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It's worth something because it gives us an idea of the effect that the upcoming changes will have on specific sets and how that affects how they stand compared to each other.
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Quote:That chain does about 77 dps before procs and voltaic sentinel. You definitely want to change that chain. An SOed defender can do more than 77 dps.I've got a nice, steady Zapp -> Lightning Bolt -> Charged Bolts -> Shocking Bolt -> repeat pattern set up for what ChrisMoses called "hard targets". With Volty out (and I've given mine his own Build-Up proc--it works), my single-target damage is certainly on par with any other blaster's, easily.
Quote:As for Endurance Drain--you can pry that out of my cold, dead hands. I solo'd the Dark Astoria Story Arc Reichsman (Elite Boss version) earlier tonight. End Drain kept him on the ropes throughout the entire fight. He was a helpless kitten from the moment Short Circuit triggered. No inspiration use--just me and my basic powers. Let's see Fire do that. -
Quote:Underperformance is an objective thing, not subjective.I would have to argue that your definition of "under-performance" or being "punished" for a selection is very subjective at best.
Quote:This game is a system that will naturally provide some powersets that are going to be qualitatively better than others. If they were all equally perfect then they would all be equally identical and boring.
And please stop insulting people. I don't know why you're so offended by people thinking that a powerset you like is numerically weak. -
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Yeeeaahhh. That "hopefully" in my previous post should have extreme emphasis on it.
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In my opinion, it's not. Short circuit's animation time and the DoT nature of its area attacks make it poor at quickly taking down targets before they can counter, which is an integral strategy for many blasters. Then again, the upcoming boost to blaster survivability will hopefully make blasters less reliant on the burst AoE strategy.
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Yes, you'll have to switch to villain or rogue in order to unlock the patron pools. All you have to do is the patron's first arc and you'll have them unlocked forever and you can switch to whatever alignment you want. You don't need to take any powers first.
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Tier 3 is kind of a misnomer that stuck. Tier 1 and tier 2 blasts are pretty self explanatory. "Tier 3 blast" is usually used to mean the single target attack that has more recharge and damage than the tier 2 blast. If you hear someone say "Tier 3 power", they usually mean the third power in the set.
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Quote:I laughed. Hard.Good-bye, Gloom. I won't miss you and your DoT! If I could dump Dark Blast instead of you, I would, but I can't. And leave that Apocalypse Set on the way out the door.
Why, hello there, Moon Beam. So nice to see you again. May I offer you a nice set of Apocalypse I happen to have handy? You try this on while I find a Kismet:ToHit. You can talk to Tactics in the meantime, that's the one wearing a full set of Gaussian. -
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Quote:It isn't big in the context of the game, but I consider it to be too much. So that's where our opinions diverge.Sometimes I think people think things are much more finely and tightly balanced than they are. The variances on so many things in this game are ENORMOUS. A 25% difference in DPA is small relative to so many other things. I should note here, I don't think this is a bad thing.
It was a predictable result, really. Throw in an attack with twice as much damage as the others and use it one out of every four times, you get a 25% increase. -
I didn't see anyone else post this up. Apologies if I missed it somewhere.
Voltaic Sentinel- 60s recharge, 3.3 cast, 44.5 damage times 15 attacks is 667.5 damage, 202.3 DPA
It's actually an amazing single target "attack" assuming the fight lasts long enough and there's nothing distracting it. Biggest drawback (aside from the obvious distraction one) is that it can't stack. Having your best attack be on a forced 60 second recharge is really bad. Even if it were capable of stacking, a 30 second recharge with SOs would still be pretty bad. It has a 1.4 accuracy bonus on its attack though, so it would be pretty slot efficient if it didn't cost 26 endurance. -
Quote:Gah fine, I'll run numbers on this.I then suggested that the difference in DPS between those who had perma fast cast snipe and those who just have occasional fast cast snipe will not be very large and depending on the builds the perma snipe build might not even be better DPS. I think chasing a perma snipe build will be a viable choice, I don't think it will be the only viable choice.
power bolt - power blast - power bolt - power burst (standard chain)
6.468 animation time, 360.32 damage, 55.7 DPS
power bolt - power blast - power burst (not worth it)
5.28 animation time, 297.76 damage, 56.4 DPS
power bolt - power blast - power burst - sniper blast (probably the easiest chain involving the snipe. Requires 127% recharge in sniper blast, which is slotting + hasten or a few set bonuses)
6.768 animation time, 470.46 damage, 69.5 DPS
power bolt - power burst - power bolt - sniper blast (requires slightly more recharge than the above, but lets you drop power blast and improves the performance of purple procs in power bolt)
6.108 animation time, 430.42 damage, 70.5 DPA
power bolt - power blast - power bolt - sniper blast (about the same as the previous, and requires more recharge. theoretically better depending on power bolt proccing)
5.712 animation time, 400.42 damage, 70.1 DPA
power bolt - power blast - sniper blast (because I don't know, you have a hami raid worth of kins buffing you and they all popped ageless)
4.524 animation time, 337.86 damage, 74.7 DPA
70.5 is 27% more DPA than 55.7. I'm not counting the 74.7 one because it requires 295% recharge in sniper blast. The sniper blast chain is also going to get more out of procs since its cycle time is lower.
For reference, 25% damage is the difference between a stalker and a tanker using the same power. -
Your argument basically boils down to "It's not doubling the overall damage sets had before, so it's fine"
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I'll check.
gloom: 63.62 damage, 1.32 animation
moonbeam: 99.76 damage, 1.488 animation
So gloom is 48.2 DPA and 67 DPA. -
Quote:It was indeed a dev post. And it was the news on the coffee talk that got me the most excited, because it's the direction that I wanted them to take to address the discrepancy between those with mez protection and those without.I was thinking that myself, but I thought I also read about adding possibly mez supression in PvE (similar to the way it works in PvP I'd guess, basically you are held, and after that point you can't be held again for another 10 seconds, though confuse and fear are on different mez timers). That might not have been a dev post though an only a suggestion.
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This has occured to a few people. I'm one of the people who thinks it's a cool idea. Jumping to only one target wouldn't do much to increase area damage in the grand scheme of things, but it would do a LOT to make the set feel cooler. And yeah, adding -recovery to the set's attacks would be nice.
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It's extremely strong. Not compared to attacks found in melee sets, but it is compared to attacks found in ranged sets. The DPA of these things is twice that of any of the other power in most of these sets. A massive discrepancy between the blaster performance floor and the ceiling has always been an issue. It's going to be wider thanks to this change. People at the performance floor won't be able to leverage this or will be using a set that doesn't contain a snipe (future changes will potentially address this) while people at the performance ceiling will get even higher.
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Quote:Definitely. This is exactly what I want, in addition to voltaic sentinel being stackable.The does give us an obvious and consistent fix for Elec's lacking single target damage: give Tesla Cage the same treatment as many other low damage single target mezzes have gained over the last 11 issues. Bump damage up to ~122.6 as befits a 10s recharge power and cut the hold effect to ~9.5s. Basically a slightly less powerful version of post i24 Cosmic Burst.
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Quote:The design of other sets says otherwise. Using buff/debuff sets as an example, time and thermal have their resistance debuffs given large recharges and reduced power because of the large amount of defense present in them. Archery's resistance debuffs have their power reduced because there are two of them in the set. We can't say for sure if it's the case, but it's a very real possibility. That's why I asked about it in Hawk's thread.I think whether or not we have too little, too much, or just enough sustain will have little impact on whether or not Frozen Aura can have more damage (or any damage) or Fire Manipulation gets more utility. Only when things get egregious do I think the devs start thinking that way. But for remotely reasonable levels of sustain I don't think having high sustain "steals" away opportunities for other buffs.
Quote:But if you want damage from Ice, you arguably picked the wrong secondary.
On a related aside, I think many sleep powers should be reevaluated. Probably not to electric's sleep's level, but that's a good benchmark.