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Posts
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I might show up. Unless I don't, then I won't.
Nothing tentative about it, though. I'll definitely either show up or not! -
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Quote:This is it - the Self Destruct power that spawned the clouds used to be have a much higher max target count (it's now 1, I think it was 16 before). Lots of clouds led to lots of procs going off, and a mini-nuke phenomenon with all of the damage procs that hold powers can take.If I remember right, it wasn't so much a change to how it procced, but to how the power worked.
It used to scale up with the size of the spawn you used it on. So if you used it on a group of 10 mobs, it spawned 10 gas clouds (maybe not 10, but more than 1), I believe it also had no target cap.
This caused a TON of proc rolls to occur, so you were guaranteed to get a hefty amount to go off.
There were times where I'd use it on a full 8-man spawn and it nearly killed them all, a single AoE blast finished them off.
The large number of clouds spawned is also why it would seem to have a much better chance to hold - which got the chance to hold nerfed both in percentage and frequency of checks for each cloud and, iirc, never set back when the maximum number of targets was changed. -
Quote:- Suggestion for Neurotoxic Breath: light DoT (scale 0.2 toxic * 3 over 3 seconds), which is just under half of Frost Breath's damage- Neurotoxic breath needs to be something more than just a slow cone aoe, like say make it have blast set level damage and change it to a ranged target aoe. The mag 2 hold is pretty rare, but I'm ok with that since holds and -recharge effects have very little synergy.
- It would be nice if Paralytic Poison dealt damage over time, seriously for a set built around poisons as a theme there is almost no damage (give Ice arrow some burst cold damage too).
- buff Envenom and Weaken's aoe radius from 8 to 20, because 8 is so small it might as well be single target and similar click debuffs use 20 to 25 for their radius (Acid Arrow also needs this treatment).
- Paralytic Poison: -500% regeneration for 15 seconds.
- Envenom, Weaken: 15' radius (instead of 20-25') due to frequency of use (see: Rad toggles).
That would get some damage in the set although not much, some -regen on a power that's otherwise useless against hard targets and would require frequent updating to keep it active, but the AoE increase means you won't spend all your time trying to get things into a tiny radius to debuff crowds of them.
Do I think it'll happen? Nope! But it'd be nice... -
Quote:This. And I'm one of the people that posts about how I dislike Poison - having tried it on a Bots MM and a Dark Blast Corruptor. I just want people to know what to expect going into it.That said, concept should trump effectiveness. If it is fun to you, that is all that matters.
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I wish my Corruptor could go afk standing in the middle of an aggro cap full of mobs without worrying about having to go to the hospital when I get back, and only ever had to worry about the handful of mag 100 mezzes in the game. Even soft-capped, the RNG is still going to get a Corruptor killed in that situation.
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Quote:I usually include bosses, but even then you don't run into many without cranking the difficulty up - usually one or two per mission.Actually that line also may had been missleading. Soloing, the corruptor is not likely to be facing too many EBs or AVs, and I guess most will prefer to avoid bosses (although can see the people that know how to use their secondary deal with them.)
So for the most part, the corruptor will be facing Minnions and Lts, so thats about +7 or +11, meaning from .80 to .83.
This may be enough to ignite a damage boost discussion with the devs, but the insane power multiplying nature of Buff sets can't be easily ignored.
I'm not saying that 20% is a bad number to use for balance, I'm just saying that it's going to end up being a "best case for Corruptors" comparison so when they still fall short of other ATs people shouldn't say "well sometimes Scourge will work better!" I just find it funny how people complain how Tankers deal so little damage (.8 modifier * 1.2 from Bruising = 0.96) and how great Corruptors (.9 using 20% boost from Scourge) are for damage. -
Quote:Nitpick:Cosmic burst is not just great damage, but a great stun too, and the fast damage attack style means less attacks wasted, and other than neutron bomb most animations are pretty quick, leaving less time locked in shooting.
Neutron Bomb's animation isn't that long, it's the same as Explosive Blast at 1.67 seconds and shorter than Water Burst's 1.73 - which due to arcanatime ends up being a .132 second difference (14 ticks vs 15). The delay before it does damage is what takes forever - I can launch it on my Rad/Kin from outside the spawn, run into the middle of everything, and hit Irradiate to do damage from it right as Neutron Bomb deals its damage.
The long animation is Electron Haze. -
Quote:Well, given that ~20% was the "best case" scenario in your quantification (against EB+), sure.Overal, though, I think the ballpoint mentioned here, about 20.5%, may be fair for cross-AT generalization.
You can round to say Doms end having between .80 and .90 damage output potential, not considering their potential for offensive from their buff set.
And I think you mean Corruptors in the last sentence there, otherwise you're not providing any meaningful scale. A .75 AT modifier * 1.2 from Scourge = .9; the Dominator ranged AT modifier is 0.95, with melee at 1.05. -
I took Time Stream and Splash Damage for my Corruptors; Time (duh) and Kinetic, respectively.
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Quote:You're doing it wrong.Unusable for any tanking character that is not a heavy defense tanker. That's basically all but Shields, SR and Ice really. In fact, my Shields tanker is the only character I ever took that power on.
I played an Energy Melee/Electric Armor Brute with Aid Self before IOs and without Weave. My only defense came from Combat Jumping. I could get Aid Self off routinely as long as I wasn't standing in a damage patch while using a primary with absolutely pathetic AoE mitigation (30% chance for a very short minion-level stun in WH, woo!).
I don't usually take it, but pretending that the interrupt makes it impossible to use for a melee character is completely out there. -
Quote:Thanks for posting that link. I thought you were the one that did the analysis on it, but didn't say anything because I wasn't sure about it and didn't want to attribute the work to the wrong person. I could have done a search, but I freely admit to being lazy.I was curious about this during the Dominator revamp* a couple or so years ago and was not able to come up with any good model because... well, it's heavily dependant on the attacks used and enemies fought.
I ended up doing a small simulation process, and posted my study here: Scourge Quantified
So the numbers above which are using a 0.3 multiplier for Scourge are being really generous to Corruptors, which I knew already. Either way, I agree with Comicsluvr that measuring straight DPS probably isn't the best measure between the ATs - but it's what was being asked in the thread. -
Quote:You've just described my entire experience with MMs. It's not Poison. It's the AT.Yeah, but Thugs/Poison is like playing God. Stuff most other characters of mine have difficulty with, my Thugs/Poison tears apart like tissue paper. I can play my little Poison Lips while I'm half asleep and not even be worse for wear.
I scrapped my build and stripped the few IOs off of my Thugs/Traps when, with only 6 active enhancements - all IOs - I was soloing +2 AVs through the 30s and 40s. -
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Quote:a. A lot of the concern is due to someone running numbers in the Blaster section of the forum with various single target chains and showing that at the high end the sets without snipes are the lowest-ranking sets in performance by a wide margin after the changes. Sonic was dead last, Ice was second to last. Is the snipe change somewhat gimmicky? Sure! But it's a pretty large performance difference if leveraged.I'm just not understanding the panic that is happening concerning this change to snipes. Even with this change snipes are still rather gimmicky. They aren't becoming the next Rage+Burn or anything. The only set that is possibly going to benefit the most from this change is Electric Blast which needs it the most since it doesn't even have a Tier 3 blast.
Over-all. No comepensation needed for Ice Blast, Water Blast or Sonic Attacks. Still look at DP though.. animations make the DMV look fast.
b. DP is having some animations redone. Check the coffee talk writeup. -
Burnout makes a lot of things silly.
Fortunately Sleet's and Blizzard's KB is only 0.1 so when they're both double-stacked it still won't add up to enough to send things out of the patch, and double Heat Loss means you don't even notice that your end bar was cut in half. -
Quote:I do use the keyboard. And I have a (couple of) WP Brute(s), although I haven't played any in a while.I never understood this mentality.
Everything in this game is clicky. If you don't like clicky, roll a /WP Brute or use a keyboard. :P
It's not that I don't like activating powers - my Rad/Kin Corruptor is one that I consider the most fun, and it's a very clicky. But check my last response in this thread - if you're going to be someone chasing Tidal Power you may get annoyed when it's fading while you're busy clicking trying to refresh and/or max out your debuffs. It certainly happened enough in beta that those were the feedback posts I remember reading most after the "ooo pretty" ones. -
Quote:Fair enough. I will admit that I didn't specifically try WB/Poison; I was just going by my experience with Poison before and other people's complaints on the beta forums about how quickly they were losing Tidal Power when playing less-clicky sets. I was planning on treating it the way you describe here with my Kinetic, and decided that even if I lose a level during Fulcrum Shift's animation it will still end up in my favor. I also figured that I'd be really annoyed at the clickiness when I wasn't one- or two-shotting everything.It can be a bit clicky. But I'll say it hasn't really disrupted Tidal Forces build up. They stack for enough time where you can build 3 stacks of Tidal Power, launch a debuff, and release a power with full Tidal. Worst comes to worse, you'll drop down to 2 Tidal power a quick use of T1 or T2 Blast builds you back up to 3.
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Quote:From my third-hand take on it, the crashless ones that are shorter than 120 second recharge are going untouched (BR and WB are having their already-crashless nukes set to 120 sec), for the currently crashing nukes the 75% and 50% ticks were just rolled into the damage with a small reduction. They still should be stronger than RoA, they'll just recharge less often.Awesome news. I do hope that damage isn't completely equalized though. For example, it's a lot more dangerous/difficult to use a PBAoE like inferno or nova than it is to use rain of arrows. So ideally that should affect the damage as well, with inf/nova being stronger than RoA. If that's the case, oh boy....
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Yes, and then it's really really clicky.
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Blizzard and Rain of Arrows are the pseudopet nukes. Both have standard (1.0) accuracy.
Hail of Bullets is a special case, since the higher accuracy (1.4) just means that it checks repeatedly against a 60% chance to do damage if it hits.
The other nukes apply their higher accuracy normally. -
Quote:This sums it up nicely.Really, it's a question of "Do you want to play a blaster? Or do you want to play something with support powers?"
Blaster is just too different from Corr/Def to directly compare, in my opinion.
If you decide against Blaster, then the standard Corr/Def arguments come into play. Neither gets any special amazing benefit from Water Blast, so just choose between better damage output or better support powers. That's it.
From a pure numbers standpoint, the Blaster will put out more damage barring outliers (Kinetic Corruptors anyone?) but there's nothing in either Beam Rifle or Water Blast that would override the AT modifiers and make it seem special. They even made the Whirlpool pseudopet mimic the AT modifiers.