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Quote: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.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.
And I think it's 42 points of KB protection to prevent a slotted Force Bolt from knocking you. -
Quote: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.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.
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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.
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Quote:It was reported later in the thread that after testing, it wasn't fixed. It works with dying mobs, not fading corpses.I was under the impression that the Dark Extraction bug DID get fixed, based on reading the first bit of this thread.
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Quote:Well... I did cure a friend of saying "bite me" all the time by doing so (and claiming I was just following directions).Talk to us! We don't bite...unless you're into that sorta thing...
I haven't figured out how to get it to work via the internet though, so I think the devs are safe. -
Quote:It doesn't get Nut... er, Rib Cracker.Oh ... so you mean Street Justice isn't "pre-crippled" by the port to Stalkers? How the heck did that happen?!
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. -
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Quote: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.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).
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. -
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.
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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. -
Quote: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.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.
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.
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Quote: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.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
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
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. -
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.
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Quote: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).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.
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. -
Quote:Here. It's all Moderator 07's fault.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.
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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. -
Quote: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.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.
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. -
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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. -
Quote: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).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.
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. -
Quote: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.You said Hide, Assassin Strike, and Placate. What is Assassin Strike but the best single-target attack in the game?
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. -
Quote:Yay for embedded quotes!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: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
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. -
Quote: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.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.
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:Whoops. I thought they had the same Mods. Must be old confused memories.
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.