Siolfir

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  1. I may not be able to make it every time, but I went ahead and made up Trouble as a DM/Regen.
  2. Quote:
    Originally Posted by Test_Rat View Post
    If this gets fixed before the sun explodes color me shocked.
    The reason they don't critical is simply because they weren't ever ported correctly - the line items for Stalker criticals were added for Blaze Mastery only. For that matter, the Scrapper Patron Pools are also messed up; if you look at them they talk about being in hidden status. I have no idea why it's messed up for Stalkers since the plan for them was Scrapper all the way... Scrappers were originally getting Brute pools and since Stalkers have an out-of-hidden critical line item that doesn't check for AT (the Scrapper APP criticals are all flagged "if used by a Scrapper") the Scrapper powers can still crit - at a higher chance than they should, since it's the Stalker scaling percentage instead of the Scrapper 5-or-10% critical rate. In the meantime, it's been how many issues and Stalker APPs still haven't had the line items despite repeated reports?

    Given the responses to any concerns I've brought up either publicly on the forums or via PM, I decided to have some fun with it and named my most recent Stalker Repressed. I was both amazed it wasn't already taken, and felt it was appropriate.
  3. Quote:
    Originally Posted by Jibikao View Post
    You know what, now I am confused too... they need to be more clear! lol

    On a side note, there are "interruptable" temp powers? Like what?

    PS: Ok, after reading this one more time, I think I got it wrong. It probably only applies to temp. powers that consume charges. I just don't recall any of my temp. powers that can be "interrupted". Maybe they are talking about ITrial powers? When I read "Interruptable", I immediately think of Snipe and Assassin Strike. Oh well... my bad. No buff here.
    The 5-min recharge Mission Teleporter, maybe? After all, you get charges with vet reward time and can't you purchase charges of it as well?
  4. Quote:
    Originally Posted by Arcanaville View Post
    Assuming my back of the envelope calculations are correct, if you were at the damage and recharge cap and cycled shriek, scream, and shout, including the stacking resistances the defender would stabilize at about 198 dps, the corruptor at about 252 dps, and the blaster at about 357 dps.
    Oh, I wasn't trying to say that it was going to be a Sonic Blast Corruptor by any means, just that if you're going to say Kinetic/Sonic Defender, a Sonic/Kinetic Corruptor is going to outdamage it (and yes, a Sonic Blaster is going to do even more). I also didn't calculate out any damage differences at all since you can assume identical attack chains - just using the respective AT modifiers at caps shows such a large advantage to Blaster over the Corruptor over the Defender (5.625 scalar for Blasters, 3.75 for Corruptors, 2.6 for Defenders) that I didn't bother to figure out the resistance differences because the values were simply too far apart to matter.
  5. Quote:
    Originally Posted by Telperion View Post
    Energy Drain, if it is indeed exactly like Ice Armor's Energy Absorption, will stack. I easily maintained 2 (and briefly, 3) castings worth on my IO'ed Ice tank throughout any mission.
    From my playing on beta, it does stack. But it's not exactly like Energy Absorption: there's less +def and more +end per target.
  6. Quote:
    Originally Posted by BrandX View Post
    Awww yes, that's right at damage cap and recharge cap.

    I'd give it to the Defender I think, as I believe it's Sonic Blast wins out doesn't it? All that -Resist tacked on with the -resist/-regen of the Primary.
    At the damage cap, the Corruptor is going to win out over a Defender - even with Sonic Blast giving the edge to Defenders, the 500% cap instead of 400% is too much for the resistance difference to overcome. It's why I recommend Corruptors and Controllers (where Containment bypasses their damage cap) for anyone wanting a Kinetic: it's one of the few sets that takes advantage of the higher cap for Corruptors.
  7. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Haha that's what I was looing for! But I think I could rephrase it a bit from my first post. An attack chain is what I had in mind. A more realistic scenario is you have a pocket kin for damage, pocket emp for regen/recharge/defense, and a pocket pair of thermals for res. Then figure the max damage attack chain.
    You'll likely find that it's something with pets and resistance debuffs - like the Soldier mentioned earlier. But that's assuming the pets are focusing fire on the same target.
  8. Quote:
    Originally Posted by SinergyX_EU View Post
    Funny, he clearly say: ST attack, then you sum up Inferno and Blizzard, being AoE. (though u can use them on a single target, that is not a ST attack).

    Though crash nukes are biased, it has a huge recharge and a massive crash, they are not really part of anyone's normal ST rotation.
    Funny, you clearly ignored the part where a Crushing Uppercut critical does more than Assassin's Strike at combo level 3 along with my disclaimer which you snipped out of your quote.

    Next are you going to claim that Crushing Uppercut doesn't count as a single target attack, that it doesn't count because it has to be combo level 3, or that because Assassin's Strike's double critical damage edges it slightly that it counts instead?

    Or, since you can only seem to read a few words at a time: Learn to read.
  9. Quote:
    Originally Posted by DMystic View Post
    Always capped and never getting hit Stalker Assassins Strike w/ crit is the strongest ST attack available to players. Preferably DM for the Negative Energy damage which is resisted less often than other types.
    Even ignoring that the hardest hitting attacks are AoEs, the highlighted part is no longer true.

    Damage-capped Blaster Inferno with average DoT included does more damage to each target hit than damage capped Assassin's Strike.
    Then Corruptor Blizzard, because it can Scourge but has a 400% damage cap instead of 500% (if the whole thing Scourges it's well past Blaster Inferno, however).
    Then the other Blizzards.
    Then Crushing Uppercut on a critical at combo level 3 - it's higher scale than Assassin's Strike (7.155 vs 7.0) so the Scrapper version would be the highest damage but the Stalker version is still more than AS.
    Then Assassin's Strike.

    If you include double criticals on Stalkers, AS goes to scale 10.5 and Crushing Uppercut at combo level 3 goes to scale 10.335 - the double critical seems to go off at your normal critical rate after Placate.
  10. Quote:
    Originally Posted by Knight_Marshal View Post
    How would you compare the new EA to SR? I have tried SR scrappers but never could get them up to far as it seemed that for a def based set, the mobs could not miss me.
    Keeping in mind that my high-level post-change EA experience involves a copied-over level 50 DM/EA Brute with a pre-i20 softcapped build that I never even respec'd to take Energize, I'd say "better baseline with IOs that becomes worse when debuffs hit". Without Energize she was capable of running around on +3/x8 against Malta and Carnies but she was completely torn apart by Arachnos, who have more psi and toxic damage, which the positional defense in SR will help with, and more defense debuffs, which SR just ignores.

    In contrast my SM/WP Brute was built for recharge, with little consideration for survivability beyond what popped up in set bonuses when building for recharge, accuracy, and endurance. She's still easier to keep alive than the DM/EA, even with S/L defense in the upper teens and f/c/e/n/psi in the upper 20s, and not having Darkest Night - really, unless you bottom out her recovery and/or regen, she doesn't worry about it.
  11. Quote:
    Originally Posted by David_Yanakov View Post
    I'd just like to add that Kinetic Melee's assassin strike animates a third of a second faster than any of the others aside from Ninja Blade. It animates a full second faster than that one.
    BS and DB also have slow AS animations, and StJ is between the normal 3-second and the stupidly long 3.67-second animations.
  12. Quote:
    Originally Posted by BrandX View Post
    Quote:
    Originally Posted by Test_Rat View Post
    Well I stand corrected:

    AS does increase your DPS on a stalker, if you are softcapped and not facing foes with autohit attacks.
    And even being softcapped isn't good enough for use Placate + AS in general AV soloing, where you'd want to use it.
    I recommend softcapping for all Stalkers just due to the "squishy" hp and melee requirement for doing their job, but you can usually use AS just fine against solo targets (that aren't EBs) using Placate - which has enough magnitude to affect bosses (ie, AVs) but not EBs (my usual strategy with troublesome EBs consists of soft-capping defense and hard-capping damage, then just run them through hp before the insps wear off, and if I don't need the insps they aren't "troublesome"). You can also use it pretty reliably in team environments when things are going to be focused on someone else.

    Yes, there are issues with DoT, autohit patches, and lots of other annoyances when using AS. But it's not a "DPS-killer" unless you're incapable of letting your character remain still for 3 seconds at a time.

    Quote:
    Originally Posted by BrandX View Post
    Truthfully, I really don't know. All I have to go by is my experience on my KM/WP scrapper, that was softcapped to S/L/E/N and finding that wasn't good enough when using an attack that could be interrupted, and that Placate would often get interrupted.

    Now, on a team situation, with someone else taking aggro, this is a different story, but solo, I just found I did better not using AS at all. :/

    Solo wise, I was just wasting END as everything got interrupted. MAYBE if only one of the powers could be interrupted, it would work out better, but Placate can be avoided if they attack fast enough and hit, and AS can be interrupted. This was my experience, maybe others had better luck that I did, but I tried this on many AVs and AS was wasted more often than not. :/
    Off the top of my head, Placate needs to apply the Placate effect at the beginning of the animation (which it does) and the +1 kMeter (hidden status) at the end of it. Theoretically that would allow you to get a queued attack off with hidden status for the critical without any attacks coming through to knock you out of hidden status during Placate's animation. Just a simple delayed effect (like they do with the sleeps that do damage) could resolve a lot of the issues. While the devs are doing that they could fix the magnitude so it actually works against EBs, too!

    I also think that KM and ElM still have issues with their secondary effects breaking Placate, but I haven't tested that in months.
  13. Quote:
    Originally Posted by Test_Rat View Post
    I did say I haven't run the numbers in quite a while, but this is Factoring in the animation time of Placate or is this from the natural hidden state?
    I was assuming a 3-second AS animation for most of the calculations - I did specifically check KM's shorter animation to see how it affected things - but being favorably comparable to Blaze is strictly from hidden status.

    Throwing in Placate (1.716 sec Arcanatime animation) changes the total time to 4.884 seconds, giving it a total combined DPA of 1.484 ds/sec including a 10% chance for the double crit (ie, scale 7.25 vs scale 7.0), or 1.433 ds/sec without including the chance for double crit. That puts it just behind Energy Transfer (1.57) and Crushing Uppercut (1.472 at combo 0), but still better than, say, Storm Kick (1.375) which is 3rd in the "normal" DPA for Stalkers*.

    Using Crushing Uppercut after Placate (scale 6.36 minimum in 4.092 sec = 1.554 ds/sec; 1.632 ds/sec with double crits accounted for at combo 0) is probably the best option, but for every other primary there's AS.



    * - Note that all of the ds/sec numbers given were at a 10% critical rate, which doesn't affect ET but will affect all other numbers.
  14. Quote:
    Originally Posted by Arbegla View Post
    Quote:
    Originally Posted by Ultimus View Post
    Hmm Energy Melee with pre nerf ET?
    To be fair, Energy melee has decent DPA in Total Focus, ET (even post nerf) and Energy punch. Bonesmasher and barrage aren't horrible DPA either, especially with the buff to barrage.
    Nitpick: When accounting for Arcanatime, Bone Smasher is higher DPA than Energy Punch for everybody except Blasters (who have a different version of EP that does more damage with the same animation). The numbers are close, though, so you may get more proc value out of EP on a lower recharge. On an AT with criticals, due to the reduced damage critical of TF, both Bone Smasher and Energy Punch surpass Total Focus's DPA fairly quickly (1 teammate in range for BS, 2 for EP).

    Energy Transfer, with the 1 second animation, did scale 3.838 damage per second of animation (for Stalkers, that's a base 213.5 dpa), and it did it on each and every hit.

    Crushing Uppercut, at combo level 3 and on a critical, does scale 7.155 damage (more than Assassin's Strike's 7.0 scale) with an Arcanatime-modified 2.376 second animation, for a "max" of 3.011 scale/second (167.46 base dpa for Stalkers, 188.39 for Scrappers). As good as it is, Crushing Uppercut is no "old ET".
  15. Siolfir

    Rib Cracker

    I personally felt that it should've replaced "generic attack #2" - which relates to my feelings on Heavy Blow - as the tier 2. They're both combo builders, a 30% chance for KD is "blech", and a -resistance debuff (that's built into the power and not an IO proc) is unique among melee sets. There are also many precedents for Stalkers having their power order shuffled around.

    [edit: I finally got around to logging on to beta to get the numbers again; Heavy Blow is better DPA than Rib Cracker and the debuff, while easy to keep up permanently, is only 5 seconds. I still like the animation for Rib Cracker a lot better and the -resistance will help make up the DPA difference... particularly if it was right before a level 3 CU crit! ]
  16. Quote:
    Originally Posted by Test_Rat View Post
    Quote:
    Originally Posted by BrandX View Post
    Last I knew, it had some of the best DPS, the problem is getting that attack off.

    AVs can interrupt your softcapped stalker easy enough (at least that was my experience) by attacking while placating or while activating AS.

    So you either lost time in attacking (interrupted AS) or you just wasted a good chunk of END for an attack that isn't getting the best DPS now, because the enemy wasnt placated (interrupted placate).

    I had this problem on Maurader, Chimera and Nightstar on my KM/WP Stalker. I found I soloing Maurder and Chimera without AS being the best option, while Nightstar I just couldn't get bast her defenses :/

    So yes, AS = AWESOME, making real use of it = NOT SO AWESOME!
    No, outside of Spines and maybe Elec, AS lowers your DPS.
    Pretty certain though its been a while since i ran the math.
    I haven't run the numbers for Street Justice, but prior to i21 from hidden status Assassin's Strike has the best DPA available to Stalkers at all - it's comparable to Blaze, and depending on which AS you're talking about, often favorably. Now, Crushing Uppercut does more damage in less time at combo level 3 (yes, it hits even harder than an AS crit), and even beats it on a crit at combo level 0. So only Street Justice has a better attack after Placate, out of any Stalker set. [edit: checked numbers for CU on beta server (where I had enough points for StJ)]

    Outside of hidden status, its DPA is middle-of-the-pack for most sets, usually the 3rd-5th in ranking and usually very close to the powers around it - it's a better DPA attack than Havoc Punch, but not really noticably so. It's second in Spines, sixth in Claws, and last in Martial Arts. The effect on your DPS depends on what chain you're using and whether or not you get interrupted, but saying "it lowers your DPS" is a nice ignorant blanket statement that simply isn't true. Slash lowers your DPS more than Assassin's Slash does, and that's in a set with the 3.67s animation; for KM with the faster animation it's 0.02 scale DPA (1.1 base damage for Stalkers) lower than Body Blow, which is the 3rd best DPA in the set.

    Or, the tl;dr version: it depends but usually doesn't hurt, and if you're going to use it don't get hit.
  17. EA is easier to soft-cap, especially since Energy Drain adds to your defense now.

    WP will be more survivable, even when not soft-capped, until you run into high -regen. It has better resistance to the common types and RttC is toggle IH, only unlike Regen you also have some defense and resistance to stack it with.

    Both will be "good enough" unless you're either unrealistic about your expectations or simply a terrible player, so pick the one you like best.
  18. Quote:
    Originally Posted by Kioshi View Post
    If you're a brute slot just for acc and endred in your attacks until SOs at least. Or till 28 when you get energy drain and no more endurance problems.
    While this is true for Brutes, they said they went with a Scrapper.

    I usually throw in some damage before I look for endurance reduction on my Scrappers, and by the time I'm ready to start slotting for EndRed across the board, the set would provide solutions with Energize (temporary solution) and Energy Drain (what are endurance issues?) or I'd simply look to IO sets. However, endurance reduction in the toggles is less effective than in the attacks - so if there are gasp-worthy endurance problems replacing a damage slot here or there with endurance reduction will help more than the toggles.
  19. Quote:
    Originally Posted by Nyx View Post
    Does the end for this defense set get better by chance?
    Two words: Energy Drain. Slotted and just running SOs it's a full endurance refill every 30 seconds with just 2 things around you, or 4 things every 60 seconds unslotted. The more you push your recharge, which is the major contributor of endurance issues with "final builds" on sets, the faster it comes back to refill your endurance.

    You've also got Energize, which is mostly a heal now (the reason it was moved to 28 for Scrappers - someone convinced them "it's essential to the set's mitigation" despite the set originally not having any heals) but also carries a global endurance discount a la Conserve Power, which it replaced. On top of that, being a Scrapper you can actually get Conserve Power, which due to it being in Energy Aura Brutes and Stalkers weren't given in their APPs (not that they don't have better options anyway).

    Energy Aura is second only to Electric Armor in endurance mitigation, and only second because Electric Armor has the best endurance drain/recovery debuff protection. Yes, the endurance help comes fairly late in those sets - the powers are available at tier 7 and tier 8 - but if you're having trouble with endurance at level 40 on it's nobody's fault but yours.
  20. Quote:
    Originally Posted by EtherealStar
    What are the currently 'best' stalker primaries and secondaries?
    Highly debatable and usually based entirely on personal preference and willingness to budget for IOs.


    Quote:
    Originally Posted by EtherealStar View Post
    My current stalker is dual blade/super reflexes. Is that acceptable?
    If you find it so, then it is. Read the quote in my sig.

    Personal preferences are all over the place.

    For primaries, I like non-weapon sets (mostly because there's no redraw and it's not all lethal damage which is the most resisted in the game, effectively pre-nerfing your character). For general purpose Electric Melee and Kinetic Melee are very nice for varying size teams, and with a bit less AoE DM is exceptional at small team/solo play. Martial Arts can theoretically put out the most single-target damage but it's all smashing (surprisingly, NOT the second-most resisted - it just seems that way) and lacks any in-set AoE.

    For secondaries, I prefer defense and EA just got a buff, but IMO it takes IOs to make it really shine (it just needs fewer of them now). SR is the best "budget" secondary IMO because it's just so easy to softcap, but Nin or DA are probably the most survivable when played to full potential because of the extra tricks. I haven't tried Ice but it should be a good secondary, although the offensive toggles in Ice, EA, and DA can mess up Placate for you.
  21. Quote:
    Originally Posted by Ultimus View Post
    Street Justice was pulled before Open Beta started. This was one of Snow Globe's main complaints in another thread.
    No it wasn't.

    Quote:
    Originally Posted by Giant2005 View Post
    I particpated in Beta testing.
    I however did not get to test StJ on Beta. StJ was only on there for a matter of days before it was pulled without notice.
    Quote:
    Originally Posted by SpyralPegacyon View Post
    I distinctly recall being told Street Justice was going to be pulled early in the beta when open beta first started. This was fairly common knowledge as well.
    Yep, I remember there being a redname post about it in the beta section of the boards, saying that they were pulling it and giving a date.


    Quote:
    Originally Posted by Giant2005 View Post
    This is true when it comes to raw damage but the second chain you listed would have far greater AOE damage per second which is far more valuable.
    Quote:
    Originally Posted by ClawsandEffect View Post
    The ONLY place AoE DPS matters is in solo farming. On teams, you have teammates that will provide damage as well, so it doesn't matter in the slightest if you're dealing 30 damage less than you would if you could browbeat the devs into changing a power set to suit your preferences.
    I agree with Claws here - AoE DPS is fairly meaningless for anything outside of not just solo farming, but solo ambush farming. For general gameplay and in situations where mobs aren't packing themselves into your AoEs (ie, ambush farming), I've found that what matters is AoE burst and single-target DPS. You kill all the little stuff fast, and whittle away the hit points and anything that survives the AoEs (possibly 1-2 bosses, with maybe an EB/AV/GM thrown in), then move on to the next spawn. That's why Judgment (sic) powers are so nice... they provide high AoE burst to everybody, so anyone on a team can clean up a spawn.

    That's where I think StJ gets a low AoE vibe - while it has decent AoEs, especially at high combo levels, it doesn't feel like good AoE burst damage because you can't chain them together at the high combo levels and in order to maximize the burst you also need to enter a spawn with a combo level already built up (not actually that hard in my experience on beta... like I said, the combo levels stick around for a bit) or else build it up after you get there. Is it going to calculate out to be terrible AoE DPS? Probably not. But it's also not going to drop 10 mobs as soon as you enter a spawn, either, so there's this feeling of "subpar" performance when looking at the AoEs themselves they're fairly competitive.
  22. Okay, admitting up front that I haven't read the whole thread, but I did want to address something: unless they changed it, Gloom doesn't affect combo levels at all. I haven't bought StJ live yet (because I was expecting my points and they didn't show up yet!) but while on beta I could hit with a builder, use the Blackwand (which has a considerably longer animation) and swap to another combo builder or finisher without effect on my combo level. After a level bump, I was using Gloom and Dark Obliteration on my StJ/Regen Brute in between attacks. You get around 5 seconds before the combo level drops on its own, and unlike DB using another attack doesn't break it - that's plenty of time for whatever you feel like adding in.

    As for Fiery Embrace... I don't know whether it's 25% or 45%, but in a dispute between what the in-game numbers show and what Mid's shows, I'm going to use the in-game numbers every time. Despite assuming that they work to be as accurate as possible, there have been numerous instances where I've found information in Mid's to simply be incorrect (most often when related to PvP numbers, especially in relation to set bonuses) or some things not flagged correctly in the database (heck, it happens with the devs for CoH!). But if the in-game numbers show 25%, that's what I'm going to believe until I see otherwise, regardless of what Mid's has to say about it.

    Now, back to reading the rest of the thread...
  23. Siolfir

    Rib Cracker

    Quote:
    Originally Posted by SaintTzu View Post
    So. Rib Cracker is the power that Stalkers lose within the Street Justice set. How good is it, exactly, and how much will it's lack annoy me and gimp my possible next stalker?
    You don't get to knee people to the groin!

    Plus, it's -resistance and a combo builder. But really, it's all about the animations in that set: otherwise you'd go with Super Strength or Martial Arts.
  24. Most of the information has been listed above, I just wanted to throw out that Kinetics favors the Corruptor due to a 500% damage cap instead of a 400% cap (3.75 vs 2.6 final, to compare to the numbers UberGuy listed). The Defender can self-cap damage with fewer targets, though.
  25. Quote:
    Originally Posted by Test_Rat View Post
    Seeing as Ice needs to rely so much on ice slick...
    Why does Ice control have -KB in its aoe immobilze?
    It's to see if you're paying attention.