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You can have a stealth radius on a Stalker without being in hidden status. It's the kMeter that gives you that status, and that's what gives the criticals and everything else.
The part of Hide that affects Hidden status isn't the stealth radius, it's this part here:
Quote:The proposal seems to be to leave this suppression in place, and remove it from the 150' PvE Stealth radius (and, potentially far more controversially, the 500' PvP Stealth radius).Meter +1 for 0.75s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Suppressed when Attacked, for 8 seconds (Always)
Suppressed when Damaged, for 8 seconds (Always)
Suppressed when MissionObjectClick, for 8 seconds (Always)
Given that the hidden status is separate from the stealth, the objections due to "the benefits that Hide provides" so far in the thread aren't really valid reasons. The concerns about about allowing Stalkers far more control over their aggro generation - similar to that enjoyed by Illusion Controllers running Superior Invisibility - are valid but purely opinion as to whether or not it's overpowered; after all, Controllers can already do this (although their pets can often pull extra aggro). No other AT that has unsuppressed stealth has more than 35', so they can still get accidental aggro from overlapping spawns, although they are far more unlikely to do so than anyone without it; with the proposed change a Stalker would only ever get that accidental aggro from AoEs (including Demoralize). -
It looks like Air Superiority, only with the "Stone Fist" rock coating on your hands. It most definitely does NOT involve jumping in the air.
But yes, if you really need more detail (and have access to a computer with CoH installed), just go into the character creator. -
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Quote:Nitpick - accounting for the arcanatime on the attacks, you end up with the following animation times and DPA in damage scale (actual damage in parentheses):TF = 59.99 DPA
ET = 94.97
barrage = 55.2
Bone smasher = 60.8
Energy Punch = 67
Assassin Strike = 46.34
So, while TF isn't the best DPA.. its certainly not garbage *better then barrage, only slightly worse then bone smasher*
and ETs high DPA doesn't account for its self damage, which translates to about 62.48 DPA(self damage)
so, the more you use ET, the more likely you are to kill yourself.
Base damage, no criticals accounted for:
Energy Transfer: scale 4.56, 2.904 sec, 1.57 (87.32) DPA
Total Focus: scale 3.56, 3.432 sec, 1.037 (57.68) DPA
Bone Smasher: scale 1.64, 1.716 sec, 0.956 (53.15) DPA
Energy Punch: scale 1, 1.056 sec, 0.947 (52.66) DPA
Barrage: scale 1.32, 1.584 sec, 0.833 (46.34) DPA
Assassin's Strike: scale 2.5, 3.168 sec, 0.789 (43.88) DPA
Chain Induction: scale 1.32, 1.188 sec, 1.111 (61.79) DPA
Lightning Rod: scale 2.4, 2.772 sec, 0.866 (48.15) DPA
Jacob's Ladder: scale 1.5, 1.848 sec, 0.812 (45.14) DPA
Charged Brawl: scale 0.84, 1.056 sec, 0.795 (44.24) DPA
Assassin's Shock: scale 2.5, 3.168 sec, 0.789 (43.88) DPA
Havoc Punch: scale 1.32, 1.716 sec, 0.769 (42.78) DPA
Thunder Strike: scale 1.96, 3.432 sec, 0.571 (31.76) DPA
The issue with Total Focus is that after you start accounting for criticals, Bone Smasher and Energy Punch get close (and pass it on teams) for DPA due to the reduced crit.
To add in criticals, you can simply multiply the above numbers by 1 + (critical rate) for all but ET - which has no critical - or TF, where you multiply by 1 + (critical rate) * (1 / 3.56). At a 13% critical rate, BS is 1.08028 DPA, and TF is ~1.07487... so even in a duo the reduced critical causes the list above to shift. -
Quote:It's been looked at recently - resulting in a higher critical chance after it lands for a couple of seconds on Scrappers (so it doesn't hit harder, but the following attack probably will) and a higher base damage for Stalkers.Its perhaps the weakest Tier 9 that I can think of, or have experience of. It seriously needs looking-at.
The DPA for the Stalker version isn't bad - while it's still "the worst" of the regular attacks that people are likely to take (which is to say, it's only better than Assassin's Blow and Thunder Kick) it's a lot better than either of those, and has the same DPA as Focus, from Claws.
As for Hasten... well, you need to figure out what it's overall recharge is in order to determine the uptime of the effect, which you can use to get the average recharge bonus. Its base recharge is 450 seconds, but there's 120 seconds of that which is being affected by its own buff.
With only Hasten affecting its own recharge, you have a recharge while it is active of 450 / 1.7 = 264.71 seconds; 120 seconds into that, you're 45% of the way through that recharge - that means that you're also 45% of the way through the higher recharge when it drops, meaning you have 55% of the base recharge of 450 seconds left to go (247.5 seconds), for a total recharge of 367.5. That gives you around a 32% uptime, with no recharge slotted, and the average amount of recharge would be around 23%.
With 87.5% global recharge and a single level 50 recharge IO in Hasten (42.4), the numbers change to (450 / ( 1 + .7 + .424 + .875 ) =) 150.05; the 120 second duration is ~80% of that, meaning that you only have 20% of the remaining duration to go. The recharge without Hasten is 450 / (1 + .424 + .875), or 195.74, 20% of that is 39.15 seconds for a final recharge of 159.15 seconds, uptime of 75%, and average recharge of 52.78.
If the 87.5% global recharge you were talking about before was including the effect of Hasten, then you end up with:
Recharge while Hasten is active: 195.74 (61.3% of the time)
Recharge while Hasten not active: 281.43 (38.7% of the time)
Final recharge: 229.02 seconds, 52.4% uptime, average recharge buff of 36.7%.
Edit: I didn't bother with the cast time, which is why my final numbers differ from what Kosmos posted; there were already a lot of rounding issues so I just didn't care about the difference - it's not like you were aiming for permaHasten. -
Well, I hate to keep you waiting, so "but it's not for 50s!*"
* - except for the parts that are -
I can see it on the list of servers after I log on, but I get lost connection to db server whenever I try to go into it.
That's okay, though, devs... I didn't really log on because I wanted to play! -
Quote:It still has the same AoE size, animation time, recharge, endurance cost, and general mechanics (autohit, 15' ally-targeting PBAoE that pulses once every 4 seconds). Those currently cannot be adjusted based on environment (PvE map vs PvP map), but the specific effects that the power does when it triggers can be (this is how the damages are separated - it's just another effect with a flag to only work in a certain circumstance, much like criticals / containment / scourge).Well, Corruptor's Pain Domination -> Soothing Aura is a toggle heal. However, in PvP it works like its Mastermind counterpart Suppress Pain and buffs regen instead so that it does not interfere with DR applied to healing. It's the only example I can think of but it is an example of a power outright working differently in PvP.
It's also certainly not the only power that applies different effects, either - look at any mez protection power. -
Quote:You can self-cap damage on a single enemy with a Defender (+300%), you just have to stack it (+150%), slot Blizzard for damage (+100%), and stack Siphon Power (+50%).Heh. And you could drop that Inferno on a single foe, whereas you wouldn't get as much of a buff out of Fulcrum Shift on only one foe. Kind of silly to do that to one foe, but there you go.
A Corruptor needs 2 enemies to reliably self-cap for the duration of Blizzard (each Fulcrum is +80% at that point), but can self-cap with one enemy for a click-and-go power by using Aim. -
Quote:And an Ice/Kin Corruptor's Blizzard does the same base damage while sitting at the same damage cap, plus it can Scourge, so it will almost assuredly do more damage.My answer was that a kinetic/ice defender's Blizzard does more damage than any other AT's single attack.This is because the defender has the benefit of fulcrum shift.
So the statement is just plain false regardless of what Blasters can do to beat it - and it was shown earlier in the thread that they can (with Arcanaville showing a situation a few posts up that gets you really close). -
Quote:If you're going solely for AV-killing, then DM or MA would be better than either (MA has higher damage while ignoring resistances, DM has a heal in its attack chain while still doing comparable damage of a less-resisted type). DM also has a cone in Shadow Maul if you don't want an entirely single-target build like EM or MA would give you.I knew they both had extreme damage attacks; but the additional one in ET is the selling point for EM.
And I was considering an "AV Killer" type build, so the extra damage was attractive. (But so is AoE/range/Speed)
But it seems as though KM is getting all the votes...
Thanks for the replies; appreciated.
KM does a touch less single-target damage than EM, but generally has faster animations, can stack a little -dam to help your secondary with mitigation, and Burst at least provides some AoE for the rest of the fights you'll run into in PvE - and while it's still "bugged" with a 100% critical rate from hide, it's a nice way to thin out a herd. It's a better all-around set with a similar damage split, and EM's only strength is of mild use at best on an AT where every primary already gets high single-target burst. -
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Well, based on changes that have happened recently, the "cottage rule" doesn't prevent them from changing how often a power does something (see: Cobra Strike's stun dropping from 100% to 75%), or even repurpose the power into something else entirely (Cobra Strike again, in becoming a viable attack, and Energize - sure it still has a minor end discount but it's primarily a heal/+regen power). It definately doesn't prevent them from changing how a power goes about doing the same thing (Chain Induction changing from the mob's pet to yours to prevent the xp loss/lack of buff carryover/chaining issues).
As for the pet getting summoned only if the guy survived, that's because it's attached to the target. If it were a PBAoE around the Stalker instead of the target, there would be some positioning issues compared to what you can do now (with a moving target that remains in LOS, since the Stalker can't move), but it would be able to appear even if the target dies - similar to the difference in Twilight's Grasp and Transfusion. -
Quote:It looks like this:How do crits display in the combat log? I haven't really bothered to look and see if it says more than "you did double damage!" or whatever with a critical, or if it also adds what your chance for a critical was, kind of like your chance to hit rolls. Might be kind of helpful if it did say this, as Stalkers are supposed to have certain chances at times, and Scrapper criticals change depending on the target as well.
Yes, that's a double critical on AS - I took the screenshot a while ago for someone who didn't believe that it could happen (before it became common knowledge); essentially it's just "You land a critical strike..." in the combat log and you normally wouldn't see both in a row, nor does it tell you what the chance to hit the critical was. -
I have fly on my characters that have wings - although for one it's just Hover and Teleport.
There are two reasons I normally skip Hover, even on primarily ranged characters with Flight:- There's no immobilize protection (which Combat Jumping provides). I've actually taken Combat Jumping on a few characters with Flight just for the immobilize protection, and most of the time I end up with Air Superiority to unlock it. Since the one with Hover also has Teleport I can still move even when immobilized.
- I hate hate hate the vertical flypose when moving. I hate it enough that I'll use Flight in combat, adding in the extra recovery and endurance reduction, and deal with the suppressed rate of travel, if I want to (and can, see below) stay above things.
As for "added mobility"... in most mission maps, the ceilings aren't high enough to take advantage of being able to remain off the ground and being able to move from place to place faster while also preventing mobs from locking me into one spot via immobilize is more of a help. -
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Quote:Actually, it's Brutes, assuming they're on the team.I know Vanguard.
You know who suffers on a TF or team mission with Vanguard-type enemies? Tankers.
They have less mitigation than Tankers, do more damage, and since they also have a taunt component in their attacks, they pull aggro off of the Tankers.
Quote:My IOed Tanker stuggled against Master Illusionists that my Scrapper could take down before they could summon all their pets and then phase repeatedly. -
Quote:Stalker SR gets a little more AoE defense than the other flavors, but loses 1/3 of the scaling resistance because of the missing passive - I wouldn't say it doesn't sacrifice anything, but it's definitely minor.I might just have to put together a NB/SR Stalker...
SR is one of the few sets that doesn't sacrifice anything, as the defense for Lucky gets thrown into Evasion, and then some. Which makes it actually better on Stalker than Scrapper. Add in the Bonus boost from Hide, and you have a potent defensive set.
As for min/maxing it... well, you can do that with anything, depending on your budget and what you're planning on doing. It won't be the absolute best when compared to other powersets or ATs, but you can get it to a high performance level - and if you like the concept and enjoy the character, that should be plenty. -
Quote:I don't remember who I stole it from, but I can't claim it as my idea. It was mentioned in an old "replace Conserve Power!" thread, and it stuck with me once I finally played a Warshade.I used to keep a record of all the things I'd seen suggested to help EA.
I can't claim to recall them all, but I'm pretty sure I've never seen that one before!
But yeah, having the same level of defense and a click "90% resistance to all" with no crash that can be made perma with reasonable recharge would certainly fill the Psi/Toxic holes and provide protection from cascade failure. -
If you're looking at temp powers, Envenomed Dagger does a lot of damage and includes -regen as a side effect.
I can't say I ever had trouble with Noble Savage, but I ran through Praetoria on a Fire/Dark Corruptor, KM/EA Stalker, MA/WP Scrapper, and SM/ElA Brute. None of them had any particular trouble dealing damage, and with the Stalker the fight was over almost as soon as it began (I had a couple of reds). -
Ah, you were talking about TF and CS; I was talking about the critical on One Thousand Cuts being buffed, and that's the part you quoted to reply to so I thought that's what you were talking about as well.
As for the BU recharge on CS, I just think should be a side effect of the power in general - and so it would work for all 4 ATs that have KM - and then add in the small crit that TF gets for Scrappers and Stalkers. I like the mechanic, but having it replace the inherent just seems off. -
It just needs to get the i18 updates - I think that everything that's changed since the Dominator changes is out of date, but that's really not a lot so it's still a good source for most things. Without the change to Eagle Claw, your statement was correct - previously it was scale 2.28 damage (and still is, for Scrappers).
But really, I think it was just that prior to the changes to DM (MG used to have a reduced critical as well) there was an arbitrary limit of scale 4.56 for any attack except for AS (which is scale 7 on a critical); that no longer seems to be the case and so I'm not sure why even that amount is considered "too much" for Concentrated Strike.
I'm guessing you mean it'd only be a 50% chance, like most AoEs? What I was suggesting was to give it a "full crit" - currently it isn't, and there really isn't a good reason that I can think of as to why not. If it's because it's only a chance for a critical, then Headsplitter also "lags behind": it's a 50% critical as well.
Well, you can edit the database and cause all sorts of fun things to show up in Mid's.One of my most common edits is getting rid of the defense in Hide that suppresses, followed by the critical line in the patron attacks that causes them to show as doing twice what they should be.
I used probably because it was the most likely case, but not a certainty. -
Quote:Hm... true. Now that you mention it, I remember a few people stacking Fortunes from various teams I was on, but never bothered with it myself. I just like not having the prompt pop up more than once every 20 mins (although I personally preferred no prompt and just auto-accept).I don't think that's why they did it. You could still stack multiple castings of it until they did this. I don't really know anyone who did it in practice, but I know it was possible. This now appears to truly prevent that.
Either way, it's WAI. -
Quote:Actually, it crits for the same amount as Energy Transfer (scale 4.56), for more end with a longer animation.It may hit like a truck on a normal hit but it only crits for the same total amount as Eagle's Claw but it's on a longer recharge and costs more end.
Stalker Eagle Claw had its damage scale increased with the other MA buffs in i18, and hits much harder (5.84) than a Total Focus critical. Midnight Grasp (5.52) and Headsplitter (5.2) also go over that mark. One Thousand Cuts' critical damage is reduced (it should do scale 4.7) to not exceed what appeared to be an old, dev-defined limit of 4.56, but with the other powers now breaking that it should probably be adjusted to provide the full damage.
None of the other Stalker attacks do more than scale 2.28 damage base, so would just match in any case.
And yeah, I knew that showing the average damage including crits was the default in Mid's - that's why I said it.