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Posts
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Quote:Fair enough, the 200% Crit was more of a flavor thing, I'm happy with them simply getting a 1.2 Scalar Mod, Out of Hide Crits recharging Placate sounds good, but if thats the case, increase their base Crit rate to 15% and do away with the teaming buff. The teaming buff might put them far over the top otherwise.A 200% damage "standard" critical would necessitate a revamp to Assassin's Strike: its critical damage (scale 4.5) is under 200% of the base damage (2.5), plus it has other criteria deliberately added to make it more difficult to use (interrupt). Then again, a 200% critical on everything else would mean that AS could simply be done away with and the removed AoE attack could be added back in, as any and every hard-hitting single target attack would essentially become an "Assassin's Strike" from hidden. So I'm really not seeing the extra critical damage on everything being something the devs will be willing to sign off on.
The following attacks would do more than Assassin's Strike's current scale 7.0 damage with the proposed 200% critical:- Broadsword: Head Splitter
- Dark Melee: Midnight Grasp
- Dual Blades: One Thousand Cuts (in an AoE!)
- Energy Melee: Energy Transfer* (if allowed to critical)
- Energy Melee: Total Focus* (if allowed to critical)
- Kinetic Melee: Concentrated Strike* (if allowed to critical)
- Martial Arts: Eagle Claw
Dropping back into hidden status after an out-of-hidden critical just ensures a back-to-back critical situation, and if you have it replace the critical and drop you into hidden instead it means you have a good chance of completely losing out due to incoming attacks on non-defense sets. A play on the insta-recharge mechanic allowing Placate to instantly recharge at a fixed percentage from single-target attacks could mimic the effect: yes, it will force you to go through the animation time, but will also allow you to cycle Placate more often, theoretically aiding survival (if you assume that the bugs in Placate will be fixed and you don't use a set that has DoT).
And the easiest and most server-calculation-friendly way of extending the team critical bonus radius is to eliminate the radius entirely and base it on team size alone. You have to have that count to determine what to check distances on, it's probably a simple variable lookup instead of actually counting (no guarantee here, though - it's not like I've seen the code), and it's not like it wasn't done for Dominators to accelerate Domination bar filling, so there's a precedent.
Personally, AS should have its Interrupt time decreased, or no interruption at all. Or it should have a bonus to it that risking using it during battle is worthwhile (Like a -Res component) -
If only Ice Armor werent the ugliest Armor set in game
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It's pretty easy to prove Stalkers underperform damage wise compared to the other Melee ATs. It's not by a great margin, but considering they are on the low end for defense (Not that their defense is that bad, but they do splat more easily) they should get some love in the damage department.
My personal favorite recommendations:
200% Damage Crits
Critting Outside of Hide puts you in Hide
AS needs its over-all mechanic rehauled a bit to be more useful in general
Placate has its Recharge time reduced
Extending the range on the Stalker team Crit Buff -
Quote:Keyes is not a hard trial. Lets see you solo the groups of Warworks and IDF that are chilling around there and then tell me your regen is on par with Willpower or Shields or (Soon to be) EA.Lol what game are you playing? im not the only regen thats running around with boss stats ive seen others too and i usually outlast whatever tank/brute is on the team. and lol @ endgame. keyes=cake for regen. mybe your not doing it right? ofcourse its not all "cake" but its far from "lame duck"
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The same way Claws attacks and SS attacks alternate hands, it appears Street Justice has alternate animations that will fire off.
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For the new Endgame content, with iTrials and things like the Apex and Tinmage TF, even the ITF and LGTF/STF, Regen is definitely a gutter dweller. Dies quick and can never manage to stay on its feet long enough to matter. Layered Defenses are more and more the optimal way to build.
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Alternate Animations. The set will swap back and forth between them as you activate. Heavy Strike had an Elbow Strike and a Fist Strike.
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If thats all it's not enough to pull the set out of the gutter for end game stuff.
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So to further refine this:
A) You can add Integration to your Mobs, and Reconstruction to them as well. They wont fire it in time for you to not kill them, and you do one shot them. Reconstruction might be iffy, I was testing it on bosses and didnt notice a difference.
B) Swap your maps from the Abandon tech lab map you are using to the Abandon Warehouse - City of Villains; Large; Map 2.
It'll concentrate all the bosses and Ambush Triggers into the initial corridor, along with the glowy being there. It makes it so you dont have to hunt for the glowy and you dont even have to drag the two Ambush Triggers, you can just kill them there. Just make sure the glowy is a wall glowy.
You can try out the small arc I made to play around with this, search of 'Clawls Ftw' or '@Diesel Punk' -
Theyre NPCs Psycho, they have to be given better powers because their AI is retarded
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A) Flashing vs Lotus: I know, I was just doing the math for myself and for others. However on faster moving teams it'll be easier to Fire Lotus rather than waiting for everything to get into range of Flashing.
This might just be a difference of playstyle, but for any of my Scrappers cones never cut it, the same would apply to Stalkers, for me. Perhaps the Swords sets could stay with their minimal AoE and keep the fact that they can provide 30% mitigation easily with Parry/DA.
B) I'm glad we agree about the specialist deal Zem, I'm not posting just for you, but for anyone else who might think Stalkers are particularly 'good' at being Single target destroyers when they do fail in that role compared to others is all
C) Really? When fighting Marauder we're constantly moving. When Fighting Anti-Matter it's the same deal. The *only* instance on iTrials where a Stalker can really sit in one spot and lay out it's damage is on a BAF trial, and I doubt they'll let many instances of that crop up from here on out. They want to make everything more dynamic.
For basic AVs it's a ton easier to leverage that, but I don't see teams really taking the time to make sure theyre in range of their friendly stalker so he can deal more damage. Same for Phalanx Fighting for a Shielder and whatnot.
D) I know and absolutely agree. However the sets that have hide put into them (EA, Dark) usually lose mitigation (Like unsuppressed defense) on top of the fact that hide is generally a useless power once a fight starts. You can either hit and wait for hide to come back, or generally try to scrap it out and not play like a Stalker at all, losing any advantage hide has given a Stalker to start, and losing further because a Stalker has already given up mitigation in his secondary to get hide. The mitigation lost might be minor, but as is during prolonged fights Hide is generally a useless power.
Other mitigation sets start you off with mitigation, Stalkers are forced into a power that really should be inherent. -
Quote:Because a Stalker is simply a Specialist that isn't special. When a Blaster, a Scrapper, A Brute, a Dom, or a Controller can do what a Stalker does (albeit in some different ways) AND do other things well, I have to wonder how special our specialist is.
That's rather the definition of a specialist. Why should every AT be a jack-of-all-trades and master of none. Note: I'm not suggesting Stalkers are the absolute masters of what they do. I WISH they were. I don't wish them all to be everything to everybody. That to me is boring and there are ample alternatives should I desire a melee AoE toon.
Scrappers deal more damage than a Stalker does in AoE, and in a single target capacity (at least until a Stalker can get 5+ teammates within its Critical boost. However the range on that is pathetically small at 30ft and I've hardly ever seen teams crunching together like that in general play.)
Quote:And you can do that with a few of the primaries already. If the devs would relent and proliferate Shield Defense to Stalkers, that would open up more possibilities. I just think that without doing something drastic like making AS or Placate inherent, it wouldn't be easy to add a PBAoE to those sets that are missing it. Nor would I want to give up powers I currently use to get that PBAoE.
But that unfortunately isn't going to happen. The way stalkers operate restrict them from using these offense boosting sets. A little nudge in their general damage potential doesn't seem like a bad trade for that fact.
Also the Stalker primaries that can AoE are fantastic! Those sets are great, and while I would like every set to be able to do as well in AoE as they originally were, I'm not clamoring for DM to get a free AoE or for AoEs to get buffed on Stalkers. I just wish the capacity would present itself.
Quote:How flexible are Blasters? In terms of the various kinds of damage they can do they are great, but survivability?
Quote:I wouldn't be so sure we fall behind on iTrials. If there is any situation where you might count on many teammates to be within close proximity it is in those fights.
Quote:P.S. None of our abilities are tied to hit and run. -
Quote:Then why do any ATs have AoE at all? Why should Scrappers have AoE when Blasters and Tanks can do it?You said this:
And I gave you a situation where, in my opinion, it is. Everyone always goes on about AoE and I constantly remind them that in a spawn that has a variety of enemy ranks present, the ones with the most hit points are best attacked with single-target burst damage while someone else leads with AoE to take out the lesser enemies. That way the larger number of easier enemies falls at around the same time the few harder targets do instead of spending additional time to finish off the bosses that weren't killed by the AoEs.
Despite all their other problems, Stalkers are generally regarded, at the very least, as having the edge on ST burst damage and it is because of being able to start with Assassin Strike from Hide. It really doesn't matter that it takes 3 seconds to animate. You are not doing more damage to that boss with your Stalker in 3 seconds ANY other way.
The point isnt that everyone else can take out whats around you, and Stalkers should be forced to only fight bosses, it's that Stalkers are pidgeon holed into fighting bosses while everyone else can be more flexible.
Ice is a Single Target oriented blast set, but it still gets a cone for some AoE damage to help out. So does Sonic Blast. I don't believe Stalkers should have Lightning Rod class AoEs in each set so they dominate the entire playing field, I think theyre single target burst specialists and thats fine.
I just want a Stalker to be able to switch roles and help deal AoE damage when a team is light on that. Given the chance to take a Stalker on an AoE light TF, or a Blaster, at least I know that any Blaster can help a little on the AoE side.
Stalkers should be as flexible as every other AT, and should dominate the Melee field for Single target damage. They currently do neither. And further, with the Incarnate Trials focusing on dealing damage to hard targets that burst is absolutely useless on, they fall behind in the DPS department again because their abilities are tied into hit and run when those are a 'Beat on a sack of HP' fights.
I just want my Stalker to be as helpful as everyone else when I play them, while maintaining their unique roles. I love the idea of an Assassins Class, I've always loved Rogues. Let's give them a little love, yanno? -
Quote:With Scrapper Numbers:It's hardly "almost double". Lotus does 36% more damage than Flashing Steel per target and that 36% more is from a delayed DoT. The initial burst from Lotus is the same damage as Flashing Steel. The critical hit portion from Lotus is the same damage as Flashing Steel. Endurance and recharge time are more than twice that of Flashing Steel. The ten target limit is great when you have ten targets to hit, but you far more often have fewer targets than that so clustered together. Flashing Steel is efficient on damage and endurance with just TWO targets and with a six second base recharge time it's something you can use VERY often. Put some procs in it.
No, I would not want Lotus at the expense of Flashing Steel. It would reduce damage output.
Lotus: 85 base, 170 Enhanced
Flashing:62 Base, 124 Enhanced
Alright. I was hyperbolistic. I apologize, I should be more accurate in what I say. I tend to over exaggerate and thats not my goal.
However, you're assuming in favor of Flashing Steel for making it seem better. Lets see we get average targets and average damage for each power.
3 Dam/2 Acc/1 Rech:
Flashing Deals 124 Damage every 4.21 seconds
Lotus deals 170 every 9.83
Average targets: Flashing caps at 5, deals its damage to 2.5 targets every 4.21 seconds:
124 x 2.5/4.21 = 73.634 average AoE DPS
170 x 5/9.83 = 86.469
So on Average, Lotus drops will outdamage Flashing Steel.
What about Maxed?
Flashing Steel, max targets of 5 = 147.26 average AoE DPS
Lotus, max targets of 10 = 172.93
So at what point does Lotus Drops lose to Flashing Steel?
Flashing Steel, 3 targets = 88.36
Lotus, 3 targets = 58.88
Flashing also wins at 4 targets, and 5 targets, if you can get 5 people in your 7 foot range consistently enough to spam it.
Lotus outpaces Flashing on large teams (Where Stalkers need help the most) and when it can leverage its larger AoE cap. Now for iTrials, and for teaming in general, Lotus drops would be better.
It'd be less efficient for Stalkers who solo to have Lotus, for damage and for endurance, but for teaming situations (In which stalkers need the most help) Lotus drops is more Damage/Endurance/Recharge efficient.
For those reasons I'd rather replace Flashing with Lotus, and add AoEs in general to Stalkers. -
Quote:I kind of agree and I kind of don't. Mainly on the HP part, I agree with everything else. Because I feel a scrapper is more likely to survive Marauder's Nova fist than a stalker would.
Personally the HP of a stalker should be the same as a scrapper or slightly bellow and not drastically bellow. It's what 2300 for a scrapper and 1600 for a stalker? Should be 2100 if not a little more IMO.
IMO Stalker should be right on the heals of a brute in terms of DPS under full fury. And they should have the highest base To-Hit/Accuracy of all classes.
AT Base Max
Stalker 1204.8 1606.4
Scrapper 1338.6 2409.5
My scrapper who is IOd to the teeth and has every accolade available along with True Grit barely has 2100HP, so that is not an easy number to reach without an extreme focus on it.
However Stalkers and Scrappers have a 500 point difference almost in their caps too, my scrapper has an additional 750hp from base, and Stalkers would cap from there easily.
As for DPS wise, currently just looking at the modifiers and whatnot, Stalkers at base capability are just ahead of Tanks when it comes to damage, and are behind Scrappers and Brutes.
At max they can outshine Brutes I but not Scrappers until you get into big groups of Melee feeding their teaming Crit %
Which is another thing that needs to be adjusted, the Stalker crit bonus from teaming needs a wider radius, maybe more on par with leadership. That alone could bring their DPS up quite a bit, I know 5 teammates make a Stalkers damage equal to a Scrapper, and 8 would allow them to exceed a scrapper. -
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Quote:Because you know, Flashing steel with 130 degree arc and 5 target cap is the same as Lotus Drops with a 10 target Cap and almost double the damage.OMG you are *waving* around double standards! You did it right there in that same run-on sentence!
'ANY AoE'? Yeah you say that while holding up EM as an example (as if EM does *any* decent AoE for any AT but Dominators) while protesting you have no AoEs. You have DBs, you have Kinetic, you have spines. Hell, you ask for *any* AoE as if Flashing Steel isn't a retardedly easy 180 degree cone.
This argument really vexes me. I really hope the devs hurry and proliferate Fire Melee, pump out Street Justice and Titan Weapons so these type of posters will finally shut the heck up...
I'm not saying EM does decent AoE, I said any AoE, I'm not making double Standards, I'm asking for AoE to help the Stalker in its role as a damage dealer in an AoE centric game.
I really hope the devs DO hurry and pump out Street Justice and Titan Weapons so that sets that lack AoE are a minority instead of a majority, but regardless you've just ignored all the other issues that a stalker has as well with team contribution.
But hey, lets flip out and tell people with legitimate points to shut up because you know everything. -
And sold! 1.1 Bil + 2 Purples.
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Quote:Thats good, as long as we speed Placates animation and effect up. Let them abuse their crits but dont damage their DPS for them to fire placate. Placate should be a .75 sec animation quick deal to cut right back into fighting. Also make it pulse the effect so its not bugged anymore, with mobs continuing to attack you through it because you have debuff secondary effects.Interesting, but I wouldn't change the modifier. Makes stalkers more scrapperish. Instead, half the placate recharge.
With a Half recharge, placating every 15 seconds for a powerful Crit instead of waiting once every 30 for an AS is much more useful. -
What about...
New Stalker Buffs!
Mod: 1.00 -> 1.2
AS now grants -20% Resistance on the Target struck, in addition to current Debuffs (Can be done so that it only grants it when AS doesnt crit/stalker isnt in hide, gives a Stalker incentive to fire AS while in combat, and helps improve team damage) Permable -Res Debuff
Stalker Crit % Damage boosted from 100% to 200%
New math!
1.2(Mod) x 1.2(New Crit Damage) x 1.2(-Res) x 2.0 (100% Damage slotting) = 3.456, which..is actually a bit higher than expected, though that doesnt quite factor in AS hurting DPS and not being applied to every single target either. Nor do all these changes have to happen.
Or, this looks better and keeps in flavor:
1.00 (Current Mod) x 2 (100% Damage Slotting) x 1.2 (-Res Applied from AS on hard targets, after an AS so as not to boost the AS itself) x 1.2 (New Critical Damage) = 2.88
I'd also go through each of the legacy sets that had their AoE gutted and remove the first tier (Or the Cones for the Sword Sets) and replace them with their respective AoE, and the other 2 remaining attacks have their recharge time and DPA/DPS adjusted to make them viable for low level leveling and making attack chains.
For instance:
Ninja blade would lose Flashing Steel, Gain Lotus Drops, no changes to its Tier 1 or Tier 2 Attacks.
Claws would lose Swipe to gain Spin, Slash and Strike would have their Recharge and Damage adjusted to keep within formula and make them have a smaller cooldown for easier low level fighting. -
Quote:Also here though youre assuming capping capabilities. The cap DOES make a difference, but even on my Brute or Shields Scrapper unless Im farming, I'm hardly ever near the cap.Yeah, well, that's why there are all these threads. And the critical chance pushes the number higher to increase the gap between Stalker and Tanker damage to make it a significant difference over time, but not every attack criticals at 100% damage and until you get into the higher end of the scale and on a full team they still do less damage than Brutes and Scrappers while using the same attack chain.
One of the reasons that I messed up the Brute damage cap was that I thought it was adjusted to make their capped damage low enough that not just Scrappers could pass it while using the same scale attack, but Stalkers could also.
At old, 850% cap:
Brute: 0.75 * 8.5 = 6.375
Scrapper: 1.125 * 5 * 1.1 (10% critical for Lt+) = 6.1875
Stalker: 1 * 5 * 1.1 (solo critical rate) = 5.5
Tanker: 0.8 * 4 * 1.2 (bruising) = 3.84
At 775%, Scrappers, Stalkers, and Tankers remain the same:
Brute: 0.75 * 7.75 = 5.8125
At 675% - where I incorrectly thought it was set to:
Brute: 0.75 * 6.75 = 5.0625
So when everything is at the cap, the only melee AT that Stalkers outdamage is Tankers when solo, but due to criticals and a higher damage cap it's pretty significant. They don't go past Scrappers until you get to 5-7 teammates within 30' of the Stalker, and require 3+ teammates within 30' to go past a Brute at the cap; this is also ignoring the effects of armor sets that Stalkers don't have access to which provide additional damage.
Meh, no big deal - I did it upthread with the new Brute damage cap that I thought was nerfed more than it actually was. I just wanted to point it out, like my mistake was pointed out, so that it's a learning experience.
From when I started in i7, Stalkers had a 0.9 modifier - but even back then Tankers were 0.8 and Brutes 0.75; they were buffed when VEATs were added and got the scaling critical chance and a 1.0 modifier.
So instead it looks more like...
Brutes: .75 * 2 (Fury at 50% for solo play, not terribly farfetched and Base enhancements, yea? if I'm doing the math right?) = 1.5
Scrappers: 1.25 x 1.1 = 1.375
Tankers: .8 * 1.2 = .96
Stalkers: 1.00 x 1.1 (Could give them more with Placate granting on demand Crits) = 1.1
I mean, obviously at extreme ends Tanks suffer from the lower damage cap, especially teaming, for the more extreme differences, but they can also make that up with access to some ridiculous control and AoE to help contribute more to team efforts.
I dont want to undersell stalkers, and some of the newer sets theyve been giving to the AT definitely help to bring them into a better spot when it comes to teaming, regardless of what people think.
But at the same time, the margin of difference in capability for this AT compared to how the others operate doesnt isnt enough.
Given the choice between a WP/SS Tank or a KM/Nin Stalker, I'm going to take the tank because even if they dont bring as much damage (marginally different) Bruising isnt just 20% For the tank, its 20% for the TEAM on a single target, boosting every AT around it, as well as solid AoE damage. -
Quote:Why are we taking damage out of the equation?What can realistically be added to Stalker that doesn't involve "more damage"?
Let's assume we already have too many ATs doing too much damage. What would you add to Stalker's gameplay that is beneficial to both soloing and large team?
Stalkers do two things, their role is two things:
They have a Melee Damage set, and a Secondary Mitigation set.
So either they need to tank using their secondary (Tanker side) or survive long enough to deal damage (Scrapper side)
Their primary is for damaging, and theyre supposed to be the kings of removing hard targets.
Either they need more damage, or they need to allow their team to deal more damage.
I think adding a Hefty (Like 30%) -Res buff to Assassins strike to simulate hitting someones Vitals (Maybe even increase the -ToHit thats entirely unresistable) to make constantly applying Assassins Strikes, even Mid battle when it slows your DPS to do otherwise, a really viable and HELPFUL thing.
And adding in more AoEs.
You cant give them more control, you cant give them more mitigation because they start to step on Brute and Tanker toes, and you can give them more Debuff/Control but in the end it'll again step on Tanker toes and not help them in the end game.
More damage, or making them more useful for team play. Preferrably both. -
Quote:I said burst AoE is king, I didnt say all sets had burst AoE. The best operating stalker set? It has burst AoE in spades with Lightning Rod, Thunder Strike and Jacobs Ladder, along with Chain Induction for extra hits.You said 'burst AoE'. None of the sets or powers you mention are really capable of that, at least not on the scale I mentioned with a stalker's.
When someone says 'burst' the qualifiers are usually two-fold: 1. being fast in as few clicks/little animation time as possible and 2. consistence not being effected by outside sources (i.e. pull that damage out your pocket or keeping it there).
Spin, Dragon's Tail, Whirling Sword/hands...these aren't really 'bursty'. Even with BU, it's not (which claws doesn't have...you'd need 2 stacks of FU *then* the potential might be there). That isn't to say Scraps and Brutes can't, its just 'burst' is usually limited to specific builds/strats/powersets. Using Fiery Embrace + BU and Burn + AoE is very much burst. BU + Shield Charge is too, but Soul Drain on a WP char or Power Siphon with Inv is not.
You either say you have double standards when it comes to specific builds, be they Brute Scrap or Stalk that are capable of ST, AoE burst/DPS, or you'll simply have to accept that certain sets will do ST dmg and other sets will do AoE dmg. You cannot hold up Stalker MA or EM and whine about lack of AoE or burst when there are sets like DB, Spines and Elec melee and how we'll be getting Street Justice with all the AoE intact and most likely the same treatment for every other new set we'll get.
I don't have double standards, and I wasnt asking for EM to have burst AoE, I was asking for ANY AoE to help on teams when not everyone does have burst.
We dont always team with Blasters, or Shield Scrappers, or Double stacking Rage SS brutes, so for the instances where we are just doing general play itd be nice for Stalkers to have just one AoE, that can actually be a bit bursty with their BU and their Crit chance, to help speed things along. I dont expect them to shred through minions, but they should at least be able to help more than single target spamming to kill minions one at a time.
And if you dont think Spin is 'Bursty' go look at the low level farming thread in the Brute ForumsI know Spin is different on Scrappers/Stalkers/Widows vs Brutes, but it is an extremely powerful PBAoE attack regardless.
Stalkers are Burst ST and thats about it, the more successful stalker sets combine Burst ST with medium AoE (or an Extreme AoE focus with Elec Melee, adding in some Single Target Burst to a set that could use it only made it better) -
Quote:Whoops. I thought they had the same Mods. Must be old confused memories.Not unless you're accounting for Tankers having more AoE attacks and persistent damage buffs. The post assumed identical modifiers for Tankers and Stalkers, then gave Tankers bruising to move them past. That's not really what's there, though.
Tanker: 0.8 modifier, 20% resistance debuff. (1.2) * (0.8) = 0.96 effective modifier assuming they use their tier 1 attack.
Stalker: 1.0 modifier. Regardless of the attack they use.
On an AT-by-AT comparison, assuming identical attack chains and ignoring damage auras and/or AAO, Rage, Soul Drain, Blinding Feint, etc., the Stalker does slightly more damage.
I was mostly referring to how tanks easily out-AoE any stalker build, and Bruising for a Single Target does put them almost on the same playing field.
And that's for an AT with a whole ton more Mitigation.
Also I was only referring to HP Caps, not HP bases, with Caps that are the same as the ATs not intended to have any direct Mitigation, that feels kind of weak. But again, I didnt necessarily feel that it needed to be changed either -
Still for sale! Bump!