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I believe the only fair response to thatis "why not make all powersets exactly the same - it's the only way to ensure balance"
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3) Make the crash -dmg -recharge -move speed. If you are tied you won't move so quickly.
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Was suggested on the US, but shot down because it would overly penalise Stone Tankers.
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[sarcasm]Yes, because GA is not overpowered in any way shape or form, and the idea that stone tankers should turn it off occasionally is unthinkable[/scarcasm] -
According to Castle, its actually 4% max hp. that's what comes of testing on -1 mobs I guess!
Even 4% seems a bit high to me though. I suspect I could solo an AV with this, with a bunch of red insps, and a team of 5-6 stalkers, 1 Stone Brute and 2-3 /kin corruptors could make short work of MoLRSF.
I think the maximum should be 100/8 = 12.5%, which means the base value should be 2.5% enhancable. -
Fistly, I want to remind people that this change is for testing. Getting angry, whining etc serve no purpose here: save it for the live version, if appropiate.
Reasoned aguments, evidence from testing, and alternatives are what are needed here.
So, I've made up a little list of alternative options:
1) Make the crash -50 max end. Those who have fought vanguard know this is still quite tough, as it would halve the rate of end recovery, but it would still alow recovery and toggles to break even.
2) Increase the recharge on Rage so it can't be stacked. That would mean the -25 end drop at the end couldn't be avioded. This could also be done by making it's recharge unbuffable.
3) Make the crash -dmg -recharge -move speed. If you are tied you won't move so quickly.
4) Instead of a to hit buff, give rage a -5% to-hit debuff. Remove the crash all together. All that angry flailing about sould make you less likely to hit, not more. -
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Just target the mob in question and right-click and hover on their HP bar in the target window and it pops up doesn't it?
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Yes, that works. It's definatly 5% of max hp, enhanceable, now. That's actually much better than the previous version, since with just enhancements and BU you would have about +175% enhancement - 14% of max hp. With the damage caps, I think you could theoretically do 25% max hp, with insps or external buffs. -
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For exemple my favorite Stalker secondary is ninjutsu ... well, many of my gadget can help a team ... caltrops or smoke flash have great defense utility .
So, your secondary have no defense use...perhaps some pool can be usefull :
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The point is, apart from AS all these other jobs can be done better by another AT. -
I dunno, I've never tried it! Unfortunately I'm stuck at work now.
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I've done a little testing of the version of AS. The live version of AS does +600% base damage, fully buffable.
The previous build had AS doung +400% base damage, +10% of the mobs max hp. This last bit was unbuffable, but could be resisted.
The current build has AS doing 550% of base damage, + some % of the mobs hp. Unfortunatly unless someone can tell be where to find the hp of level 9 minions and lts I can't tell you exactly how much. I suspect quite a bit less than 10% (I would guess 5% at most). However (big change), this appears to be fully buffable (so it works with BU for instance).
Anyway, total live damage vs lvl 9 minion (at level 10) = 262.43.
Current test build vs same minion = 250.75.
So a small nerf vs minions.
vs lts, the live build did the same damage as against a minion, 262.43. On test it did 260.19, so a tiny nerf.
Use of buffs like build up makes no difference to the ratios in this build.
I haven't tested on bosses and above yet, but they will certainly be buffed. -
I doubt -recovery will survive long in testing.
Devs don't play like real people, they only turn on the shields they absolutly need. -
GhostRaptor is said to be keen on PvP (he is from Guild Wars after all), so I'm sure her would help with any events you wanted to run.
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Whilst logical, zero end recovery for 10 secs will probably prove unworkable on an AT with lots of toggles. Later on Castle mentions setting the end cap to 35 instead, which would seem better, since you could keep toggles running, and maybe use the odd taunt, but you wouldn't have enough end for major powers.
Fire would prefer a def debuff, I guess that is being removed since it hurts def based sets, but is completly ignorable for res based sets. -
It's Ice as well, but I don't think Ice/SS is a common combo. The rage crash would prevent CE from working (recharge and damage debuff), and limit the timing of Energy Absorption (+def/end from mobs click power).
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i don't see what is wrong with rage as it is now.
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The rage crash would nerf your defenses when used in conjunction with certain powersets.
This meant that SS is significantly weaker than the other tanker secondaries with Build Up, when used with those sets. -
Yes, ponchvote and any secondary effects should work as normal. Your attacks will still build fury too.
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I think rage is a more significant change than the mace changes. I assume the AOEs are going to get a bit of a buff is all. Probably all of them. Same with Frost.
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Yeah, it was a fun TF. It is just a shame you can't trade merits, or I could have given a couple to Saphi, just for to stop the countdown!
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The normal calculation is base damage + buffs -debuffs, then apply the cap, so it should be possible to do some damage with a few kinetics on your team. I don't see that as a problem, since:
1) You would not expect to be perminantly teamed with 3+ level 32+ kinetics (38+ for brutes).
2) Your damage would still be a lot less than it otherwise be
3) With all those kins on your team you are probably at the damage cap without needing to activate rage anyway.
As for balance, SS is currently significantly worse than the other tanker secondaries when used in conjunction with Invun, WP or Ice. This mearly corrects the issue. -
I might be able to make it. Frosty Robot (L50 Ice/NRG tanker). or I could bring a level 50 dom if you prefer.
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That's an interesting question, since you could slot damage procs in all your attacks.
My view is that Castle would certainly try to make it apply to procs. Do existing damage debuffs apply to procs? -
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any other long standing forumite remember how I got flamed seriously for saying .9999% reoccuring?
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Has any other longstanding member refused ever to admit to being wrong?
I'm afraid being right all the time does not make you popular. -
.9999% recuring does exist, it just happens to be exactly equal to 1.000000% recuring. -999% is a very different thing though. -100% would mean you do zero damage If you are unbuffed. The remaining 899% is so you can't do any damage with buffs and enhancements slotted. I expect its particularly aimed at brutes.
I expect a debuff with more than 3 digits would mess up the data tables. -
The kb is excellent solo though, and you can slot it with a certain proc...
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Hibernate is a phase shift. But the duration is limited.
If you are defeated and have a self rez that makes you instantly combat ready, you can remain invunerable for as long as you like, waiting for the oportune moment (or recharge of key powers) to rise up and slay your foes.
And your mates can Vengance off you too!