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Posts
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Quote:That was actually what I was thinking - if you really need to change them, add Psi resistance to the heals. Since there isn't a source of Psi resist for PBs - although the +maxhp can be argued as counting - and Eclipse provides resistance to all of the types (that can be resisted) it would fit and would make it more closely approximate the other, similar heals.If they want to maintain the theme that White Dwarf survives better but with much less DPS potential, then add +15% Psionic Resistance in Sublimation. This way White Dwarf survives better with more psionic resistance than Black Dwarf (although doesn't Eclipse give +psionic resistance?).
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Quote:Mesmerize does not appear anywhere that Confuse isn't available. If you can't handle the mob waking up, Confuse it first. Viola, no loss of "the control you're already supposed to have" at all. If you want the extra damage you wouldn't care about the mob waking up since presumably you're trying to do more damage which would wake them up anyway. The problem with Reactive and (specifically) Mesmerize is between the keyboard and chair.I mean, i guess it kinda sucks... Mesmerize is a key power and now you're forced to trade-off between a little more damage or the control you're already supposed to have. This kind of trade-off doesn't seem to exist with any other power types, so maybe the devs SHOULD look into it? I dunno.
The AoE sleeps that deal damage have issues, but I for one actually use Siren's Song as a damage power (Sonic/Cold, Sleet wakes them all up anyway) and Flash Freeze should've had the damage removed years ago. For the limited number of affected powers, I have to echo others in the thread - there are other choices and you can swap them around. Deal with either less damage or less control. -
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Quote:Yeah, missed the little clarification since I didn't go all the way through the discussion thread (was more along the lines of "read first few pages of several threads, then post"). Ah well... back to only bothering with ID to break mezzes.
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I don't hear any talk about it, but AoE Increase Density is the one I actually like more than AoE Speed Boost - especially since Clear Mind, Enforced Morale, Thaw, Clarity, and Antidote are all missing from the list of powers that were made AoE. A ranged AoE mez protection click? One that also gives some resistance to Smashing and Energy, and the only one that provides KB protection, and already had half the duration of SB anyway? Yes, please. So much more worthwhile now.
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Quote:While I'm not saying that PBs couldn't use help, I disagree with this part here.Sublimation VS Drain
The most ridiculous power is Black Dwarf Drain. This power only has 15s recharge? With just one +Heal and 2-3 targets, your Black Dwarf can easily get back in action. Now, this is not the part I have problem with (well, not really), but the Drain power also does the same damage as Mire, which is HIGHER than White Flare's base damage? Are you kidding me?!!
Yes Dwarf Drain does scale 1 damage, but it actually should be higher based on changes to similar powers: it and Essence Drain are essentially copies of Siphon Life*. Siphon Life got buffed to scale 1.96 damage and the recharge was lowered to 10 seconds while the heal was left at scale 1.0, and when that happened the "copy" powers were left alone. It shouldn't be compared to Sublimation since they aren't even remotely close to the same function - one is a heal, the other is a melee attack.
Personally, I prefer Black Dwarf over White Dwarf solely because of that 3rd single-target attack, since even though it's actually weaker than it should be it's at least there. In any case once I get Eclipse I rarely go into Dwarf unless mezzes are flying around and there's no other protection available (note to self: need to get incarnate powers on Amethyst Wraith beyond just alpha slot).
* - Black Dwarf Drain has scale 1.75 heal instead of 1.0 but Dwarf form gets a hp boost keeping the hp percentage. -
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Quote:So the suggestion would be adding a few extra checks, along the lines of:What I think they should try is make the crit portion scale based on target rank. Have AS work as is for underlings, minions and lieutenents. For bosses, double the strength of the crit (leaving base alone). For EBs double it again (so the crit is 4x as strong as on a lieut). For AVs and GMs double it again (8x base crit damage). Would certainly make it much more worthwhile on hard targets, but given typical AV/GM health values shouldn't be too strong.
250.25 <type> damage PvE only, If Hidden
250.25 <type> damage PvE only, If Hidden AND target is a Boss
750.75 <type> damage PvE only, If Hidden AND target is an Elite Boss
1751.75 <type> damage PvE only, If Hidden AND Raid mob
To see how that scales with level 50 mob hp, using Lt hp as base and counting the initial (non-critical) damage as well:
Lt: 857.5 (base: normally a BU+AS kills or places within 1-2 follow-up hits)
Boss: 2570.2 (2.997 * base, damage is 1.643 * base)
EB: 5354.5 (6.244 * base, damage is 2.929 * base)
AV: 28271.7 (32.970 * base, damage is 5.5 * base)
So it would still be progressively worse for each stage and lose ground as the mobs get stronger, but it would be considerably stronger than it is currently. It would certainly make soloing through the mid-levels - after bosses get enough hit points that you're not one-shotting them anymore - much easier.
I was all set to say that doubling at each stage was too much, but really I think it's kinda balanced after looking at the numbers. I don't think it'll happen, but it's a nice suggestion. -
Quote:I just use scales and look at relative percentage differences - the scale can be used for tracking damage and slotting easily enough and since it's simply a multiplier the percentage difference will remain the same until you start adding procs (then you have to convert to damage and then add in the proc damage * chance * number of chances).This is why I like using slotted powers for figuring out DPS. KM and EM look close without slotting, but that all changes drastically with slotting.
That said...
EP - BS - ET - EP - BS - TF is only 4 DPS lower than the BS - ET - BS - TF chain. Of course, the use of BU will favor the smaller chain more.
Even with KM, CS - BS - BB - QS - BS - BB is only a couple points under CS - BS - BB - QS - BS.
Sadly, I'm still having a hard time figuring in the added DPS using a successfull uninterrupted Placate > BU > Assassin Strike would add to the DPS of either chain.
Besides, when I'm playing I usually just try to remember the rankings for DPA in each individual power and hit the best one that's recharged instead of tracking chains anyway. While that isn't always optimal for DPS, I tend to skip "bad DPA" powers that would cause that issue (based around a lower DPA power activating which keeps you from hitting a better one that's right about to recharge, lowering the overall chain in its animation time). -
Quote:Yeah, MA really doesn't have any bad attacks for single-target DPS other than Thunder Kick - the worst one is Eagle Claw and it's better than anything in Broadsword or Spines (although Ripper is an AoE), is tied with Claws' best in Focus, and has better DPA than Total Focus and no partial critical making it the hardest hitting critical Stalkers get outside of Assassin's Strike (scale 5.84 for EC vs 7 for AS).I would still use Eagle Claw in attack chain because it has a sure 3-mag stun and when it critical, it HURTS a lot.
I don't have high +recharge. I basically just cycle, storm, axe, cobra, crane and eagle. I use them whenever they are recharged. There is no one moment where I have no attack to use.
That said, you need to get Storm Kick's recharge down to 1.848 seconds (the arcanatime activation for either CAK or CS - they're both the same) in order to do the SK->CAK->SK->CS chain. The base recharge is 6 seconds, so you need 225% recharge in SK (which gives you 6 / (1 + 2.25) = 1.846 sec recharge). That's the most limiting. CS and CAK also each need to recharge in 3.96 seconds, requiring 153% for CS (10 / (1 + 1.53) = 3.953 sec) and 178% for CAK (11 / (1 + 1.78) = 3.957 sec).
Considering the required recharge for a lot of the other sets to reach an "optimal" chain, MA is practically a cakewalk. -
Quote:Mid's usually includes the criticals: you have to specifically disable them, and even then I think someone else posted numbers they got from Mid's that didn't match the in-game numbers because criticals were included even when it was set to show minimum damage.Mids doesn't include the criticals on Stalker attacks?
Though if I'm reading what you're saying correctly, Attack Vitals + Sweeping Strike equals more than 114 DPS or just under it?
And from the "in-game" numbers AV+SS is - with 95% damage slotting and a 10% critical rate - around 110 DPS... so yes, less than the 114 the other chain provided. Like KM, I never bothered to try to figure out "best chains" for DB since it's a set that I'm unlikely to play again (I deleted the one I had at 38) so there may be a better chain available that uses Ablating Strike more often at higher recharge. For what it's worth, Nimble Slash makes up just under half of that chain and is bad DPA - a no-critical base DPA of 39.32, which is worse than Power Slice's 40.73. Note that both of those are worse than Assassin's Blades at 43.88, and I consider anything worse than Assassin's Strike "bad DPA" on a Stalker (and if you're just adding procs you can do that with Ablating in the same animation time on a power with higher base damage). -
Quote:The DoT is an extra scale 1 (ie, 55.61) damage - if you want the DPS numbers you can just add in the scale for the followup (1.7 for SS, 1.32 for AbS) to the scale from earlier, factor in the time in the denominator (1.452 and 1.188 respectively) and then multiply things out for the total damage if you don't like scales.4) So we go to Attack Vitals. Now while I admit, I have no idea how much the DoT adds to one's damage. Attack Vitals on it's own is not it's best DPS chain.
NS > SS > NS > AS = 114 DPS
Attack Vitals Combo > Sweep Strike = 94.21 DPS + AVC's DoT (Like I said I don't know what that amounts to) maybe it tacks on an additional 20 DPS (doubtful)
Attack Vitals Combo > Alabating Strike = 90.96 DPS + AVC's DoT which means using SS is the better option for both DPS and AOE purposes, but I thought I'd show what it is with AS.
Let's not forget on Stalkers Attack Vitals is a Single Target oriented combo, with Scrappers/Brutes/Tankers the AVC ends with SS for the DoT to effect multiple targets.
SS: scale 6.3401 / 6.684 sec = 0.92367 ds/sec * 55.61 (dam/ds) * 1.95 (slotting) * 1.1 (critical) = 110.2 dps
AS: scale 5.9601 / 6.6 sec = 0.90305 ds/sec * 55.61 (dam/ds) * 1.95 (slotting) * 1.1 (critical) = 107.7 dps
For just the Attack Vitals portion with slotting, at 95% damage slotting the Attack Vitals combo by itself would be 92.976. Since those numbers don't include criticals you have to account for them as well, and at a 10% critical rate the dps would go up to roughly 102.27.
For how much the DoT adds, just knock 1 DS off of what I had earlier to get scale 3.6401 in 5.412 sec, which is scale 0.6726/sec * 55.61 to get damage makes it 37.403 base, 72.936 slotted, and 80.23 slotted with criticals. With all of those it does 102.27 dps, so the DoT adds 22.04 DPS to that specific part of the chain (note that it's not to the whole chain itself, just the combo portion). -
I don't feel the need to add slots to Build Up for recharge on my KM Stalker. The chance for BU proc, tho...
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Without running numbers on alternatives, I'd guess that Attack Vitals - chainable or not (and if you can't chain it, that would be a bug that should be reported since there's no reason it shouldn't be chainable just like every other combo that doesn't require Build Up is) - isn't the best option simply due to the crappy DPA of all of the attacks that make up the Attack Vitals chain (let's face it, Assassin's Blades is higher DPA than any of them without the DoT).
Numbers 'n' stuff:
VS: with DoT, scale 2.64 damage in a 2.640 animation time. (yay, 1.0 DS/sec)
PS: 1.1601 damage in 1.584 sec
NS: 0.84 damage in 1.188 sec
That's a total of scale 4.6401 in 5.412 seconds making a chain of DS 0.857 and change per sec.
If you want actual damage numbers for that, Stalker damage scale is 55.61 so that gives you (including the change I cut out) roughly 47.68 dps base. For comparison, Kinetic Melee's Assassin Strike, without any criticals - the closest individual attack for Stalkers - is scale 0.861 and 47.87 base dps. -
I tend to add a couple of slots, but it depends on how slot-hungry your build is and what you're building for: it's about as useful in slotting as Combat Jumping since the suppressed defense value is the same, there's no endurance cost, and while it doesn't take universal travel it does take all of those nice defense globals and uniques. Since Nin is a defense secondary, the extra little bit of defense helps when you're aiming for the soft-cap... if I have the slots available I'll throw in a LotG Defense and Def/Rech to go with the 7.5% and get some extra hp and regen.
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Quote:Thank you - I would have been horribly disappointed at the thread without a list like this one!How to know if you're a real RP'er...
* You not only won't play your character again after they die; you have created a priest character on every server to perform the burial service/eulogy.
* You know the "statistics" of your character's body parts that are normally ALWAYS covered by costume.
* Your spouse has found you standing in the computer room giving a speech to the press while following the Loyalist fame arc in Praetoria.
* When your favorite hero goes rogue you begin getting anxious; when they finally complete the last mission and turn complete villain you burst into tears, scream "I just don't know you anymore!" at the screen and run from the room.
* After a romantic evening spent drinking in Pocket D, flying side-by-side through the Shadow Shard followed by an in-game proposal atop the Atlas Statue where you first met... you get in an argument with your real-life husband about why he can't be more like Captain Stupendulous.
* You spent more time on writing your vows for your in-game wedding than for your real one.
* You begin including the actions of your favorite villain character in your weekly trip to church for confessions.
* Your significant other plays the game too... and you both consider spandex to be a form of lingerie.
* You refuse to put the bib on the baby for feeding until they perform the Cape Mission.
* You have several alts which you RP so deeply you have, for all intents and purposes, Functional Multiple Personality Disorder.
(I've also seen the Vampire one before - back in the 90s - but it's more off-topic) -
Or replace AS with Burst with high defense, since CS will get things to gather around you while it's animating.
A word of caution, though - it's annoying unless your defense is high (I would also note that EA with only SOs isn't "high") when there's more than just a boss there since you can only Placate one thing. My KM/EA would get hit too often on just SOs for me to decide the extra BU on AS was worthwhile, and I just went back to leading with BU->AS or BU->Burst, and just using CS to recharge it faster. -
Quote:That's what I was thinking as well, but had guessed that it had to be Invuln, which Stalkers don't get.also Stalker version of claws has Eviscerate as ST and it has no spin (AS instead) and no Follow up (build up instead)... more food for thought
And if living through things is a concern about making a Widow, don't downplay the extra survivability that a Fortunata gets from control to go with soft-capped positional defenses, and scaling resistances. -
Quote:Any amount of KB that exceeds protection (usually 0) is either knockdown or knockback. I forget the exact number as well, but paragonwiki has it listed "between 0.7437 and 0.8174, and is most likely 0.75".Thinking it is .64 or greater to do KD and above a certain point it becomes KB I want to say .75
KB is also affected by the purple patch so against plus 4's that have no innate KB resistance it would be mag 1.5625 to induce KB
You certainly do not need to exceed 0.64 - Sleet, Freezing Rain, and Blizzard are prime examples of this as they only do 0.1 KB, which is nice because it means that things which are susceptible to KB (lower-level mobs, Clockwork, etc.) don't get flung out of the area like they could with Ice Slick (0.5 KB).
As for the mobs in the BAF... I haven't checked but they may have a low mag protection with a high resistance instead of a high mag: it's how all of the mez protection clicks and toggles that offer KB protection work (10 mag protection for all ATs, but 10000% resistance). Grounded in Electric Armor is an exception for a couple of reasons not just by providing no resistance but also using AT mods to determine its protection: over 15 for Brutes and Tankers, and over 12 for Scrappers. If they do have the resistance and protection the only way you're going to knock them back is by making it unresisted. -
Not that I'm against a buff - however unlikely it may be - but wow, necro much?
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Quote:Yes, the list of servers appears with the number of spots available. You have the option to cancel at that point without being charged.It does seem odd that we've heard nothing official about this. I was going to transfer a char to Union until I heard about it.
Question: having never done a server transfer, does the list you can transfer to appear before making a purchase? Could I therefore keep checking to see if it miraculously starts working without burning any cash? -
Quote:And that Fire/Fire Stalker. Because nothing says "sneaky" like pyromania and self-immolation. (although FE + AS could be fun)Malaise has had Dark Illusion for a long time now. In fact, 'illusion' would be more suitable to 'villain' ATs since it's base in deception. Or it would be more fitting for a Defender as a diversionary tactic.
Too late for that. Beside some powerset classes already plundered by all the ATs that share that class, one needs to ask *why* a particular power can only be wielded by one particular AT.
For example, every class has a fire based powerset. And every AT can make a Fire/Fire character. But, in a world where it should only belong to one AT... which one? -
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Quote:Here you go - here's one for locking! Keep in mind that the order is important...It has been suggested that we start a new thread each week for that meeting. I will be working on a post for this weeks class on locking and spiking.
Locking:- get target's name from target caller
- say "Locked" either over vent or team channel that nobody else is paying attention to
- franticly tab through targets until you find the one that was called
- realize that you are horribly out of position while countdown ensues