow or large yellow inspirations, but sometimes even that doesn't help. Didn't have any yellows today.
    If yellows are helping then you must not be at the 95% tohit cap for some reason. Either that or you just had a string of bad luck. It happens. I can tell you nothing is going on with Stalkers. I did fine last night on mine.

    Get HeroStats and start logging your chat to a file. You can copy/paste offending sections of it into your posts if you think there is a problem.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Because such a re-hide does not depend on either accuracy or resistance, but rather on killing things, it's inherently unbiassed. It depends on your primary, and regardless of flavour, Stalker primaries are designed to kill stuff first and foremost.
    Eh? Re-hide is biased the same way. It's like Placate... only worse because there's no Placate effect to at least offer some chance of not being hit between the Placate and subsequent strike for critical. Defense characters will have the advantage because they can kill someone and then cross the battlefield to crit someone else even if under fire from multiple enemies, with a good chance of succeeding. Resistance characters can't say the same.

    The Hide problem is more easily solved by just granting a large amount of suppressible defense(ALL) in both Hide and Placate. This is something that does not require any new mechanic or game engine changes. It's also unlikely to introduce any balance issues if done just for PvE. We already have this for AoE defense in Hide so it would just be an extension of that with the idea that even if you can detect someone who is stealthed, they may still be very difficult to hit. Also solves Castle's Shared Aggro problem... well, mostly.
  5. I'm gonna have to say it depends. I think most people will put up with some knockback if they think the person is not doing it on purpose. The difference here is... you will be. And it will be obvious. All I can say is your performance better be entertaining enough that people don't just take you for a griefer and kick you.

    To your other question, the entity in the game I most often refer to as "Captain Knockback" is Imperious during the final mission of the ITF. Of course, that's just handclap, but anything that can produce radial knockback I would have to say is the most egregious form of KB there is. Wormhole is a possibility but it usually manages to knock everything in one direction and I don't find that nearly as annoying as someone capable of scattering a well-mannered spawn to the four winds thus ensuring no one else with an AoE will be productive. I suppose you probably can't beat someone with Energy and Storm (or Grav) available to them but for some reason a beefy melee type with handclap alone just says "bull in a china shop" to me.

    Whatever you choose to do, I demand a log be kept of the choice teammate comments and a running total of the number of times you get kicked.
  6. Quote:
    Originally Posted by milks View Post
    Honestly I like ninja blade a bit more. You can softcap your melee defense easily if you are using a defense based secondary, as long as you remember to keep your divine avalanche going.
    For me the big deal about Divine Avalanche is that you can go *over* the soft-cap easily. This gives a Ninjitsu stalker something a bit like defense debuff resistance at least with respect to melee/lethal attacks. Absolutely great for going up against Cimerorans who can cut merely soft-capped melee defense to ribbons.

    Then there is Flashing Steel which became quite a good melee cone attack when animation times were reduced and then melee range was increased to 7'. It animates quickly and recharges quickly. Don't be fooled by the somewhat low per-click damage. You can use that sucker a LOT.
  7. Quote:
    Originally Posted by Leo_G View Post
    But I'd personally just cut out the middle man and drop the rehide part for just 'defeating enemies buffs you'. That's what you're there for, after all...to defeat targets quickly so doing so could be an advantage to you. And it's unique since there is no character in-game that does this yet Castle expressed the possibility of such a mechanic as workable in the past.
    I don't think either idea really helps stalkers on teams. It's easy to see how that makes soloing better, but honestly who needs that? On a team, I want to go after the boss first if I'm a single-target stalker. In which case, per-kill buffs don't do me any good. Pausing my boss fight to try and pick up a kill buff from a minion might sound like a good idea but I'm not damaging the boss while I'm doing it and the minion is going to die anyway even if I don't attack it, so does it really make up for pausing my attack on the boss? Doubt it, in much the same way that waiting for Hide to kick in by itself is also a bad idea. I can see AoE stalkers getting behind the idea of a stacking per-kill buff but of all stalkers, they need help the least.

    I dunno. I think smaller steps are needed. If Castle thinks something like shared aggro is a problem then it seems like what ought to be done first is extending the suppressible AoE defense in Hide to make it defense vs. all types/positions. This after all is the whole idea of the AoE defense being there in the first place: that the stalker would not be hit by splash aimed at other teammates while attempting an Assassin Strike. Except that shared aggro causes some enemies to directly attack the stalker, requiring other defense types. And since this can be done just for PvE now, it won't make stalkers any more difficult to attack in Hide in PvP zones. Seems like an easy one and it will show Castle just how much shared aggro matters, one way or the other.

    It won't fix Stalkers, but like I said, it would be a step. I also like the idea of some unsupressible PvE stealth in Hide. If it's not overpowered for those ATs that already have unsupressible stealth, then it won't be overpowered for stalkers. This would be a big help for stalkers attacking those outlying mobs or runners without aggroing neighboring spawns. Hell, my Dark Miasma corruptor can do this already and not just for himself, but for anyone near him DURING combat. Why should he be stealthier while attacking than my Stalker is?

    Neither of these ideas would require much work. Neither would directly buff damage (which Castle says they don't want to do right now) and they'd both help show how much aggro is hurting Stalker damage output... if at all.
  8. Quote:
    Originally Posted by je_saist View Post
    Unlike other Armor Sets that are shared across archtypes which largely have been modified to be Stalker sets, Ninjitsu was built from the ground up to be a stalker set. Ergo, it's Single Origin Performance is driven around higher level powers built to complement the stalker archtype.
    This isn't a real hurdle. Many of the powersets that have been proliferated around were once AT-exclusives. Ninjitsu wouldn't be the first.

    Quote:
    At high levels Ninjitsu is far more effective at the Stalker concepts of hit and run because of it's ability to shed aggro.
    Except that hit-and-run has never been an "effective" tactic.

    Quote:
    The smoke flash and blinding powder effects are direct contrasts to the scrapper and brute methods of managing damage, not aggro. These two powers would need to be replaced with something else in order to fit the scrapper / brute armor build mechanics.
    I have a problem with the idea of replacing either of these in a proliferation. One, because there is precedent in Dark Armor for melee set AoE mezzing powers, so I don't see the problem with proliferating Blinding Powder. Two, because I'd hate to see Smoke Flash replaced with something that is actually useful and have to see someone who is not a Stalker with a better Ninjitsu than I have. I suppose that is a selfish reason, but there it is.

    Seriously. Smoke Flash is so useless EVEN for Stalkers that it's now being offered as a temp power to just anyone. I don't care if it's thematic. Now that it's available as a temp, can we just get rid of it entirely from Ninjitsu and get something that is not worthless?

    No? Damn that cottage rule!

    Quote:
    The other minor problem is caltrops. The developers are largely against duplicating powers. Caltrops is already available in the Scrapper Epic Power Pool.
    Largely against? Well maybe, but again there is precedent. VEATs can get double Leadership powers. And even if you didn't want to take double Caltrops, it would be a potential benefit to Scrappers who wanted Caltrops but not anything else in the weapons pool.
  9. I'd like to work a trade with Scrappers. We'll give you Ninjitsu if you give us your melee damage modifier. k? thx!
  10. Meh... I'm with Leo on this one. -regen is great when you're fighting an AV and absolutely useless the other 99% of the time when you are not.

    Why would anyone care about this?
  11. Quote:
    Originally Posted by seebs View Post
    so I did the whole thing standing on caltrops.
    Yeah, caltrops turns this into a cakewalk just about. Same thing for the Crazy 88 ambush. I did it with an MA/Nin stalker.
  12. I have trouble calling caltrops a toy anymore. It's just too good. At least in PvE the amount of damage mitigation it can provide not just for you but for teammates as well is quite considerable. That plus a self-heal and psi resistance help out a lot. The psi resistance in particular nicely covers for some of those non-positional psi attacks that can come your way and go right through Ninjitsu (or SR's) positional defenses.

    As for KB protection, I usually put one Karma:-KB in Hide and call it a day. At least for PvE that handles 90% of what can knock you down probably (assuming it can even hit you). Mainly I feel the lack of true KB protection on Hammi raids and nowhere else.

    I've tried SR but never made it very far. The DDR is enticing but little else about it is to me. I KNOW I'll miss being able to stop an entire team-sized ambush in its tracks with Caltrops, bunch them up, and then confuse half of them with Blinding Powder.
  13. Okay, so gaming at the higher resolution looks great except that some of the text in the CoH interface seems not to scale with WindowScale. Most stuff does and of course the chat window has its own font size control on top of that. Great. But a lot of stuff seems to be stuck at a fixed font size. Compass window (which makes it hard for me to read mission goals), waypoint text (not a big deal), player names and info on the targetting reticle (though the target window is scaled okay). Menu text. Mouse-over pop-up windows like recipe detail.

    Is there a way to change font size for this stuff too? I've seen some earlier threads mention TweakCoH but: (a) It doesn't seem to have been updated since 2007, and (b) it wasn't clear it could change font size, just type.

    Anyone know?
  14. Quote:
    Originally Posted by Leo_G View Post
    Well, that's +21% which is added onto your base crit chance of 10% making that 31% which is pretty close to critting 1 out of 3 attacks (or 33.3%).
    Which would be noticeable if ever it was possible to sustain that crit rate. Unless you are fighting a single tough opponent like an AV, you probably NEVER average 31% crit rate for a mission. THAT is why it's not that noticeable.

    Quote:
    If attacks with inherently high crit chances (like Eagle's Claw or Eviserate which have 15% crit chance) stack with the +crit bonus, then those attacks have a greater than 1/3 chance to crit.
    Those attacks might not have a higher critical rate for Stalkers. I've not seen a dev comment on it or someone else prove this in game. For all we know, the stalker sliding critical *replaced* the previous un-hidden critical these powers would give and now they have the same 10% base as everything else.

    Quote:
    Then there's also the point that pets also can be factored into this bonus
    Again... proof? I'd like for both of these things to be true, but the patch notes never specified pets as part of the equation and I've again not seen a dev comment or a player experiment prove this one way or the other.
  15. Quote:
    Originally Posted by Wavicle View Post
    That depends a lot on your primary doesn't it?

    Is Spines or Elec really going to be able to do more ST damage by scrapping?
    Fair point. It'd be close though, assuming we're talking about a typical "surround-and-pound" AV fight here you should be getting a decent boost to your crit rate from teammates. That can make even Elec's ST damage look decent. But in the case of Elec or Spines, sure... probably not all that bad an idea to go MoG + Placate + AS as the MoG will help protect you from splash damage from the AV as well.
  16. Quote:
    Originally Posted by Wavicle View Post
    I don't agree. MoG is up A LOT. It is useful for Many different applications, more for the Stalker than for the Scrapper. In fact MoG is the one thing about Regen that is better for Stalkers than it is for Scrappers.

    Using it to get off an important AS midcombat is one of the several valid uses of the power.
    You're missing my point. It's not about availability of MoG. If you use MoG mid-combat AND Placate in order to get that AS off you've just spent about 4 seconds doing no damage. AS doesn't really make up for that. You'd have done more damage just scrapping.

    If you just used it to take an alpha strike or something, sure, take advantage of that to get an AS in there too. But don't use it *only* for AS. It's wasted.
  17. Quote:
    Originally Posted by Wavicle View Post
    Moment of Glory says 'Hello!'
    Sadly, it takes 2.57 seconds to say that hello. 3s for Shadow Meld. Using it *just* to get an Assassin Strike off is a bad idea. Better not using AS in that case and saving those powers for when you need to not die rather than merely not get hit.
  18. Quote:
    Originally Posted by Silverado View Post
    This.

    DPA is pretty much the only relevant number when looking at sustained DPS chains, but je_saist had it all wrong because, as someone else pointed out, the listed DPA for Assassin's Strike in the information window is for when it's not 'critting'
    I think that part of the post was addressing the "use AS from un-hidden state as part of an attack chain" idea. The part I think is wrong (or at least debatable) is the conclusion that even using it after placate is a bad idea. Usually that's not the case. It's not the first time I've seen someone try to make this argument and it relies on this idea of "positioning time".

    While it's true you have to be stationary, in a battle against a stationary opponent this is not an issue. Also using Placate roots you anyway so unless your target is moving, Placate + AS isn't going to be much more than 4.5 seconds and will deal scale 7 damage... which is definitely worth using. It's only not worth using if you are in a situation likely to interrupt AS or against a moving target where the positioning delay and chance of interrupting your own AS with movement are higher.

    (The comment about Smoke Flash was also wrong, but it's a minor point. You can't use Smoke Flash to gain a critical except by waiting for Hide to engage after placating your enemies, which is usually a loser for DPS.)
  19. Zem

    So... Stalkers.

    Quote:
    Originally Posted by Shadestorm View Post
    Somehow the community at large seems to have forgotten that the whole point of those zones was an objective based reward for PvP, not a farm for TF or solo supplies.
    What the devs intend players to do and what players actually do are sometimes very different things. Just look what happened with the AE when that came out.

    Same thing with PvE rewards in PvP zones. If they thought it would make PvPers out of people not interested in PvP... then that was just plain naive. It's more likely to reinforce the opposite when people with no interest in PvP get ganked while trying to obtain these rewards. It doesn't matter who is "right". It only matters what people think.

    Personally *I* think it's bad form to complain about being killed in a PvP zone, but that doesn't change people's attitudes towards PvP one way or the other. Just because someone doesn't complain about it, doesn't mean they are enjoying themselves. It's like farming some boring farm in a loot-centric game. People do it to get the loot, not necessarily because they enjoy the dull repetition of waiting for the thing to drop one time in a thousand off some rare creature or other.
  20. Quote:
    Originally Posted by Gaia View Post
    I was sure the abilty to crit with epics was removed about 2 years ago for all ATs.
    Containment for 'trollers certainly was disabled at that time, I believe all other ATs crits went at the same time.
    Nope. Stalkers and Scrappers get their criticals from their respective epic pools. It just seems this didn't get ported over when the pools became shared by both ATs. There are some exceptions, though. For example, damage dealing control powers like Soul Storm (Ghost Widow's Hold) do not get a critical. But Dark Blast in the same pool crits like any Stalker primary attack would.
  21. Quote:
    Originally Posted by macskull View Post
    I like how je_saist says it's useless for DPS and then goes into a long rant about DPA when the two aren't the same at all.
    If you're talking about an attack chain that has no gaps then DPA is pretty much everything, assuming by DPA we mean, "damage per second of activation time" and not "damage per activation". The former is usually what people mean by DPA though.
  22. Zem

    So... Stalkers.

    Quote:
    Originally Posted by DMystic View Post
    How do you figure that?
    They were too stealthy to see before issue 6... then their stealth was nerfed?
  23. Zem

    So... Stalkers.

    Quote:
    Originally Posted by Jibikao View Post
    If the dev have no problem giving a power that can boost the team's damage to almost max with only 60s base recharge (yes, I am looking at you Fulcrum Shift), then I am sure they have no problem reducing Assassin Strike's activation time or at least get rid of the interrupt. :P
    This presumes the devs are willing to make other powers as good as Fulcrum Shift. Personally, I doubt it. Nerfing Fulcrum Shift would probably make the DOOM that followed E.D. look like a polite disagreement. So they're not doing that. But it doesn't mean they are going to raise everything else to that level.
  24. Quote:
    Originally Posted by Test_Rat View Post
    So you are telling me that you have never seen someone recruiting for a LRSF/STF, say asking for "Damage" and turning away stalkers?

    Never? What server do you play on, I gotta take note for the next free transfer week.
    Not never... but not always either. I play on Virtue and I've done every SF on my Stalker many times over. That doesn't mean I've never been turned down or that I wouldn't have had an easier time getting on teams with a Brute or Corruptor. That's all very true, but also pretty irrelevant if all you're worried about is being able to do the incarnate requirements at all.

    No AT is so undesirable that they can't get on teams pretty regularly. As easily as the most popular ATs? No, probably not. But what does that matter?
  25. Zem

    So... Stalkers.

    Quote:
    Originally Posted by Jibikao View Post
    Well, one thing I can think of is Assassin Strike animation. I think the dev won't reduce the activation time is because pvp balance? I am guessing.
    That would be only one reason. The other is that they'd have to rework all the animations. And it's also probably true that they don't think a power that can do scale 7 damage (from Hide) *should* be fast, PvP or no.