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This has been asked for before and it is a good suggestion.
Here are items I don't know regarding this issue:
Can the devs code powers to suppress both effects AND end costs? We know they can suppress effects thank to the way toggles function while mezzed now.
If they can, what are some possible exploits?
On my warshade, I run orbiting death and inky aspect. If I slot IA for disorient duration, would it be considered overpowered to run into a group, disoirent all the minions, shift to dwarf, pound on the boss, see the minions shake off their mez, drop to human only long enough to remez them and then turtle back up? I'd say no. I think that would be fine.
I'm sitting herre trying to come up with possible exploits that such a change would create... but I've never been very good at that. -
Followup's a weird one. It's also got a tohit buff on it, but it has to land to take effect. It doesn't help a brute as much as it helps a scrapper.
However, I crunched the numbers a bit ago and FU/Slash/Focus/Strike still pumped out more DPS than Slash/Focus/Strike.
I don't currently have it on my claws/ea brute, but I'm planning to add it.
Even though you're correct about shockwave and RttC, sometimes you WILL be better off sending a spawn flying than hoping they feed your regen enough. -
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Why are you picking up maneuvers again...? I doubt it's gonna be worth the slots or the trouble. Quote:Gonna see how far I could push EA with just SO's and regular IO's I find along the way (no sets not even the +3 defense). -
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Concept was a push for me as well. Her name is Singularity's Edge and she does look the part with black/deep-red auras and the cloak running.
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Quote:Does it now use the melee damage modifier instead of the range damage modifier?
Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.
Quote:Added restrictions to prevent player difficulty from affecting Task / Strike Forces -
There's been some confusion, caused by me I'm betting, regarding the endurance and recharge discounts for claws and how they've been altered by the DPS tweak claws received during the last animation overhaul.
The old rule was simple: Take 20% off of the calculated endurance and recharge.
Here are the current discounts for scrappers and brutes:
Scrap Endurance Discounts:
Swipe: 26.5%
Strike: 26%
Slash: 20.3%
Focus: 5.3%
Spin: 49.4%
Evisc: 34.3%
Shock: 16.1%
Brute Endurance Discounts:
Swipe: 19.5%
Strike: 15%
Slash: 11.2%
Focus: -3.5%
Spin: 39.4%
Evisc: 25.3%
Shock: 9.5%
Scrap Recharge Discounts:
Swipe: 32.4%
Strike: 29%
Slash: 20.4%
Focus: .1%
Spin: 52.8%
Evisc: 36.6%
Shock: 15.5%
Brute Recharge Discounts:
Swipe: 19.2%
Strike: 13%
Slash: 8.3%
Focus: -10.9%
Spin: 41.2%
Evisc: 26%
Shock: 8% -
No focus? Iggy, I know you have a masochism streak like all good scrappers, but DAMN, MAN! That's madness.
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I still run 2GB RAM. I'll take a look tonight but haven't noticed anything other than worse FPS in open zones. Oddly... at least in Port Oakes, it seems my FPS gets pummeled down to 30 whenever I look in the direction of the abandoned laboratory.
As with every patch to the game, make sure yall have defragged.
I don't know why the patcher frags the install directory like it does, but I've gotten into the habit of doing so after every patch regardless of whether anything is freaking out. -
Quote:Nope. The buffs were to make them more team friendly in PvE. But I have had several stalker players tell me to give them another chance since those changes went it from players that know I predominantly PvE.
I think you're under the misconception that the recent buffs were made to make them similar.
I have. I still found the hide mechanism annoying and the low HP made them too weak for my liking.
Far as I can tell, stalkers are still more closely associated to melee blasters (plate glass short range canons, in this case) than scrappers or brutes regardless of their sets. -
Quote:It's not a bug. It's a design decision.Hmmm looking at the in game numbers you appear to be right, I'll have to do more forum searching.
While claws still gets the endurance and recharge 20% discount during the calculations of its values, the ratio of those values to the damage it does was altered by the DPS tweak added to claws during the last animation alterations.
EDIT: See http://boards.cityofheroes.com/showt...10#post2273410 for the actual values. -
Please don't insult LSD users like that. I figured out relativity with acid.
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Hit 28 and 29 tonight. Energy Drain helps. At 29 I put two more recharges in it. Eventually I'll slot it with some heal IOs.
As I've been playing at +0/x6, jumping into large spawns, firing off spin and eviscerate and then being able to heal back the damage from the alpha strike made considerable difference.
While I'm glad I stuck with it, getting here really did suck. -
Quote:Thank you, Synapse.I just wanted to let you know you can probably stop recording data, a fix for this should be making its way to the training room fairly soon. Your drop analysis there, when this patch hits the training room, would be very useful. Thanks for everyone's diligence, and believe it or not the bug had nothing to do with team size, what map you were on, whether you were in taskforce mode or not or anything else mentioned in this thread.
Regards,
Synapse -
Quote:Nope. Covered in the data thread in the market forum. My main gets the same atrocious drop rates at +0/x1 that he does at +4/x8.My theory is when the Devs implemented this they forgot to take out the percentage of drops goes to team members. So if you play as a 4 person team, you would get your drop and what ever the rest of a 4 person team recieves gets dumped from the system. Try playing as a 1 person team, a 2 person team, and a 4 person; and if can a 8 person team. And see if drops per amount of mobs defeated changes any.
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Quote:+4/x8 is interesting. Council? pfft. Wussies. CoT? meh. Same.
Post-I16, challenge is there for the taking.
Carnies? OMFG four +4 psi bosses slamming my SR with non-positional psi damage?!?!?!
oh gods below the pain -
Quote:I think that's correct. The easiest way to see how much defense you have is to use your combat monitor. In game, click on Powers above your attack tray. You should then see Combat Monitor. From there open up Defense.
Also, when I view the power details, this does not include the set bonuses correct? I could be wrong.
Now you'll see all the defense types listed and how much you have in each. As an SR, you'll want to concern yourself with Melee, Range and AoE.
To get a good idea on how to tweak your build, there's now an I-16 ready Mids' Hero Designer that you can get from cohplanner.com -
My claws/sr. Even without specializing his build (by that I mean going ST on one and AoE on the second,) I've soloed all the primary TFs, taken down numerous AVs, and have fun running at +4/x8/yes/yes difficulty.
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Seeings as how there's a couple threads with a imilar topic:
My most powerful:
My most IOed:
My most fun:
My most sexy:
Claws/SR.
Great ST damage. Massive AoE. Tough as nails. -
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That's how I got those numbers....
quick spot checks:
Tank Energy Torrent: Melee Modifier
Tank Fire Blast: Melee Modifier
Brute Dark Obliteration: Melee Modifier
Brute Disruptor Blast: Melee Modifier
Stalker Dark Blast: Melee Modifier
Stalker Spirit Shark: Melee Modifier
So, Scrapper Night Fall is just wrong. I'll check on it tonight. -
Quote:Oddly enough, not the case.As far as I know, the APPs still use the ranged modifier. Primary powers (such as Focus and Impale) stick with the melee modifier. It's like for all archetypes; set powers use whichever modifier helps more, and pools (including epics) use whichever makes more sense.
Take tenebrous tentacles as an example. This info from City of Data.
For a defender it does 33.84 total neg damage.
Checking that for unspecified it's .94.
33.84/.94 = 36
Ranged Damage Modifier for defender is 36.147
Melee Damage Modifier for a defender is 30.586
TT on a defender uses the range modifier
For a scrapper it does 58.53 total neg damage.
Checking that for unspecified it's also .94
58.53/.94 = 62.266
Ranged Damage Modifier for a scrapper is 27.805
Melee Damage Modifier for a scrapper is 62.562
TT on a scrapper uses the melee modifier
Same is true for Dark Blast on both.
However, last I checked NightFall, it was using the scrapper ranged modifier. Of course, I completely forgot to check this last night.