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Posts
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Quote:Good lord I wish.What, really? I was just coming here to complain about how the changes to Fighting didn't make me any more willing to burn a power pick on an attack I don't want just to get a toggle I want, but... If that's true, then can I pick Tough without having to pick Kick or Punch?
Boxing is a completely useless* power to my characters (mostly Defenders) and I'd much prefer being able to drop it than Tough, which is actually useful. Unfortunately now that I'll actually want to take Snipes and Nukes, I'll probably have to drop Tough to fit them in. All the while having Boxing sitting there in my power list, spiting me.
*Outside of being a set mule. -
Quote:If you're counting resist debuffed, or already damaged mobs then I believe that the damage difference from i23 nukes and 124nukes actually goes even farther down, since more of the high end i23 value is being wasted as overkill.I wasn't actually speaking specifically about Nova. In fact, I'm specifically not speaking about Nova, as I just don't play energy blast as a set at all. Specifically, I was speaking about Rads t9, and sonics t9.
Also, when you say, "*reliably* kills even con minions at level 50 with 397% damage strength, which is essentially the damage cap for Defenders," I assume you're specifically talking about undamaged, undebuffed, even con enemeies, which I tried to specifically state wasn't what I was talking about. I can assure you, I don't need to be at the def damage cap to reliably kill damaged, res debuffed even con enemies..
I tried to indicate that the 30% number was an approximation. Or, most honestly, as best a guess I could make based on several factors, my lazy quick and dirty math in my head, based on my recollection of the numbers I'd recalled seeing in a write up of the proposed changes. I'll admit my recall may be off, my rough math almost certainly is, and perhaps my source wasn't even trustworthy, since I saw a write-up of the chat, and didn't listen to it myself. If 18% less damage on average is more the case, than that does reassure me some. However, it'll be much more reassured based on how it ends up playing, and I'll reserve judgement on that till I play it. But I do have less concern about it now. Thanks.
As an aside, since as I said, Energy Blast isn't a personally concern of mine at all, except as an illustration of example for what to expect for sets I do actually play, is this inconsistent damage you report for Nova, is this how other sets t9s work, too? Currently? Or is this how it will work in future? I'm not totally following this, so if you'd not mind a bit of clarification, I'd appreciate it.
Dreadful Wail (Sonic t9) deals the same damage as Nova. Interestingly, Atomic Blast on a Defender deals higher scale damage than on a Blaster. Blaster Atomic Blast is the same 4.875scale as Nova(and friends) where on a Defender it deals ~5.49scale for some reason.
Nova is just used as a reference point, since it is for all intents and purposes "The Standard Nuke." Currently the majority of crashing nukes use the same "Guaranteed 3.0scale +75%chance 1.5scale +50%chance 1.5scale." -
Quote:I considered a great many possible customizations, but ultimately I like the water theme, and they're just so pretty with the base colors anyhow.I'll stick with my "water" water blaster. Little hard to justify "blood blasting" with a name like Tsunami Ami Yumi. (Although i did concider a water/poison corr with red tinted water and poison powers.)
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Quote:That is how it works... but they're actually quite a bit worse than that already. 77% of their base melee damage already heals back, and 70% of their base ranged damage does.Or increase the "heal-back" portion of PA's damage. To maybe something like 50% of the base damage (not enhanced damage). IE if PA smacks something for 100 points of damage...50 points heals back at base. If PA's damaged is bumped up to 150 via enhancements, the heal-back is still 50 points as its going off base damage before enhancements...which IIRC is how it currently works...just with a smaller % of the damage healing back.
To really reduce their damage any more (in any notable way) you'd basically need 100% healback for their base values. -
Quote:Honestly, considering how much the high collar cape already clips with the torso during a great many combat animation, I think clipping would be a huge issue.That is honestly a genius idea, I support this worthy cause. It's something that would add more to the game, and Im sure the clipping issues shouldn't be too much a problem, (Hopefully).
That's not at all to say that I wouldn't want this. On the contrary I would LOVE to have it. I just think this would go the way of Full Length Skirts.
Also to the OP... Y U NO STORM? (My favorite comic book character ever.)
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Quote:I speculated a bit about that over on the Defender boards (What with my Ice Blast-er being a Dark/ Defender and all).I wonder what Blizzard will become. It is currently a "guaranteed" scale 9 (4.5 cold, 4.5 lethal).
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I'm curious how Blizzard is going to be handled. It currently deals 9.12 pet scale damage, which is about 1.65times the "Average" damage from Nova on a Blaster. If Nova is dropping to 4scale, then for Blizzard to maintain it's relative damage it would get dropped to ~7.425 pet scale (for Blasters). I get the feeling that it'll get reduced a good deal further than that though.
Quote:The one thing i'm curious about is the change coming to the crashless nukes (RoA, FA, Geyser, etc.). I know that at least some (if not all) of them are getting their recharges tweaked...but that's all I've read on the subject. Are they gonna have their damage modified as well (ie be "normalized" with the rest of the nukes), or will it stay the same? -
No comment on the theme or potential effectiveness of the set, but a few comments on the power specifics.
Guilt's -mez protection isn't possible. There's no such thing. -Protection is just Mez.
Time Manipulation can do something similar because it only works with Time Crawl->Time Stop. Time Crawl isn't a debuff to the mob's status protection, it's a flag placed on the mob that tells Time Stop to apply an additional 1magnitude. In order for Guilt to increase the magnitude of any mez, code would need to be added to mez powers specifically for this interaction.
Greed, -Acc should be -ToHit. I don't believe there's any powers in the game that actually debuff Accuracy. -
Quote:Beats me. I don't even have an Energy Blast character. I was just stating why someone might want the KB2KD proc in Nova.Why? According to Arcanaville's analysis only the 2 bosses will be left from standard spawns. The scrapper on the team can take 2 steps and finish them off.
Edit: Okay, that's a lie. I might have a lowbie FF/Eng defender hidden away on some server somewhere... -
The long description actually does state that both Aid Other and Aid Self would lose their interrupt period, but Synapse mentioned "cleaning up" the info, and didn't mention that benefit for Aid Self when discussing the actual power's benefits. Additionally it doesn't mention Aid Self getting an End over Time effect.
It is therefore reasonable to assume that at one point Field Medic DID make Aid Self uninterruptable, but the Devs felt that was too good and replaced that effect.*
Perhapse a case can be made to return that functionality.
*(That or it still does remove the interrupt from Aid Self, and that bit got skipped over.) -
The benefit comes in being able to negate retaliation and still be able to use another AoE as a followup. (This admittedly is only particularly of use against mobs higher level than you, but honestly a large portion of the game for many people is spent fighting things higher level than they are.)
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Can't you have Team Teleport do both?
IIRC, Assemble The Team still uses a targeting reticule, it's just a very short range one.
Make both parties happy and convert Team Teleport into ATT with the longer targeting range (and much, much shorter recharge). Now the power pulls all your allies on the map to your target location (provided they accept the prompt). It can still be used to jump into a fight, as Bill wants, and can also be used to summon your full team to you, as EG wants.
Or is there something else I missed? -
Quote:Hmmmmmmmmmm... I also generally skip Aim on Defenders.... but that is interesting.So something else just occurred to me in regard to crashing nukes. I generally don't take Aim on my Defenders since they tend to be pretty tight for powers and I don't find it that useful on them. However with the change of procs to PPM in I24 the Gaussian: Chance for Build Up proc should have a 90% chance to proc in Build Up (ok, the one in the store technically already has that but I refuse to buy those on principal).
That turns Aim for Defenders into a 130% damage buff most of the time which might actually be worth taking, especially when combined with a crashless nuke. -
Quote:Frankly, I agree. Even if it meant reduced value.Im wondering why not just make field medic a passive. It just... doesn't seem very good as a click, IMO. Mind you, this is with zero testing, of course, but the functionality of it just seems like something that would be better in passive form.
Its currently 25% +Heal and 25% -Heal Resistance. Personally, I'd probably be happy with 10 or 15% as an Auto power instead, as long as it still maintained the Synergy bonuses for Aid Other/Self. -
Quote:145seconds base recharge for PBAoE nukes. ~170-180ish for target AoEs (Thuderous Blast and Probably Blizzard).Good point, the secondary effects can definitely be the best part of the deal, for certain secondaries, provided they go unchanged.
The proposed recharge is 90s, right? That'd give a 25 feet PBAoE -20% res to Sonic that'd up every spawn or two after slotting. Wow.
It would also make Atomic Blast a better AoE hold than controllers' dedicated, no damage AoE holds.
Seems too good to stay that way, honestly.
I'm curious how Blizzard is going to be handled. It currently deals 9.12 pet scale damage, which is about 1.65times the "Average" damage from Nova on a Blaster. If Nova is dropping to 4scale, then for Blizzard to maintain it's relative damage it would get dropped to ~7.425 pet scale (for Blasters). I get the feeling that it'll get reduced a good deal further than that though. -
Quote:The interesting thing is that the existence of the "shapechangey one" was also a legitimate beta leak. It was selectable as an Archetype on the Real Numbers pages when viewing detailed power info.Zwill cop'd to Sorcery being a legit leak on the Beta server. They denied the existence of the other powersets (psi-melee, the shapechangey one, etc).
It's powersets and abilities were pigg dived for though, and completely off the table for discussion. -
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Quote:Where does that info come from?Yes, it buffs OTHER 'heal other' abilities like Empathy/Thermal/Pain etc. but it does NOT affect personal regeneration/reconstruction/dark regen/etc type of powers that hits yourself.
I assume it will still affect pbaoe heals that affect yourself though, like Heal Aura.
I don't remember hearing about any limitation to self-affecting heals. In fact Dull Pain was one of the powers Synapse sited as being affected by it. It won't affect regeneration, but any actual heal should get boosted (so Reconstruction, Dark Regen, etc would benefit).
Self Affecting heals should actually get double boosted, 25% from the +Healing buff plus 25% from the -Heal Resist (de)buff. -
Quote:Well, the pool power prerequisites are being restructured, so now the tier4s unlock at level 14 along with the tier3s, and only require 1 other power pick. Then the tier5s unlock at level 20 and require 2 other pool powers."Healing Medic" - the new Medicine pool ability grants a passive buff to healing abilities?
Are Empaths and other support characters being encouraged to take the Medicine pool now?
Ditto with the Concealment pools new area Placate - I can see that being useful for Stalkers.
I wonder if these new powers don't require redundant pre-reqs from the pool in these cases.
With Concealment for instance, you could get Stealth, then go right to Phase Shift, then pick up Misdirect.
That said, I'm not so sure the Misdirect would be that great on Stalkers, as it doesn't put you into hidden state. (It's just a mass agro dump and minor resist debuff.) I mean, they'd get just as much use out of it as any other non-tanking meleer, but it wont synergize with them any more so than the other ATs. -
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From their discussion during the coffee talk, it sounds like this is exactly the hold-up. The idea of a potentially perma-unkillable tank on a damage archetype.
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Quote:To expand on this a bit:Boxing and Kick are getting buffed a bit and the new T5 is another attack and if you own it it buffs boxing/kick. Tough and Weave remain unchanged -except- you can now get Weave without getting Tough.
They added what they're calling "Synergy" to the Fighting pool where when you own any o the attack powers, the other attack powers gain a bonus to their effectiveness.
If you use Boxing and also have Kick, Boxing will get a 15% bonus to it's damage, and have a higher chance to proc it's stun. Likewise if you use Kick and also have Boxing, Kick gets a 15% damage bonus and have a higher chance to knockdown your target. The new 5th power, Cross Punch, gets a similar benefit.
These bonuses stack, so if you have all three attacks and use Boxing it gets a 30% damage buff (15% from Kick and 15% from Cross Punch) and has a higher change to disorient, and gains a debuff (I forget what kind) from mhaving Cross Punch.
Additionally, all of the power pools are having their level requirements and power prerequisites restructured.
With regard to the Fighting Pool, that means you can pick up Boxing or Kick as normal, then you can get Tough OR Weave at level 14 as long as you already own 1 other Fighting power. Then at level 20 if you have 2 other fighting powers you can get Cross Punch. So you no longer have to spend 3 power picks (Boxing/Tough/Weave) just to get Weave, you can do it in two (Boxing/Weave).
I really wish I could just get Tough and Weave, and skip Boxing/Kick, but what can ya do? -
Quote:Misdirect requires an accuracy check. They showed it a couple times and it can (and did) miss. The resistance debuff (show on a Blaster) was 10.5%.Do we know numbers or mechanics? IE can Victory rush stack? Is misdirect auto hit and the potency of the debuff?
Injection sounds awesome for the mad scientist
The numbers show for Victory Rush gave it an 8minute recharge and a 2minute duration. The recharge numbers are in flux however, Synapse mentioned having lowered it, but couldn't recall the exact numbers offhand. Victory Rush's Recovery and End Discount buffs scale based on the rank of the mob targeted and do not stack from multiple uses.
(The non-stacking part was in it's long description.) -
They said that alternate animations/effects weren't on the agenda at the moment. This appears to be strictly colorization and minimal FX options. So no, fiery SS is not likely.
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Quote:Frankly, I agree that that is the goal of some of the detractors.This is where I take issue.
I am going to come out and say what I believe. This may not be true for most people, but I believe it is true for many.
Some people don't like ANYTHING that is even mildly situational. Some people just want perma-fast cast snipes straight up. Those people are clinging to this "defenders/corruptors get SO MUCH more out of the snipe" argument not because it is true, but because they are hoping they can use that fallacious argument to get perma-fast cast snipes straight up.
Others would rather see, or be just as happy to see, the trigger changed to something that benefited all archetypes with snipes in a much more evenly proportionate manner, even if that meant getting less use out of it.
For what it's worth, I would be fine with either. As long as everyone with snipes got the same relative value from the change. THAT is my primary issue with the current proposed trigger.