Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Xprom View Post
    Thats where you're wrong. :P Sorry but when I heard changes were being made to Blasters the first thing that came to my mind was T9 not extra range and everyone gets a version of Drain Psyche. I'm pretty damn sure I wasn't the only one thinking this way either.
    I'm pretty sure most blasters were not thinking if only the devs fixed nukes blasters would be fine. Nukes are a luxury to fix: blaster problems happen the other 99% of the time the nukes aren't available to fire.
  2. Quote:
    Originally Posted by Fireclad View Post
    I'm more casual than many on the boards and my Fire/Dev was my first to 50 many years ago. I went /dev for Targeting Device as it is unforgivable in my mind that a ranged dps somehow miss the target. I cried heroic, manly tears when ED made me unslot two of my +hit enhancements. I'm just hoping an actual blaster player can confirm that I've got the right idea about this statement.

    The quote means that if my enhancement info tells me that I've put Targeting Drone at 20% or higher I have reached the target amount?
    I should have typed 22%, but the answer (with that correction) is yes.

    TD slotted to 1.59 or better will get there, which you can do with four SOs or common IOs. Or you can slot the Kismet +6% proc, and slot TD with your eyes closed. Either way, you'll be at or above the 22% threshold, and your snipes will "insta-fire" (which doesn't mean they fire literally instantly, but rather they fire with the interrupt window gone: between 0.67 and 1.67 seconds depending on the sniper power) permanently.
  3. Quote:
    Originally Posted by dugfromthearth View Post
    snipe change
    - let me see if I have this right. Snipe has a 3.67 activation time with 3 seconds interruptible. Does this mean it will have a .67 activation time? Recharge time is 12 seconds. With a recharge enhancement, hasten, or other it will be usable a couple of times in a fight.
    If you're AR, yes. Everyone else's snipe casts a little slower.


    Quote:
    looking at NRG, the sniper blast does more damage than any other ST attack. It's activation time would be 1.3 seconds - which is reasonably fast for the set. So this would up the damage a blaster could do.
    When accelerated, Sniper Blast would become the second highest DPA attack in scale terms my Energy/Energy blaster has access to, and the highest DPA attack in absolute damage terms (beating out energy punch due to the higher ranged damage modifier).


    Quote:
    +regen/+END powers really will be determined by how much +regen and +END. Drain Psyche is considered stupidly good. If the others are as good, this could "fix" blasters for a lot of people. In particular, sets with +regen even out of combat (not based on hitting a foe) may significantly reduce blaster downtime and heal them between fights so they have much better survival.
    The target for heal/regen effects is about 1%/sec, half enhanceable. That's about 1.5% h/s, which in regeneration terms is about +360% regen. So, imagine they gave us Fast Healing and Integration, minus the mez protection. Its about that.
  4. Quote:
    Originally Posted by Snow Globe View Post
    We're talking 1 funeral for 1 person, right? At least I hope you are. If you are talking about multiple funerals for the same person...

    Actually, forget I said anything about this, I don't want to know.
    She starts to feel unwell every time I see players use rez inspirations while critters with damage auras are still standing on them.
  5. Quote:
    Originally Posted by graystar_blaster View Post
    I am glad that they are helping the AT.


    However i am unimpressed.

    My brute, scrapper, tank still will rock out my blasters there is nothing in DPS help and nothing in these buffs that actually fix anything.


    Ok i am a cynic.


    However my brutes are out of control insane in farming and killing and dps.


    maybe 200% over my unblasters.

    so i feel that for all the work they are doing a giant MEH!
    If the only think that will impress you is turning blasters into farming brutes, then I wouldn't expend any energy following blaster changes.
  6. Quote:
    Originally Posted by Starsman View Post
    I guess it's all about intentions. Perhaps they wanted Kheledians to be able to buff out of the penalty. Either way, nukes may still be revised. I guess they won't touch them yet because they want to make sure they can measure survivability boosts caused by the new survivability tools.

    If suddenly nukes can just be used left and right, well, that alone would increase survivability over what is now in production and would make it harder to quantify the impact of the new tools.
    I believe nukes are still on the drawing board. I think they knew what they wanted to do with snipes, and they knew they wanted to add more sustainable survivability to blasters, and they knew they wanted to add that feature to secondaries. All that had well-defined goals. I don't think they've decided what they want to do with nukes yet, and I think a big issue is how to maintain the distinction between the crashing and non-crashing nukes if they get rid of or greatly attenuate the crash itself.
  7. Quote:
    Originally Posted by Tater Todd View Post
    Ah thank you Seldom! When Hawk Mentioned the Kismet Proc I became confused.

    Still with the Proc and Tactics I was only able to get +17% To Hit....hrmm. Even with Alpha Help I was only able to get it to 18%...
    /Devices can make this perma. /Energy can, with the right build. For other blasters specifically, other secondaries will only be able to get this up maybe half the time (BU and Aim), which is still pretty good, but they can also take tactics and kismet, and let one small yellow put them over the top, much like many people build to 33% defense and let one small purple take them to the soft cap.
  8. Quote:
    Originally Posted by Leo_G View Post
    So the absorbed damage is counted against the shield after your resistance modifies the damage received?
    If I understand Arbiter Hawk's explanation of Absorb correctly (he himself has mentioned to me the special synergy with +res), yes.
  9. Quote:
    Originally Posted by PrincessDarkstar View Post
    Until incarnates was released even the most clueless noob could form a team and lead it effectively enough.
    Yeah. No. The penalty for being an idiot is lower in the standard game than the incarnate trials. But the number of times I've suddenly needed to go to the bathroom, or to lunch, or my grandmother's most recent funeral, or to walk my non-existent pet, or to cry myself to sleep, is high enough to make that statement at least highly questionable.
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The "twice as good but up only about half the time" is the bit that concerns me. Assault Rifle is one of two sets that only has two standard single target attacks. This means that its current single target attack chain is somewhat lacking. Even on a high recharge build I find I have to throw Buckshot in every so often to have something to do while Burst and Slug are recharging.

    My rough attack chain currently is Burst -> Slug -> Burst -> Buckshot (this isn't optimized, I haven't done actual math on it this is based on what feels right while playing). With fast-snipe it would probably be Sniper -> Burst -> Slug -> Burst.

    Now compare to Energy Blast (Energy and Radiation are probably the ones AR is best matched against since they have a slow cast T3 blast and a snipe). EB is going to have a better non-fast-snipe attack chain since it can use Power Burst in place of Buckshot and while it's fast-snipe attack chain is going to be worse than AR's it's still going to be better than it's non-fast-snipe attack chain and up twice as often.

    When I get some time maybe I'll do the math on this and see how it actually works out. It may be I'm worrying about nothing. Alternatively it may be that Ignite is enough to make up the difference with a caveat that while it is very powerful it's also semi-situational.
    So long as it doesn't lag by too much, the fact that AR has more AoE than, say, Energy and Radiation would counter balance that. But its noted that this discrepancy exists: its noteworthy enough to analyze and test carefully, but I'm not concerned that there is an obvious problem yet.
  11. Quote:
    Originally Posted by Leo_G View Post
    What synergy does +res have with absorb? I always figured, if you can just avoid the damage, you save your absorb.
    Absorb works by basically putting up a shield in front of you, that the attack have to blast through before getting to the soft, chewy interior called you. If they can't penetrate that shield, you take no damage. If they can, once they blast through the shield you then start taking damage.

    Absorb powers stick that shield up, and refresh it periodically. So the attackers have to break through the shield before its refreshed. So for absorb, there's a huge difference between 10 points of damage every second and 100 points of damage every 10 seconds. Both deal the same amount of damage on average, but if you have a 40 point absorb shield that refreshes every 3 seconds, in the first situation you'd take no damage. Your shield would take 30 points of damage every 3 seconds, and then refresh to full. But in the second case, you'd be taking 60 points of damage every 10 seconds as that 100 point attack blasts through your shields. In between those big shots your Absorb shield will be refreshing while already full, which means you aren't getting the full power of the Absorb shield.

    So, for Absorb, the trick is to have lower damage more often rather than higher damage less often, so you get the maximum benefit from your shields. High resistance reduces the damage of each attack, making it less likely they will penetrate your shields. High defense, meanwhile, reduces how often you get hit but not how hard you get hit: full strength attacks while they hit less often will be more likely to penetrate the Absorb shield.

    If you can put yourself into situations where the damage is less bursty and more continuous, Absorb will be more efficient. If the devs design Absorb on the presumption that the average player will see a certain efficiency, min/maxers who can beat that will get more out of Absorb.
  12. Quote:
    Originally Posted by Oliin View Post
    Is it weird that I was kind of hoping that one of the changes they were going to announce today was a fix to blaster's funky HP cap?
    One thing at a time. Well, four or five things at a time.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The problem I have with that argument is that it only has that DPA while your to hit is high. Sure Devices is going to be fine and Dark and Energy can probably pull it off well enough on high end builds. The question is what about the other secondaries? A Blaster with Build Up and Aim can have fast-snipe up about 50% of the time wheres a Blaster with Build Up alone only gets it about 25% of the time.

    So it does seem AR is going to get a strong single target alpha attack (which is needs badly) but it's sustained DPS isn't really improving unless paired with specific sets.

    Now it may be that this works out well. After all AR does have Ignite which arguably does provide good long term ST DPS already which is why I'm not going to cry doom and gloom until we see it in action.
    Its going to be about twice as good but up only about half the time. It will sometimes end up potentially lower than average in some pairings but significantly better in others. It may take more work to leverage but its maximum potential is vastly higher.

    Which one of these properties specifically concerns you the most?
  14. Quote:
    Originally Posted by StratoNexus View Post
    I have this weird feeling the devs are underestimating the strength of Absorb.
    Maybe, but that's what testing is for. I think for most players, Absorb is going to offer comparable net benefit to regen and heal over time, because the devs are going to make absorb stronger to compensate for the fact that in normal play its much less efficient.

    Now, a min/maxer that can focus on improving Absorb's efficiency (particularly its synergy with +res) will have opportunities there.
  15. Quote:
    Originally Posted by JayboH View Post
    So are we supposed to retoggle powers or is it perma for toggled ones? This '60 seconds' thing isn't very clear.

    ...also, with it 'working through mez' I don't understand how this will affect it since blazing and chilling will be detoggled when you get mezzed.
    The toggle effects are supposed to sustain through mez, so I'm assuming any offensive toggles that get these sustain effects will no longer detoggle, but just their offensive effects will suppress when mezzed.
  16. Quote:
    Originally Posted by Alexander_Drako View Post
    Not neccesarily because you are missing just one small thing on the math. +Regen stacks with whatever regen you have already(health, bonuses, ect), while HoT works alone, maybe based on max health which isnt as accesible to blasters. Based on that math is that I say that +regen > HoT.
    Regen does not "stack" in the way you're implying. Having existing regen buffs does not make additional ones any more valuable.

    Regen *does* scale with +maxhealth buffs while heals normally do not, but I believe if Arbiter Hawk feels that's problematic in beta testing he'll do what I know he's doing with Absorb: make the HoT more enhanceable than the +regen by a small amount. Say, 65% enhanceable instead of 50% enhanceable.
  17. Quote:
    Originally Posted by Alexander_Drako View Post
    I agree, but the thing is they said the new powers wont need to hit anyone to keep working. They also mentioned it was a Heal over Time, and that's it. If it gives me a small tic of healing for every enemy i hit, I'd take it, but if it will just be a weakened version of Pain's Soothing Aura, then I don't think this one is worth taking.

    Honestly once they said powers would be along the lines of Drain Psyche I hoped they just added a Regen mechanic to Consume over the recovery.
    I'm pretty sure the Heal over Time powers are going to have the exact same target Arbiter Hawk mentioned for health recovery sustain powers in general: 1%/sec, half enhanceable. The absorb powers are going to have a higher target, because of the mechanical issues Arbiter Hawk hinted at in the stream.
  18. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Much as it kills me to agree with Another_Fan he does have a point about Assault Rifle. AR is one of the sets that really benefits from the buff since it lacks a traditional 3rd Blast (instead having Ignite which has pros and cons compared tot he more traditional blasts). Paired with Devices AR is sitting pretty since it can get permanent fast-snipe and bonus snipe damage and with Energy it can have the Tactics/Power Boost combo you discussed. However with other secondaries the lack of aim means it'll have half the fast-snipe time of other primary/secondary combos.

    Unlike AF I'm not going to say that this is the end of the world but I'm also not 100% convinced that it helps AR when paired with a non-Devices set.
    For lack of having Aim it has a snipe that is almost twice as powerful in single target DPA terms than most other blaster primaries. Until someone can show me all the other 3.0 DS/sec ranged attacks out there that I forgot about, I'm not going to worry about AR just yet.
  19. Quote:
    Originally Posted by Alexander_Drako View Post
    I cant make any based opinion until the i24 beta actually hits. But +regen most of the time is better than healing over time. We can see how Pain's bubble is more useful on a Mastermind than it is on a Corruptor.
    +Regen and HoT is the same thing by different mechanic. Suppress Pain is better than Soothing Aura because it appears to be designed stronger for some reason.

    In fact, regen *is* heal over time: we regenerate in big 5% health chunks, by default every 12 seconds. To make a regen power and a HoT power have the same basic survival strength, but with different delivery mechanisms, just requires a couple of seconds of math.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Since there seems to be no summation thread yet;

    Blast Sets in Issue 24

    Snipes: Snipes will fire instantly IF the Blaster is under the effects of Aim.
    • This effect is also applied by Targeting Drone from Devices.
    • This effect applies to Corruptor, Defender, Dominator and PPP Snipes as well.
    • Snipes will also have an extra +ToHit applied to them, about 20% iirc
    Not exactly. Snipes will skip their interruptable window and windup animations and as a result fire faster if the player has +22% tohit or more applied. Only tohit buffs count, accuracy buffs don't count, and they can come from any source.
  21. Quote:
    Originally Posted by Another_Fan View Post
    AR doesn't have aim
    Still? It didn't have one 21 minutes ago either. How about that.
  22. Quote:
    Originally Posted by Alexander_Drako View Post
    Hmph, now that i reread everything, it said that cauterizing aura is a Heal over time... so that means it doesnt work based on who is or isnt hitting? If it's like the Corruptor's Pain Bubble I will not bother to slot it*shrugs* kinda meh about that. But the changes to the T3 were really welcomed.
    None of the sustain defensive powers being added, to the best of my knowledge, require actually hitting anything. Arbiter Hawk made it a point to mention that in the session: powers that hit things now you can still use that way, but if you choose to stand off away from the targets, those powers will still buff you even if they don't hit anything.

    The exception is Drain Psyche, which already exists and is not being changed: its already far more powerful than the sustain powers being added.
  23. Quote:
    Originally Posted by Agent White View Post
    We don't have any explicitly hard numbers for anything yet, though I think Field Operative had something like 200% regen? I may not be remembering that correctly.
    In the video Field Operative was showing as essentially +205% regen, half enhanceable (and it was enhanced over the ED softcap to +109% regen enhancement) for a total of 1.33%/sec of health regeneration, which is equivalent to a net +317% regeneration.

    Those numbers are probably internal test numbers, because as EG mentions Arbiter Hawk has stated the target was about 1%/sec regen base, which is equivalent to +240% regen base.
  24. Quote:
    Originally Posted by Granite Agent View Post
    Seriously? This is all? A small regen/recovery buff in secondaries and a partial buff to snipes?
    My Energy/Energy Blaster is getting a single target ranged attack that deals better DPA than every blapper attack in energy manipulation except energy punch, and an energize variant.

    Yep, that's all.
  25. Quote:
    Originally Posted by Another_Fan View Post
    The snipes change is a wash for everybody but devices. There is no way you going to be able to make it always on for anything but devices and even if you could the effort wouldn't be worth it. Snipes just don't have that much more damage than most tier 3s.
    The standard snipe (2.76) deals 30% more damage than the standard tier 3 (2.12) and in every case except Blaze will be casting faster as well.

    It isn't intended to be perma out of the box except for /devices, but min/maxers should find a way. I figured out a way to do it with BU, Aim, Tactics, Kismet, and Powerboost (which buffs tactics). On my build, cycling those three clicks generates 100% uptime for insta-snipes.