Siolfir

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  1. Siolfir

    My first Stalker

    Quote:
    Originally Posted by Dr_Unholy View Post
    It should be a fun, solid combo if you're looking to make a thematic character and min/maxing isn't the number one priority.
    And if min/maxing is a priority and you still want to go with a blade set, DB or NB that's proc'd out will be a high end performer in single-target as well, and DB will get you more AoE damage. I still haven't used points to unlock it but there's a lot of love for Staff Fighting - also thematic for a "paper D&D" type character - floating around in this area of the forums.

    I just have a personal marked aversion to weapon sets and will take alternatives even if it hurts performance; in the case of Electric Melee and/or Street Justice, it just happens that I don't have to worry about the performance hit.
  2. Quote:
    Originally Posted by Eldagore View Post
    Stone/electric brute. Most fun a brute can have, every attack looks like smash, sounds like smash, one power is even called smash. Smash with fists!! Guy falls down? Smash him into the ground with smash hammer!! Guy standing there, trying to hit you? Smash him into the air with even bigger smash hammer!! Stomp on the ground and make a line of smash that hits foes so hard they fall down and get dazed!
    I <3 my SM/ElA Brute, too. She's fun.

    But from a numerical standpoint, there's no doubt that my SS/FA Brute - even ignoring incarnate powers, since I never bothered getting them past alpha on either - will take out a x8 spawn much faster. Most times I play for fun, but sometimes I "work"* for something in game. When you're doing the latter, you use the more efficient tool. And if you're like me, you don't do it for very long before getting really, really bored and stopping (which is why my SM/ElA isn't better slotted).





    * - see "farm".
  3. Quote:
    Originally Posted by Ultimus View Post
    Wow what were the animation times originally?
    1.13 seconds.

    The mallet animation change was a pretty severe change in the set's DPS; it's still a top performer for single target despite that because of Seismic Smash.

    And the main reason it fell off the map is because it has the dubious claim of being worse than Energy Melee for AoE damage due to Tremor's animation being longer than Whirling Hands. With the difficulty slider changes, sets with more AoE shot up in popularity.

    That said, if you took and slotted Fault and manage to get yourself killed frequently, let me know how. It's better mitigation on its own than many entire secondaries and most control primaries.
  4. Quote:
    Originally Posted by Zaloopa View Post
    That would be nice. Currently I think archery is the only set where the "hard-hitter" has the full 80ft range. I'll have to check later to see if that's accurate. Also having a non-weapon set with a crashless nuke helps make the case for removing crashes from the other nukes.
    Piercing Rounds in Dual Pistols is scale 2.11 at 80' range, although it's a cone instead of a t3 single target blast and so recharges slower and costs more endurance. Executioner's Shot is the 40' scale 2.12 attack, but animates slightly slower - I'm too lazy at the moment to do the Arcanatime calculation to see if they're the same number of ticks, though.

    Although it doesn't really matter much: Water Jet's range is getting halved in a patch soon - Synapse posted some changes in the feedback thread and that was one of the things listed.

    That said, it seems like a nice enough set just reading the descriptions and it looks great (at least in the character creator - the character I made on beta is only level 2). My only problem was trying to figure out what secondary I wanted to match it with.
  5. Quote:
    Originally Posted by MajorDecoy View Post
    Yeah, that'd probably get me to quit. I've never gotten a brute past level 26. I've rolled a number, but I can't say I care to play them. They end up deleted or transferred to a server I don't play on. I enjoy playing Tanks though, and a plurality of my characters are Tanks.

    I understand that it becomes difficult to balance things when there are four different melee archetypes, but they each play significantly differently, except perhaps when on a team.

    I don't understand why you would want to decrease diversity like that.
    I wish I could say it amazes me that combining two ATs with identical team roles (do damage, attract attention) is more offensive to you than getting rid of an AT entirely (Blasters), but it doesn't surprise me. The constant arguments about AT balance back and forth is exactly why I think they need to be combined because there simply isn't enough separation of the roles. Character build and slotting makes more of a difference than AT on any of the melee ATs, but I generally separated into "attracts attention even if they don't want to" and "just kills stuff, getting attention optional".

    As for the Scrapper/Stalker hybrid doing less damage, that's my own fault in the post - the original proposal (which was in one of the Stalker feedback threads) used the Scrapper damage modifier, and included AS and Placate in the primary with AS locking out the AoE that it replaced and Placate locking out Confront. I deliberately ditched the second part of that as I was writing the post and changed it to the Assassin's Focus toggle and didn't proofread the lines above as well as I should have because I was thinking about how to integrate Stalkers better into a Scrapper AT. Note to self: just typing the word instead doesn't cut it.
  6. Quote:
    Originally Posted by Cheetatron View Post
    why wouldn't you have put your procs in a t1/t2? Those are the best places for flat rate procs
    Probably, because they're probably going to be the attacks that you use the most often. But if you tend to not use them (due to low enough DPA not making the proc rate worthwhile, a need to fill in gaps with controls, or whatever reason) then it's not the best spot.
  7. An actual change that I would like to see but would alienate almost everyone?

    Get rid of the following ATs entirely:
    • Tanker
    • Brute
    • Scrapper
    • Stalker
    • Defender
    • Corruptor
    • Blaster

    Replace them with the following hybrids, named whatever the heck you want to call them, with any powerset available to either AT being available to the hybrid:
    • Brute/Tanker hybrid:
      • Brute base damage with Fury
      • 500% damage cap
      • Brute AT modifiers for defense, resistance
      • Melee set primary, defense set secondary to build full attack chains earlier
      • Brute base hp and Tanker hp cap
      • Brute (ie, ST) version of Gauntlet
      • Target cap for power "Taunt" raised to 10.
    • Scrapper/Stalker hybrid:
      • Stalker base damage modifier with current functionality of inherent criticals, both inside and outside of Hide
      • 500% damage cap
      • Stalker base hp, Scrapper hp cap
      • Melee primary, defense secondary
      • Hide added as an additional selection in the secondary (10 choices) available at tier 2.
      • Scrapper self-buffing modifiers
      • Assassin's Strike disappears, so the Scrapper primaries will remain as-is.
      • Assassin's Focus turns into an inherent toggle with 0 recharge and 0 endurance cost.
        • Assassin's Focus will increase your base critical chance by 10% (to 20% + 3% per teammate in range) on single target attacks and reduce it by 10% (to only the teammate bonus) on AoEs.
        • This lets you choose to selectively increase your ST damage at the cost of AoE damage.
    • Defender/Corruptor hybrid:
      • Corruptor base damage with full versions of both Scourge and Vigilance
      • 500% damage cap
      • Defender buff/debuff/mez modifiers
      • Support primary, ranged damage secondary
      • Power shuffling in the secondaries to get t3 ST blast by level 20 for the sets that have them appearing later
      • All t9 "nukes" are crashless (see: Fortunata Psychic Wail)

    As for Blasters... there isn't a good way to stay within the concept (only do damage plus die a lot), so they just get to make a Dominator (control stuff and still do damage) or the new ranged hybrid instead. That's why I said to keep the full bonus from Vigilance (including the solo/small team damage bonus).

    Since this affects every single "free" AT, I'm sure it would impact a huge number of players and offend almost all of them. But we have too many ATs that all do the same thing, and the only reason can come up with that many of them were created was because CoH and CoV were originally marketed as separate games and so they couldn't just revamp the "old" CoH ATs. I think it's a good idea, at least from a future-balance and team role standpoint, but it would never happen this late in the game because people are too attached to their characters.
  8. Quote:
    Originally Posted by Necrotech_Master View Post
    that makes me think, is hand clap the redheaded stepchild of fault? cause i find fault extremely useful on my ice stone melee tank lol
    TL;DR answer: yes.

    One problem with Hand Clap and Lightning Clap is that they send things away from you when the ATs that can take Super Strength or Electric Melee are ones that generally want everything packed tightly around them - either for aggro control or to make it easier to smash them faster.

    So does the KB work better for Blasters with Electricity Manipulation? Maybe, but the Blaster version of Lightning Clap has less than half of the KB of the melee AT versions and is the only version that doesn't have any guaranteed stun (it's 50% mag 2), so no matter what you want to use it for it's complete and utter garbage.

    Also, since it was mentioned that "The ones I'm thinking of do nothing *but* knockback" a few posts up... Hand Clap and the Electric Melee version of Lightning Clap have a guaranteed mag 2 stun with 50% of a mag 3 - which is the same stun chance (and duration) that Fault has. But Fault costs less endurance (10.192 vs 13) and recharges faster (20s vs 30s) than Hand Clap or Lightning Clap. Fault also doesn't send things away from you plus it has a short range of its own, meaning you're far more likely to be able to chain it continually and permastun entire spawns even if the recharges were identical.

    The "penalty" for Fault is that you have to be on the ground to use it, which usually isn't a problem at all.
  9. Quote:
    Originally Posted by Thirty-Seven View Post
    Ummm, okay. So you must be saying that if all Procs are decreased in Damage... somehow individuals using them will somehow still not be equal?

    My point was that if all of them decrease in effectiveness, it won't matter since no -one- PvPer will be at a disadvantage. You didn't seem to speak to that.
    It was addressed somewhat, but not outright explicitly stated, here:
    Quote:
    Originally Posted by Sentry4 View Post
    You're underestimating the value of procs in PvP. The third time I've had to post this.

    +Dmg is DRed, resistance is typically 40%-50%. The fact that procs are -unresisted- and unaffected by DR means they have a huge role in PvP. Anywhere from 30%-50% of damage can come from procs alone.

    When you're fighting an electric armor or invul melee in a t9, around 80% of your damage is coming from procs. Depending on how many you have, that can get them down. I had a Claw/regen that used 4 procs in Swipe/Strike/Slash/Follow up. I can tell you the majority of my damage was from procs alone.
    If most of your damage is coming from procs in order to get kills and the procs are reduced enough, you no longer get kills unless the other person is afk or terminally stupid.

    I'm not sure how much reduction would cause that but since the only way to determine a winner is based on defeating the other team, how many 0-0 ties would you want to participate in?

    Thus, the concern.
  10. Here's one I just couldn't stick with who ended up being sent off to "retire" on Freedom (where the last time I had her on to check and see if she had a couple of recipes I was looking for she got two blind invites):



    She's an Energy/Storm Corruptor.

    My other joke characters all ended up making it to 50. Which is farther than many of my "ooh, that combination would be great" characters did because while I tend to min/max in discussions on the forums fun trumps numbers for me in game.
  11. Quote:
    Originally Posted by Kractis_Sky View Post
    2. Set looks more like Dark Armor and they replaced CoF with another clicky. T9 is similar to EA, that's true. I bet the mez is weak to KB or something. The balance they find b/w regen/rez/new mechanic (absorption, or w/e) should make for fun times.
    If recent examples are any measure, there won't be a mez hole regardless of thematic appropriateness. Complaints during beta will plug them (see: Willpower) or they'll just deliberately plug them all to preempt the complaints (see: Shield).

    That's why I find it so funny that there's all this discussion about what holes should or shouldn't be there - people will complain until the holes are plugged regardless, even though the same hasn't happened with the older sets.
  12. First off...
    Quote:
    Originally Posted by Bloodspeaker View Post
    I have watched this thread become as entertaining as the debate over which would win in a battle between a Star Destroyer and the starship Enterprise... in my universe where "entertaining" and "stupid" are often synonymous.
    *passes the popcorn*



    Now, more nitpicky goodness, just so I can come back with another bag of popcorn later!

    ra·di·a·tion/ˌrādēˈāSHən/
    Noun:
    1. The emission of energy as electromagnetic waves or as moving subatomic particles.
    2. The energy transmitted in this way.

    (not part of definition, but go look it up)
    Radiation comes in many forms - alpha (essentially, a Helium-4 nucleus), beta (an electron), gamma (photons), and more (neutrinos, for example). I'm lumping X-rays into gamma radiation because it's all essentially EM waves/photons at different frequencies.


    e·lec·tric·i·ty/ilekˈtrisitē/
    Noun:
    1. A form of energy resulting from the existence of charged particles (such as electrons or protons), either statically as an accumulation...
    2. The supply of electric current to a house or other building for heating, lighting, or powering appliances.

    Electricity is energy due to charged particles.
    Radiation is the emission of them, or the energy transmitted from the emission.

    So you see, Radiation is not Electricity. The sets are different.

    (also, radiation can directly create electricity - that's how photocells work - and vice versa)
  13. A slight help - at least for the Stalker version - would be to leave the damage/end/recharge on Barrage alone and make it a 30-degree cone. There are precedents for "freebie" cones, it would at least give the set a single AoE, and it'd be going in the worst DPA attack, providing a reason for taking it.

    Then the next change would be giving Stun the Cobra Strike treatment, because it really needs something that gets more of a benefit from a critical than Bone Smasher, and a scale 1.96 attack would be a slight improvement.
  14. Quote:
    Originally Posted by Mod_Noc View Post
    I have just heard of people using in AoE's and it help while in a Mob because of the chance to hide. Maybe it might work better in Spinning Strike. Assassin Strike then use Spinning Strike for damage mitigation(knockdown), then AS again.
    There are two problems with that; the first is that PPM procs (which the ATO procs are) have reduced effectiveness in AoEs, and the second is that Assassin's Strike is better for sustained damage over time outside of hidden for every primary plus you don't have to worry about turning it interruptible and increasing the cast time by 2 seconds in the middle of your chain.

    Plus when you can SK->AS->CU with an Achilles' proc and a guaranteed critical on a combo level 3 Crushing Uppercut, you're doing more burst, too.
  15. Quote:
    Originally Posted by Greyhame View Post
    If survival is that good in comparison to damage, enough so that just changing procs a bit will cause this, then something bigger needs to be changed and the problem isn't procs.

    Edit: Although I can understand why people would object to it.
    I admittedly used an extremist example to illustrate the point - simply put if you're a solo Stalker facing a solo Stalker and either one of you ends up getting killed, you either mutually agreed to stand there and not use any escape tactics and powers or else the one that got killed is terminally stupid.

    But IF the reduction in proc chances actually breaks past a threshold as Sentry4 predicts - and I'm not convinced it does, although it's something to watch out for - then it does run a risk of turning what's already mostly "calculated damage spam" into "damage spam and pray you get lucky or they lose connection".
  16. Quote:
    Originally Posted by Greyhame View Post
    I'm not much of a PvPer these days so forgive me if this sounds obtuse; it really is a serious question: PvP is combat against other players who would be equally affected by the proc changes; this would leave the playing field balanced, right?
    Yes and no; it will affect both sides of a match equally but if nobody gets any kills it turns it into a slightly more advanced version of tic-tac-toe where everything ends up 0-0 ties. Try watching a Stalker-vs-Stalker arena match sometime.

    In that case, it may be "balanced" but it's not competitive.
  17. Siolfir

    Rad Armor

    There's also a thread in the Tanker section (a few more posts) about it, that includes a summary of the type of powers and a long argument about whether or not it should protect from psi.
  18. Quote:
    Originally Posted by Leo_G View Post
    So *I'm* empirically determining that psi is energy-based? I'm dictating that psionics must have a component that is detectible or interruptible by radioactive means?

    I think you have it backwards. I'm not the one dictating how psionics work (my explanation leaves psionics intentionally vague because the nature of psionics is *make-believe*) based solely on the statement that "because comics said so". I am challenging radiation's ability to thwart psionics beyond the explanation of "because it's radiation".
    It's precisely because it's make-believe that lets people try to present the challenge. From a logical perspective, once you make the assumption that direct mental attacks on other people are possible the only set that reasonably justifies any psionic protection at all is Willpower.
  19. This post probably fits better in here for the discussion at hand:

    Quote:
    Originally Posted by Siolfir View Post
    Quote:
    Originally Posted by Sentry4 View Post
    SOLUTION:

    Turn off DR for recharge in PvP zones.

    That would speed up survivability chains, but make more optimal chains possible; making debuffs come up faster, but making buffs come up faster. Everything would even out, if not speed up PvP a bit more making it enjoyable for people.

    Since PPM mechanics look at the recharge slotted and don't factor in DR at all, they cannot work with DR.
    Off-topic to the PPM question, but relevant to the suggested solution - don't most arena matches leave DR on because the base resistances granted for the PvP environment end up causing you to do far less damage overall, even with a better chain and unresisted procs firing more often?

    The settings I've seen almost universally disabled were heal decay and travel suppression, and the answer when I asked about DR was that "it made it almost impossible to get a kill against someone who was halfway competent" because there wasn't a way to disable the base resistances. While I admittedly am not an expert and haven't done any calculations to figure out how the effects would change, the reasoning behind your suggestion of disabling DR seems to be the same, and I don't see how the suggestion puts you in a better place.
    I just think that you'd end up doing less damage with your suggestion as listed than with the proc nerf, but if I'm missing something please let me know.
  20. Quote:
    Originally Posted by Sentry4 View Post
    SOLUTION:

    Turn off DR for recharge in PvP zones.

    That would speed up survivability chains, but make more optimal chains possible; making debuffs come up faster, but making buffs come up faster. Everything would even out, if not speed up PvP a bit more making it enjoyable for people.

    Since PPM mechanics look at the recharge slotted and don't factor in DR at all, they cannot work with DR.
    Off-topic to the PPM question, but relevant to the suggested solution - don't most arena matches leave DR on because the base resistances granted for the PvP environment end up causing you to do far less damage overall, even with a better chain and unresisted procs firing more often?

    The settings I've seen almost universally disabled were heal decay and travel suppression, and the answer when I asked about DR was that "it made it almost impossible to get a kill against someone who was halfway competent" because there wasn't a way to disable the base resistances. While I admittedly am not an expert and haven't done any calculations to figure out how the effects would change, the reasoning behind your suggestion of disabling DR seems to be the same, and I don't see how the suggestion puts you in a better place.

    Edit: posted this in the thread in the PvP section discussing the upcoming changes - replies on this tangent should probably go there.
  21. Well, the ATO proc is changing in i24 (along with all other procs), but even with the changes the best place to put it is in Assassin's Strike. Note that higher slotted recharge will reduce how often the proc goes off, so while currently that's also the best place to put the rest of the set, it may not be once the changes go live (I haven't done the math). If you're going with the superior ATO proc, it's barely under the proposed maximum firing rate (90%) even at 100% slotted recharge, though.

    If you don't care about the 6-slot bonus and just want to slot the proc in AS, the rest of the set could easily fit into Crushing Uppercut and would get you to the +recharge set bonus.
  22. Quote:
    Originally Posted by Ironblade View Post
    Okay, now for the one that exemps you low enough to lose all your good powers, including mez protection for scrappers. Woo hoo!
    Nah, if you took your mez protection as soon as it opened up, you get to keep it even if you do exemp - Scrappers and Brutes get their mez protection at either level 10 or 16 depending on powerset.

    It's not like you said it's a DFB.
  23. Quote:
    Originally Posted by Dirges View Post
    EM needs all of it's stun percentages looked at, they prenerfed them from when stalkers got crits from stunned targets. This makes it harder for stalkers to use energies secondary effect, just in case some one uses an EM stalker in PvP.
    Admittedly I started in issue 7 instead of issue 6 (or CoV beta pre-i6), but as far as I know Stalkers never got crits on stunned targets. The 20% chance was for held or sleeping targets only for as long as I'm aware of.

    I'm not disagreeing with any of the other points, and I am aware that some changes were made to Stalkers before I started (hide suppressing on clicking glowies being one). I just wanted to address this because I got to hear about how stuns help Stalkers get criticals for years - even after the revamp where the mez criticals only happened in PvP - as a reason for EM's stuns being reduced. Since it hasn't been that way for as long as I've had an account it's a convenient excuse based on misrepresentation rather than a logical reason.
  24. Echoing Corruptor, entirely due to Scourge on the rains and the fact that you're not getting extra -resistance in Sleet and Heat Loss; the wait to 35 for Sleet sucks (Dominators get it at the same level as Corruptors and Controllers!) but the extra damage from Scourge and ability to build an attack chain earlier helps.

    That said, my first 50 heroside was a Cold/Ice Defender and it really depends on how you want to use your character - if you're going to try to lock everything down, the Defender gets a lot more use out of Freeze Ray (Defenders and Dominators share mez modifiers while Corruptors are either tied for or at dead last) and the solo +damage from Vigilance puts the damage roughly equal at typical ED-capped slotting until Scourge kicks in. They'll both solo well, but the Corruptor will finish things off a touch faster (Scourge) and the Defender will likely be safer (longer duration holds = easier stacking or more things affected).
  25. Quote:
    Originally Posted by Lightslinger View Post
    Correct me if I'm wrong, but didn't a dev say that Kinetic Melee came from an attempt to revamp Energy Melee? They basically decided they were changing so much they just made it a new powerset instead.

    Not trying to derail the discussion or disagree, Energy absolutely needs help. I just think its an interesting footnote in Energy Melee's history.
    I don't remember a dev saying it, but I know several players - myself included - who have speculated that exact thing. If someone can find a redname post on it (or if a redname happens to reply here ), I'd appreciate the ability to stop calling it speculation.