Another_Fan

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  1. Its a great set if you aren't a blaster.

    It has an AoE that is made for scourge.
    Long cool down AoE control power
    Damage amplifying mechanic that delays you from doing full damage.
    Aim type power that doesn't give you a full damage bonus but does magnify control effects.

    I'd love to have it as a dom assault set but for my blasters ? not so much
  2. Quote:
    Originally Posted by StratoNexus View Post


    If you are going to use my suggested corruptor value of 0.9, you really ought to use my suggested blaster value 1.25 in your comparison.

    1.25/(.9*1.3)=1.07
    True enough I must have gone a little cross eyed. But either way I can't see a small damage advantage outweighing the advantages a buff/debuff character brings to the team or for soloing.


    Quote:
    Dropping Sleet onto a pack of enemies takes over two seconds. It is an awesome power and I use it constantly on my Cold defender (Heat Loss adds another 2+ seconds, but is on a longish recharge), but it does eat up units of time.
    So do aim and build up. Sleet and Heat loss provide instant mitigation and in heat loss's case a team buff as well as the debuff.

    Quote:
    Granting a blaster can unleash their AoEs a second or two sooner than the corruptor, what does that mean? The corruptor took the extra time to deal similar damage to the blaster, and now both have to continue attacking (unless they were able to spawn melt). Of course, teamed, that same 1.3 from Sleet applies to the blaster attacks and the blaster never has to spend time animating Sleet; I think the team factor matters just as much as the solo factor.
    Are we really talking about having 2 sleets/spawn vs having 1 sleet and blaster ?

    Teamed the debuff is even more powerful and that ignores the fact that 2 colds are going to do insane things to the teams defense.
  3. Quote:
    Originally Posted by PrincessDarkstar View Post
    I just double checked your figures.

    Incarnates released on 05 April 2011, so the sales figures from that count in the large boom of 2011, then the sales figures go down to less than they were before that, and stay pretty steady at that level.

    So basically incarnates drove away almost half a million dollars per quarter of sales?

    Am I the only one seeing that?

    Edit: At the very least that shows there was huge interest in incarnate stuff, and it failed quite dramatically to hold anyones additional attention.
    I wouldn't make that conclusion. There was considerably more going on. I think its pretty safe to say that going rogue and f2p didn't result in a net influx of players into the game.

    My own thought is that I18 further fragmenting a game with an already declining population was a bad idea.
  4. Quote:
    Originally Posted by Diellan_ View Post
    Precisely.

    This is exactly why I want this power adjusted. Edge case poorly balanced powers cause all kinds of issues that make the entire set difficult to adjust, and need to be nerfed.

    It's funny I read that in a quote and thought you were referring to the snipe changes. Which are creating exactly that situation.
  5. Quote:
    Originally Posted by Reppu View Post
    Sales lower over time?! SAY IT ISN'T SO!

    No, seriously. I don't see anything out of the normal here.
    Well that was unexpected. (no not really)
  6. Quote:
    Originally Posted by StratoNexus View Post
    Well, I've never really thought the damage was as close as people make it out to be, especially when you add in the melee attacks.

    1.125 / .75 = 1.5
    1.125 / .65 = 1.73

    1.25 / .9 = 1.39
    1.25 / .8 = 1.56

    Corruptors creep 8% closer and defenders dance 11% closer. That seems enough to be materially closer, so your concern exists, but I don't believe it to be a large move closer.
    I find 39% more than corruptors and 56% more than defenders to still be a strong spread, and that is before adding in the melee DPA.

    You have left out the effect of the corruptor and defender secondaries.

    For example a cold domination corruptor can achieve a 1.6 multiplier (from heat loss and sleet)

    So you would have

    for AoE
    1.125/(.9*1.3)= .96

    for ST
    1.125/(.9*1.6) = .78

    That is before scourge
  7. Quote:
    Originally Posted by Reppu View Post
    A lot less damage. Keep in mind how long Bonfire needs to do it's full salvo of damage. Will it be changed, though? Hard to say. Bonfire APP has such a long base cooldown.

    Would I be surprised if it was? Not entirely.
    Should it be* ? not by a longshot.

    *Refers to changed
  8. Interesting

    Code:
    
    
    City of Heroes sales in millions of won
    
    2008	2nd Q	3rd Q	4th Q	2009	2nd Q	3rd Q	4th Q	2010	2nd Q	3rd Q	4th Q	2011	2nd Q	3rd Q	4th Q	2012
     5,416 	 5,743 	 6,193 	 6,865 	 6,837 	 6,673 	 5,471 	 3,928 	 3,348 	 3,491 	 5,709 	 3,239 	 3,051 	 2,787 	 2,812 	 3,435 	 2,890 
    
    
    	 2008    2009    2010    2011    2012
    1st Q	 5,416 	 6,837 	 3,348 	 3,051 	 2,890 
    2nd Q	 5,743 	 6,673 	 3,491 	 2,787 	
    3rd Q	 6,193 	 5,471 	 5,709 	 2,812 	
    4th Q	 6,865 	 3,928 	 3,239 	 3,435 	
    
    
    http://global.ncsoft.com/global/ir/earnings.aspx

    I am sure someone will be able to explain how these should be considered a positive.
  9. Quote:
    Originally Posted by Arcanaville View Post
    If the interrupt window was removed completely, permanently, for blasters and I had to set the DPA of the sniper blasts under that condition, I would today probably set them to about 1.3-1.4 DS/sec given the context they live in now. That's *without* the disadvantage of ever reverting to interruptible.

    That would certainly be better than what is proposed now. Really the time to put in complications for blasters in general would be after they are doing reasonably well. Putting in strange mechanisms now will just muddy the waters

    Also devices has a method in place for improving snipes performance that could be leveraged to help out the set more.
  10. Quote:
    Originally Posted by EvilGeko View Post
    So $4 for 8 hours of easily perma fast snipes. The amplifiers are out. That's cheap enough that it MIGHT be worth it.

    LOL the money blaster. Why not just have a skill that lets you burn points for DPS ?
  11. Quote:
    Originally Posted by StratoNexus View Post
    After stewing on the snipe changes, I think the current proposed snipes are TOO strong. Blast sets need improvement and snipes definitely need help, but this change focuses too much buff into one power/mechanic.

    I would propose that the fast snipe animation times all have 1 second added back in (but still no interrupt).

    Those that would have been 0.67, become 1.67 (1.848 arcanatime).
    1 second becomes 2 (2.244)
    1.33 seconds becomes 2.33 (2.508)
    1.67 seconds becomes 2.67 (2.904)

    This allows the animation to look nicer, still allows the snipes to have very solid DPA, while not focusing quite so much improvement into just one power (and the one to-hit mechanic).

    Other stuff should be done to help range sets as well, of course, but I think the snipes would be much more reasonably positioned at the animation times I listed.
    Have to agree about the snipes being too powerful with the proposed changes. With the changed animation time they become signature powers for the sets that have them, and are so good they would actually get in the way of better or more desirable fixes for the blaster AT.

    I don't know that I agree with adding a flat amount of time to all snipes, it would seem to be better to standardize all of the snipes at a fixed activation time for the fast snipe.
  12. Quote:
    Originally Posted by StratoNexus View Post
    Thanks for the heads up.
    I understand the issues with Ignite and Buckshot and the snipe change can be a very strong boost to AR single target, long range damage. However, it would be very unusual for current AR players to only use those two attacks, so most people are not going to be doubling their damage output just by adding the snipe.
    I would agree that it would be unusual if you consider circumstances in all of the existing content. With the newer content having so many area denial effects the short range attacks become more problematic.
  13. Quote:
    Originally Posted by EvilGeko View Post
    Ice Blast will not benefit from the Sniper Blast changes. OK, that's understandable since it has no snipe. However, Ice Blast does have a power that seems to take the place of the snipe and that's Bitter Freeze Ray (BFR). BFR does 1.32 DS with a 15.184 endurance cost and a 20 second recharge. It also applies a 3 magnitude hold and recharge and movement slow.

    Based on the damage formula and taking aside the secondary effects, BFR should do 2.92 DS based on its endurance cost and 3.56 DS based on its recharge. Taking the 2.92 number for a second that means that BFR pays for its secondary effects with a 1.6 reduction in damage scalar. Although it isn't part of the classic calculation, BFR also has a very long 2.5 seconds cast time.

    Ice Blast isn't falling behind because of any changes to it, the rest of the sets are surging ahead. The reason is the snipe. So why not just give BFR a damage boost and give it the snipe treatment.

    THE SUGGESTION

    Increase BFR damage scale to 2.76;
    Increase BFR's endurance costs to 18.512;
    When character's to-hit meets or exceeds 97% BFR has an alternate 1 second animation time.



    That's it. BFR pays for it's hold with a 0.8 reduction in DS based on both endurance and recharge. It gets a snipe strength attack. I recognize that without the 97% to-hit, BFR is better than the snipes on animation time, but it still costs more, recharges significantly slower, and has a much lower range.
    It would be better overall for blasters if they dropped the to hit mechanic and just used defiance. Thematically the second or third shot at a target is easier than the first. It also puts blasters on a more equal footing with defenders and corruptors for gaining the benefit.
  14. Quote:
    Originally Posted by StratoNexus View Post
    What are the Rifle chains you are using?
    Because it looks like your no snipe chain is Burst-Slug- wait a lot since you didn't put down any buckshot or ignite numbers.
    Exactly on AR. There are 2 problems I have with including those.

    1. Burst and slug are 90 and 100 foot range powers buckshot is a 40

    2. I have no idea how long it takes people to lay down ignite. I know when I use it there is a perceptible gap to lay down the reticle. It is also a 40 foot range power.
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    I can't say I've ever failed a Task Force or trial because of a lack of AoE damage. AoE may be efficient for some types of tasks but it has its place in others. When City of Heroes throws a gatekeeper on you (especially on a timer) there is a very good chance its mostly a single target DPS challenge.
    This.

    Teamed you have all the AOE you could ever want. Success or failure is determined by can you kill the hard targets.

    I have to guess that the people who are saying single target has no weight solo just don't fight anything harder than lieutenant rank.
  16. Quote:
    Originally Posted by Eldagore View Post
    "You are wrong" is a pretty strongly worded response when your basis for it is as shaky as it is.
    Hey I'm replying to a cat sticking out its tongue at me


    Anyway I finished my numbers on the sets that I play


    Code:
    
                                    Blaster         DPA             Corruptor
    Fire                 Flares        63.19    1.19   53.19           42.12    1.19   35.45
                         Fire Blast    92.59    1.85   50.10           61.73    1.45   42.51
                         Blaze        188.90    1.19  159.01          126.00    1.19  106.06
                         Blazing Bol  217.70    1.88  115.55          145.10    1.88   77.02
    
    DPS no snipe chain         81.60                           60.04
    DPS snipe chain           101.46                           73.57
    pct gain                    0.24                            0.23
    
    Assault Rifle        Burst         67.57    1.19   56.88           45.04    1.19   37.91
                         Slug         102.60    1.85   55.52           68.40    1.85   37.01
                         Sniper       172.70    0.83  208.57          115.10    0.83  139.01
    
    Dps no snipe 300% rec      44.22                           29.48
    DPS SNIPE                  88.73                           64.89
    pct gain                    1.01                            1.20
    
    Archery              Snap Shot     52.55    1.19   44.23           28.36    1.19   23.87
                         Aimed Shot    82.58    1.85   44.69           41.71    1.19   35.11
                         Blazing Arr  161.70    1.98   81.67          107.80    1.98   54.44
                         Ranged Shot  172.70    1.85   93.45          115.10    1.85   62.28
    
    DPS no snipe chain         59.18                           40.83
    DPS snipe chain            73.46                           52.75
    pct gain                    0.24                            0.29
    
    Psy Blast            Psi Dart      62.56    1.19   52.66
                         Mental Blas  102.60    1.85   55.52           41.71    1.85   22.57
                         TK Blast     122.60    1.19  103.20           68.40    1.19   57.58
                         Will Dom      77.58    1.32   58.77           81.75    1.32   61.93
                         Psi Lance    172.70    1.22  141.09          115.10    1.22   94.04
                         Subdue                                        55.06    1.85   29.79
    
    DPS no snipe chain         69.51                           47.11
    DPS snipe chain            99.91                           71.07
    pct gain                    0.44                            0.51
    
    Energy Blast         power bolt    62.56    1.19   53.03           41.71    1.19   36.20
                         power blast  102.60    1.85   55.74           68.40    1.85   36.80
                         power burst  132.60    2.24   59.27           88.42    2.24   39.22
                         sniper       172.70    1.49  119.62          115.00    1.49   77.28
    
    DPS no snipe chain         54.40                           37.60
    DPS snipe chain            73.10                           48.71
    pct gain                    0.34                            0.30
    
    
    
    Exec Summary

    Least gain fire corruptor at a 23% base damage gain
    Largest gain AR corruptor at 120% base damage gain

    Those numbers are all base DPS no enhancements no procs and just enough recharge to make the chains work. Aside from the fact you have corruptors gaining more from this change than blasters. They can compound that gain with their debuffs.

    Quote:
    -For one, it is not really a build goal lately for much of anyone to make a blaster "best ST dmg" build, unless you have a specific goal of fighting GM's or something in mind. AOE is king in the city
    This is only true as long as you exclude bosses, elite bosses, AVs, GMs, Reichsmen, and the end trial enemies.


    [quote].
    -Perma fast snipe, using devices which is mostly what that post shows, totally ignores what build up does for aoe dmg. Go ahaed and make that archery/devices character for that awsome fastsnipe ability. i will continue happily without it on my archery/electric. Fastsnipe is not going to help fireball/firebreath combos, even as it does make fire's ST dmg go up. I would make the comparison of this ST vs AOE DPS thing like this:
    [quote]

    Energy Manipulation can have perma fast snipe as well and build up it just needs massive amounts of recharge.

    It does highlight part of the problem this does very little for blasters leveling up and can leave them even further behind in the late game.

    Quote:
    My insane recharge bonus built katana/SR scrapper vs my Elec/shield scrapper. my katana scrapper chains soaring dragon/golden dragonfly almost seemlessly, with some gamblers cut thrown in here and there to fill in a gap once in a while. he can take down a single hard target like no ones buisness. My elec/sheidl scrapper is an aoe machine. he has good recharge built in, but not really all that great, and his build is certainly not as expensive.

    Guess which one blows through a x8 mission faster?
    Neither one has trouble dealing with the hard targets in the game, and neither really has to worry about taking them out before moving them on.

    My shielder gathers up the bosses from defeated spawns and then aoes them to death. If a blaster tried to do that the results wouldn't be pleasant or particularly effective.
  17. Quote:
    Originally Posted by Eldagore View Post
    This point you are trying to make, and Tex too- it is based on the presumption that indeed, fastsnipe mechanic is going to be so powerful you would be a total idiot not to use it, or that it will become a defining power in blast archtypes, like assasin strike to stalkers.

    As I said in my first post here, it is highly doubtful the dev team plans for this kind of outcome. IMO, in their minds, they see the change and have some sort of calculable DPS increase in mind- and I am certain it is not a value that would end up with a situation you and Tex are trying to advocate.
    You are wrong

    http://boards.cityofheroes.com/showthread.php?t=291837

    Its not perfect but it shows the DPS of the chains using the new snipes for very aggressive optimization.

    My own numbers show that you can get an easy 20- 30% more single target DPS.
  18. Quote:
    Originally Posted by Kyriani View Post
    EVERY dominator can have perma snipe. Tactics + Kismet + Link Minds. Sure that means you're pigeonhold into psi APP in some cases, just like time users are pigeonhold into powerboost/powerbuildup.
    And that sounds like a good idea to you ? That every dominator can have a permanent fast snipe that does more damage than a blasters while most blasters will not ?

    Really I wouldn't mind if this was the start of fixes for the blast sets but I can't buy that at this point. Defiance 2.0 was put in, in 2008 4 years later we get our correction ? When is the review due for this 2016 ?
  19. Quote:
    Originally Posted by EmperorSteele View Post
    Personally, I'm happy having "fast snipe" as a sometimes power. I don't think it SHOULD be a "always on" deal. Any attempt to bring down the ToHit % to let Corrs and Defs build for "Always on" Fast-Snipe might as well be answered with just gutting the entire idea and removing Interrupt time from all snipes and allow them to function as "fast" 100% of the time.
    Corruptors and defenders have no trouble having an always on fast snipe it takes one power pick and slotting a kismet+6 for them.

    Quote:
    That's essentially what people are asking for, it seems. They don't wanna wait for team buffs, or BU + Aim to recharge, or have to use -gasp- inspirations. If they can't use FastSnipe whenever they want, it's essentially useless. That's what I'm getting from people who are deriding these proposed changes.
    Then you are getting it wrong.

    Blasters have needed a damage boost for nearly 3 years now. They didn't need it along with every other AT that had snipes, they needed it relative to every other AT.

    Making blasters jump through hoops to use fast snipes when other ATs don't have to is just nuts.
  20. Quote:
    Originally Posted by BrainBrillo View Post
    Yes, but other target numbers (perma-hasten, defense softcaps) could be deduced from data in-game. And none altered anything as central to the character as their attack rotation.

    I'm aware that people who study resources available outside the game itself will always have the edge. They just usually aren't handed advantages this big and this easily attainable.

    Thought experiment - acknowledging that this is an advantage in DPS, how much is too much? I'll admit, if after all my hemming and hawing adding perma-snipe only means 5% more damage, I'll drop my argument as a false alarm. At 15% I'd feel vindicated, and 10% I'd still argue something should be done. Where do other people stand on this?
    http://boards.cityofheroes.com/showthread.php?t=291837

    If the numbers in that thread are correct it looks like between 30-50% AR looks even higher
  21. Quote:
    Originally Posted by Nethergoat View Post
    Yet somehow all the non-melee ATs got along for years without the invention system.

    Weird, since according to you that "isn't viable".

    LOL and that goes along way to explaining why scrappers are the most popular AT.

    Edit: shouldn't reply goat is up to his usual of needling people with genuine concerns
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    Kyriani usually has some pretty valid points in these discussions and I think that's the case here as well. I disagree with her (him?) on this topic but I at least see her POV, even if I don't agree with it.
    I see and understand it, but it's the same one that people didn't want blasters improved were making.

    If you want to do things poorly that option is always there for you. The people who felt blasters and blast sets had problems are the ones not being well addressed by these changes.
  23. Quote:
    Originally Posted by Kyriani View Post

    The change brings options no matter which way you look at it.
    Horrendously bad options are horrendously bad options and really aren't worth consideration in the context of improving blast sets.
  24. Quote:
    Originally Posted by Kyriani View Post
    Are you saying no one takes a snipe right now? Cause I am confident that is not true.

    Most:
    1. in the greatest quantity, amount, measure, degree, or number.

    All:
    1. the whole of (used in referring to quantity, extent, or duration): all the cake; all the way; all year.

    And yes what I didn't say wasn't true.
  25. Quote:
    Originally Posted by Eldagore View Post
    If you didnt use a snipe before, or used it as it was, YOU ARE STILL GETTING A BUFF EVERY ONCE IN A WHILE WHEN YOU MEET THE CONDITIONS.
    Going out on a limb here, but, most people aren't going to be taking a power that is useful once in awhile. If they do take the power they will go to the trouble to make sure it is always useful.