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Quote:You're counting criticals in your math and then saying that "because of criticals Scrappers pull even farther ahead". That's not true. Criticals are why the Scrapper pulls ahead when they're both capped, and they'd be behind if they didn't have them. This also means that Fiery Embrace works much better for Brutes than for Scrappers.Just pulling up a couple attacks on Dark Melee; other power sets might be different.
Smite
Scrapper: Base - 90.84, Cap - 454.2
Brute: Base - 55.05, Cap - 426.64
Shadow Maul
Scrapper: Base - 148.4, Cap - 742
Brute: Base - 89.92, Cap - 696.88
Siphon Life
Scrapper: Base - 134.9, Cap - 674.5
Brute: Base - 81.75, Cap - 633.56
Midnight Grasp
Scrapper: Base - 189.9, Cap - 949.5
Brute: Base - 115.1, Cap - 892.025
In all cases, the scrapper ends up ahead. No source of +Damage will add anything to either at this point. Procs add a fixed amount regardless of AT, so neither benefits from this. Fiery Embrace adds an amount of damage calculated off Base damage, so the scrapper pulls ever further ahead. And the scrapper will score crits 5-10% of the time, pulling even further ahead again.
It's likely that the same is true for other sets as well.
Using the actual numbers for the power without criticals and not relying on what Mid's says when you include the average chance for critical:
Smite:
Brute base: 55.06 (41.71 + 13.35), at cap (+675%, 775% total) = 426.715
Scrapper base: 82.58 (62.56 + 20.02), at cap (+400%, 500% total) = 412.9
Scrapper at cap, adding in a 10% critical rate: 454.19 -
Quote:It was a bit shy of 3:50, but I don't remember the seconds or even if it was 3:46 or 3:47.Well, the asylum let them out to play and we ran Dr. Q.
Didn't take 4 hours, though. Not quite. I think it was 3:50.
Sadly the group didn't want to immediately do it again for another 61 merits. >.> -
Quote:Damage scales are what the AT modifiers are multiplied by to generate damage numbers, and it's what the devs report in the patch notes when they list changes to damage powers. The actual AT modifier for Stalker melee damage isn't 1.0 - it fluctuates by level starting at -10.0 and increasing to -55.610 at level 50. The modifier was only translated to "1.0" because people set a baseline for Blasters a long time ago (before their range damage changed) and it stuck since it's easier to compare things using that scale than, say, having to use a chart like this. Even the relative modifiers don't line up until level 20, but the damage scale for the power is constant - only the number that it's multiplied by changes.I'm not used to dealing with damage scales (values for which I cannot find the existence of anywhere in the game). I made a post about it awhile ago, and these are the numbers I am used to referencing. But for now, unless they have changed things, the SDPA of 2.21 is pretty much unheard of on stalkers. Though I haven't run the numbers on street justice yet (like dual blades, complicated system that I won't fully understand until I play it).
The reason you don't see it in the in-game numbers is because the multiplication is done for you - you select the AT from the list in the upper-right of the info window and it takes the scale and multiplies it by the modifier so you don't have to do the math yourself. But to convert it, you just multiply the scale by the AT modifier to get base damage, multiply that by 1 + (damage buffs in percent) to get slotted damage, and multiply that result by 1 + critical rate as percentage for most powers (reduced criticals require more math) to get the average DPA including criticals.
And yes, scale 2.21 currently is the best consistent DPA for Stalkers; even once you include Placate the 1.47 is extremely high in the rank for DPA. But with the changes in i22, you're better off not using it unless you need the burst - something has to die now - or the demoralize to-hit debuff/chance for fear. -
Quote:Fixed that for you. Also, strictly for DPS Assassin's Strike outside of hidden status (once i22 goes live, dealing 2.76 scale damage in a 1 second animation for Arcanatime-adjusted scale 2.323 per second) is better than Assassin's Strike from hidden status (2.21/second) - and that's without Placate. With 2 stacks of Assassin's Focus it's better for DPS than the old 1-second animation of Energy Transfer (3.838); AS from hidden is very good but it's not that good.Now, I know it seems like it is a good idea to slot the proc in AS, and it kind of is. However, the move which benefits the most from the proc is AS itself. AS from hide is the strongest attack that any stalker can learn barring max combo-level Crushing Uppercut on a single target or a variety of AoEs with sufficient target saturation. It is somewhat gimped by requiring placate, but even then it had a DPS higher than most attacks. With the ATO proc, you can use AS from hide without needing that extra time for placate, pushing your DPS into the "insane" category.
Here is an old post from when it was announced where I showed the scales with different levels of Assassin's Focus and the numbers for the non-standard AS animations (KM, DB, BS, NB, StJ). -
Quote:In order of the questions... no plans have been announced although vague statements have been made that they're thinking of looking at it, probably, and enough of a revamp that it would essentially be another set.From what I read, energy melee is the worst of the worst and it has nothing going for it. Are there any plans on making it more viable, or has it been left at the wayside to rot? What could be done to make it not hated anymore?
I personally think Kinetic Melee was their first attempt at an Energy Melee revamp, leaving the old set alone to prevent complaints. It has the faster animations and additional AoE while having a similar damage split and - with enough uptime on Build Up and/or Power Siphon, which isn't much of a problem for Stalkers and Scrappers - similar or better single target DPS. -
Quote:The +recovery should be affected by slotting, but the +end isn't.Slightly different question on Chronoshift since you brought it up...
Can the Endurance Recovery portion of this be enhanced in any way? I've fiddled with a few different slottings for the power on my Bots/Time MM and have yet to see it change in my Combat Stats screen.
I haven't been able to verify this, though - the level bumped characters I had from beta were deleted a while back and my highest Time Manipulation character on a live server is a level 37 Corruptor. -
The specific question you had was answered already, but if you have other questions about powers you can check out City of Data - it's a bit more detailed than what you can get from Mid's and has a lot of things you don't necessarily need to know but are really informative to explain certain nuances such as which powers work by summoning a pet, what the different radius sizes are for some powers like Lightning Rod, and - the relevant part - what duration is for each individual effect from a power.
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Quote:It's a perfectly valid measure of a set if competent Empaths are rare enough that I'd imagine that the overwhelming majority of players have never teamed with one. Adding in some numbers to illustrate the point, if only 10 people can play a set well and 100 are playing it, the overall experience with the set is likely to be defined by the 90 who play it poorly rather than the 10 who play it well.All of my emps can put Fort on five people (six if someone else has a recharge boosting buff). With rotation, that means everyone on my team gets Fort more often than they do not.
Have you actually ever teamed with a competent empath? By the message I'm quoting, I'm going to say no. That is unfortunate, but not something to measure the powerset with.
For what it's worth I consider myself marginal at best on an Empath - I accept bribes for AB and deliberately ignore people with Fortitude at times if I'm not getting anything out of it. I blame the inherent, since I get an endurance discount if they're being hit and Fortitude makes it a lot less likely I'll get it. My Emp's name is also Inattentive, so there's plenty of warning. >.> -
I will try to be on, but I have no idea who I'll bring.
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Quote:So would 'emphathizing' being emphasizing our empathizing?I would like to emphasize that I absolutely *do* know the difference between 'empathise' and 'emphasize', and I'm sure anyone who has ever confused two uncommon words can emphathize with my error.
Okay, so, it was a typo. Doesn't mean I can't have a little fun with it! -
Quote:The first paragraph is why my mom never got into the game when I tried to get her to play a little bit, but she didn't try to stick with it until she caught up and went back to playing Chuzzle. She didn't want to team with anyone until she got that down, and so soloed to around level 4 or 5. That's why I had my warning - I'd run into someone who got frustrated with the basics and decided it wasn't worth it.What I meant by her not doing damage very effectively was just that she has a hard time moving+selecting mob+activating power ATM. Boy, that really makes me worry about kinetics again.....
Can you make a brute start off as a hero now? I didn't know that if so. My every-night game play was back in CoH beta to like a couple months after CoV. I've been back since last... Sept. I think, so I've picked up on some of the new stuff (and seen a few old chars have lost their OP glory lol.) Perhaps I'll try the SS brute with inv or stone. My dude is a hockey player, so that kinda works beating on people.Hopefully you'll have better luck.
And yes, ever since Freedom launched you can make any (basic) AT on either side. The epic ATs (WS, PB, Soldier, Widow) are still side-restricted at character creation, but you can switch them at level 20. This also means that as an alternative to a Kin/Energy Defender, she could also do an Energy/Kin Corruptor and get a few more hp and higher damage cap but the best Kinetic powers would come a lot later and Energy Blast is front-loaded on the attacks. -
Quote:If she has trouble moving around as you say, a Kinetic may not be the best starting character for her - it's a very strong set, but it's also busy and to keep up with a Speed Boosted team you'll want some form of fast movement (I usually stack Siphon Speed). If she's not likely to get frustrated with that, then great! But there may be some frustration at either being left behind after Speed Boosting you or running into obstacles a lot trying to keep up.I got my wife to try playing CoH on a freedom account, and I'm wondering if anyone would care to suggest an AT to match what she chose to try to play. She chose a Kin/Energy defender, purely because it sounded fun to her, so that's cool. Keep in mind, she has never played a game in first or third person, so just walking around is a challenge for her LOL.
And now that the warning is out of the way, I'd recommend a Brute - any Brute, really, since all of the secondaries now have a taunt effect with the EA changes - to pair with her. The Scrapper will get more use from the +damage buffs later on, but she's more likely to have things going after her. Fury may dip a bit between spawns but it's easier than ever to maintain and Siphon Power and Fulcrum Shift will help regardless. -
For just beating things up without having to pay a lot of attention as a Stalker, you want to soft-cap. So the answer is dependent on your budget, and then on how well you manage your click powers. For the most part I agree with Microcosm earlier, but I'll throw in a few other notes.
The cheapest and easiest to soft-cap is Super Reflexes plus it gives a passive recharge and speed increase, very high defense debuff resistance, and limited scaling resistances as your hit points disappear. But that's all it has going for it, really - it's great if you're on a limited budget but other sets can do a lot more.
Energy Aura has a Psi and Toxic hole, but it's also fairly easy to softcap to everything else - especially with Energy Drain stacking +defense - and has some basic passive resistances, a recharge boost, a stun PBAoE toggle, great endurance management, a self-heal that provides +regen as well, and Overload has +hp as well with an easy-to-avoid (endurance-only) crash.
Ninjitsu isn't too bad to soft-cap and has a lot of extra tools including a self-heal, cone sleep/confuse/-tohit that takes the Contagious Confusion proc to turn it into a weaker version of Seeds of Confusion, and Caltrops to provide area denial, some extra damage, and an afraid effect that causes most mobs to spend more time switching AI states than actually acting. It has some limited susceptibility to defense cascade failure, but if you use those extra tools there shouldn't be many cases at all where you don't have at least one answer to the problem. The biggest issue is high to-hit buffs, since you don't have any resistance for when you do get hit.
Which leads to Ice Armor, which I haven't personally played because I didn't want to reroll someone just to play it and haven't made any new Stalkers since it came out, and the resistance sets which - if softcapped - are better than the defense sets because let's face it, softcapped defense + capped resistance (Elec running Power Surge) is better than softcapped defense + good resistance (Dark, Elec), which is better than softcapped defense + decent resistance (Willpower, Ice with Icy Bastion*), which is better than softcapped defense + extra "panic buttons" (Ninjitsu), which is about equal to softcapped defense + token resistance (Energy Aura, Ice without Icy Bastion**), which is better than softcapped defense alone (Super Reflexes), which is better than anything which isn't softcapped***.
It's up to you to decide if the extra cost associated with softcapping the resistance sets is worth the survival difference; for me it's not and I tend to not bother and select defense sets. Alternatively you could play whatever set you think looks the best, use Barrier Destiny to cover any survival holes, and avoid exemplaring.
* - it's good resistance but not with a 100% uptime and it uses animation time, so I'm calling it "decent"
** - the -damage aura is effectively resistance but only to melee-range threats and the high cold resistance is mostly useless due to lack mobs using cold damage
** - debatable, but I'm lazy and it's mostly true -
Quote:The easiest fix would be to not have hidden status suppress for being hit, only for attacking and/or clicking glowies.The most annoying things tot happen tot Stalkers was how every minor form of DoT breaks their stealth, and thus their assassinations. Whenever I'm fighting something that has, say, a fire attack against my stalker, the battle is always about how I have tot wait 10 seconds between each time placate recharges just for their DoT to finally cut out. Caltrops completely murders the stalker mechanics.
Again, not sure how tot fix this, though. I'd like for there tot be a threshold for which damage needs tot be above to remove the hidden status, but I don't think that is possible tot program.
But the changes on beta alleviate a lot of the annoyance - at least you can use AS without being interrupted. -
Quote:Buffalo buffalo Buffalo buffalo Buffalo buffalo Buffalo buffalo Buffalo buffalo.Reminds me of an old South Park standard....
Marklar and Marklar went to the Marklar to see the new Marklar.
Things get out of hand pretty quickly when an "inside joke" gets brought out in public without a leash.
After all, why try to clearly communicate what you mean? -
Quote:Starless Step (the TP Foe clone) is something I use to pull mobs holding hostages if I'm not interested in taking out the entire group or to make an essence before engaging... but it's not an efficient strategy.I'm amazed to see that no one has mentioned using the Warshade Telport Foe as a means to pull hostiles to you (in singles to be dispatched in seconds), or mentioned the possibility of using terrain and "Corner Pulling" to force mobs to bunch up by making them come to you, so they fight on YOUR ground, instead of on THEIRS, so as to be able to start saturating your AoEs.
And I will defend the "when Eclipse isn't enough" part of the statement earlier: there are times when Eclipse isn't capping you by itself because of insufficient targets - whether due to you, your pets, or your teammates killing them before/as it recharges and there being a hard target left or sometimes it's simply the mission/encounter design. Typically I get around those times with Dwarf form rather than taking any of the shields, but they did say that they played human-only. That doesn't explain why you wouldn't build to ensure perma-Eclipse, but getting a lot of mez resistance when you don't have a means of protection isn't bad advice... if anything the bad advice would be "run human-only"... but that's a playstyle choice and a perfectly valid one. -
You said 34% on a full team, which is 3% too high for the normal crit rate because the Stalker doesn't get counted - I was just trying to clarify things to prevent spreading incorrect values around, is all.
Now in an attempt to obfuscate them, I'll state that for Concentrated Strike in particular it could be 41% due to a higher base critical chance (20% base + 3% per teammate within 30' radius of the Stalker, not counting yourself). I'm not certain that this is the case and personally suspect that it's 31% instead, but in neither case is it 34%. -
As mentioned already in the thread, Fury breaks stealth... anyone that says that they're standing next to a mob that would normally aggro on them* needs to post video evidence of them standing within 10' of a mob for over 10 seconds - which is the activation period - without an "only affecting stealth" state or I'll simply say that they're either mistaken on the distance (ie, unintentionally incorrect) or simply lying (ie, never checked). I've personally seen far too much evidence by my own testing to believe anyone else without definitive proof and I'm tired of testing claims that it's been fixed and finding out that the person never bothered to really check.
It's been this way for years, and I can't think of a single reason why it has to be. All of my bug reports and PMs on the subject have amounted to nothing, but it still crops up every now and then. Given that this still crops up every now and then, there should probably be a sticky thread with a subject making it obvious to prevent some of the questions.
* - obviously you can stand in a crowd of greys and they'll do nothing without taunting them, so that sort of "evidence" is utterly useless -
Quote:You don't count as a teammate, so it's actually 31%.The chance is base 10% with +3% for each teammate that is "near" you. So on a full team of 8 it has a 34% chance of getting a critical hit.
I'm not certain if the base is 20% or 10% for CS, though - originally it was a flat 20% for both Scrappers and Stalkers with no accounting for Stalkers scaling chance or guaranteed critical from hidden. When it was changed, the value may have been set to the default. -
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Quote:City of Data has links for all of the procs, so you can see what they do.Blah.. sucks.
Thanks for the answer. I had a feeling the -suppression may suppress all kinds of stealth but I was hoping stealth proc works differently from an actual power.
Links:
Celerity
Freebird
Time & Space Manipulation
Unbound Leap
If you hover over the hourglass icons on the right, a tooltip pops up that explains the suppression. It's just a quick way to look things up if you're not sure about things. -
Quote:Yes.1) Does the build up still instantly recharge if the T-9 crits?
2) If the first answer is a yes; Then if you use build up while in hide, then will the T-9 auto crit and recharge the build up?
3) If the second answer is yes; Then, will the building crit chance make the build up perma-able?
Yes.
No. The building crit chance is on Assassin's Strike only, not Concentrated Strike (which is the tier 9).
Placate + Concentrated Strike or having the Stalker ATO proc go off + Concentrated Strike will recharge Build Up, meaning that KM can maintain Build Up for a very high uptime and easily stack it (BU->CS from Hide->BU), and it's incredible with a Gaussian's for potential triple-stacking. I didn't pick it up on beta but some reports in the Stalker feedback thread said that the ATO proc was going off in Assassin's Strike often enough to generate a perma-BU attack chain - that's probably a bug. -
In PvE a stealth proc is completely useless for a Stalker. The stealth from it suppresses in every case where Hide would be suppressed, and anything in PvE that can see you through Hide ignores any level of stealth that you have stacked.
The only instance where a Stalker sees any benefit from slotting a stealth IO is in PvP. -
Given the changes that are on beta, Placate is a mild survival convenience for most powersets, and rarely useful. Depending on the powersets you chose, it's possible to help your damage but very unlikely to do so - you'd get as much (or more) help just from slotting the Stalker ATO enhancement proc in Assassin's Strike and using it as it recharged.
If you want to skip it, I doubt you'll miss it. -
Quote:The old Outbreak tutorial fit in with the CoV arcs better, so claiming story is a wash.Story-wise, the new tutorial ties in with the rest of the game way better than the old Outbreak one.
I personally prefer the shorter tutorial. Which means that I like the old CoV tutorial (run upstairs and pick up badge; skip all the inside junk and go out to defeat 4 things, 2 at a time, with Sands of Mu; talk to pilot and either drop door mission or defeat 2 longbow and 3 ppd with Sands of Mu again; leave and level up). The new tutorial makes you defeat 18 things when solo (2 shivans, gain a level, 15 shivans to clear the area, then the big shivan that doesn't die in 1-2 power activations), and that's far more than 4 power activations.