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If you really want to make the crashing godmodes seem worthless, pick up Archmage or Demonic. Crashless, 1 minute duration, +50% S/L/E/N/F/C defense +30% resistance to all but psi, available to everybody and usually up at least once a mission if you're wading through things (more often with lots of global recharge).
It's also almost a joke to get as a villain, and the reason I never really took Power Surge seriously even when I had it - any time I needed the extra survivability I had Demonic available. If you do take Power Surge or Unstoppable it's another great way to cover the crash, though - for those few times when you can't finish the mob off in 1 minute. -
I think you missed the "or" in that sentence; I wasn't trying to imply that it protected the AoE formula, only that it prevented you from making any meaningful changes to the other powers to add AoE damage. I'm aware that Shadow Maul doesn't take single-target melee IO sets.
The other way to add AoE damage would be to break the formula. -
Quote:Or reduce the 100% chance to stun down to 75%, make it high damage (scale 1.96), and actually end up reducing the recharge without a cottage rule violation (see: Cobra Strike). I'm not saying that's what I'd like to actually see happen, but it has in the past with a near-identical power in a mostly-single-target set with one (faster-animating-with-more-damage-than-WH) PBAoE. This change - and increasing the damage on WH - would just make it an exotic-damage Martial Arts set with slow animations.So, you can turn Stun into an AoE stun effect, or give it 4 times more damage, and you wouldn't be breaking the cottage rule, since you're not changing the basic function of the power.
Making Stun an AoE would work wonderfully for mitigation, effectively giving it the same capability as Stone Melee to keep mobs from attacking (at least unless they have extra mez protection - Fault also has KD for mobs that resist stuns). You'd still have all the other issues with tying up all of your damage in very long animations, but at least Stun would have a function in the set - something that it doesn't have at the moment and wouldn't necessarily have if it were made into yet another ST attack.
The cottage rule pretty much forces you to either severely break the AoE formula for WH or else ignore the cottage rule and fix the set in order to add any significant AoE damage. I've seen a suggestion of making Barrage a "freebie" cone (like how Shadow Maul doesn't pay for its AoE) as a fix as well, and that would give a reason for non-Tankers to take the power but breaks the whole "now it slots different sets" part. -
Quote:Just looking at how things are ranked I would make the assumption that it's under SO or common IO conditions with no pool powers.I know that it's old, but any chance I could pick your brain about how the ST DPS was calculated? What factors did you take into account? I'm assuming you gave the powers some recharge, but anything else?
I'm surprised that EM is up there with Fire Melee, given Fire Melee's lack of secondary effect besides more damage.
At low levels of recharge, having both Total Focus and Energy Transfer gives EM a boost over other sets because they aren't cycling their best attacks as often while EM can stagger them for more consistent performance through varying levels of recharge. In other words, it starts closer to its peak performance than the other sets do.
The problem is that "peak" is when you get animation-limited in your attack chain, and that happens fairly early with EM compared to other sets because its best DPA attacks are very long animations. So with IOs, EM is in the middle of the pack at best and falls even further when procs get counted because they favor fast animations (same damage, less animation = higher DPA boost). -
Quote:Or the snarky, self-important arrogance and holier-than-thou responses that using it engenders in others apparently.The important thing - the very important thing - about the word use of nerf is to never ever give up on the sense of petulant entitlement and hyperbole inherent in the word.
"A significant reduction in power or effectiveness" is summarized by four letters fairly effectively without needing to tack on additional characterizations. -
Quote:Another nitpick: mez protection isn't supposed to even suppress - but if you're mezzed the other defensive toggles do. That way you drop below the stacking point where your mez toggle got overwhelmed and start acting again rather than just get chain mezzed to death. You should still have the same level of mez protection, it would just be reduced significantly.I was mistaken. I have since run more tests and it does not drop. It does however suppress as others have said. Basically my crab does better because he is positional defense, and I can live with that because Itsy is my true love in this game.
Either way, the stun durations on those grenades is just plain silly. -
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Quote:First question: No. They use the Assassin's Focus mechanic outside of hide, and are guaranteed to crit from hide (for scale 7.0 damage).Do Assassin's Strikes currently get the (10% + 3% per teammate) chance of critting? If so, what's the damage bonus?
Did they ever get that crit chance? What was their damage bonus then?
Second question: The fast-cast Assassin's Strike takes the 2 second interrupt time out and does scale 2.76 damage, with a full damage critical.
Third question: Yes, they did; they also had that chance after a Placate, which could give you a double-critical on Assassin's Strike for scale 9.5 damage instead of scale 7.0.
Summary of Assassin's Focus:- Each attack power in your primary* has a chance to build Assassin's Focus stacks based on its recharge.
- You can have at most 3 stacks of Focus at any one time.
- Each stack of Focus gives Assassin's Strike a 33 1/3% chance to critical, so it's 33.3%, 66.7%, and 100% chance with 1, 2, and 3 stacks.
Damage scale is what the Stalker AT modifier (melee_damage) is multiplied by to determine how much damage something does. The actual AT modifier is -55.61 at level 50 and varies by level, not 1.0; 1.0 is used to simplify things and compare relative values with other ATs** so you don't have to remember a whole chart. This means that a scale 7.0 attack would do 389.27 damage with no enhancements or +damage buffs against a mob with no resistance bonuses or penalties.
That answer it all?
Edit: forgot to include the footnote!
* - Pseudopet powers that deal damage, such as Lightning Rod, do not build Assassin's Focus.
** - After level 20 - prior to level 20 the relative ratios between ATs don't match their higher-level values. -
Quote:I think it was a semantics issue; that since it was never finalized and released to live no change can be a "nerf" because they're just adjusting the values before "the public" ever gets to see it.You can if it's overpowered. Like it Bio was. Now it's just about right.
The problem with that logic is that the public can see it (due to ongoing open beta for VIPs), and can see that in many cases it was nerfed. -
Fault is a great power. Tremor animates slowly. I'm not disputing that.
But Tremor does do damage, and if things are in the AoE it's faster than hitting ten different mobs with Stone Fist (and any damage proc you slot into Fault you can slot into Tremor). Heck, with arcanatime included it's faster than using each mallet once to hit two mobs. I'm not saying use Tremor whenever it's up, I'm saying use it to get rid of the minions while your single target attacks are killing the bosses, and enjoy the +rech that it provides when FF procs. -
There's supposed to be a damage bonus for having a pure DoT, so I'm not sure that Irradiate would belong on that list. If I remember the bonus I was told correctly I think that both Gloom and Irradiate actually do less damage than they're supposed to.
We were actually discussing Combustion, which doesn't appear in the same form twice for any AT that has it. -
I've run DFB on people in the 40s.
Yes, I'd be leveling faster on an ITF. But then, there are DFBs starting every 5-10 mins on the weekend and I don't need to bother with enhancements* since I'll be exemped so far that they'd be useless anyway.
I have several characters that I don't bother with IOs on at all, even commons - and yes I know common IOs are cheaper when the total cost is factored in. I simply don't care and use them anyway because I don't have common IOs laying around in storage waiting for any alt I may want to use them on. -
Quote:Shush, you. Clearly his Tanker is far superior in damage to your puny Stalker.Even with Build Up, the ET on my stalker does not one shot +1 sappers. They have strong resistance to Nrg and good resistance to Sm.
And the long ET animation still lets the Sapper get the shot off before it drops, so even if it was one-shotted it's still going to cause the same problem. With the one second animation that wasn't the case (on a Brute, where Fury means that yes you can one-shot the Sapper). -
I don't see them making them crashless, but it's not like the crash is a death sentence for every set.
I stopped taking Power Surge before Energize was added to Electric Armor, but I used to time it well enough that I could hit Power Sink right as it crashed, refilling my end, and then was a quick Aid Self away from mitigating the health crash while the EMP effect had everything in melee range held. Time it right, and your toggles never even drop; Energize just makes it even easier with the endurance discount it provides while your recovery is still shot.
Overload's crash is end-only in Energy Aura, and Energy Drain has a short delay before your end recovers, making it even easier to completely mitigate.
Burnout means you can extend the duration prior to a health crash out to just shy of 6 minutes on the sets that have one, since the health crash is replaced by the new activation (the endurance crash isn't).
IOs usually make these powers skippable, but I wouldn't say they're completely useless - there's an ElA Brute build floating around that has capped resistance to all (including Toxic and Psi) through Power Surge, with an uptime on the power that's upwards of 50% and the ability to mitigate the crash within the set itself as listed before.
Also, RotP and Soul Transfer would end up nerfed to hell and back if they were made to go off even if you were alive. Being able to pull out a 25' radius, autohit PBAoE long duration mag 30 stun or nuke level damage with a pulsing, even-longer-duration mag 4 stun (slot it with -KB proc!) on a 5 minute base recharge might be a bit OP even if you didn't have the 15 second untouchable attached and heal/end recovery components. -
1. No.
2. Probably not 50, but close.
3. Yes. Including one PM asking what the other party had against me.
4. Not that they announced.
5. No.
Damn, I have some work to do. -
Quote:Well, to be fair there's already one in Tremor and mashing Fault nonstop usually isn't necessary.I only looked for a brief second.
Fault -> ff chance for rech. You should be smashing fault nonstop and constantly getting rech.
It also can fit in each of the Mallets if you don't want the long animation. -
Quote:G11 + G9 on one system, which is the main one I use for playing.Logitech guys just arrived. We go live on twitch in about 10 minutes.
They're wondering - what mouse/keyboard setup do you guys have at home?
MK710 (through KVM switch, use a G15 to switch) for two other systems that go to the 55" TV. -
Didn't that same poster go from new account to forum cartel in around a week? Pretty much by posting one- or two-word responses with an emoticon, often several to the same post and apparently for each sentence?
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If the pet was doing the self-damage portion of ET to you (to prevent you from taking damage if it hit a corpse), you wouldn't care that it did a fixed amount of damage. It's supposed to anyway.
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May I ask why you feel so certain about this?
I'm not trying to be rude nor am I saying that you're wrong about it, I'd like to know if there is a power that works this way that I can test it with. I personally can't think of any powers with a delayed check to see if a line item should go through, only powers that would have a delay if the line item succeeded. If it's just a hunch, then I'll stand by my "I don't think it works that way" but I freely admit to ignorance of the underlying engine and am making assumptions based on what I've seen from City of Data. -
Quote:The fix that causes the pseudo-pet to be summoned whether the target lives or dies (a la Transfusion/Transference) would actually prevent this method from working. It would never fail, so ... yeah. It's thinking outside the box to try to make it work, though, and would have worked if they hadn't fixed Kinetics.Derp!
Yes, that's what I meant.
[edit] Well, a psuedo pet could be used if a feature like that was added. Activate ET: Psuedo pet spawns: if pet fails, grant shorter animation ET.
It also doesn't fix the self-damage issue unless you simply have it deal damage and then have the pseudopet heal you, but that can have its own issues when you're low enough on life that ET could kill you since the heal would happen (and fail) after you're dead. -
Quote:Yes, and each line item would have to have its own "if Scourge" check to copy it (which is how Scourge works), and I still don't know that it wouldn't just run all the checks at once, pass/fail them on the mob condition at activation, and queue them into a delayed event to deal damage rather than wait for the delay and then check the way you expect it to.The reason Gloom can't scourge individual ticks is the way it's implemented. It's done with one big effect flaged as damage that gets delivered over time. The properties of such an effect are determined at first land.
Right now, this is how the scourge bit looks like in City of Data:
8 * 9.18 Negative damage every 0.5s over 3.6s
Now, it would be possible to change it to do this:
9.18 Negative damage
9.18 Negative damage after 0.5s delay
9.18 Negative damage after 1.0s delay
9.18 Negative damage after 1.5s delay
9.18 Negative damage after 2.0s delay
9.18 Negative damage after 2.5s delay
9.18 Negative damage after 3.0s delay
9.18 Negative damage after 3.5s delay
This version has a lot more checks on the server, but would result in a dynamic scourge effect that gets evaluated on every "tick".
Every power that currently Scourges does so because of mob condition at time of activation, and I'm unable to think of powers that have a delayed line item check where it would be obvious if the condition could change after activation to test the idea with. The rain powers simply activate a LOT of times very quickly by using a pseudopet (and turning DoTs into pseudopets attached to the target with a damage autopower would artificially lower the Corruptor damage cap). -
Quote:Twilight Grasp summons a pseudopet around the caster that does the heal, and didn't fail if the target died (only if the caster did). Transfusion and Transference were the ones that failed if the target died, and probably due to the inability to determine the location the pseudopet was supposed to spawn at. If it stores the location at activation, there's no need to check the mob's condition when it summons it.If I understand you correctly, you're saying you don't think the system can detect a corpse blast. But it actually might. Remember, Twilight Grasp used to fail if the target died while it was activating. So there might be something there to use to build a detection for corpse blasting.
...maybe.
The tech might be there already. I just doubt it. -
Quote:Nitpick: Tankers at level 50 have mag 12 protection - specifically 12.975.You have 10 mag protection. If they can get you higher than that, you'll be stunned.
The enemies ALWAYS have a 5% chance to hit you. Sometimes, this can come in batches. Also, do you have 59% defense to the type of attack the stun is attached to?
Everything else is valid, and the duration on those stuns is ridiculous and they can last from one spawn to the next.