Maelwys

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  1. o.O

    Since I last looked, this topic has gained 162 posts of sheer unadulterated drivel.

    Well done y'all, who'd have thought you had it in you?

  2. [ QUOTE ]
    I don't know about Fire Blast though. There is a noticeable difference, but it's not game breaking yet. I will have to see how the new Defiance works out to see if it compensates well enough.

    [/ QUOTE ]

    Erm... you might want to looky here before claiming that you can tell the difference between the "new version" of Fire Blast and the old one... (it's still the old one on test!)
  3. Maelwys

    Defiance

    [ QUOTE ]
    Additionally, I don't think changing the animation times of the low end powers is going to make diddly squats worth of difference in the scheme of things

    [/ QUOTE ]

    AFAIK it wasn't intended to make much difference in general play, it was only changed to balance all the Blaster primaries so that they all got the same use out of the new Fire-When-Mezzed part of their inherent.
    Previously, Fire's "Flares" (for example) would have prevented it from being used as often as Ice's "Ice Bolt" when the Blaster was mezzed. Now that they've been "normalised", that's no longer the case.

    I'm reserving final judgement on the new inherent until I get to actually test it in all it's Ranged-Furyesque glory... though I'm really liking how it's been shaping up so far.

    Personally I would have just traded the old Defiance for a straight-up 12.5% ranged damage increase... but we're getting that plus "FrankenFury", plus fire-when-mezzed, plus faster animations (only two powers are being slightly increased, and we now know they're going to have increased animation time but not rooting time).
  4. Maelwys

    +Per IOs?

    Small Update - From here

    "Fixed a stacking issue with the Rectified Reticle Increased Perception IO. It now functions as a ‘Set Bonus’ rather than a ‘proc’"

    Basically this means that if you get one that's lower than level 33 and slot it into something like Aim/Build up, it'll ALWAYS be active at level 30 and above... you don't actually have to pop the power every 120 secs.
  5. [ QUOTE ]
    I've a sneaking suspicion that Castle is going to try to scale it downwards a bit. Or maybe make part of the animation non-rooting or something when you're moving a-la-Assault/Tactics.

    [/ QUOTE ]

    From here

    "Just as a point of clarification attack times are not the same thing as animation rooting times. We generally set attack times based on how long the power animation keeps you rooted in place, but they're 2 values set in two different places (actually, 3 different places).

    In the case of Ice Blast, you'll actually be able to move 2/3ds of a second after you activate it...you just won't be able to activate another power until the full 1.67 seconds has elapsed."


    I WAS RIGHT!!!!!!
    (Well, OK, maybe it was BAB that changed it and not Castle, but still...)

    Also from here "I went ahead and changed Shriek for the non-blasters. I still contend that it's just a token change, but there's not really any reason to not do it, and it'll probably help prevent future complaints."
  6. Full Auto six-slotted for camera spin > ALL.
  7. Energy/Fire isn't half bad either, given how useful Healing Flames and Fiery Embrace are (though FE is 5 levels too late for Sirens Call). The Fire Resists will help versus Fire/ Blasters, and it has fairly decent S/L/Energy resists too. The downside is no God Mode, Endurance Drain protection or resistance to slows.

    You'd also get access to the stupidly-powerful "Burn + Fury + Patron AoE Immobilise" combo for PvE farming.

    If you don't feel like rolling another Brute from scratch, your SS/Elec will probably do fine in Sirens.
    Double-Stacked Rage and KO Blow, plus Static Shield's mez protection. Loverly...
  8. I'm reasonably sure that's the "ranged IO" graphic used for one of the new purple sets.
    Like, one of the sets that grants 10% global +Recharge when you slot 5 of them.
  9. [ QUOTE ]
    That is a serious change, specialy /TA will be nice for all the sets using it (MM, defender, troller). Weird that Stun arrow remains 1.83, including the redraw it still goes over 2 sec.

    [/ QUOTE ]

    What, don't tell me you missed the other dev post too?

    BAB from here

    Don't expect a revolutionary change here. We just reviewed the set as a whole to make sure that weapon draw times weren't included as part of the attack time, and then passed the reduction that Slug got (0.2 second reduction) on to the other powers that also use the same animation (Buckshot, M30, & Beanbag)

    Archery as a whole got a much more dramatic overhaul than Assault Rifle.




    So that's AR and Archery down, Sonic next?
    (Starts chanting "*Fix Shout* *Fix Shout* *Fix Shout*...")
  10. Semi-relevant Update- Castle from here

    Lot's of animation time changes for Archery/Trick Arrow
    Archery:
    Snap Shot: 1.00s
    Aimed Shot: 1.67
    Fistfull: 1.17
    Blazing: 1.83
    Aim: 1.17
    Explosive: 1.83
    Ranged: 3+1.67
    Stunning: 1.83
    Rain: 4

    Trick Arrow:
    Entangling: 1
    Flash: 1.83
    Glue: 1.16
    Ice: 1.83
    PGA: 1.16
    Acid: 1.83
    Disruption: 1.16
    *sob*THAT power: 1.16
    [He means OIL SLICK!!]
    EMP: (time is unchanged)
  11. Forgot to mention: if you'd like a bow in PvP, why not try a "Trick Arrow" Defender/Controller/Mastermind? Trick Arrow is a debuff set rather than an attack set... but it has a lot of nasty tricks like ranged -slow/-recharge/-jump/-fly/-resistance, which can usually make other players grind to a halt.

    I've seen a fair few TA/Archery Defenders, probably because they don't need to redraw their bow as often.
  12. Currently? Not particularly.

    They're both Smashing/Lethal damage, which is fairly highly resisted... AR lacks a third tier Single-Target attack and has fairly long animation times on it's first two attacks (though this will change fairly soon - see the "Flare buff?" thread), Archery's 3rd-tier ST attack (Blazing Arrow) has a long animation time.

    Both sets also suffer from weapon redraw issues (you need to redraw the bow/frankengun after you use any power that's not from your primary powerset).

    The best PvP Primaries are usually quoted as Fire/Ice joint-first, with Sonic next followed by Energy. Archery would probably rate slightly higher than AR and Elec, but it's still nearer the bottom of the list.

    They're both completely fine in PvE though, especially since neither one has a "Nuke" power that drains all your endurance... just don't expect them to be overly wonderful at PvP!
  13. [ QUOTE ]
    Well Mael i guess i will wait and see till the new change arrives but in theory doesnt sound that good to me and i really love my mobility on fire blaster.If this goes through is just meh imho or at least till i see it in practise.

    [/ QUOTE ]

    I hate playing the wait-and-see game... but there's not much else we can do right now. I'm still not quite 100% convinced that the original "1.67 second" figure BAB quoted is actually going to end up being implemented for all the 2nd tier attacks, given all the fuss there's been over this.

    I've a sneaking suspicion that Castle is going to try to scale it downwards a bit. Or maybe make part of the animation non-rooting or something when you're moving a-la-Assault/Tactics. There's a LOT of stink on the forums that's been kicked up over Ice + Fire (whether I agree with said stink or not...)

    At this point in time I can't help feeling that extra base damage and PsuedoFury is going to more than make up for the animation tweaks... but time will tell. I've no plans to respec out of Ice Bolt or respec into Flares instead of Fireball etc. anyway... so whatever the changes are, my current toons'll live with it.

    I also really, really like +damage. Especially BASE +damage.
    Some sort of repressed Pyromania or something, no doubt...
  14. [ QUOTE ]
    This is a bad change for Fire and Ice Blasters

    [/ QUOTE ]
    Did I mention I have a Fire/NRG, a Fire/Ice and an Ice/Dev Blaster and (overall) I like the changes?

    ...

    ...

    (Ordinarily my charred corpse would be falling to the ground right about now, but I guess the new version of "Fire Blast" is still animating...)

    ...

    ...

    *Whump*

    (Ahh, there it is! )
  15. [ QUOTE ]
    Next up, the short-range high dmg powers

    [/ QUOTE ]

    Allowing you to use them whilst mezzed? Or being "standardised" in animation time?

    Neither's gonna happen, since some sets don't have 'em.

    (Yes, I saw the humour and the smiley! )

    Although apparently when they get a bit of time freed up they're going to be looking into fixing (Generally fixing, not AT-specific) powers with a silly-long animation time. Sonic's "Shout" anyone?
  16. Well Castle said that the reason these animation changes were planned was to balance the Blaster Sets so that they all got the same use out of Defiance 2.1's fire-when-mez ablility. Since Defenders and Doms/Corrs don't get Defiance 2.1, they don't need balanced in the same way.

    They've probably decided to speed up the cast time on those sets because they already have the appropriate animations in place from doing the Blaster changes. I note that they're only speeding up animations, not slowing down any... so I'd assume they've been listening to all the Blaster Fire/Ice hysteria closely.

    BAB:

    Current changes that will filter down to Dominators & Corruptors in the next build:
    Fiery Assault/Flares & Fire Blast/Flares = Different animation, 1.00 second activation time
    Energy Assault/Power Bolt & Energy Blast/Power Bolt = 1.00 second activation time
    Icy Assault/Ice Bolt & Ice Blast/Ice Bolt = same 1.00 second activation times, but animations and FX swapped with Ice Blast to match Blasters
    Icy Assault/Ice Blast & Ice Blast/Ice Blast = same 1.00 second activation times, but animations and FX swapped with Ice Bolt to match Blasters

    These are only animation and activation time changes.


    Notice the wording of the bolded bit. Does this mean that all that's happened is Blaster Ice/ has gotten it's tier #1 and tier #2 animations swapped (Ice Bolt's was about 0.19 secs longer)? If so, you've probably not got a noticeable amount of extra rooting to worry about.

    Also, erm, according to the US Boards BaB was still in the office putting in overtime at 2:00AM. I think it's safe to say the Devs are well into damage control territory here. I know I'd be a little stroppy if I was code-tweaking to 2AM... I'm surprised they've found the time to keep posting.
  17. Maelwys

    +Per IOs?

    Without any other buffs, and assuming the Stalker is at the Stealth cap? No.
    You'd be anywhere from 70 to 120 feet short depending on your level.

    An empowerment station +Perception buff would let you add 100 feet onto that (so you'd be fine anywhere but RV) or a single "Clear mind" would add well over 300 feet and stick you at the perception cap anywhere.
  18. Maelwys

    +Per IOs?

    [ QUOTE ]
    Clear mind with tactics IO and empowerment buff lets say.

    [/ QUOTE ]
    Given that Clear mind stacks with itself and two applications will always hit the +Perc cap, in that instance you wouldn't even need Tactics let alone a +Pereption IO or an Empowerment buff.
  19. Can be fairly useful with Necro- is you use it on your Tier #3 henchmen it'll *BOOM* and let you summon the top-tier Ghost. Then just resummon the Tier #3 again.

    For other Primaries I think it's a bit superfluous when as a MM you can easily just "toebomb" tripmines.
  20. [ QUOTE ]
    Many times have I been frustrated with my Sonic Blaster, due to the long rooting of it's attacks. I do not wish to have this same frustration on my Ice or Fire blasters as well.

    [/ QUOTE ]

    Oh I see your point, and I completely sympathise with folks who picked Fire or Ice (or Sonic or any other primary) solely because they liked the actual animations. I quite like the Sonic Tier 2 in terms of it's animation for example, but I naturally don't like the rooting aspect. I've been bitten by animation changes too: I greatly preferred the old completely transparent Sonic Resonance bubbles to the new "tangerine" ones.

    I'm not saying this change is all sunshine and roses, just pointing out that it's not actually quite as bad a deal for Ice and Fire as an initial glance might suggest (at least in terms of damage numbers during normal play).

    There's something of a kneejerk reaction to any nerfs. Naturally I'm going to wait and see what the final result's like- at this point we're mostly in the dark, perhaps the new animations will look even better...

    And to be fair, we're talking about around half a second increased rooting time in one power. It might not impact your playstyle as much as you'd think. It's not as if you're getting the rooting of "Shout" imposed onto "Bitter Ice Blast" or "Blaze", and "Fireball"/"Ice Bolt" will remain unchanged apart from extra damage (Ice Bolt even actually gets a slight decrease in animation time).
  21. [ QUOTE ]
    [ QUOTE ]
    Now you get an effective "25% Damage buff" across the board (since it's BASE +damage)

    [/ QUOTE ]Assuming you use ranged attacks only.

    [/ QUOTE ]
    Well, I was comparing the primaries... the only powers in them that don't have the "ranged" flag is 'Aim'.

    Even the pseudopet "rains" have a ranged flag on the powers, though whether or not Defiance 2.1's damage buff ends up applying to them remains to be seen...

    I imagine that if nothing else the secondaries would be buffed by the "Fury" aspect though.

    [ QUOTE ]
    Otherwise, a good summary.

    [/ QUOTE ]
  22. Personally I don't really mind the Defiance changes.
    If anything I'm slightly excited about them.

    Yes, I'm somewhat annoyed at the "nerf" in activation time of Ice and Fire's tier #2 ranged attack. I have an Ice/Dev and a Fire/EM Blaster, and I'd have preferred that all tier #2s got normalised at 1 sec instead of 1.67 secs. However if we actually break down the attacks and what we're getting in this new "package", The two sets that get a slight nerf (Ice and Fire) don't come off that badly.

    ---------------------------------------

    + Tier #1 animation times: (Changed to 1 second)
    Archery: 1
    Sonic : 1.33
    Ice : 1.17
    Energy : 2.0
    Elec : 2.0
    Fire : 2.17
    AR : 2.2


    Everything gets buffed here except Archery (which stays the same).
    Archery does not actually benefit at all from the animation changes.

    + Tier #2 animation times: (Changed to 1.67 seconds)
    Ice : 1.0
    Fire : 1.2
    Energy : 1.67
    Sonic : 1.67
    Archery: 1.67
    AR : 1.87
    Elec : 2.07


    This is where the controversy lies. Fire gets a minor 0.47 second nerf, Ice gets a slightly worse 0.67 second nerf. After the change they'll animate along the same lines as Energy's tier #2.

    Incidently, I don't remember Energy getting flack in the past for a slow animating tier #2 attack... the slowest animating attacks in that set are the Tier #1 and Tier#3. It's probably best to compare the changes directly to Energy Blast's Tier #2: Sonic's is sort of hard to see because it animates in "pulses" and looks longer than it actually is, and Archery has bow redraw issues.

    ---------------------------------------

    Now lets look at the other aspects of the new Defiance:

    + Stacking Damage buffs with each attack fired.
    + 12.5% Ranged Damage increase.
    + Cast through status effect for tier 1 and 2 powers.


    Since the Stacking Damage buffs will be something of a "Fury" Hybrid it'll be dependant on firing heavy attacks off as fast as possible, largely ignoring what actual target each attack is fired at (though AoE powers will count the NUMBER of targets hit). Since the damage buff will be greater for higher damage attacks, this favours sets with a Tier #3 blast and a fast recharge time on their higher-tier attacks.

    Fastest recharging Tier #2s: Fire, Archery, Sonic.
    Fastest recharging Tier #3s: Fire, Energy, Archery, Sonic, Ice. (Sonic/Ice are 1-2 secs longer)


    Now note that tier #3s animation times are not being changed. This puts Fire and Ice in the best position (both have a fast-recharging tier #3, and both their tier 3s have a 1 second cast time), with Energy next-best (has a 2 second cast time). Sonic and Archery both have a 2.67 second cast time on their tier #3.

    So Fire will benefit the most from the Stacked Damage buffs, with Ice second, Energy third and Archery/Sonic next. Elec and AR have no Single-Target tier #3 attack and are joint-last. Fire, Ice, Sonic, Energy, Archery will also benefit the most from the base ranged damage increase since those are the sets with a heavy Tier #3 ranged attack. All Nukes except Ice and Archery (being pseudopets- hopefully this can be tweaked) will also get slightly more powerful.

    At this point Fire is in the lead over Ice (Nuke is buffed and tier #3 recharges slightly faster). But note that Ice is the only primary which provides any mitigation in it's secondary effect. Castle has stated -recharge is the best secondary effect (personally I like -resistance, but I can see where he's coming from). Since Ice will be able to use its Tier 1 and Tier 2 attacks when mezzed, it will be able to cut incoming damage while mezzed due to the -recharge effect. No other set can do this. Whilst other sets can output damage and "killing enemies is a form of mitigation", Ice's damage is on-par with other sets so it can do this AND apply -recharge at the same time. IMO this brings it into line with Fire again.

    ---------------------------------------

    The conclusion?

    Fire and Ice get buffed more than the other sets in terms of damage output (both raw and stacking) and nerfed slightly in animation time on one attack. It happens to be an attack that they use a lot, and naturally is creating lots of controversy on the forums. Ice also gets the ability to mitigate incoming damage whilst mezzed.

    Higher base damage, MUCH higher damage when you're attacking 1v1 constantly (PvP duels?) and psuedo-mez-protection... at the cost of 0.47/0.67 seconds animation time on mid-damage attacks in the sets that benefit the most from the buffs. I'll probably get flamed slightly here: but this looks like a fairly big all-round buff to me.

    When did you really get to use defiance? Now you get an effective "25% Damage buff" across the board (since it's BASE +damage), a version of Fury that doesn't rely on you getting hit, and Psuedo-mez protection. This is a *big deal*. 0.47/0.67 secs increase on your tier #2- roll an Energy Blaster and see if this really makes a big difference compared to all the cookies you're getting in return. Fire and Ice will still be the best cookie-cutter choices after the changes (see above) and ALL THE OTHER BLASTER SETS get nothing but buffs.
  23. Maelwys

    +Per IOs?

    20% Perception is identical to the "Empowerment Station" +Perception buff.

    So the Perc IOs currently add 100 Feet +Perception, and Stealth IOs currently add 300 feet of +Stealth.

    I might as well post a complete breakdown of how this affects Perception-versus-Stealth in zones here...

    *** Stealth Caps are as follows: ***
    @25: 968 (Stalker) 484.0 (Non Stalker) - Bloody Bay
    @30: 1003 (Stalker) 501.5 (Non Stalker) - Siren's Call
    @38: 1059 (Stalker) 529.5 (Non Stalker) - Warburg
    @50: 1143 (Stalker) 571.5 (Non Stalker) - Recluse's Victory
    The Perception cap is always Stalker Stealth Cap +10 feet.


    *** Stalker Stealth Powers: ***
    Stalker Hide + Stealth is -889 Feet.
    Stalker Hide + Invis is -1111 Feet.
    Stalker Hide + Stealth + Stealth IO is -1189 Feet.


    *** Non-Stalker Stealth Powers ***
    Most "Stealth" Powers are -389 Feet.
    Stealth Power + Stealth IO is -689 Feet.
    Invisibility is -611 Feet.
    Superior Invisibility is -1000 Feet.


    A Stalker with Hide + Stealth + Stealth IO is always at the Stalker Stealth cap, regardless of level.
    A Non-Stalker with a Stealth Power + Stealth IO is always at the Non-Stalker Stealth Cap, regardless of level.
    ONE PERCEPTION BUFF WILL ALWAYS LET ANY TOON SEE A NON-STALKER.

    ---------------------------------------

    *** Perception values: ***
    + Normal inherent "Perception" range is 500 Feet.
    + Powerset Self-Perception Buffs except Tactics all give +300 feet.
    + Clear Mind/Clarity buffs vary by level (Controller @ 25 is 307.5 Feet), two applications always hits the cap.
    + Empowerment Station Buff grants 100 Feet
    + New Perception IO grants 100 Feet

    Tactics Value buffs in feet:
    + 172.2 (Blaster/Tanker/Scrapper/Stalker/Brute, Bloody Bay)
    + 186.2 (Blaster/Tanker/Scrapper/Stalker/Brute, Siren's Call)
    + 208.6 (Blaster/Tanker/Scrapper/Stalker/Brute, Warburg)
    + 242.2 (Blaster/Tanker/Scrapper/Stalker/Brute, Recluse's Victory)
    + 307.5 (Defender, Bloody Bay)
    + 332.5 (Defender, Siren's Call)
    + 372.5 (Defender, Warburg)
    + 432.5 (Defender, Recluse's Victory)
    + 246.0 (Controller/Corruptor, Bloody Bay)
    + 266.0 (Controller/Corruptor, Siren's Call)
    + 298.0 (Controller/Corruptor, Warburg)
    + 346.0 (Controller/Corruptor, Recluse's Victory)
    + 184.5 (Dominator/Mastermind, Bloody Bay)
    + 199.5 (Dominator/Mastermind, Siren's Call)
    + 223.5 (Dominator/Mastermind, Warburg)
    + 259.5 (Dominator/Mastermind, Recluse's Victory)
    + 221.4 (Kheldian, Bloody Bay)
    + 239.4 (Kheldian, Siren's Call)
    + 268.2 (Kheldian, Warburg)
    + 311.4 (Kheldian, Recluse's Victory)


    ---------------------------------------

    *** So, who can hit the Perception Cap solo? (AKA "Who can see a maxxed-Stealth Stalker?") ***

    +++ Bloody Bay: (Level 25, Cap of 978 feet)

    Tankers/Scrappers/Blasters - Yes, Need Empowerment buff OR Perception IO.
    500 (Normal Base Perception)
    172.2 (Tanker/Scrapper/Blaster/Stalker/Brute Tactics @25)
    300 (Powerset self +Perception like Focussed Senses/Targetting Drone)
    = 972.2 Feet, 4.2 Feet over the Stealth Cap. Not quite enough to see a Stalker within melee range.
    A Perception IO or Empowerment buff will cover the last 5.8 feet.

    Defenders - Yes, Need Empowerment buff AND Perception IO.
    500 (Normal Base Perception)
    307.5 (Defender Tactics @25)
    = 807.5 Feet
    A Perception IO combined with an Empowerment buff will cover the last 170.5 feet.

    Controllers - No.
    500 (Normal Base Perception)
    246.0 (Controller/Corruptor Tactics @25)
    = 746.0 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 232 feet.

    Warshades - Yes, need no extras.
    500 (Normal Base Perception)
    221.4 (Kheldian Tactics @25)
    300 (Powerset self +Perception - Shadow Cloak)
    = 1021.4 Feet

    Peacebringers - No.
    500 (Normal Base Perception)
    221.4 (Kheldian Tactics @25)
    = 721.4 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 256.6 feet.


    +++ Siren's Call: (Level 30, Cap of 1013 feet)

    Tankers/Scrappers/Blasters - Yes, Need Empowerment buff OR Perception IO.
    500 (Normal Base Perception)
    186.2 (Tanker/Scrapper/Blaster/Stalker/Brute Tactics @30)
    300 (Powerset self +Perception like Focussed Senses/Targetting Drone)
    = 986.2 Feet.
    A Perception IO or Empowerment buff will cover the last 26.8 feet.

    Defenders - Yes, Need Empowerment buff AND Perception IO.
    500 (Normal Base Perception)
    332.5 (Defender Tactics @30)
    = 832.5 Feet
    A Perception IO combined with an Empowerment buff will cover the last 180.5 feet.

    Controllers - No.
    500 (Normal Base Perception)
    266.0 (Controller/Corruptor Tactics @30)
    = 766.0 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 247 feet.

    Warshades - Yes, need no extras.
    500 (Normal Base Perception)
    239.4 (Kheldian Tactics @30)
    300 (Powerset self +Perception - Shadow Cloak)
    = 1039.4 Feet

    Peacebringers - No.
    500 (Normal Base Perception)
    239.4 (Kheldian Tactics @30)
    = 739.4 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 273.6 feet.


    +++ Warburg: (Level 38, Cap of 1069 feet)[/color]

    Tankers/Scrappers/Blasters/Stalkers/Brutes - Yes, Need Empowerment buff OR Perception IO.
    500 (Normal Base Perception)
    208.6 (Tanker/Scrapper/Blaster/Stalker/Brute Tactics @38)
    300 (Powerset self +Perception like Focussed Senses/Targetting Drone)
    = 1008.6 Feet.
    A Perception IO or Empowerment buff will cover the last 60.4 feet.

    Defenders - Yes, Need Empowerment buff AND Perception IO.
    500 (Normal Base Perception)
    372.5 (Defender Tactics @38)
    = 872.5 Feet
    A Perception IO combined with an Empowerment buff will cover the last 196.5 feet.

    Controllers/Corruptors - No.
    500 (Normal Base Perception)
    298.0 (Controller/Corruptor Tactics @38)
    = 798.0 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 271 feet.

    Dominators/Masterminds - No.
    500 (Normal Base Perception)
    223.5 (Dominator/Mastermind Tactics @38)
    = 723.5 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 345.5 feet.

    Warshades - Yes. (It's 0.8 feet short without buffs)
    500 (Normal Base Perception)
    268.2 (Kheldian Tactics @38)
    300 (Powerset self +Perception - Shadow Cloak)
    = 1086.2 Feet, 0.8 Feet short of the cap.

    Peacebringers - No.
    500 (Normal Base Perception)
    268.2 (Kheldian Tactics @38)
    = 768.2 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 300.8 feet.


    +++ Recluse's Victory: (Level 50, Cap of 1153 feet)

    Tankers/Scrappers/Blasters - Yes, Need Empowerment buff AND Perception IO, or Focussed Accuracy.
    500 (Normal Base Perception)
    242.2 (Tanker/Scrapper/Blaster/Stalker/Brute Tactics @50)
    300 (Powerset self +Perception like Focussed Senses/Targetting Drone)
    = 1042.2 Feet.
    A Perception IO combined with an Empowerment buff will cover the last 110.8 feet.
    FOCUSSED ACCURACY from the Tanker/Scrapper Epic Pools also adds another 300 Feet.

    Defenders - No.
    500 (Normal Base Perception)
    432.5 (Defender Tactics @50)
    = 932.5 Feet
    A Perception IO combined with an Empowerment buff will NOT the last 220.5 feet.

    Controllers - No.
    500 (Normal Base Perception)
    346.0 (Controller/Corruptor Tactics @50)
    = 846.0 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 307 feet.

    Warshades - Yes, Need Empowerment buff OR Perception IO.
    500 (Normal Base Perception)
    311.4 (Kheldian Tactics @50)
    300 (Powerset self +Perception - Shadow Cloak)
    = 1111.4 Feet
    A Perception IO or Empowerment buff will cover the last 41.6 feet.

    Peacebringers - No.
    500 (Normal Base Perception)
    311.4 (Kheldian Tactics @50)
    = 811.4 Feet
    A Perception IO combined with an Empowerment buff will NOT cover the last 341.6 feet.

    Main source for all these numbers is the US board thread here.
  24. Maelwys

    PvP Dominator?

    Well, most Tankers anyway. Assuming that the Dominator is accurate enough to hit them.

    But in the case of Perma Drain Psyche, even a mobile Ice Tanker with Hibern00b, Phase shift, BFs/Strength of Wills and Teleport can't do much when they're not recovering any endurance even whilst Hibern00b'ed.
  25. Maelwys

    PvP Dominator?

    Anything /Psi with PermaDom is pretty much FOTM on the US-side at the moment.

    Perma Drain Psyche is scary. The -500% Regen is bad enough, but -500% Recovery?
    Add in the normal PermaDom mez protection and +damage and even an Ice tanker's in real trouble.

    Costs a packet in IOs though, and there's no guarantee that PermaDom will be allowed forever... (Castle's looking into developing code to make Willpower's tier 9 "unaffected by recharge buffs" at the moment...)