_Zoner_

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  1. I had been pretty sure End Drain and End Recovery enhancers were doing the job of both at once, and they finally fixed that in Issue 4. I had decided this bug existed about 8 months ago, and kept quiet
  2. Random thoughts:

    Some of these powers should have the option for duration increase enhancers. 'Enhance Buff Duration' or something. ID as cool as it is isn't worth slotting unless you really really want the damage resistance improved.

    Increase Density is rather annoying at its current 60 seconds, and its rather slow recharge time. Seeing Stimulant get increased to 60 without ID getting adjusted to keep it significantly better bugs me.

    I feel that Increase Density costs too much Endurance.

    Making certain buffs toggles would be interesting. Somewhat similar to DAOC approach, but has exploitable problems that need ironing out (no distance limitations, etc). All the benefit of not really being able to buff everyone (makeing the choice(s) a tough one), but removing all the pain of spending a large chunk of your time refreshing the powers.

    Aside from rather special cases, if you are ID'ing your team full time you are playing the game wrong. At best a key defender or another controller should be getting ID attention from you from time to time, and only when it really feels necessary. The other special cases (Clockwork TF, fighting Energy/Smash AV's like Nemesis Rex, Anti-Matter, fighting Sewer Trial Kraken) you can't really do much else anyway and its time well spent.
  3. I'm a level 44 Ice/Kin controller with about 425 hours on this character. In the past 2 days I've been logging Jack Frost's use of the 'new and improved' Greater Ice Sword attack that came with Issue 2. I've gained nearly 10 bars of XP in the time it took to gather these stats. This information was taken on the current LIVE servers. Seeing as there are no patch notes for this on Test, I can only assume TEST is also broken.

    Against White Con Minions:

    86 hits/89 misses = 49% accuracy

    Against Yellow Con Minions:

    45 hits/62 misses = 42% accuracy



    Notes on these statistics:

    Only attacks on minions were counted.
    All attacks come from completing all the 40-45 door missions, so includes an agregate of every villain type at that level range.
    My Jack Frost is slotted with Level 45 SOs: 1 Accuracy, 4 Damage, 1 Recharge.

    Disqualified attacks were not counted i.e.:
    <ul type="square">[*]Any time jack was hit by an accuracy penalty attack (5th vampire punches etc)[*]Any time vengeance was in use[*]Any time a force field was in use (ritki guardians, fake nemesis boss,etc)[*]Attacks where it was ambiguous what was the killing blow (offscreen hits when 2 pets are out, damage numbers from the greater ice sword not visible etc)[/list]

    P.S. Even if this was fixed jack goes from 1.2 fire imps to 1.5 fire imps. They are still 3x stronger as a pet (as opposed to 6-7x stronger as they were before).

    P.P.S. Jack uses ranged too much (I can only assume this will be 'fixed' when someday in the distant future we have some semblance of control over the pets.) I picked Kinetics and its become rather difficult to use Tranfusion and Fulcrum Shift with the 'improved jack'.

    P.P.P.S. The Ice Sword and Greater Ice Sword attacks don't show up in the combat message window like Ice Blast and Freezing Touch.

    And if anyone cares he is 30% resistant to Cold and 10% resistant to fire.