Blueeyed

Renowned
  • Posts

    331
  • Joined

  1. Fortitude is typed.

    See Stargazer's post here

    [ QUOTE ]
    Fire Ball vs Fortitude (3 +1 SOs)

    404 activations
    182 misses
    54.95% hitrate

    With that slotting, Fortitude has an effective def buff of around 20%. Small sample size, but enough for our purposes in this case.
    It also clearly shows that Fortitude gives defense against AoE/Fire attacks.


    Strike vs Focused Fighting (5 even SOs)
    3035 activations
    1467 hits
    1568 misses
    48.34%


    Strike vs Focused Fighting (5 even SOs) + Fort (3 +1 SOs)
    500 activations
    249 hits
    251 misses
    49.80%

    again the sample size is relatively small, but the effective defense of Fortitude with current slotting should be 15% at the very least, and we definately don't see that large of a difference between this test and the baseline test against just FF.

    So, it seems pretty clear that FF and Fort do not stack, and since FF is Positional def... Well, that'd mean that Fortitude gives damage-Typed defense...

    [/ QUOTE ]

    [ QUOTE ]
    [ QUOTE ]
    I'm glad that you're willing to admit this 'bug' nearly on your own, unlike the month or so where the change Innervating Field was completely shrugged off and those who showed you proof were called liars and worse, after which a half-truth or too slipped from CuppaJoe's mouth.

    [/ QUOTE ]
    They never said anyone was lying though. They said they were *MISTAKEN*. That is NOT the same as calling someone a liar.

    [/ QUOTE ]
    That's the "or worse". Seriously, it was numbers coming up on his screen and 2nd grade math, and they told him he was mistaken.

    As to 'liar', if his screenshots were wrong, I assume that would be the equivilant of a lie - something meant to decieve or give a wrong impression.

    Oh, and Statesman? How much, exactly, Smashing and Lethal defense was added?

    I know, logically, it should be the same amount as the ranged/melee amount. But then again, I'm losing my trust on logic right now.
  2. Tormentoso, they already had a Ranged and Melee defense, so, yes, they had the ability to +DEF against Toxic and possibly untyped (it's possible untyped has special rules, but because it's a very rare event, little testing has been possible). The only difference is that now, these pool powers work for players who already had more than 5% Smashing or Lethal defense.

    Oh, and I think I just realized why they choose smashing and lethal.

    There aren't many ranged smashing or lethal AoEs. Everything that's does area smashing or lethal is classified as a melee, such as monster stomps, which no squishy is going to get into unless they have a death wish. To keep squishies from getting clumped (and therefore, better defended), they don't want to make moves like Fireball or Energy Torrent decently possible to dodge or deflect. And many ranged mezzes will remain undodgable, like Telsa Cage.

    Damn, that's cold.
  3. So... after level 40, we are supposed to respec out of power pool defense powers, since that's around the point where smashing and lethal become much less common? What about those last 10 levels? What about enemy groups which focus entirely on other types of damage?

    What about defensive powers such as Steamy Mist and Shadowfall? It's not enough that they have almost nil defense since the last patch, but they also are wastes of endurance once a good tanker joins the group?

    What about PvPers, who often feared the Blast powers, most of which are elemental or energy?

    I'm glad that you're willing to admit this 'bug' nearly on your own, unlike the month or so where the change Innervating Field was completely shrugged off and those who showed you proof were called liars and worse, after which a half-truth or too slipped from CuppaJoe's mouth. But slapping a band-aid on a large wound isn't going to fix the problem, not in the long run.

    These are power pool or Defender abilities. They should benefit everyone, not be left for only the squishies or those who rely on regen or resists. We already know that it's possible to add new defense classes to existing powers. Just add all to non-tanker primary/non-scrapper secondary powers.

    This is just a bunch of numbers, not just a basiclevel code-change

    Or if you don't like that, simply set all positional defense to 0 and all typed defense to a reasonable number. It can't be that hard.

    EDIT: also, got to love how a controller primary power got a boost while defender primary powers are left as 'bugged' as always. Yah. I'll go stand in the squishies with my Steamy Mist, now. Least I have a reason to run my Ancillary Power Pool defensive power again.

    EDITx2: Can we get a respec whenever you finishing bugging with these powers? I know I had to use mine last one just from the nerfing of Steamy Mist, Vigilance, and when the whole typed/positional defense came into play. It'd be nice to not end up running around missing a power I used to have just cause of this sort of 'bug'.
  4. Storm Summoning
    [ QUOTE ]
    Balance: Snowstorm is more effective for Controllers than Defenders. ( It appears the defender version is 80% as slowing as the controller version, seems they were reversed. Dark_Pyroblast)

    [/ QUOTE ]

    For clarification, it's the -recharge that Controllers get 125% of. The -movement speed effect is following the 80% rule.

    Other powers which have the same problem and aren't mentioned here...

    <ul type="square">[*] Freezing Rain operates at 115% -resist for Controllers (in case you want the numbers.[*] Thunder Clap operates at 100% of the disorient duration for Controllers, and may crit for them, making it significantly more effective for their class.[*] Gale operates at 100% knockback, range, and in my tests, damage, for Controllers.[*] 02 Boost gives the same status resistance for Controllers as Defenders.[/list]
    Trick Arrow
    Balance : Flash Arrow has been tested to give a 5-10% toHit debuff, putting it even with the fixed Smoke Grenade for /dev Blasters. Not only this a primary debuff power which is exactly as effective as a secondary generalist power, it also seems very weak for a powerset with no heals or reactive abilities.

    I'd be willing to take over this list, if you can't continue to.
  5. I actually have a lowbie Kinetic which actually relies on Siphon and Hover. Siphon Speed does certainly effect my hover speed. Now, I don't have the scripting poweress that TopDoc does, so this is just going off me point hover a direction and counting. That's also why I'm using a generic unit. It's CLOSE to feet per second, but I'm willing to wager that there's a lot of discrepency in my timing method.

    Hover, base speed : 5.17 u
    Hover, Siphon : 18.75 u

    Big change compared to not using it. Enhancements were a different matter. Again, there's a lot of room for error here, but I think each DO was only giving me around 1 foot per second, if that. I'll try with demo files later tonight, but this was not worth slotting.

    My suggestion? Get Siphon Speed, throw a +ACC in it (damn toHit roles), and throw one or two Flight Speeds into Hover. Base Siphon Speed already overlaps pretty neatly, even without Hasten, and I swear I got more of a bonus from Flight Speed TOs than Run Speed SOs.

    Interestingly enough, I don't think Siphon Speed actually gives a bonus to Fly, although it might just be too small to notice.
  6. It's mostly accurate. ThunderClap, for example, still autohits, and Tornado still has [censored] AI.

    Noticable changes are that:

    Steamy Mist's defense buff has been significantly reduced, at least halved, and its endurance cost has been reduced. Movement penalty removed. Just more of a reason to slap +resist in there, if you slot it at all. It does now offer a very minor resistance to confuse, but that's not noticable or slottable.

    02 Boost now gives resistance to endurance drain.

    AoEs are limited to ten to sixteen targets, depending on type of AoE.