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Quote:In another thread it was suggested that the Blaster damage cap be raised to 600% and in another the melee damage modifier increased; at a 600% damage cap they'd outperform every other AT at their respective damage caps relative to the scale of the power.The other reason why I think blasters really are in more serious need of a rethink is because many (not all) the arguments for reexamining stalkers are of the form "stalkers have less survivability than scrappers, ergo they should do more damage." Even when you factor range into the equation, that logic should be amplified massively for blasters. But we've already buffed everyone's damage so much that there's virtually nowhere left for Blasters to go. If we keep buffing everyone's damage and do Blasters last, we *won't* have anything left to do to Blasters. We'll have given everyone else all the interesting damage mechanics, high burst, high sustained damage, and all that will be left will be tinker toy concessions.
Any edge blasters had in offense is now at best measured in percentage points. Its survivability gap is measured in orders of magnitude. And this squeeze gets worse as time progresses, because the *one* archetype the devs do not protect against encroachment is blasters, because the devs have already conceded that *all* archetypes must be able to do good damage, the one thing blasters were supposed to be better at.
In fact, you could argue its the Defender complaint on a massive scale. Defenders often complain that what they are supposed to be best at (buff/debuff) Controllers are pretty good at. Blasters can argue that what they are supposed to be best at everyone is pretty good at. And the longer everything else is tweaked, the more wedged into a corner blasters will get.
While I don't think it's an end-all-be-all solution for Blasters, it does at least address the issue where Brutes and Scrappers at their caps deal more damage over time with the same attacks than Blasters do. For that reason I think it would be a good place to start. -
Quote:If they do gain focus, I would expect it to work only once per activation and not once per target; that somewhat preserves the balance since you're still using the higher endurance cost of an AoE.I don't know how exactly you gain Assassin Focus but I am hoping aoe attacks don't gain Focus. I say this only because that will give AoE-oriented set too much advantage. Throw Spine, Spine Burst, Shockwave, Burst... those already do good burst aoe damage. If they build Focus too, then they have the best of both worlds, while EM and MA are still hitting only one target.
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Quote:That's what I've been saying for years - Placate doesn't really help your damage all that much (and for every other non-AS power, actually hurts it). A shorter animation for it would greatly increase the effectiveness in terms of how it helps your damage. What it does do is help your burst damage right afterwards and/or give you a break from one thing attacking for a few seconds, which may be all you need to finish a fight. But that doesn't happen often enough that I ever slot it with more than the base slot.So, the final number is the percentage increase of damage per activation second of a given power when used with Placate vice being used out of Hide?
That's a MUCH smaller gain than what would be apparent from the assured Crit. Basically, Placate seems a minimal gain with the exception of Burst, and only then when facing multiple targets.
This revelation alters both my playstyle and builds... odd indeed.
If I get really bored at work today I'll add APP powers - only 1 set of which can critical for now - and post the pool attacks that are affected. The biggest winners are snipes, because of the 8 second animation. -
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:Nope - on DPA the 0% critical chance of unhidden AS is higher than hidden AS, without Placate at all. I edited my post a bit ago due to finally reading Synapse's comments about it; they're not just shaving the full 2 second interruption but also increasing the base damage out of hide from 2.5 to 2.76.One thing to possibly do to help the Placate + Assassin Strike option is to lower Placate's animation time.
A 1 second animation time on Placate would up the DPS damage of Placate + Assassin Strike to 92.56 (unslotted) a change of 10 whole DPS and makes Placate + Assassin Strike the best DPS option to a Stalker, lowers the chance of the combo being ruined, and likely beats out Assassin Strike from an unhidden state in DPS with the changes as I don't think unhidden state AS will be over 92.56 in DPS.
A 1 second animation would make Placate work better offensively for almost every other attack, though; right now it's of marginal use for anything other than Assassin's Strike as far as improving your DPS, and as people keep telling me even that isn't great due to interruption. Part of that is due to the overhead that it adds, since it only increases DPA for powers that have a longer animation that it has, a 100% critical chance while hidden that do a 100% damage critical, and you're in a situation where you're not taking damage and it won't be broken. While I haven't done the calculations for each set I can already just glance and tell that after the changes it always hurts some sets - EM, for instance, cannot offensively benefit from Placate now except for AS since none of the long-animation attacks have a full critical, and after the changes AS's DPA will go down compared to being unhidden.
Based on the description it's almost like the change simply gives you a second power for free that increases your sustained DPS; you can use hidden status or Placate to switch from "DPS mode" to "burst damage mode". Since single-target burst damage is often (not always, but usually) irrelevant in team play I forsee a lot of people deciding to never use Placate offensively.
Edit: started another thread showing the effects of Placate on the primary powers; currently Assassin's Strike is helped but after the changes it won't be (math earlier in this thread for that). Responses about Placate's use for damage could/should probably go there. -
In a single hit, it will do more damage - scale 7.0 compared to scale 2.76, or 5.52 on a critical out of hide.
However, over time the new AS out of hide, even at a 0% critical rate, will have a higher DPA than AS from hidden status. I edited a post I made about it here, showing that with 2 stacks of Assassin's Focus you'll have better DPA than Energy Transfer... with it's old animation. And that's normalized, not even accounting for Kinetic Melee's short animation (until fixed after i22) - KM hits new levels of ridiculousness.
If old ET could carry EM into getting nerfed all on its own, I'd say something that can outperform it on a regular basis will certainly help Stalker single target damage. -
Quote:Yes, but soon it will be changed - those are only how it comes out with a 10% double-critical chance with the current scale and animation time.Ladies and gentlemen, the code has been cracked. Siolfir has discovered DB's hidden power.
Alas, it will no longer be 1337 in i22. (or when teamed) -
Whew... finally caught up to this thread. Now I have to wander over to the Stalker section and correct some posts, since the assumptions that I made were out-and-out wrong based on information provided here. Shows me once again why I should finish checking stuff before I bother to post, and not when I'm just poking at certain sections.
So, yeah. I'll echo my comments from various spots in brief here:
- Possess really needs to be renamed to Word of Command. I saw "dark single target confuse" and it was the first thing that came to mind. Then again, WotC may sue.
- The changes to AS seem sdrawkcab; it adds to your damage far more when used outside of hidden status as proposed and gets rid of every drawback at the same time.
- I forgot the other comments after catching up, so there is no point 3. -
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Quote:Yeah, the numbers just lead me to believe that it's going to be around a 1 second trim. I should pop into that thread, I guess; at least then I can ask.Nice, glad I'm not just going crazy, becoming jaded or morphing into a nerfhearder or something
Not sure about the +crit buff added by Assassin's Focus. Synapse never really clarified on that, but then I don't think anyone ever posted "So 10%+ 33%x3 stacks?" in the thread he's discussing in so the issue was never brought up. I didn't even begin to think those numbers were anything but a straight accumulative added chance vs a modified chance...But I specifically remember him saying Assassin's Focus only stacks 3 times and after you use Assassin's Strike (hit or miss) all the points are spent.
And the above numbers get worse when you add in Placate. Basically, you're practically penalized every time you try to use them as a pair...not trying to cradle the Placate > AS combo, but for mid-combat Demoralize, you shouldn't need to sacrifice so much...especially if they're just handing out free-crit AS >_>
Edit: given the information about the damage scale changing and my edits to the post earlier, these are incorrect (either too high due to no chance of a double crit, or too low because the damage scale used was wrong) but I'm not bothering to recalculate them - they won't even come close when compared to the out-of-hidden numbers; basically all of the conclusions here are irrelevant if they go through with their plan as listed by Synapse in the quotes above.
While I'm at it, since I didn't include it before:
AS from Placate (all scale 7.25 to include the 10% "double critical" chance):
3 sec animation: scale 1.484/sec
2.67 sec (KM): scale 1.570/sec
3.17 sec (StJ): scale 1.408/sec
3.67 sec (DB, shorter Placate): scale 1.337/sec
3.67 sec (BS, NB): scale 1.308/sec
A 1 second trim gives the out-of-hidden AS a 1.225 at 10% chance, so even the worst Placate+AS still slightly beats it at the cost of possibly being interrupted. The more I look at the numbers, the more I think they're simply going to trim one second out of the wind-up; anything else just doesn't make a lot of sense from a balance standpoint within the bounds of the AT itself. As for balance between the other melee ATs, maybe someone else can run some attack chains based on those assumptions and see what the numbers look like in a chain compared to mid-to-high-end Scrapper and Brute single-target chains? While I like this idea, I think that a one-second trim is a little short of pushing Stalkers past either of those two over time, so it would only be part of the solution.
What's funny is that until I just started doing these I didn't notice that Dual Blades has a shorter Placate animation (1.43 sec) than the others (1.5 sec), which makes it a full server tick (0.132 sec) less than all of the others at 1.584 arcanatime vs 1.716 for the others. -
I've deleted a couple of level 50s - mostly I just got tired of them and they weren't living up to expectations. So, knowing that I wasn't going to decide to suddenly want them back, I just deleted them after stripping all of their IOs and dropping them off in base storage. Usually I don't even get them to 50 if I feel this way about them, but it's happened a couple of times.
Most of them just go to another server to retire via free transfers, though. -
So.
Is Wednesday going to be skipped due to people running to be with their families on Thursday, or still on for people running to get away from their families before Thursday? -
It looks like fun - I'll wait until I see the animations before I decide though: I have skipped otherwise good control sets simply because I couldn't stand the animations.
Is it sad that I'm more excited about Dark Assault, which will likely have every power I ever take out of both Dark Melee and Dark Blast, than I am about Dark Control?
Also, I want Possess renamed to Word of Command. -
Just catching up and freely admitting that I skimmed heavily over the last couple of pages so I may go over things that have already been covered. >.>
First: +33% chance to critical may mean "a 33% increase of your chance to critical", which would mean 10%->13.33%->17.73%->23.58%->31.36%->41.71%->55.47%->73.78%->98.13%, or a stack of 9 to guarantee a critical (with 8 being better than your chance to guarantee a hit). Given the confusion over how the Scrapper ATIO boosted criticals and the wording on it, that's what I'm expecting from that line; otherwise yes it's a bit silly.
Second: I agree with Leo - the shorter AS is bass-ackwards out of hide, because it rewards you for not being hidden if they trim the entire interrupt time out. You'll do more damage by trimming the animation time by around 67% and doing around 40% of the damage (counting a 10% chance to critical), especially when you eliminate any chance of interruption. Placate and/or hidden status will actually penalize your damage.
As an example, let's take a look at Energy Melee for how the DPA compares - it's got the generic 3 sec animation time, shared by most sets, so this will work for the largest number of sets:
AS from hide:
Scale 7 damage, 3.168 sec animation after arcanatime calculations = scale 2.21/sec
Current, out of hide:
Scale 2.5 damage * 1.1 (crit chance), 3.168 sec = scale 0.868/sec
1 sec trim of animation time (2 sec total):
Scale 2.5 damage * 1.1 (crit chance), 2.244 sec = scale 1.225/sec
2 sec trim of animation time (1 sec total):
Scale 2.5 damage * 1.1 (crit chance), 1.188 sec = scale 2.315/sec
Note that if they trim the entirety of the windup time it will be far more effective to use it outside of hidden status - you'd have a higher damage per activation and would never have to worry about being interrupted. I think they may knock around 1 second of the animation time away, putting it near the top (but not at the top) of other attacks - at 1.225 it's slightly above Smite, Ablating Strike, and Chain Induction (all at 1.222) for DPA but behind Soaring Dragon (1.25), with the higher critical chance from Assassin's Focus boosting it beyond those but probably staying behind Crushing Uppercut (1.472) and Energy Transfer (1.57).
For the blade sets and KM, here are the DPA numbers at 2.67, 1.67, and 0.67 seconds at scale 2.5 damage with a 10% critical rate, all in damage scale/sec (multiply by 55.61 for dps):
2.67: 0.947 <--- note that this is where KM's is now
1.67: 1.488
0.67: 2.976
As for normalizing the AS attacks - I'd like to see it done based on a 1 second animation. That way they could give EM back the old ET animation for it's AS out of hide, and Stalkers could point and laugh at the slow Brutes and Tankers while stealing their kills. >.>
Edit: Leaving the original there but greyed out, since it reflects things with the scale of AS as it is currently. However, based on the following:
Quote:The damage scale I used is too low; yes, that means that the damage goes up even more!The current design is this:
-While hidden Assassin Strike will deal scale 7 damage and will possibly inflict demoralize.
-When not hidden Assassin Strike will deal scale 2.76 damage (this is appropriate damage for a standard 15 second recharge single target power). Each stack of Assassin's Focus increases Assassin Strike's critical hit chance by 33.3%. Assassin's Focus stacks up to 3 times. Critically hitting will deal an additional scale 2.76 damage.
-Using Assassin's Strike out of hide will remove all stacks of Assassin's Focus regardless if you critically hit or not.
Synapse
In addition...Quote:Oh. One thing to note (and this might have been obvious to some, but I think it's best that I spell this out so that there isn't any confusion) is that you basically subtract the windup time from the total cast time you guys see in the real numbers. For example:
Assassin's Strike for Kinetic Melee says it has a cast time of 2.67s. Once you remove the 2 second wind up the power has a .67 cast time. So, when you strike with this power out of hide, it will have a .67 cast time.
The obvious problem is that some Assassin Strikes have longer cast times than others. Eventually I'd like all Assassin Strikes to have a 2 second wind up and 1 second cast time. This way you always have a 3 second total cast time (including interruptible wind up) when hidden and a 1 second cast time out of hide.
Again, that likely won't come until after i22.
That means that these will be the out-of-hidden status numbers for Assassin's Strike as proposed, after the powers are normalized (most will do this anyway):
"normalized" @ 3 sec hidden/1 sec unhidden:
scale 2.76 damage, 1.188 sec, 10% chance of critical: scale 2.556/sec
Now, just in case the normal chance of critical doesn't happen, and it's only with Assassin's Focus (33% chance per stack):
0 stacks (no critical): scale 2.323/sec <--- STILL higher than from hidden status (2.21/sec)
1 stack (33% chance): scale 3.09/sec
2 stacks (66% chance): scale 3.857/sec <--- Better than OLD Energy Transfer (at 3.838)!
3 stacks (99% chance): scale 4.623/sec
Until things are normalized, here are how the other sets fare:
Kinetic Melee: 0.67 sec, 0.924 arcanatime (we have a winner!)
0 stacks (no critical): scale 2.987/sec
1 stack (33% chance): scale 3.973/sec
2 stacks (66% chance): scale 4.958/sec <--- what is this I don't even...
3 stacks (99% chance): scale 5.944/sec <---
10% chance: scale 3.286/sec
Blade Sets (BS, DB, NB): 1.67 sec, 1.848 arcanatime
0 stacks (no critical): scale 1.494/sec
1 stack (33% chance): scale 1.986/sec
2 stacks (66% chance): scale 2.479/sec
3 stacks (99% chance): scale 2.972/sec
10% chance: scale 1.643/sec
Street Justice: 1.17 sec, 1.320 arcanatime
0 stacks (no critical): scale 2.091/sec
1 stack (33% chance): scale 2.781/sec
2 stacks (66% chance): scale 3.471/sec
3 stacks (99% chance): scale 4.161/sec
10% chance: scale 2.3/sec
Essentially what the change says is, "We decided to up Stalker DPS by giving every primary something that can outperform old Energy Transfer over time using only 2 attacks in between, only it's on a shorter recharge and doesn't have self damage. Oh, and you get it at level 6. Enjoy!" I'll admit, until I read the posts, I was positive that they wouldn't do this; they still may not, but if the changes go through as proposed I have to agree with the comment that Stalkers will suddenly shoot up the charts for single target damage once you add this in to your attack chains. -
Quote:They already have the highest damage in solo burst (that's the last chart) and general case situations (the middle chart); of course that assumes the same attack and no outside damage buffs which isn't going to be the case most of the time. Adding to their damage cap pushes their high-end performance past that of everybody when capped, including a Stalker at the 31% critical rate at their current modifier.I really forgot how high damage Blaster is, but I do agree that Blaster should do the most damage in the game since they trade their survivability for it. I guess they are only adding Damage Cap which isn't likely to happen all the time. Blaster should out-damage Scrapper and Stalker.
I think it's the right answer for Blasters. I'll have to reserve judgement on the changes to Stalkers until I see how they make the changes - the addition of a short animation Assassin's Strike to an attack chain could boost their single-target damage by a lot, but if they leave the animation time close to the same it won't help a lot of sets. The degree of change matters a great deal there, and they didn't say how much of the windup time they'd get rid of. I also find it very hard to believe that they'd shorten ALL of them by the 2 second interrupt, since that would leave most of them at 1 second or less. You'll note that if they're using the same attacks, currently Stalkers are actually dead last in solo burst of the ATs I added to the list. Assassin's Strike from hide and a guaranteed critical is the only reason they're even remotely competitive in single-target burst damage. -
DM has AoE (Shadow Maul).
MA doesn't.
Plus you can supplement your AoE earlier now (level 14 with a lot of build sacrifices) than you used to be able to (level 44) and Judgement is Judgement regardless of AT. Yes, Stalkers are capable of doing AoE damage; the issue is that they do less than almost everyone else they would be competing for team spots with when using the same/similar primaries.
On topic, I'm reserving judgement on the changes until I see them in action. I'm happy with what's announced but have seen too many announced changes that looked good on paper that included hidden changes that wrecked the whole idea. It looks like a straight-up buff for now, though, so I'm hopeful. -
Quote:a) didn't catch that you wanted both, I was thinking either/or due to balance considerations; andEr....
...no.
(Goes back and re-reads what he said.) (Yep, it still says what I thought it did.)
If Stalkers get their AT mod raised to 1.2, AND have their damage cap raised by 100 percent, they are way, WAY ahead of scrappers/brutes for damage. Check the numbers, they's fun!
And waaaay ahead is right where they should be. If stalkers have to wear cute little ballerina slippers and dance a pretty little dance to max their performance in melee, it should be WORTH IT.
Also, for the record, 'scrappers do more damage than brutes due to criticals' is a huge misconception. Even after the 'fury nerf' (lol) brutes do just as much damage and are still WAY more durable.
b) see my previous post - at their respective caps, which is what I was talking about since we were discussing a damage cap increase, Scrappers are doing more damage than Brutes. Brutes can do more below that until you hit a certain level of +dam that I don't remember and don't feel like recalculating at the moment.
For more silly numbers, a Corruptor at the damage cap getting Scourge on every hit goes to a 7.5 scale, which is below the a Stalker with the full team buff at the current AT modifier and a 600% cap... which is kindof why I was assuming that the 1.2 AND higher cap just wasn't going to happen. Either way, what they have in mind has been presented and seems very similar to some of the ideas that popped up in the buff thread. -
Quote:Inherent Assassin's Strike wouldn't be a bad change, but that opens the Pandora's Box of inherent Hide (which is more central to the AT) and giving back the secondary power as well. While not undesired, it's a lot of work for the powers team and what do you add to Ninjitsu?What if this Stalker "change" revolves around giving back the pbaoe attack that was taken out for Assassin Strike?
Call me crazy but I can't figure out how they are going to give Staff set to stalker with Build Up that is tied to every single primary. And they can't figure out which attack to take out that won't interfere with Titan Weapon design (two slow attacks and then faster attacks?).
Would you guys be against it if Assassin Strike becomes an inherent attack and all the pbaoe attacks are going to be put back in? This sounds like a major change that may require a lot of re-coding but this change sounds logical to me because it will be so much easier to port a set to stalker if stalker primary has the same powers (with exception of Placate which replaces Taunt). Isn't it less headache to create something for Stalker in the future?
Putting back the pbaoe attack doesn't mean you can't use Assassin Strike. It just means that Stalker will have the option to choose.
(I find it crazy that they give Blaster 100% more damage cap. lol They really need to nerf Brute's damage so they can stop buffing everyone elses)
As for the comment on nerfing Brute damage... they did. And I thought that in their announcement they said that they nerfed it more than they did, but I was wrong and it was lowered to +675%, not 675% total (+575%). Even that amount would have Brutes doing more than Blasters with melee attacks, but Stalkers at their cap would outdo them at a 10% critical rate at +361% damage and above, and Blasters using ranged attacks or Scrappers would do far-and-away more damage even without taking criticals into account for the Scrapper.
But the reason I'd advocate adding to the damage cap for Blasters instead of nerfing Brutes again in this case is because of Scrappers, which would need a huge nerf to be in-line with Blasters as far as damage-to-survivability. There's also the point that Judgement means that every AT has access to a high damage AoE in the endgame, so Blasters are in the same boat as Stalkers with adding nothing special.
To look at a couple of proposals and how they affects thing, the damage cap increases are in yellow and adjusting the Stalker AT modifier to match Scrapper damage is in green - assuming you're using an identical so that the damage is only affected by buffs and AT-specific means:
6 * 1 * 1.31 = 7.86 (Stalker, at proposed cap and MAX 31% critical rate)
5 * 1.125 * 1.31 = 7.36875 (Stalker, at current cap with Scrapper damage modifier and MAX 31% critical rate)
6 * 1.125 = 6.75 (Blaster, ranged attack, at proposed cap)
6 * 1 * 1.1 = 6.6 (Stalker, at proposed cap and 10% critical rate)
5 * 1 * 1.31 = 6.55 (Stalker, at current cap and MAX 31% critical rate)
8.5 * 0.75 = 6.375 (Brute, at old cap)
5 * 1.125 * 1.1 = 6.1875 (Scrapper against lt or above, at current cap; Stalker, at current cap with Scrapper damage modifier and base 10% critical rate)
6 * 1 = 6 (Blaster, melee attack, at proposed cap; Stalker, at proposed cap using attack that does not critical)
5 * 1.125 * 1.05 = 5.90625 (Scrapper against minion or below, at current cap)
7.75 * 0.75 = 5.8125 (Brute at current cap)
Here's how they'd do for "normal" performance:
2 * 1.125 * 1.31 = 2.9475 (Stalker at Scrapper modifier with 100% slotting, at MAX 31% critical rate)
2.5 * 1.125 = 2.8125 (Blaster, ranged attack with 100% slotting and 50% defiance buff)
2 * 1 * 1.31 = 2.62 (Stalker with 100% slotting and MAX 31% critical rate)
3.4 * 0.75 = 2.55 (Brute with 100% slotting and 70 Fury)
2.5 * 1 = 2.5 (Blaster, melee attack with 100% slotting and 50% defiance buff)
2 * 1.125 * 1.1 = 2.475 (Scrapper with 100% slotting, against lt or above; Stalker at Scrapper modifier with 100% slotting, at base 10% critical rate)
2 * 1.125 * 1.05 = 2.3625 (Scrapper with 100% slotting, against minion or below)
2 * 1 * 1.1 = 2.2 (Stalker with 100% slotting at 10% critical rate)
And looking at short-term burst:
4.125 * 1.125 = 4.640625 (Blaster, ranged attack with 100% slotting, 50% defiance, BU and Aim)
2.8 * 1.125 * 1.31 = 4.1265 (Stalker at Scrapper modifier with 100% slotting and BU, at MAX 31% critical rate)
4.125 * 1 = 4.125 (Blaster, melee attack with 100% slotting, 50% defiance, BU and Aim)
3 * 1.125 * 1.1 = 3.7125 (Scrapper with 100% slotting and BU, against lt or above)
2.8 * 1 * 1.31 = 3.668 (Stalker with 100% slotting and BU, at MAX 31% critical rate)
3 * 1.125 * 1.05 = 3.54375 (Scrapper with 100% slotting and BU, against minion or below)
2.8 * 1.125 * 1.1 = 3.465 (Stalker at Scrapper modifier with 100% slotting and BU, at base 10% critical rate)
4.2 * 0.75 = 3.15 (Brute with 100% slotting, 70 Fury, and BU)
2.8 * 1 * 1.1 = 3.08 (Stalker with 100% slotting and BU, at 10% critical rate)
Given how the charts shift around with the various buffs, I'd rather see Blasters get the higher damage cap - putting them at the top of everything when capped until a Stalker gets the max teammate buff for criticals, and Stalkers get a higher AT modifier. -
I think they're coming up with new assets just because they don't want to give Dominators Dark Servant. >.>
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Quote:I PM'd Synapse about the terrible ranged_stun and melee_stun modifiers for Corruptors (they're the lowest in the game, below the tie-for-second-to-last that Blasters sit at) when looking at why Weaken's numbers seemed off for them, and was told that they do seem really low. They've remained untouched. Keep in mind that YMMV with PMs.So if you want this AT to get better, start doing something about it. Complaining in the discussion threads won't help. If you feel certain issues that need to be addresses, just PM them but don't bombard them with questions.
Quote:There used to be a lot more discussion about Stalkers, but I get the general feeling that most people have just given up.
Quote:Scrappers and Blasters get their damage cap raised by 100 percent as well. Scrappers can't get there without buffs, which makes them better on teams, and Blasters just flat out need the damage to compete with debuffs. (City of Debuff, lol.)
Quote:Somebody told me in the game about this. I wonder what kind of changes are coming? Is it a buff? A revamp of some sort?
That said, I'm hoping that they looked at the Stalker buff thread that I started during GR beta for ideas. -
Trouble's a level 22 Rogue with Midnight Visage for 14 minutes and 50 seconds of unsuppressed, glowie-clicking stealth. Regardless of what we decide to do tomorrow, that should help when sneaking through some things (Posi 2, I'm looking at you). I'll finish the transition to Hero and then probably swing around to Vigilante after I run the first Patron arc to unlock the pools at level 35; by then I'll also be able to pick up Demonic (2 badges away), High Pain Threshold (will be close on debt farming due to low cap at these levels, but most of the hunts are done already!), and if I can get people killing Scrapyard I'll have Born in Battle (need damage, Exterminator mission, Scrapyard, and explore badge in Warburg). I'll get Atlas Medallion instead of Marshal, since I don't expect that we're going to do a LRSF (which requires the leader to complete all of their patron's arcs to start).
If we get everybody to 23+, do we want to do a Moonfire? With it being the WTF you get the huge bonus at the end, it's not all that long, and it's a great way to pick up the leech and puppy badges for Atlas Medallion. If people are just getting to 20 I can see doing something else (the aforementioned Sister Psyche or Silver Mantis) but it was just a thought. -
Minor nitpicks without going into slotting and/or details:
Stone Fist is better DPA than Stone Mallet, making it a better filler for your attack chain. If you prefer taking both mallets, by all means do so, but I'd move the slots to Stone Fist and drop Stone Mallet entirely, shifting some powers around and letting you take Spring Attack earlier and you can still pick up Hurl Boulder if you want the extra ranged attack (you have Taunt late anyway). If you want both Mallets, skip Stone Fist and do the same thing, but as a Brute there's no reason at all to take both powers and not slot one of them.
As for Spring Attack itself... the recharge is very long, and with Shield Charge you may find it a complete waste. I personally like it as a boost to AoE damage in primaries that have little or none (primarily on Stalkers, actually, but EM, SM, and MA certainly count), but I almost always take at least Combat Jumping and Hasten so unlocking it for me only means taking Super Jump instead of Super Speed for travel.
Getting into the slotting just a little, yank the third recharge slot out of Build Up, put it in Fault, and throw in Absolute Amazements for 10% global recharge and 15% global accuracy - that'll fix the well-past-ED-capped Accuracy you've got in Fault, increase the stun duration so you can double-stack it with itself for boss control, and help everything hit better. -
Quote:I'll put forth that only a moron would believe that Dark Armor is the only set that can withstand a Sapper onslaught, a wall of Psi damage, or that it is the only set with resistance to Toxic damage. Let alone the only set that can do all of the above.<mixed listing of correct and incorrect "facts" snipped>
Give some credit where credit is due, man; there are things Dark Armor can stand up to that no other sets can (like the Sapper Onslaught in Dechs's first video, or a wall of Psionic damage, or DEATH), and it even has resistance to Toxic Damage.
It's not the best set for drain resistance, by the way. It's about even with Stone Armor for endurance drain/recovery resistance, but requires more toggles at a higher total endurance cost than just Rooted (which has the same amount of drain resistance that DA gets) + Granite, so I put it behind there, and both lag far behind Electric Armor's capped recovery/drain resistance. One of the sets you included, Super Reflexes, has absolutely NO endurance drain protection beyond hoping you don't get hit, yet every set can get a load of defense from IOs.
I'll give you that at its base, Dark Armor handles Psi better than any other set, with Willpower's layered approach being debatably better. But every set has a means of dealing with it - whether in heals, +maxhp (effectively extra resistance), resistance (the only area Dark Armor excels at handling Psi compared to the others), or defense.
Less hyperbole, more facts. -
It looks like people are pushing for going blueside and then running Vigilante coming out of Praetoria. As someone who plans on taking Soul Mastery - specifically Shadow Meld - as soon as possible, I'd really rather come out red and then just run the tips to become a Rogue, staying there until 35 and then swinging around past hero to Vigilante (to get the accolades blueside rather than staying Rogue since that seems to be the desire) if that's the end alignment we have in mind. Otherwise those taking Patron Pools will end up doing 50 tips and 5 alignment missions instead of 30 and 3.
You can also pick and choose how you want to get accolades that way - nothing prevents you from running the TFC task forces as a Rogue, and you'll get it when you get to switch after the patron arc at 35 - which is the first level you'd be able to get TFC anyway, get Demonic (which is much easier than Archmage), and decide for yourself if you'd rather get Born in Battle or Portal Jockey without having to do a full lap.
I'll go with whichever, but I've already found myself having run full circles around the alignment before on my first batch of Praetorians because I came out heroside and realized that I actually wanted to take Patron Pools on a couple of them (specifically Soul Mastery on the Brute and Scrapper for Gloom and Shadow Meld respectively). -
I posted in the other thread, but I made Trouble (DM/Regen) for this.