-
Posts
2610 -
Joined
-
Don't let everyone else fool you. They're not only not worth slotting, but they're dangerous to have as well! You should send them to me for proper disposal.
-
-
Kids these days...
I used to play MUDs - you know, text-based? If you want an idea of what Spring Attack would look like there, just start reading your combat log. >.> -
-
Random thought regarding Blasters...
100% + 2% per level mez resistance (essentially, 1/3 duration on mez at level 50).
0.1 point of mez protection against Stun, Sleep, Hold, or Fear for each +dam% in the Defiance line item for their powers, for the same duration as the damage buff.
This means that you have to build up mez protection, but you can do that with your lower tier attacks (t1 primary is +.66 protection, t2 primary is +1.1) if the mobs start with a mez - and the resistance is there to shorten how long your other powers aren't usable. This makes stacked mezzes still an issue due to low magnitude, and the duration on the protection isn't long but you can literally blast your way out of a mez (making Defiance actually mean defiant!) and the resistance means that you're less affected than other squishies regardless.
Immobilize, Knockback, and Confuse are issues that you can build or adjust to play around (Combat Jumping, IOs, killing teammates for giggles). -
Since I only ever slot 4 LotGs, it's also cheaper for me to get the Def, Def/End, Def/End/Rech, and Def/+7.5%; the same with 4 Basilisk's Gazes.
But I decided not to spend money to add points so I didn't buy anything and just banked the 400. If I do anything I'll buy a transfer for 200 pts and bank it with the freebie for a rename that I don't have to wait 2 months for. -
Quote:You mean that the graphics and story behind Yar's Revenge don't resonate with you even today?When I was six, all I had to play games with was a Coleco Telstar. I didn't get an Atari 2600 until I was 12.
But at the time, I thought such games were the coolest thing around. It's a good thing I wasn't able to see into the future and glimpse games like this one, or else it would have ruined the entire 1980's for me! -
But then you could Black Hole two spawns in order to really annoy your team!
-
Quote:a) It's still an extra click. A toggle just stays there.As I said, I foresee giving hide, say, a 10-minute duration with a 10 second recharge, so worrying about it being active shouldn't be a problem. Once every 10 minutes ought to be enough to keep you invisible. The reason I want it as a click is so I can use it to attain hidden status more frequently. And I don't foresee giving it any animation, or if it has to have one, I don't foresee it being very long, so the 2s+ animation of Placate shouldn't be a problem with this.
I don't foresee losing Placate at all. I just want to leave that power with JUST the placate effect, which needs to recharge more slowly, so that we can move the Hidden effect to another power which will recharge much more quickly.
I mean for that to happen to ALL powers, not just Assassin's Strike. For instance, if you hit something with Energy Punch and you're hidden, you deal base damage, you deal another 100% base critical, and you have a chance to deal ANOTHER 100% damage critical, for a total of triple damage. So, out of hide, you always deal base damage but have a chance to do double that, while from Hide, you always deal double damage, but you have a chance to deal triple damage. It makes Hide a better guaranteed hit, but it still leaves room for EVAN MOAR damage.
b) Placate's animation time is 1.5 seconds, or 1.43 seconds for Dual Blades. Even accounting for Arcanatime that's under 2 seconds.
c) I didn't think you were talking about getting rid of Placate. I said that while the click Hide power is animating, you could be knocked out of hidden status. Currently Hide's animation time is 0.73 seconds, or roughly half that of Placate. That gives it an Arcanatime window of 0.924 seconds where it can be messed up before you can activate another power, relative to Placate's 1.716 (or 1.584) - you're not getting rid of the problem, you're simply reducing it.
A better way of reducing the chance of losing the critical due to getting hit would be have Placate set the kMeter (ie, Hidden status) "after 1.43 second delay" or "after 1.5 second delay", and have the Placate effect go off immediately. This would reduce the gap where it could be broken to 0.216 seconds for most Placates, or 0.154 for Dual Blades; note that doing the same with a click version of Hide gives you a gap of 0.194 seconds (89.8% of the gap if Placate is used).
d) All powers that can critical have the chance to double critical after a Placate now - you (general case) just notice it more with Assassin's Strike because that's usually what's used right after Placate.
Quote:On the subject of Placate and team synergy, I've always been a fan of a suggestion that kills two birds with one stone. Have stalker attacks have a separate critical chance against targets that are not aggroed on the stalker.
Obviously, this helps on teams more than solo, because solo most things will be aggroed on you. But the more control of aggro that the team has, the better the stalker will do, and its conceptually consistent.
This also helps Placate indirectly, because a placated target will obviously not be aggroed on the stalker: the stalker gets the benefit of the automatic hide crit, and an additional chance to crit the target due to being unaggroed.
That's why I'd like to see the radius expanded to 80' (max range for most normal blast sets) or done away with and just use team size instead to base it on, with the (I have been told incorrect) idea that team size would be faster to calculate than how far each team member is from the Stalker. -
Quote:I don't think I'll ever support any method of making Hide into a click power, especially not one that you want at as close to 100% uptime as possible - some secondaries (*cough*Regen*cough*) are clicky enough already with Reconstruction, Dull Pain, Moment of Glory, and Instant Healing, with Hasten, Shadow Meld, and the Demonic accolade thrown in for good measure. I certainly don't want to have to keep track of when Hide recharged along with that.I've actually suggested changing Hide from a toggle to a click with a long duration (say 10 minutes) but a short recharge (say 20-30 seconds) that put you back into your Hidden status when you used it. That way, with slotting, you could drop a Hidden Critical on your enemies once every 10-15 seconds in combat without needing new powers for it.
Besides, you're in the exact same boat you're in with Placate now in that something can hit you while Hide animates (which it will do each time you have to click it) and you'd lose the status. At least Placate (usually) makes one thing stop attacking you.
Quote:And, no, I would not in the slightest be opposed to the Assassination Critical hit for scale 9.0 damage
Quote:I don't know what to say. I've seen Placate affect elite bosses, it just doesn't affect them for very long. And I'm really not trying to use it defensively so much as set up a Hidden Assassin's Strike, which tends to fail as often as it succeeds.
But...Quote:Originally Posted by City of DataTarget:- 20.5s Placate (mag 4)
If target.enttype == critter
They can already do this after Placate. That's actually how I came up with scale 9 - it's below the double critical that you can currently do (which is scale 9.5), but it makes it far more reliable. I'm also assuming that the only unhidden criticals for the new Assassin's Strike will be Focus-related, so you wouldn't get a scale 11.76 double-critical with the changes. - 20.5s Placate (mag 4)
-
Quote:I got my token yesterday, and didn't get the points until this evening - I'm not certain exactly when, but they weren't there this afternoon when I logged on and the date shown in microtransactions when I check account info is November 25th. I'm in the eastern time zone and it's still the 24th here for another 30 mins.Got my Paragon Rewards token today, but still no points since Oct 13th.
. -
Quote:Placate is a mag 4 mez, which isn't sufficient magnitude to affect Elite Boss class mobs. Since it's not covered by the purple triangles, you're actually safer fighting an Archvillain/Hero class mob, since they would be affected by Placate when you needed a breather. You just have a lot more hit points to whittle down and they're going to regen almost all of the damage if you actually need to use Placate defensively, so it's harder to kill them.*edit*
Oh, another funny thing - elite bosses (at least Back Alley Brawler) also resist Placate effects, which have shorter durations on them. The fun part is that this means that your placate is sometimes SHORTER than the interrupt time of your Assassin's Strike from hide, meaning you out and out CAN'T do this against some EBs... And EBs are the biggest reason why you'd want to do this.
As for the calculations, they're in the Stalker section scattered around in a few different posts; one of the threads deals specifically with using Placate offensively and whether or not it helps the DPA of the following attack. Not counting the Assassin's Strike powers, there are 11 total powers scattered through 9 primaries (I didn't include APPs, so I left all pool powers alone) where the damage over time is actually helped by using Placate. For everything else, including Assassin's Strike once these changes roll out, the DPA of the followup goes down - whether due to a lower critical chance (most AoEs), lowered damage on the critical, or just Placate's animation time relative to the attack.
Edit:
Link to post #1 with DPA of the unhidden Assassin's Strike and current hidden Assassin's Strike.
Link to post #2 with DPA of current Assassin's Strike after a Placate, including 10% critical chance.
Link to post with the powers where DPA increases following Placate, including % increase.
Note that the first two were written before I read this thread and had to be edited, but I left the original text intact because it shows how I calculated the numbers. -
-
Quote:Well... there are a couple, but at least one dev has posted that one of them is a bug so it's safe to assume that the other is also.You're not getting guaranteed Hidden criticals from AoEs anyway.
Quote:As I said - a Build Up which gave Stalkers a 10-second window of guaranteed criticals would do a HELL of a lot more for their burst damage than anything done to Assassin's Strike ever could in a million years.
The proposal is also completely broken by Kinetic Melee, where the critical on the heavy hitter is to recharge Build Up - so you hit Concentrated Strike again during the window and viola! Instant recharge, and CS is the only attack that ever doesn't critical. -
I'm fairly certain that the interrupt for a hidden AS is staying, and yes the DPA on unhidden AS is higher than that of a hidden AS (whether you use Placate or not).
For sheer silliness, how's this for a solution to making hidden status less relevant:
The proposal goes through as described.- Unhidden Assassin's Strike with 1 sec animation dealing scale 2.76 damage and is not interruptible.
- The new unhidden AS has a DPA of scale 2.323 per second at a 0% critical rate.
- Current Assassin's Strike while hidden is scale 2.21/sec.
- Assassin's Focus gives 0/33/67/100% chance to critical with unhidden AS only.
- Hidden Assassin's Strike has 3 second animation and is interruptible.
- NEW: Damage from hidden status is increased to scale 9.0 in PvE only.
- This alters the DPA to scale 3.125/sec and increases burst damage, putting it higher than unhidden AS until Assassin's Focus stacks twice.
- With Placate the DPA would be scale 1.976/sec, which is still below unhidden AS.
Just a random thought to address the "better when unhidden" issue that also increases burst slightly.
Edit: The higher damage scale from hidden status is NOT from a developer, it is a suggestion. As far as I know everything about a hidden Assassin's Strike will remain the same as it is now. - Unhidden Assassin's Strike with 1 sec animation dealing scale 2.76 damage and is not interruptible.
-
Quote:Smoke Flash is available as a temp power that anyone can get and use. It's not targeted directly, but that's just a timing issue between you and the AoE-KB-happy victi... er, teammate.If anything, if you want to improve the Tanker's lot in life in regards to being debuffed, they should have a power that dumps all aggro onto a selected friendly target and forces them to be attacked, like the Energy Blaster who keeps scattering groups.
-
Quote:Getting one thing to stop attacking you, when solo, is useful occasionally. It would be really nice if Placate always did that, but some of the secondary effects cause it to break and the magnitude isn't high enough to work on Elite Bosses at all (ironically, it works against AVs, making it safer for a Stalker to fight against AVs than EBs, albeit harder to actually overcome their regen and win). So I use it offensively in those situations - currently with Assassin's Strike - and wanted to see what else would benefit given the changes coming in i22 to Assassin's Strike.Keep in mind that Placate has a relatively longish recharge time, so improving its cast time a little isn't going to improve your overall DPS chain by a hell of a lot simply because it doesn't get USED as often in your attack chain as all your other attacks.
I'm not sure there is something to fix here because people are assuming Placate *should* always improve your DPS. Another way to look at it is that it doesn't *harm* your DPS as much as a typical single-target mez would. The primary purpose of Placate is to get something to stop attacking you, just as a Scrapper's Confront is for doing the opposite. If you don't value that, don't take the power. -
Well, I happen to have a KM/EA. There are a variety of ways to go, but I went for softcapping defense and +hp because I was trying to cap hit points and ignore Overload.
Because of what the sets are, I would also disagree with waiting to IO the character - most of the key sets cap at 35 or below.
Key sets for softcapping are Kinetic Combat to boost S/L defense, and I use Pounding Slugfest and Pulverizing Fisticuffs for E/N defense (Thunderstrike works well also). I throw in a few Aegis for F/C defense and a Steadfast Protection +defense to help everything, and Energy Drain's frankenslotted so that it will keep defense above the softcap by a decent margin.
I also try to get +recharge for Energize (5 x Doctored Wounds) and so use Luck of the Gamblers for +hp, +regen, +accuracy, and the proc'd recharge in the defense toggles.
Edit: also, the set bonus finder in Mid's can help you choose sets if you know what types of bonuses you're looking for - so I recommend Mid's regardless. -
Trouble is level 25, and has the Soul Taker mission. It's the last badge she needs for the Demonic accolade*, but I'm holding it until Sunday to see if anyone else wants the badge. It's available in Ouroboros in the 30-35 group since villain one-off badge missions are almost always one level range higher than where they actually appear, so you can get it later but need to wait until level 35 through Ouro.
I also unlocked Mortimer Kal, helped sprint through a few tips, and then left her farming damage overnight so that as soon as I get Exterminator and can get into Warburg for Triumphant I'll have Born in Battle**; for High Pain Threshold*** I just need the Bad Luck mission from Hard Luck and the 400k debt badge.
Plus she's still schizophrenic about whether to save or rob the Steel Canyon bank, and while they are outleveled each offers the Team Recall temp power, which is a 5 minute recharge Assemble the Team that lasts for 24 hours of in-game time. I'm planning on getting TFC instead of Invader, but if anyone is doing the mayhems for Invader and missed Steel Canyon post in here and I'll hold onto it, too.
* - Archmage equivalent, +50% def/+30% res to all but Psi for 1 min and really nice to have early
** - Portal Jockey equivalent, +5%hp and +5 end
*** - Freedom Phalanx Reserve equivalent, +10% hp -
Quote:I mentioned reducing the animation in a PM to Synapse since he's looking at Stalkers already, but I'm not expecting anything other than putting it out there as a possibility because animation changes aren't really his department and the resources may not be there - especially with each AS needing another animation that skips the windup.This tends to indicate to me that Placate needs to spend less time animating and instead "get on with it" and just allow the second attack to take place much faster in order to improve Damage Over Time throughput. Taking it down to a 1.0 or even 0.7 second casting time would do wonders for Placate in combat, and make it less of a "do I have dirt on my fingernails?" sort of power.
-
Quote:There were a variety of options attempted on the test server that used enhanceable and unenhanceable damage that was based on the target's max hp. I think it started at 10%, unenhanceable, and changed from that point. At one point it was 4%, fully enhanceable - I remember that figure because I popped inspirations to get the damage cap (20% of the target's maxhp) and soloed Deathsurge fairly easily before they wore off on my DM/Nin.Sort of. If I remember correctly, it was straight up %health as damage. I believe it may have been the first place we saw damage that was a strict percentage of a target's health in play. (Now of course it's fairly common in the new end game.)
It tended to nerf AS badly against minions, nerf it a little against LTs, and start to go nuts from there. If you could take the heat (or get someone to soak aggro for you) it was extremely easy to put down a Rikti Pylon with it, for example, which was quite something at the time.
In addition to the ease of killing hard targets, there was a huge uproar about damage types, as the exotic typed Assassin's Strikes had a huge numerical advantage against the targets you would want to use them on. I'm not sure the exact reason that it was scrapped, but it was a legitimate attempt - then, later, the last round of Stalker buffs came out, and now they're looking at them again. -
I was at work earlier, slacking off by posting about Stalkers. I thought the teaming didn't start for a few more hours!
-
Quote:Sure it does. It deals lethal damage.Yeah and if they allow throw spine and spine burst to gain Focus, then Spines really has no weaknesses.
(I like Spines. I have a 50 Spine/EA and 42 Spine/Nin)
Feeling like I was just scraping the paint on robots, turrets, and longbow body armor is what shelved my Spines/Nin. My Elec/Nin has been 50 for a while. >.> -
-
No wonder the channel always seems empty when I check it. People weren't joining!