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Quote:Yes, but the sleep patch puts them back to sleep after the DoT wakes them up, mobs that died in the initial burst don't need sleep patches, and it at least makes it harder for the mobs you just woke up to hit since if it breaks the sleep it also applied a tohit debuff.Forgot about Night Fall, but Engulfing Darkness still does sleep-patch-breaking DoT regardless of whether it's upfront or not
EDIT: Think I also forgot Midnight Grasp.
Besides, Sleet and Ice Storm or Rain of Fire and Fireball's DoT will wake things up also but you normally don't see a lot of people saying "don't take those, you'll wake mobs up!"
And both of us forgot Midnight Grasp. I feelnow.
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EA is easier to softcap in general (it has slightly higher base numbers for everything except Energy Drain vs Energy Absorption); Ice has resistance to back up the defense and a -damage aura which will give you more mitigation once both are at the softcap.
Beyond that, go for looks. EA is pretty. >.> -
It's already been mentioned, but I think Dark Assault would be great; the new PBAoE is pretty yummy (think Tremor with a faster animation, added DoT, and -tohit instead of KD), the best attacks are melee-range while still leaving you the option of going pure range effectively, it has a self-heal built into it with Drain Life, you get a weaker version of PBU on Build Up's recharge, and it's one of the secondaries that lets you slot the ATO proc in a good attack that you'll probably want to use often anyway (Midnight Grasp) for the stacking +dam and the rest of the set in the primary for the set bonuses.
And I agree about the Ice APP being better overall than the Fire APP, but my Fire/Fire Dom just had to go //Fire... with Pyronic and Reactive... -
TL;DR version: It's viable, but based on specific builds.
Post i22 and with the same primary, the Stalker will usually outdo the Scrapper in single-target DPS - if the Scrapper doesn't have a long-term damage buff there's no "usually" about it, since the unhidden Assassin's Strike is simply that good for DPA (better than old Energy Transfer). But that ignores the secondary - Shields and Fiery Aura provide a lot of extra damage and Stalkers don't even get them, plus Scrappers get damage auras in Electric Armor and Dark Armor that simply add to their DPS as long as something is in range and those auras were replaced with Hide in the Stalker version.
It also doesn't account for the endurance burn of using Assassin's Strike all the time - there isn't an endurance discount on it like the old ET. Since Assassin's Strike outside of Hide follows the damage/end/recharge formula for single target attacks the higher DPS means higher EPS, and the formula goes by damage scale and not actual damage dealt... which means that the higher AT modifier for Scrappers makes them more endurance efficient if both are dealing identical damage. The team critical buff helps here, but when solo against anything you'd be fighting for a long time the critical rate is the same for each (10%) until you start looking at the ATO procs. -
Quote:I just used the per-target damage; for AoEs you can argue "well you can hit more than one target so you have more chances to critical" but the assumption I made is that you'll hit the same number of targets with and without Placate and since the chance to critical is on a per-target basis, the per-target damage that accounts for the chance to critical would be multiplied by the number of targets hit.How many targets were you thinking, or would that not have an impact?
Essentially, since the per-target damage over time was lower by adding Placate's cast time to the AoE's cast time, the overall damage over time at hitting 3, 5, or 10 targets would also be lower. -
Bah, I've already had a Broadsword Defender!
Play the Croatoa arcs. Get the Iron Sword. Use it often. Flashback the arc to recharge as needed. Ta da! Broadsword Defender. -
Quote:Yeah, Icy kindof gets left behind completely.I truly believe /Fiery Assault is much superior than other assault sets due to great range damage and embrace buff. If the proc buff can happen under certain attack powers with control (like Seismic Smash), then that should balance out each set a bit. Seismic, Midnight, Total Focus should be able to proc it 100% chance.
Mmmm, Icy Assault has no control effect. It only has debuffs in slow and tohit. -
Quote:It's certainly not worth arguing about, but the wording could be read that way easily - it's hard to tell if there is a single clause with two parts separated by "and" or two separate clauses that are leading into the subject of the sentence. In any case, the whole point was "bring who you want" and don't worry about performance - which the mention of difficult encounters and lack of level shifts, whether as a combined issue or separate issues, earlier and the highlighted part above seems to indicate that you're worried about.I wouldn't and I didn't say that.
I said the final fight is hard *AND* Capt Tom Tachyon isn't even level shifted. It's a contributing factor. Also, I'm taking into account further incarnate slots. Bringing someone with a level shift and all tier 4 incarnate powers will improve the performance of the team more than Tachyon. I'm not just joining a TF that someone is running, I'm the one running it. On the hard task forces, I'll bring whoever is most useful and Tachyon can sit this one out and get his Notice/salvage/whatever some other day.
Besides, in a purely performance-based look at it, a decent buffer/debuffer is worth more as a force multiplier to the team than an otherwise "pure damage" AT with a level shift and t4 incarnate powers. Swapping may have the opposite of the intended effect, where your individual performance is greater and the rest of the team's performance drops to more than offset the difference... but in any case, the whole point was "don't worry about performance, play who you want, and there isn't really a need at all to list a reason". -
Quote:Well, you can slot hold sets in it...Ah crap: does the game consider Seismic Smash a "control" power because of the hold?? That is lame. It would explain why you can slot it there.
So that begs the question - can you slot it in Midnight's Grasp (Dark Assault), Charged Brawl, Havoc Punch and Thunder Strike (Electricity Assault), Bone Smasher and Total Focus (Energy Assault), Subdue and Psychic Shockwave (Psionic Assault), and Impale (Thorny Assault)? All of those have some form of mez, whether immobilize, sleep, or stun. That would only leave two secondaries that didn't allow you to slot the proc in an attack and then put the control parts in something you'd want the control slotting for to get the set bonuses...
Ah well, I'll have to check when I get off work. -
Quote:The fact that the casting time is so long is why it's such a high percentage increase. It's single target and so has a 100% chance to critical after Placate, so you're doing double damage in less than twice the time.The one I am surprised is Vengeful Slice: +5.97 base DPA (38.00 -> 43.97, +15.70%).
Isn't Vengeful having like over 2s casting time? I am surprised placate can improve it that much because its base damage isn't that high. It's only an 8s attack.
Note that using it instead of a different - and almost assuredly better, since 43.97 base DPA isn't that great - power doesn't necessarily increase your DPS, but if you were going to use VS anyway, the cast time of Placate makes it better for your overall DPS than using it by itself. Obviously that isn't true for every power. -
SS/FA runs Lib pretty well - it's not just for AE after all - and realistically anything that you're running the same content with will start to get boring after a while.
If you want something different more power to you, but with the described end goal I think you'll just get bored with the new character once it's built also. -
No, because having to skip a power to fit a theme is apparently horrendously unacceptable to some people. Every power should be incredibly useful and fit the exact theme that they have in their heads and they should never have to ever compromise either the theme or performance because that's completely wrong and limiting, so we should get more power picks or free powers and more slots because they can't take all of the primary AND all of the secondary AND all of the power pool picks that they want to fit their theme, and while the devs are at it why don't we all get free ponies just for having an account too?
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Quote:*ahem*Is this true about Placate even for AoEs?
Like is Placate>Burst or Throw Spines or something a DPS loss?
Quoting my own initial post in the thread where I bothered to work out the math...
(Edit: TL;DR version: yes - Burst is the only AoE improved in a primary power and only because it has a 100% critical rate from hidden status, which has been confirmed as a bug that will ... eventually ... get fixed).
Quote:Given the announced changes for Stalkers in i22, I decided to actually take a look and see what Placate really does for your damage over the long run. Currently, it definitely increases it with Assassin's Strike, as the DPA increases dramatically; however this won't be the case in i22.
So here is a list of non-AS primary powers where the DPA increases with Placate, by set, including a 10% chance for double critical (without the chance for double critical, you can drop Disembowel):- Broad Sword
- Disembowel: +1.38 base DPA (60.55 -> 61.93, +2.27%)
- Claws
- Eviscerate: +7.26 base DPA (54.39 -> 61.65, +13.35%)
- Dark Melee
- Midnight Grasp: +6.16 base DPA (75.24 -> 81.39, +8.18%)
- Siphon Life: +3.03 base DPA (56.77 -> 59.79, +5.33%)
- Dual Blades
- Vengeful Slice: +5.97 base DPA (38.00 -> 43.97, +15.70%)
- Electric Melee
- Thunder Strike: +4.34 base DPA (34.93 -> 39.28, +12.43%)
- Energy Melee
- (none)
- Kinetic Melee
- Focused Burst: +3.66 base DPA (44.71 -> 48.36, +8.18%)
- Burst: +5.27 base DPA (26.33 -> 31.60, +20.00%)
- Martial Arts
- Eagle Claw: +11.54 base DPA (64.44 -> 75.98, +17.91%)
- Ninja Blade
- (none)
- Spines
- Impale: +2.65 base DPA (46.43 -> 49.07, +5.70%)
- Street Justice
- Crushing Uppercut: +8.88 base DPA (81.87 -> 90.75, +10.85%)
The formula was pretty simple: (base damage + (hidden critical chance * critical damage) + (10% critical rate * critical damage)) / (arcanatime of power + arcanatime of Placate).
Some powers do more or less damage on a critical, and AoEs typically have a 50% chance to critical so that was accounted for by the "hidden critical chance"; I used the shorter cast time for Placate in the Dual Blades calculation, all others share a 1.5 sec cast time. For Thunder Strike I manually redid the formula to account for it having both a 100% chance (scale 1) and a 50% chance to critical (scale 0.96) while hidden.
So in 11 primaries, there are 11 total powers where their damage over time is helped by Placate. - Broad Sword
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Quote:With no snark intended whatsoever, why would you bring someone else just due to not having a level shift?The final fight in this task force is quite difficult and Capt Tom Tachyon isn't level-shifted yet, so I'll probably bring someone else.
My first 50 (an Ice/Rad Corruptor) leveled from 45 to 50 during issue 8 doing only LRSF runs, and I accidentally got a MoSTF - I never noticed that the TF was set for it - on my first heroside 50 (a Cold/Ice Defender) long before Incarnate content existed using only level 30-35 common IOs. Now if you're not 50 yet you may want someone else to have the star just so the whole team's level isn't under 50, but it's not like fighting a couple of +4 AVs is impossible. Or even really all that difficult. -
I have a 55" LG passive 3DTV that does 2D->3D conversion and has two systems hooked to it via KVM switch. For giggles, I tried the 3D conversion while running CoH and it did a pretty decent job (as in, better than most of the 3D movies that I watched on Blu-ray 3D), but one of the issues I ran into was a loss of field of view: the outer border of the screen, probably around 50 pixels worth on each border (for roughly 100 pixels lost in both height and width total) was gone - I'm guessing on the actual amount lost but it was enough that in Windows the entire task bar was offscreen and in-game the outgoing chat box was hidden. Yes, I could have pushed the windows further into the center to mask this, but the gimmick wasn't worth the lost screen space to me so I don't bother with it. The other issue was a short but noticeable delay in image processing but this game isn't so hard that a miniscule delay is going to hurt you in most situations.
So if you want to do it, you can right now without doing anything other than image post-processing that most good 3DTVs handle for you. But it has tradeoffs that you may not like. -
I've already pointed out how stupid Electric Armor is for Stalkers - it was in my signature for years - and personally feel that Fiery Aura is no worse and probably is better from a "stealthy" perspective because at least with a fire, there's smoke to hide in. But the specific reason I mentioned Stone Armor is because of Granite Armor and the *thump*thump*thump* sound effects which are obviously meant to indicate that it is far from stealthy. Ice Armor doesn't do that, and if you wanted to be silly about it, especially with the prestige Power Slide, you could say that sliding on the ice makes it easier to move without extra sound.
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At this point I'd support porting Ninjitsu to Tankers, and then Brutes before it gets ported to Scrappers. Not (just) to spite all of the Scrappers who have been complaining for years about wanting it, but because if the argument is "everything should be available to everybody" then they should also fully support it going to Tankers and Brutes, right? But I've never once seen a thread in those forums asking for it, it's always people asking about Scrappers - and people who insist that they couldn't possibly want a(nother) Stalker to use the set, it has to be a Scrapper because there's just no way possible to play a Stalker in the manner they want despite all evidence to the contrary. So sure, there's a little bit of spite in it...
But the main reason is because it would be just as conceptually silly as the Fiery Aura or Stone Armor Stalker that I want simply because it's silly. So either (or both) of those secondaries could go to Stalkers at the same time, and I could make the "this is not the huge pile of rock that makes loud thumping noises while sneaking by that you are looking for" or the "flaming pillar of sneakiness" characters. I might even make a Ninjitsu Tanker just because of how much chaos I could cause with Smoke Flash! -
To answer the question - although it's already been answered - gauging by what's on beta nothing about Energy Melee has changed thus far for i22.
Onto the tangents!
As for the weapons in the other sets: yes, you can easily skip the swords in Fire Melee but it's not the best way to go about it and you're waiting a while in Stone Melee if you skip both Mallets and also giving up the second-best DPA attack in the set in Heavy Mallet. I haven't played Ice Melee because I don't like playing Tankers, and while Dark Melee has 3 AoEs only one of them is reliably available (Shadow Maul) - that said, it's more than the "none" that is commonly talked about, and it's better than Energy Melee's AoE damage.
If you're unhappy with Electric Melee's single-target damage, try it with a Stalker: after i22 goes live all Assassin's Strike powers will do scale 2.76 damage in an uninterruptible animation that is two seconds shorter than the hidden animation (most are 1 second, but KM, StJ, and all of the blades are exceptions) when used while not hidden. For comparison to another power, scale 2.76 damage is what Midnight Grasp does after it's DoT is complete and Assassin's Strike does it in an animation that is quite MUCH shorter, putting it at the top of single target damage per activation time (DPA) for any Stalker primary power even without Assassin's Focus stacks, which give it either a 33%, 67%, or 100% chance to critical. With 2 stacks of Focus, it's over-time DPA exceeds Energy Transfer's 1-second animation, and that power single-handedly carried Energy Melee to the top of the charts for single-target damage. Plus Stalkers don't lose any of the AoE damage that the set provides, although you won't get Lightning Field in the secondary if you go Elec/Elec. -
Echoing what others have said... if you want Ninjitsu, play a Stalker. It's not like Scrappers are hurting as it is with what they have available, and if concept is that important to you, you should've realized that you were making a Stalker with the whole "ninjitsu" thing in the first place.
And I'm in the small crowd that thinks that they should have left at least one set unique to each AT; I understand why they don't make sets that way (why put in all the time for "a small portion of the players") but I find the argument invalid since any and every player could select that set simply by making a character of the AT it was designed for. Numerically you're affecting the exact same number of people, regardless of how many - or how few - ATs get the set, and having some unique sets adds something to the ATs IMO. -
Q:Quote:A: Hm... how can we make a power even more useless than Black Hole but leave just enough rare edge cases where it might potentially have a minor use despite another power in the same set always working better so that a few people will say that it's "not that bad"?
Time Bomb... seriously what are the devs thinking?
That's probably what they were thinking. Because anything else would indicate a disconnect with reality. -
Specifically, Weave has the most base defense and thus grants the most with an extra defense IO. Next is Maneuvers, and then Combat Jumping. If you're taking all three already and just shuffling slots, Weave will get you the most for a single slot.
However, Weave requires two other powers and the others are both available without prerequisites. If you're considering dropping one of those three, then you have to make some decisions: Combat Jumping is a very low cost toggle, Maneuvers helps your team since it's an AoE but has a high cost for its bonus, and Weave may free up two other power choices.