Hopeling

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  1. We don't know the release date yet (and probably won't know until it's about a week away). The set seems to be in pretty good shape on beta right now, so maybe they'll push up its release date, but personally I'm expecting it to be a month out at least, and will just be pleasantly surprised if it arrives before then.
  2. In this case, Mids is wrong. My in-game testing as well as dev explanations of the intended function say it uses base recharge.

    Your damage is exactly 11% higher than expected, which suggests to me you did not account for your alpha level shift.
  3. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I was going off of the assumption that the Blaster FE is similar to the Brute FE; added damage ticks. If it's just a percentage increase, I take back what I said about double.
    That's the hypothetical I was assuming, as well. But brute FE ticks are 45% of the power's normal damage, not double (that's "additional tick that does 45% of normal power damage", not "+45% damage bonus"). Er... well, I'm not certain that it's exactly 45%, at least not for every power, but it's around there.
  4. +45% is double now?

    Still, what with the cottage rule, I rather strongly doubt any of the powers in Fire Manipulation are going to get traded for Fiery Embrace. Build Up could plausibly be traded so, but with the upcoming snipe changes that wouldn't actually be desirable.
  5. Doublehit's proc chance and damage operate off base recharge, they don't care what you slot into the power. When the i24 proc changes happen, doublehit's proc chance will be affected by slotted recharge, but the damage per proc will still use base recharge.

    The math for Doublehit is kind of weird, you basically have to calculate each power individually. I've made a spreadsheet to do this for you, go ahead and download a copy for your own use.
  6. Quote:
    Originally Posted by BunnyAnomaly View Post
    I really think that a few well slotted attacks are worth a great deal more than a mish mash of effects that aren't heavily invested. I also find that at low levels most defences are weak and I would recomment just slotting attacks and respeccing later. This is even more the case when you find yourself using attacks that do very poor damage/endurance and you could exhaust yourself with little to show for it. Veteran attacks go a very long way towards making those early levels go by too.
    This is really true. It's hard for Doms/Blasters to do, since their primaries and secondaries are both filled with attacks (or controls, which usually need a similar amount of slotting), but if you can focus on getting 3-4 well-enhanced powers first, I find it makes the low levels a lot smoother.
  7. According to the new schedule I'm keeping, I've been asleep for more than four hours.

    Wait... crud.

    Anyway, Tuesday morning maintenance is pretty normal - it doesn't happen every week, but I've come to expect the servers to go down and be surprised if they don't, rather than vise versa.
  8. Stalkers? Ha! A decent blaster can take alphas when they want to.

    But seriously, proc mechanics are almost totally unrelated to team roles. I'm a little puzzled why you're even bringing it up here. I feel pretty confident that the average poster in this thread can read and reply to more than one thread per month, and so discussing this has no impact at all on our ability to also think about teams, archetype roles, and other unrelated topics.
  9. Interface will proc from any power that accepts damage enhancements.

    Edit: Also, related to your question in the other thread, Interface procs work similar to IO procs in aura powers, in that they get one chance to fire every 10 seconds. I haven't specifically tried a Hybrid proc with an aura power yet, but it probably acts the same way.
  10. +maxHP is affected by Alpha powers the same way it is affected by enhancements. So if you're looking at, say, Dull Pain, the unenhanceable half of its buff is still unenhanceable, and the enhanceable part will benefit properly from Spiritual's increased healing.

    Interface powers, like all procs, are not affected by enhancements such as Alpha. Incarnate powers have locked recharge, so recharge from Alpha powers (or anything else) does not affect them. Any other Alpha affect applies to Incarnate powers in the appropriate ways. Musculature boosts Judgement damage, Cardiac makes your Incarnate powers cost less, Spiritual makes Rebirth heal for more, et cetera. So you don't really need to test much - all the interactions are pretty consistent, at least from what I've seen.
  11. That is, I suspect, why Psi Blast powers (bolts of psychic energy that physically travel to the target) have positional tags, while Mind Control powers (nothing to dodge, just attack the mind directly) do not.

    It's not particularly fair to SR characters, or anyone else relying almost exclusively on positional defense, true.
  12. I find that Smashing damage gets something of a bad rap among players - it's definitely resisted more than many damage types, but players tend to lump it together with Lethal, which is resisted significantly more. Most notably, robots in general tend to have high resistance to Lethal, but zero or even negative resistance to Smashing.

    ...still, yeah, the various Ice powersets aren't damage powerhouses, exoticity notwithstanding. Water Blast will be interesting though.
  13. Quote:
    Originally Posted by Dark Energon View Post
    Summer Blockbuster Event.
    Not supposed to start until July 10, according to the link on the front page.

    Amplifiers seem reasonably likely.
  14. Quote:
    Originally Posted by Zybron1 View Post
    Silly NASA. Retiring methods that have been proven to work for untested concepts.

    I'm sure there were cost considerations or something, but really this design seems like it would be less cost effective than the proven balloon method.
    In addition to the size thing, every tried-and-true method had to at some point get a first run as an untested concept.

    Also wow, this looks crazy awesome. Emphasis on "crazy". And "awesome".
  15. If you go to Options - Configuration - Effects & Maths, and check "Attacked" in the Suppression list, Mids will no longer include the suppressed part of stealth powers in your totals. It's not terribly difficult to subtract it away mentally, but I find it easier to never have to think about it at all. One less mistake to worry about avoiding.
  16. Sure. So, Foot Stomp has a radius of 15, and a 360-degree arc, so by the formula I posted above, its areafactor is 1+15*.15=3.25.
    And with 131.13% slotted enhancement, its recharge is 20/(1+1.3113)=8.65 seconds.
    Its activation time is 2.1 seconds.
    And the attuned Force Feedback proc on beta currently is 1.5 PPM, which will become 1.875 come i24.
    So, given the i24 proc chance formula:
    PPM*(modified recharge + activation)/(60*areafactor)
    and plugging in our numbers:
    1.875*(8.65+2.1)/(60*3.25) = .1033 = 10.33%
    ...which is almost unchanged from its current value. You basically can't get more recharge enhancement in the power than you already have, so in Foot Stomp the chance will never be worse than this, but the chance would be higher if you had less recharge. 95% slotted recharge would be ~12%, 60% slotted recharge would be ~14%, 33% slotted recharge would be ~16.5%.
  17. Quote:
    Originally Posted by GuyPerfect View Post
    So hey, I was looking at the Media Blitz patch notes, and apparently Cognitive and Degenerative received a 60% boost to their damage in that update. Their current scale is 0.1, where the other Interface procs are 0.125, so for a 60% boost to have taken place, they would have had to do scale 0.0625 damage.

    Because... because why, exactly? Why would Fire do 0.125 and be coupled with a -Resist proc, but the Psionic and Toxic do 0.0625? Figure that one out.
    Yep - Cognitive and Degenerative started out at 50% the strength of Reactive/Spectral/Preemptive, mostly due to the "exotic" thing. Players pointed out, quite thoroughly, that Psi and Toxic weren't actually less resisted than other types, so whoever was in charge of that one (I think it was Arbiter Hawk?) decided to buff them to 80% (50 -> 80 = 60% increase), but said pretty directly that he didn't want them as strong as Reactive, at least in part due to the ability to bypass powers like Unstoppable (no, Toxic doesn't bypass Unstoppable, but that didn't seem to affect his decision). That change ideally should have happened in beta, but it wasn't ready in time or something, so they went live at 50% and were "buffed" soon after.

    Degenerative also had its -hp kinda arbitrarily restricted against AVs and other high-health targets, mostly due to the math being poorly understood (the target's health dropping by a few thousand points when it's applied leads people to think Degenerative has dealt a few thousand damage up-front, but it's actually functionally equivalent to a resist debuff), but that restriction has since been changed.
  18. Arcanatime effectively increases the activation time of attacks, and the increase is the same for fast- and slow-activating attacks, which means the DPA of fast powers is more significantly affected (1 -> 1.188s is a 16% DPS decrease; 2.33 -> 2.508 is a 7% decrease). So basically, fast powers aren't as fast as they might appear, which hurts the "buzzsaw" strategy of using fast powers to get a lot of procs.

    Some builds still make good use of procs in fast powers (Gambler's Cut is currently a great place for a Hecatomb or Achilles proc, for example), but a build that focuses specifically on doing that generally ends up demonstrably worse than a similar build using a more normal chain, even under the current mechanics.
  19. Quote:
    Originally Posted by Wolf_Reign View Post
    Looking at the set, what is not done about it?

    That's right.
    The testing process. It's been up for not even three weeks, when most sets are on beta for multiple months. The latest round of changes have been up for barely over a week, and it's not yet clear if more changes are needed.

    As you say, lots of people are excited for the set, we want it ASAP, and Paragon wants our money. The set hasn't been finished for months like Staff was. It's not ready yet. We've waited eight years; we can handle another month.
  20. We're all excited about it, but seriously, the set is not ready yet. It's been on beta for not even three weeks.
  21. Quote:
    Originally Posted by SinisterDirge View Post
    Actually, because the Base recharge is higher than any of my other single target blasts, I will be dropping the atio set in the snipes.
    This. ATOs seem like a better investment than snipe sets, honestly. With the i24 changes, we'll almost certainly see a lot of new Blasters running around, and more being un-mothballed, and they'll want ATOs, even if they're not slotting them in their snipe powers specifically. I expect Blaster ATO prices to spike, and probably Def/Corr to a lesser degree as well.
  22. I kinda agree with JayboH - Psi is not AS exotic as it is sometimes perceived to be, and (at least, for use against NPCs) is often LESS exotic than certain other types, but it's still more exotic than what are usually referred to as the "non-exotic" types. There's also the problem that player characters are almost universally more vulnerable to Psi than other types, and almost never stronger against Psi than other types, which enhances the "psi is exotic" perception, even though NPCs are not similarly vulnerable.

    I don't really disagree with your conclusion, I just think it's better phrased as a continuum rather than "exotic/not exotic".
  23. If it gets a change, I'd rather just see a larger movement buff or some slow resistance or something than a recharge buff. Helps keep it more distinct from the Quick Reflexes buff, and doesn't dilute the "roulette buff" effect.