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Posts
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Joined
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The Munitions ancillary pool uses the current Assault Rifle graphic (IIRC). Will you be able to select a different gun for that pool's powers? If a blaster has it and isn't AR/*, will they use the weapon they have picked, or will they use the default AR graphic when using the Cryo Freeze Ray or LRM Rocket?
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Numbers for Archery/Dev, 3 slotted targetting drone:
0 Accuracy:
+0 1.118
+1 1.002
+2 0.898
+3 0.806
+4 0.702
1 Accuracy:
+0 1.490
+1 1.336
+2 1.198
+3 1.074
+4 0.936
With Tactics (3 slotted):
0 Accuracy
+0 1.245
+1 1.129
+2 1.025
+3 0.933
+4 0.829
1 Accuracy
+0 1.659
+1 1.505
+2 1.367
+3 1.244
+4 1.105 -
Hmm...
Does Defiance get copied onto the pet? Not that I'd ever consider Defiance-bombing with Time Bomb... -
Since the change appears to be in how Accuracy is calculated, with level adjustments being applied last, will the same be true for players trying to hit enemies?
As I understand it, instead of enemies (effectively) having a To Hit Buff from relative level, they now get a multiplier to their final accuracy. Did enemies recieve a Defense Buff for being higher level before, and if so, do they now recieve a multiplier on the final accuracy instead of the (effective) Defense Buff?
Not 100% sure on the numbers, but what I'm asking is:
Old Chance to hit=(1+Accuracy Enhancements)*((Base To-Hit*Level Adjustment) - Defense +(To Hit Buff-Debuff))
Is that changed to:
New chance to hit=(1+Accuracy Enhancements)*Level Adjustment*(Base To Hit - Defense + (To Hit Buff-Debuff))
Crunching some numbers:
Base to Hit, even level, nothing else: 75%
Base to hit, +1 level, nothing else: 68% (could be 67.5% I think)
Old level adjustment: 0.90
New level adjustment: Same.
With a +20% To Hit Buff
Old accuracy vs. even: 95%
New accuracy vs. Even: 95%
Old accuracy vs. +1: 87.5%
New accuracy vs. +1: 85.5%
That would mean a To Hit Buff would be not as effective as before, if what I'm thinking is true actually is true. -
EM/Dark for the look. And because of Total Focus.
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I think that if the suppressed Defense value remains the same, the unsuppressed defense value for some of the powers should be increased. To double or triple the pre-I5 value. This would still make the powers useful for stealth in areas where things with advanced perception can still see you. If it actually requires a hit, not just an attack, to suppress the power, an increase in the defence only cuts down on the times when a sniper or other enemy with increased perception will cause the stealth power to be suppressed.
Examples: Under the posted system, it seems like if a player with Cloaking Device was shot by a sniper in Founder's Falls, thier stealth would be suppressed and they would be spotted by any mob close enough to agro them. I think the defense of the player should be much higher while stealthed to reduce the frequency that this happens.
If that isn't how the system works, it needs to be clarified. And the defense should still be increased to at least pre-I5 levels on powers that get suppressed. -
I like both the builds a lot.
Quick comment on Hasten - you have 6 recharges in powers that could go into Hasten. It isn't necessarily a better choice, since you have to give up some other power, but it might not be too bad if you respec at 50. Heck, since you won't be levelling any more, if you can get five 53 recharge reductions, you only need 5 slots in Hasten (1+ adding 4). Would have to drop something though, which might cause problems with the build. -
I'd second the option to remove the 'ctrl + click' for setting auto powers. I never could get used to wasd-type movement controls, so I have rctrl+(left arrow or right arrow) for strafing.
I'm all for the third tray also!