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I didn't do them or check their numbers (I'm way too lazy for that), but I thought someone had some spreadsheets that showed an across-the-board look at resistances and they had Lethal as the most-resisted, then Psionic (because of how much it is resisted when it happens to be), then Toxic (same reason as Psi), then Smashing (it has a wider variety of mobs vulnerable to it).
The range that the powers fall into isn't extremely wide, though, which is why keeping a permanent AH proc going can make the lethal sets catch up and with a PvP -res proc they can pass them. Taking your final damage including criticals and multiplying by 1.4 is a nice little boost. -
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Quote:Except that you never got a crit-on-stun, it was only for sleeps and holds.EM may still be balanced around the 'crit-on-mez' target philosophy...
It was just balanced around a "we can't let Stalkers do more than gank PvP noobs!" philosophy - otherwise they wouldn't have nerfed the stun values as much as they did. -
Quote:This was asked in another thread talking about Burnout and prolonging Power Surge and Unstoppable. People did testing for it, and found that you get the endurance crash but not the -recovery; Power Surge and Unstoppable bypass the crash when restarted. Since with Overload you could simply hit Energy Drain right as its crashing and refill your endurance so it's not an issue - and really, wasn't even with the full crash - but Retsu needs to get endurance elsewhere.When you use Burnout for double-Overload or double-Retsu etc. does starting the 2nd Overload/Retsu before the first ends allow you to bypass the end-crash? Or do you still end-crash when the first one ends?
If you don't want to do the testing, you can head over to City of Data: the line items in for the parts that are reset each say "Does not stack from same caster. Effect replaces previous instance." This makes logical sense because the crash is a line item that simply has a delay, and when it doesn't stack and gets replaced the timer on the delay is reset. -
Nitpick: Procs don't shut off as long as you have the power; set bonuses do. This means that no damage proc shuts off for examplaring.
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Quote:They could even use the new animation they made for Integration to replace the tarzan emote on it.And maybe in a few more decades when the Devs finally get around to doing more Power Customizations this'll be one of the first powers to get new animation options.
Now we just need pool customization... -
I'm just curious when I get a bill that allows me to forcibly remove and indefinitely detain politicians whom I feel are violating my civil rights without due process of law.
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Quote:Well, for starters I fudged the numbers for "softcap", for another she doesn't have much room above it to make room for defense debuffs: 47.84% melee, 45.65% ranged, 44.71% aoe* with Hide suppressing.By the way, how do you soft-cap Ninjitsu? Do you mostly soft-cap melee or range or both?
But I didn't take Weave, don't have the PvP +3% defense, and Hide and Maneuvers could be slotted for more defense to make up the AoE if I move a slot from Ball Lightning (currently an Efficacy Adapter Rech/Acc) and/or Kuji-in Rin (recharge IO so it's mostly perma when exemped); currently those slots provide only enhancement value with no other bonus. I could also take Agility or Nerve for an Alpha slot (currently she has no Incarnate powers slotted and only Alpha unlocked), but I'm really leaning towards Vigor or Cardiac after testing on beta.
I also took Retsu for giggles since inherent Stamina opened up another power pick and it's a far better panic button than Smoke Flash. Every now and then I even remember that I have it.
* - Yes, that's a whole 0.29% away on AoE! I'm so shameful! -
Yes, but I tend to skip weapon sets as a matter of course due to aesthetics (I don't like how it changes the animations for running/jumping/etc) so I would've had to actually check something before posting. I knew off the top of my head that Energy Punch was better than Barrage.
I guess I'll go back and edit the other post to say "another" instead of "the other". >.> -
BrandX said all that needs to be said. I skipped Havoc Punch and don't miss it at all.
It's one of the few sets I'd recommend taking the shorter-recharge power of the first two tiers (Energy Melee is another with Energy Punch over Barrage), and for the same reason: the faster one is a better attack chain filler in every imaginable way. -
Quote:This, especially with the changes to AS in i22. The only thing really slowing my level 50, non-Incarnated but softcapped Elec/Nin down on beta is having to recover endurance.There's always ageless for the debuff resistance which helps reduce the cascade failure, plus it helps with your end, and gives added Recharge.
Well, that and taking aggro from 5-6 +3 AVs at once on the last mission of the LRSF due to only two single-target attacks in the chain, including AS - hitting all of them at once right off the bat with Lightning Rod probably wasn't the best move for survival. I fixed that issue with inspirations, though. -
Quote:Lift has a shorter animation than Levitate.Controller Lift has had lower damage than it should for a long time. On a dominator it was buffed to do the same damage as Mind Control's Levitate, which has the same endurance cost, animation and recharge time but inexplicably did more damage. Only now are Controllers finally getting that buff as well.
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The offensive auras will break Placate because it removes you from the aggro list and then the next time the aura ticks, it affects the mob and you're added back to the list again. Note that some persistent secondary effects will also cause this, like the -recovery that exists in most of the Electric Melee attacks and the -damage from Kinetic Melee: I've had several cases where I Placate a mob, watch the animation complete, and then get attacked a second or two later by the mob I just Placated with both ElM and KM as a primary. Since I'm expecting it now, it's usually with KM and I queue either CS or Burst.
Chain Induction only criticals on the first target, but is still one of the best attacks you have due to the fast animation; following up Lightning Rod is usually Thunder Strike (100% chance for critical on the smashing - single target - half of the damage, 50% chance critical on the AoE energy half) or Assassin's Shock since the knockdown in Lightning Rod gives you a good chance of getting it off from hidden status without being interrupted. You can also use a fast-animating Patron AoE like Fireball or Ball Lightning, both of which will have a 50% chance to critical in i22 (currently Fireball has a 100% chance from hidden status). -
I haven't played Stalker Dark Armor to any respectable level - my ElM/DA was deleted at around level 21 because it just didn't look right (prior to being able to color customize) and I only made it to look like a storm cloud.
1. I'd personally take Oppressive Gloom. I like the version that my Warshade has, and the little ticks of damage are tiny compared to what Dark Regeneration provides you.
2. I haven't bothered with the chance to Placate proc on a Stalker, but your auras will break Placate when they tick unless you're in Hidden status, when they'll suppress.
3. Lightning Rod does not critical. It also doesn't break you out of Hidden status, which means you can follow up with a critical <whatever> from hidden status.
4. Soul Mastery is a good general-purpose patron pool, and Fire can work if you're just going to set mule the first couple of powers and slot Fireball. One thing to note is that in i22 the criticals in the APPs are going to be fixed, and that includes getting rid of the 100% chance for critical from hidden on Fireball. I personally took Mu Mastery (Mu Bolts/Ball Lightning) on my Elec/Nin just for theme.
5. Charged Brawl is a better DPA (damage per activation time in seconds) power than Havoc Punch, and so you'll end up doing more single target damage with it than with Havoc Punch. I consider Havoc Punch to be the skippable power in Electric Melee, since Jacob's Ladder has better DPA than Havoc Punch and also can hit more than one thing. -
Quote:Nitpick - Burst is the AoE, Focused Burst is the ranged attack.Focused Burst is also AoE and, with slotting, up plenty enough, at least for me on my KM/SD Scrapper. Admittedly I have Shield Charge and Spring Attack too so AE is plenty covered. And that without the knockback power, which I skipped.
If you're wanting to feign non-weapon, hands on beat down, KM does the job. If you want AE you may have to agument via your secondary or pool powers but you can do so.
Burst is a much nicer AoE than EM gets, though: higher damage scale, -damage, better chance of KD (50%) than Whirling Hands' chance to stun (30% mag 2). -
Quote:While the numbers you have above are true for the "let's nerf the *bleep* out of Stalkers" version of EM, the Tanker and Brute version (and this is in the Brute section) has a 30% chance of stun in Energy Punch and a 60% chance in Bone Smasher. Also note that Stalkers have a 50% chance for stun in Energy Transfer instead of the 60% that Tankers and Brutes have.I really wish Total Focus was restored to a mag 4 stun (after all, seismic smash has a 1.5 cast time and is a mag 4 hold), the tier 2 attack had the same chance of a mag 3 stun as KM and a little reduction on ET's animation, two slow attacks is too much, playing EM is hell on the prisoner stage on BAF. And for the broots/tankers (mine's a Stalker so I never used the power) the Whirling Hands radius increased, sure. I also don't think it would be OP if Total Focus did a full crit on Stalkers, when it crits it does about the same damage as usual Energy Transfer.
About KM and EM's tier 2 and tier 3 attacks (since except Tankers the rest usually skip the tier 1, Km's tier 1 has a chance to kd tho):
tier 2:
Body Blow: 7.152s Stunned (mag 3) (20% chance)
Energy Punch: 5.96s Stunned (mag 2) (10% chance)
tier 3:
Smashing Blow: 7.152s Stunned (mag 3) (33% chance)
Bone Smasher: 9.536s Stunned (mag 3) (30% chance)
Plus the KM attacks still do -damage to the target and KM has +selfdam, -dam, KD in the AoE, etc. I was wondering why my KM Stalker was stunning mobs so often compared to my EM in the low levels (I didn't like KM's animation so only played till level 20).
The only 10% chance for stun in the not-deliberately-gimped-just-to-mess-with-one-AT-version is in Barrage.
As for i22 chances to EM... I don't see any on beta at the moment. -
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Hrm. I posted elsewhere, the issue is that they based the Corruptor version on the Blaster version, and does (0.75 / 1.125) 2/3 of the damage.
The Blaster version (along with every other Blaster rain power) never was adjusted when Defiance 2.0 buffed their ranged damage modifier, so is based on a scale 1.0. So the Corruptor Rain of Arrows has a "damage scale" of 0.667. -
Rain of Arrows summons a pseudopet, so uses the pet damage modifier instead of Corruptor modifier. The pet created was based on the damage of the Blaster version, and they reduced the damage by taking the Blaster modifier (1.125) and converting it to the Corruptor modifier (0.75), so it does 2/3 (66.7%) of the damage of the Blaster version.
When Archery was originally created for Blasters and Defenders, they got a separate pseudopet so that it would do different damage based on their damage modifiers - for Blasters at the time it was scale 1.0, for Defenders it was 0.65.
When Blasters got a ranged damage modifier buff to 1.125 as part of Defiance 2.0, Rain of Arrows was never changed and retained the same damage (none of the Blaster rain powers were changed, so Ice Storm, Rain of Fire, Ignite, and Blizzard are similarly "nerfed by negligence"). Thus, the Corruptor version is an effective 0.667 modifier instead of 0.75 - explaining why it barely does any more damage than the 0.65 modifier Defender version.
Yes, it's pre-nerfed for Corruptors because the Blaster version was the base used instead of taking the Defender version and making it do 15.4% (0.75 / 0.65) more damage. -
Quote:And yet Castle, when redesigning the AT, stated that Dominators are the AT "that has two primaries".Some advice for new Dominators...
If you aren't using your single target hold whenever it recharges, you're doing it wrong.
Your Primary power set is for Control, not Damage. Your Secondary power set is for Damage, not Control.
Controls are an important part of the class, but they aren't the end-all-be-all of it, either. My Mind/Energy Dominator rarely uses Dominate - her single-target hold, which I guess I'm supposed to be cycling as it recharges - when soloing because Total Focus works just as well to mez single targets, Power Push does good damage while keeping things from attacking, and Mass Hypnosis, Mesmerize (slotted for damage since the base duration is already long enough to use on multiple targets permanently), and Confuse mean never having to say "ow, you hit me!"
What is "right" depends on how you play, how you slot, and what sets you picked. Not "always use your ST hold". -
Quote:That animation time for Rib Cracker is too long to fit in the window.Dear Devs, please make the shortened Assassin Strike animation for Street Justice be a Rib Cracker style attack!
Thank you for reading!
Not that I wouldn't mind them doing it, but it would need to be sped up a bit to fit and I'm pretty sure that what they're going to do is just play the current animation from 3 seconds into it for each AS since they're not making whole new animations for all of them in i22 (there's no need for normalization to wait if they were making all new animations). -
Quote:As others have said: yes, mobs will attack less often when you use Caltrops. If you don't believe that this is the case, then you've either never used them or place them well away from any mobs where nothing ever touches them. In either case, the problem is not with the power.Yeah I don't get the mitigation aspect either - it doesn't prevent enemies from attacking you at all, it doesn't make them do less damage or attack less often - you might get attacked less by melee and that's it. (true, melee typically hits harder I realize)
If you want to use another scenario, basically you are using a poor man's Scapper Burn.
But you are correct in that mobs can and will still occasionally attack and deal the same damage when they do. They just attack far less often because their AI is so messed up. -
Stalkers are having some pretty significant changes being done to them in i22.