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Posts
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Joined
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First off, let me apologize for not being clearer with my question.
"It gets more damage."
Is that on top of the base Defender scale damage with bonus damage as a replacement for the usual increased secondary effect (which, in this case, there is none)?
Or is it just the result of fire normally doing more damage than other comparable attacks for the same AT?
Or is it that there are increased DoT's as a secondary effect?
For instance, (ignoring actual numbers just for the sake of simplicity) say a Defender's base damage for an attack is 80% compared to a blaster's 120%.
Rad Blast for Blasters does 120 (100 damage x 120% scalar) theoretical damage plus a little Debuff
Rad Blast for Defenders does 80 (100 damage x 80% scalar) theoretical damage plus a bigger Debuff
does that mean:
Fire Blast for Blasters does 120 (100 damage x 120% scalar) theoretical damage
Fire Blast for Defenders does 80 (100 damage x 80% scalar) theoretical damage plus 10 damage (for a total of 90) as an arbitrary bonus since there is no debuff
or just
Fire Blast for Blasters does 144 theoretical damage (120 damage (because fire attacks simply do more damage) x 120% scalar)
Fire Blast for Defenders does 96 theoretical damage (120 damage (because fire attacks simply do more damage) x 80% scalar) -
Forgive my weak Search skills. This seems like something that should be easy to find, but I have had no luck.
Fire for Defenders. Other secondaries have increased debuff compared to the same attacks used by other ATs (presumably a trade-off for lowered damage).
What does fire get?
Thanks, -
Semi-Rant here. Also, this is the closest forum I could find for this topic, but it's still a stretch.
I started playing again a few months ago after having been away for maybe 1-2 years.
I've noticed a trend with newer content (Praetorian, mainly) where not only are there seemingly ambushes around every corner, but they tend to have 5-7 waves as opposed to the usual 1-2.
I understand this can be exciting, but I think it is overboard, mainly because it's happening in the 10-20 range. If I'm not playing a DPS type archetype, I'm guaranteed to run out of health/endurance within the first couple of waves, even if I burn through my entire inspiration tray.
Similarly, the missions where you are swarmed by tons of no-XP, 'reduced' minions are often tiresome, particularly since you're not likely to have a lot of AoE powers in the early levels. Or, in the case of my Earth/Thermal Controller, not a lot of damage at all.
As it relates to poorer experiences for lower-level non-DPS AT's, I guess all I wanted to say was, to the Content Designers, "Please think of the low level defenders and controllers, et. al. when creating these missions."
------SEMI-SPOILER ALERT------------
In the Blood Coral arc on villains (fighting waves of scrapyarders), my SS/WP brute was painful to play due to no AoE. It was supposed to make me feel powerful. Instead, it went on for WAY too long and wasted my time. I got the point on the first giant wave. I didn't need three more to stretch out the tedium.
For one of Babcat's missions in Praetoria against the Syndicate, my aforementioned controller was overwhelmed by endless no-XP reduced minions. I eventually conscripted a brute to my cause and followed him around while he soloed. He remarked, "How were you ever going to get through this on your own?"
Indeed.
It's become my pre-emptive Auto-Complete mission of choice when running in Praetoria. I can only assume that's not exactly what the mission designer had been going for.
Tonight, while running the new Signature Arc, I have to ask "Ambushes every 30 seconds?" Really? While you run through regular spawns trying to deactivate three glowies?
It's possible I make crappy builds or play poorly, but level my 22, freshly SOed characters usually take about 20 seconds to wipe a standard spawn. So roughly 8 ambushes back-to-back with little to no rest in between is pretty much no contest. (Except for my SR brute who popped a purple and managed to deactivate the glowies once I realized he would otherwise be ground down by the ambushes.)
I died the first time, then sat at the door until the timer ran out, seeing no point for my blaster to continue faceplanting. As a matter of fact, it's probably done by now. Once again, I'm betting not the response the mission designer was shooting for.
Liking the Signature Arc idea, but I'd like all of my characters to be able to play without any more frustration than usual when on standard difficulty settings. If it's intended to be a team effort, then at least state as much when I sign on. In that case, it's my own fault for sticking my hand on the stove. -
I doubt this works this way, but I thought I'd ask just in case.
Would the Energy Manipulator: Chance to Stun proc work if slotted into nova or dwarf form? Does this proc get wasted in anything that is not itself an attack?
Thanks, -
I recently respecced a lvl 43 crab spider.
Upon reaching 44, I get a new power. But it seems I do not have access to ancillaries (this is the first time I've levelled into this range since hero ancillaries were made available to villains).
Since I don't have access to a patron pool, I'm assuming I never ran any of those arcs. Is patron pool access required to also access the ancillary pools?
Thanks in advance for any help you can offer. -
Hi All,
I haven't been able to find an answer to this question anywhere.
There are some powers that accept ACC enhancements, but a to-Hit check is only performed in PvP.
I'm looking for a list (or some way to tell so I can compile my own) of powers that accept ACC enhancements but do not need them for PvE.
Note: I'd also like to include a subsection of powers that have partial use for ACC enhancements (like Acid Arrow, which I believe the debuff is auto-hit and the negligible damage requires a to-hit check in PvE)
Thanks in advance! -
I thought I was stuck in this situation, too, but when they introduced the trials, they also added recipes for Alpha slot enhancements using the new incarnate salvage. You just need to scroll down the list to see options when you're in the Create tab.
Hope this helps. -
Normally, I'm not one to comment on these ongoing but futile discussions. (In case you weren't aware, the situation required either the use of the admin channel for alerts or some significant delay of i10. The developers don't think the current situation is acceptable, so they are working on an alternative.)
[ QUOTE ]
...miss vital messages from my team mates in missions. that spam have caused many of the groups i've been in to wipe ALOT...
[/ QUOTE ]
I'm sorry, but this is just wildly melodramatic. What vital information could a teammate possibly have to tell you that would change the course of a wipe? Sorry, multiple wipes . . . either you're exaggerating, or you've been trained to play the game with someone else holding your hand every single step of the way. BTW, if there's so much vital information getting lost, maybe you should give Teamspeak a shot. (Not much help on PUGs, mind you, but then PUG's are less likely to be tackling tasks that require a high degree of coordination.)
I get it. The messages annoy you. People telling you that you shouldn't be annoyed annoys you. All I can tell you is that the developers have already stated that they are aware and working toward a solution. Bleating "Are we there yet?" doesn't actually make the car go any faster.