Siolfir

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  1. Quote:
    Originally Posted by Supermax View Post
    I can give some advice on the powers. You definitely want a fully slotted Scare. That's one of the only reasons to be /mental in PvP. You actually can probably skip bitter ice blast. It's crazy, I know, but even Subdual does more damage than BiB. You can just chain bolt, blast, and subdual.

    You also want to take acrobatics, and you need a lot more kb protection. That's the main thing. Right now it looks like you have only 16 points or protection. You want it to be somewhere in the 40's....I don't remember the exact number anymore....maybe over 41 (including acro)?

    Other than kb protection, like I mentioned earlier, +HP is the main thing you want. Add some +dmg where you can. All PvP is these days is damage spam vs bags of HP. So you want to be able to spam as much damage as you can, while having the biggest possible bag of HP. Literally nothing else in PvP matters anymore.
    Sadly, from my limited experience as the worst empath in a quickly-dead ladder on test, this is all true. And yes it's incredibly stupid and nonsensical that the hardest hitting attack in PvE for Ice Blast (BIB) is garbage damage in PvP, but they made changes to "ease the barrier of entry" and so now you have to learn a whole new set of rules and what your powers do and more specifically, don't do.

    And I think it's 42 points of KB protection to prevent a slotted Force Bolt from knocking you.
  2. Quote:
    Originally Posted by Lazarillo View Post
    I think, and mind you, think is the operative word here, but I think that it's basically a situation where the well is...intelligent, but not really sentient. It has a goal, and it is able to take complex steps to reach that goal, but it can't really think critically about those steps, evaluate, or really learn from its mistakes. It's probably better to think of the Well less as a character and more as a force of nature.
    Backwards... sentient but not really intelligent. It can make decisions, they just aren't very good ones and it doesn't learn from its mistakes very well.
  3. Quote:
    Originally Posted by Golden Girl View Post
    Which means for the post-Praetorian Trials, no, you can't side with the Shivans
    But Shivan Cheerleader is already level 50!
  4. Quote:
    Originally Posted by BrandX View Post
    While I wouldn't encourage, and only see the reason to do it with Demon MMs, as all the other combos can be replicated with Defenders/Corrs, I have one question...

    I thought MMs had the same buff/debuff numbers as Corrs/Trollers?
    Some numbers are the same, some are lower (heals, to-hit and damage debuffs, to name a few). And MMs have higher endurance costs in their secondaries for the same powers, even if they were using powers that have the same effectiveness.
  5. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I was under the impression that the Dark Extraction bug DID get fixed, based on reading the first bit of this thread.
    It was reported later in the thread that after testing, it wasn't fixed. It works with dying mobs, not fading corpses.
  6. Quote:
    Originally Posted by Zenyth View Post
    Talk to us! We don't bite...unless you're into that sorta thing...
    Well... I did cure a friend of saying "bite me" all the time by doing so (and claiming I was just following directions).

    I haven't figured out how to get it to work via the internet though, so I think the devs are safe.
  7. Quote:
    Originally Posted by Redlynne View Post
    Oh ... so you mean Street Justice isn't "pre-crippled" by the port to Stalkers? How the heck did that happen?!
    It doesn't get Nut... er, Rib Cracker.

    But mostly, it's because they kept all the finishers in and the combo builders (other than Rib Cracker, which carries a damage and resistance debuff on the target, which is why I want it more than the animation) are pretty much swappable. Given how Electric Melee and Kinetic Melee were ported, hopefully this is an indication of a new direction in Stalker powersets rather than an oversight on the part of the powers team.
  8. Quote:
    Originally Posted by Redlynne View Post
    In short ... Help Us Help You.

    That *is* what Beta Testing (and feedback) is for ... or so I'm led to believe ...
    Lies! Beta testing is only about word-of-mouth promotion and looking at new shinies early!
  9. Quote:
    Originally Posted by Jibikao View Post
    I played more tonight and I am lvl 10.

    One thing I just realized that when you critical with Finisher moves, the critical damage is only based on Combo 0 (which is no combo) and not based on Combo 3.

    This means for an AT that excels in critical damage, you are not going to get that much from Finishers. At least this is how I view. I don't know the actual math but if you want me to guess, SJ fits Brute a bit more than Scrapper/Stalker (while Kinetic fits Stalker/Scrapper more).
    I noticed that all of the criticals were based on combo level 0 as well, but the fact that they get a "full damage" critical even at combo level 0 on all of the powers that can critical makes it a very nice set for both Scrappers and Stalkers.

    Would it hurt to add in the extra lines for "only combo level x" and have different criticals? Probably not, but it's extra time that I'd rather they spend looking at overall AT issues rather than buff one set that's already going to be a top performer.
  10. Quote:
    Originally Posted by Stryph View Post
    Interesting, now that all sounds very enticing.

    Personally I favor BU as CR currently has a lower buff damage - so it's a better alternative IMO.
    CR sets you to combo level 3, which increases the base damage and exceeds the difference in +damage quite easily on the next power from a dead start. It's probably a wash overall, given that other powers can raise the combo level and that it's likely you'll use a finisher immediately after CR that drops your combo level back to 0. For pure "peak" burst it's funny that Stalkers have to work for it with BU but have the better sustained BU window in this set.
  11. My reason for not posting much about Stalkers in beta is that I was playing around through the new arcs on a SJ/EA Scrapper and Dark/Poison Corruptor while waiting on a level bump to try out the higher levels on a Rad/TM Corruptor.

    I haven't played any Stalkers on beta, and figured that I should provide feedback and bug reports on something that I actually did.
  12. Quote:
    Originally Posted by Jibikao View Post
    By the way, people in beta forum report that Demoralize works even on an "instant dead" target because they changed how the debuff/buff works after the target is dead.

    I haven't tried it yet.

    This means your AS should still cause aoe fear if you kill a minion in one hit. Other powers like Chain Induction should still jump if the main target is dead.
    And, since there's no NDA and anyone that can post can get to the section anyway, Street Justice's tier 9 Crushing Uppercut has a scale 3.18 base at no combo level with a full damage (scale 3.18) critical at 100% from hidden status. At combo level 3, it outdamages Assassin's Strike (scale 7.155 total) with a shorter animation, no interrupt, an 11 second mag 3 hold, and 100% knockup. Oh, and a 13' range.

    Sadly, Stalkers lost the -resistance power for AS, and BU doesn't add combo levels... BU+AS+Shin Breaker+Placate+Crushing Uppercut would be a fun BU window, though.
  13. Quote:
    Originally Posted by Diesel Punk View Post
    It's pretty easy to prove Stalkers underperform damage wise compared to the other Melee ATs. It's not by a great margin, but considering they are on the low end for defense (Not that their defense is that bad, but they do splat more easily) they should get some love in the damage department.

    My personal favorite recommendations:

    200% Damage Crits

    Critting Outside of Hide puts you in Hide

    AS needs its over-all mechanic rehauled a bit to be more useful in general

    Placate has its Recharge time reduced

    Extending the range on the Stalker team Crit Buff
    A 200% damage "standard" critical would necessitate a revamp to Assassin's Strike: its critical damage (scale 4.5) is under 200% of the base damage (2.5), plus it has other criteria deliberately added to make it more difficult to use (interrupt). Then again, a 200% critical on everything else would mean that AS could simply be done away with and the removed AoE attack could be added back in, as any and every hard-hitting single target attack would essentially become an "Assassin's Strike" from hidden. So I'm really not seeing the extra critical damage on everything being something the devs will be willing to sign off on.

    The following attacks would do more than Assassin's Strike's current scale 7.0 damage with the proposed 200% critical:
    • Broadsword: Head Splitter
    • Dark Melee: Midnight Grasp
    • Dual Blades: One Thousand Cuts (in an AoE!)
    • Energy Melee: Energy Transfer* (if allowed to critical)
    • Energy Melee: Total Focus* (if allowed to critical)
    • Kinetic Melee: Concentrated Strike* (if allowed to critical)
    • Martial Arts: Eagle Claw
    Of the ones that currently are allowed to critical, Eagle Claw would be the biggest winner on a single target at scale 8.76, or a base level 50 damage of 487.14, compared to AS's current 389.27, and Dual Blades would get an AoE dealing scale 7.083 in One Thousand Cuts.

    Dropping back into hidden status after an out-of-hidden critical just ensures a back-to-back critical situation, and if you have it replace the critical and drop you into hidden instead it means you have a good chance of completely losing out due to incoming attacks on non-defense sets. A play on the insta-recharge mechanic allowing Placate to instantly recharge at a fixed percentage from single-target attacks could mimic the effect: yes, it will force you to go through the animation time, but will also allow you to cycle Placate more often, theoretically aiding survival (if you assume that the bugs in Placate will be fixed and you don't use a set that has DoT).

    And the easiest and most server-calculation-friendly way of extending the team critical bonus radius is to eliminate the radius entirely and base it on team size alone. You have to have that count to determine what to check distances on, it's probably a simple variable lookup instead of actually counting (no guarantee here, though - it's not like I've seen the code), and it's not like it wasn't done for Dominators to accelerate Domination bar filling, so there's a precedent.
  14. Quote:
    Originally Posted by BrandX View Post
    Phalanx Fighting would be a lose of defense, and Grant Cover would be a loss of defense debuff.
    Either of those powers could be completely or partially rolled up into the others, which has been done for other Stalker secondaries. For example, the higher defense values in the toggles in Energy Aura to make up for the loss of Energy Cloak, and Evasion's higher AoE defense in Super Reflexes to make up for not having Lucky.
  15. Quote:
    Originally Posted by TheOOB View Post
    Your standard defender single target hold has around half the duration and twice the recharge of a controller hold, and doesn't deal damage, but many of them are magnitude 3 which means they will hold a lt. in one application, boss in 2.

    I think they are usually still worth it to take, with enhancements you can easily keep an annoying enemy out of a fight, or keep a boss down a notable percentage of the time, and if you team with a 'troller it helps a lot if you can stack holds on tougher opponents.

    Controller mezzes are clearly superior in almost every way, but defender/corruptor ones are still useful.
    It's all based on AT modifiers - holds use the Ranged_Immobilize attribute for their duration, and the magnitude is fixed (Domination and Overpower simply add another hold on top of the original - longer duration for Domination, shorter duration and usually lower magnitude for Overpower).

    At level 50, the AT modifiers for both Ranged_Immobilize and Ranged_Sleep are:
    Controller: 1.863
    Defender / Dominator: 1.470 (78.9% of Controller duration)
    Corruptor: 1.192 (63.98% Controller duration, 81.1% Defender/Dominator duration)

    From there, it's up to you. Note that the APP version of Mass Hypnosis is set to 20x the modifier instead of 12x which gives it a longer base duration, but has a lower target cap (10 vs 16) in addition to the higher recharge and endurance cost.
  16. Quote:
    Originally Posted by EvilRyu View Post
    Seriously WTF, what is this pancake crap I been seeing lately? Did I do something wrong to have my post jacked or something? I thought it was some kind of forum joke or something.
    Here. It's all Moderator 07's fault.
  17. At some point, I really should compile a list. I went through and tested Earth Assault on my Dominator a while back and there weren't very many powers that didn't require you to be on the ground - the melee attacks and Power Boost were all you could use in the air.

    I don't feel like putting the time in for now, though, so I'm just going to throw out another oddball: Lightning Rod requires you to be on the ground, but Shield Charge doesn't.
  18. Quote:
    Originally Posted by PsychicKitty View Post
    And if you look at your values you get from hide...that means you get .2% on everything except area of effect attacks which would give you 2% defense. Yes i am rounding up....though i think the game actualy rounds down with numbers below 1.(ergo the reason freezing rain and such do 1 point of damage alot) This is for out of hidden by the way.
    You get 1.875% defense to all while Hide is suppressed, not 0.2%. When it's NOT suppressed, you get 3.75% defense to all except AoE, and 37.5% AoE defense on top of the 1.875% that's always there.

    Also, the 149' of perception I mentioned earlier was because of snipers - normal perception radii in PvE range from 45' (minions) to 55' (bosses); stacking Hide with anything in PvE is fairly useless because the only thing that's going to see through 150' of stealth would see you at the PvE stealth cap of 300' as well.
  19. Siolfir

    Big patch

    Quote:
    Originally Posted by Negate View Post
    Link Please!
    Quote:
    Originally Posted by Kheldarn View Post
  20. Quote:
    Originally Posted by Golden Girl View Post
    Why? They just enjoy pancakes - in all capacities.
    So with whipped cream?
  21. As a small oddity, you can nuke, have the crash, and if a +recovery tick happens before the power activation pulses you'll still keep your toggles. I've done it on Power Surge and Overload crashes, with Blizzard on a Cold/Ice Defender who was at the +recovery cap due to Heat Loss, and a variety of other times - and that's just a "not lose any toggles" crash. It's actually fairly likely that you won't have more than one or two toggles drop (if any do) with AB and/or stacked RA.

    It's also why you'll see times where your endurance crashes and you keep some toggles but not all of them.
  22. Quote:
    Originally Posted by Zem View Post
    No such thing as perfect stealth in PvE. Some enemies simply ignore it. For everything else, Hide is sufficient by itself. You usually only want to stack stealth powers and the Stealth IO with Hide for PvP.

    And no, it doesn't do anything for your critical hits.
    This - with the additional explanation that the blurb about being able to stack it with other forms of Stealth is due to it not being mutually exclusive with the other powers (like Stealth and Invisibility, for example).

    In PvE, nothing that doesn't have a +perception buff (so basically anything outside of custom AE mobs) will have a higher perception than 149', and anything that sees through Hide by itself simply ignores any level of stealth radius.
  23. Quote:
    Originally Posted by Zem View Post
    You said Hide, Assassin Strike, and Placate. What is Assassin Strike but the best single-target attack in the game?
    Interruptible, with a relatively long animation time, that's only "the best single-target attack" conditionally - it's base damage and DPA are low and only the extra critical damage on it makes it worthwhile in most sets*. Those are the main complaints about it.

    As for "expanding the radius for team criticals"... how about simply eliminating the radius and counting team size, period? It's faster to process, means that the Stalker's performance is still dependent on having teammates but not on what they're doing, and doesn't affect solo performance at all.





    * - by DPA, assuming no interruption, it's ranked as follows: BS: 4th; Claws: 6th; DM: 5th; DB: 3rd; Elec: 5th; EM: 6th; KM: 4th; MA: 7th; Kat/NB: 6th; Spines: 3rd. KM's AS is the highest, and it's the 30th best DPA for Stalkers outside of hidden status.
  24. Quote:
    Originally Posted by Diesel Punk View Post
    Also here though youre assuming capping capabilities. The cap DOES make a difference, but even on my Brute or Shields Scrapper unless Im farming, I'm hardly ever near the cap.

    So instead it looks more like...

    <snip here, add there...>
    Quote:
    Originally Posted by Siolfir View Post
    Assuming 65% Fury, which is the number that Castle said he tried to tweak the gain/decay rate to leave maintainable, and each AT uses the same attack slotted for 100% damage:
    Stalker: 1.0 (AT mod) * 2.0 (100% damage slotting) * 1.1 (10% solo critical rate) = 2.2
    Brute: 0.75 (AT mod) * 3.3 (100% damage slotting + 130% from Fury) = 2.475

    Just for giggles...
    Scrapper: 1.125 (AT mod) * 2.0 (100% damage slotting) * 1.1 (10% Lt+ critical chance) = 2.475
    Yay for embedded quotes!

    Tankers: 0.8 (AT mod) * 2.0 (100% damage slotting) * 1.2 (Bruising) = 1.92

    Now that I found that post, I really should go back and change the numbers I put in it, too. It still has the too-low Brute damage cap.
  25. Quote:
    Originally Posted by Jibikao View Post
    The word "slightly" is the key problem with Stalker's design. Tanker's survival is at least 2x better than Stalker (I would even say 3x with all the buffs) but Stalker's damage is only "slightly" better than Tanker? We have a design problem.

    Stalker's damage needs to be "much higher" than Tanker if we want to look at the Damage VS Survival ratio.

    The new Bruising effect makes Tanker even more desirable on a large team. I don't play Tankers but their damage has never seen that low to me (definitely higher than Peacebringer Dwarf who I do play). Tanker's damage starts out low due to damage being Secondary but at high level, Tanker's survival goes through the roof (with set bonuses and everything) while doing "respectable" damage.
    Yeah, well, that's why there are all these threads. And the critical chance pushes the number higher to increase the gap between Stalker and Tanker damage to make it a significant difference over time, but not every attack criticals at 100% damage and until you get into the higher end of the scale and on a full team they still do less damage than Brutes and Scrappers while using the same attack chain.

    One of the reasons that I messed up the Brute damage cap was that I thought it was adjusted to make their capped damage low enough that not just Scrappers could pass it while using the same scale attack, but Stalkers could also.

    At old, 850% cap:
    Brute: 0.75 * 8.5 = 6.375
    Scrapper: 1.125 * 5 * 1.1 (10% critical for Lt+) = 6.1875
    Stalker: 1 * 5 * 1.1 (solo critical rate) = 5.5
    Tanker: 0.8 * 4 * 1.2 (bruising) = 3.84

    At 775%, Scrappers, Stalkers, and Tankers remain the same:
    Brute: 0.75 * 7.75 = 5.8125

    At 675% - where I incorrectly thought it was set to:
    Brute: 0.75 * 6.75 = 5.0625

    So when everything is at the cap, the only melee AT that Stalkers outdamage is Tankers when solo, but due to criticals and a higher damage cap it's pretty significant. They don't go past Scrappers until you get to 5-7 teammates within 30' of the Stalker, and require 3+ teammates within 30' to go past a Brute at the cap; this is also ignoring the effects of armor sets that Stalkers don't have access to which provide additional damage.

    Quote:
    Originally Posted by Diesel Punk View Post
    Whoops. I thought they had the same Mods. Must be old confused memories.
    Meh, no big deal - I did it upthread with the new Brute damage cap that I thought was nerfed more than it actually was. I just wanted to point it out, like my mistake was pointed out, so that it's a learning experience.

    From when I started in i7, Stalkers had a 0.9 modifier - but even back then Tankers were 0.8 and Brutes 0.75; they were buffed when VEATs were added and got the scaling critical chance and a 1.0 modifier.