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This - it's a pseudo-fix to the constant prompts, while still giving you the option to decline. Now you only get constant prompts if you decline all of them. It also makes it harder to waste on someone just because the cards didn't flash around them before you tried to use it, so you can put it on someone who doesn't have it already.
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Quote:Mid's is probably adding in the chance for critical for your average damage; it's not really wrong to say that it does more damage due to that, but you certainly can't say "it does more damage and gets a critical" (admittedly, this is only inferred from the post since the critical is brought up separately) since the critical is the only reason that it does more damage over time.Sorry, I was just going by Mids that has unslotted TF doing about 5-7 more points of damage than an unslotted CS. If that's wrong, my bad.
I also didn't mean to say it was a big difference as in 20 points. I just meant to say it did a bit less (again by mids...so if that's wrong...whooops).
It also may not do more damage over time if you factor in the extra damage from using BU more often, but that's hard to quantify since it's highly variable based on timing and playstyle; that's the sort of thing you'd need a program like HeroStats to keep track of rather than a simple calculation.
For what it's worth, I'd like to see the flat 20% BU/PS insta-recharge added to all flavors of Concentrated Strike, and the reduced critical that Total Focus has provided to Stalkers and Scrappers at their normal critical rates - it's a nice in-set gimmick but doesn't really represent a "critical hit" well. -
Quote:Eclipse at level 35!The Bottom Line? EA needs reworked...badly...and I hope they take the time to do that soon...
* - while this would definately help the set, it also stands practically no chance of happening as it would quickly be one of the best sets, if not the best set, available -
Quote:Without going through all of the patch notes, I'll assume that the patch note is simply wrong and you didn't miss another change that may have updated it from the beta.I hardly ever just pull numbers out of my reptilian bottom (they scuff the scales
). I lifted this change from Dom's Psi Assault. Psi Dart had the same issues that Gleaming Bolt does and I believe the same fix will work. Why? Because Luminous Blast is designed VERY similarly to a Dominator Assault set. A mix of range/melee/utility.
Issue 15 Release Notes
Currently, in-game, Psionic Dart has a 3 second recharge, 4.37 endurance cost, and deals 44.38 damage at level 50.
Scale 1 damage is 55.61 for a 1.0 damage modifier; apply 0.95 (dominator ranged) and you get 52.8295; divide 44.38 by 52.8295 and you get 0.84.
An incorrect patch note doesn't change that it should be doing scale 0.84 damage for that endurance cost and recharge. -
The reasons you don't see many EA Brutes:
- Essentially a pure defense set that has low defense debuff resistance, making it highly susceptible to cascade failure.
- Toxic defense doesn't exist in the game - the only way to get it is positional vector defense; the Psi defense in EA is minimal (3.75% base in Energy Cloak).
- It not only provides no real aggro control (Energy Drain taunts, but it's short term on a long recharge), it actually hurts your ability to maintain it - the stealth in Energy Cloak does not suppress while attacking.
- This can be good (usually solo) or can be really annoying when things ignore you and run off unless you're constantly hitting them - sets with damage or other taunt auras can keep things nearby.
- You could take Taunt to keep things on you, but other sets don't have to just to keep things nearby.
- Valid or not, there's a tendency to expect Brutes to hold aggro like Tankers. Energy Aura simply doesn't without a lot of work.
- The resistances you get for when the defense fails (because it will - see the first point) are too low to matter.
- For the second half of your hp bar, Super Reflexes gives you more +resistance with the passive scaling resists.
- The heal in Energy Drain is small against single hard targets.
It's not horrible, and it can be built to be sturdy - but the same investment can make another set much sturdier.
But it does look very nice with KM (which is why I went KM/EA Stalker, and my Brute in beta was KM/EA). -
Minor nitpick: Total Focus does the exact same base damage, of the same types, as Concentrated Strike - the 30% quoted critical is close enough (it's scale 1 of 3.56 for roughly 28.09%) that I'm only commenting on it so someone doesn't point out that I didn't correct it while I was being nitpicky enough to mention that the two powers do the same damage instead of TF doing more.
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Not that anyone is likely to care anymore, and hopefully the devs won't see this and notice to be able to disable it, but yesterday I was able to copy characters to test...
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Well, there was a post in beta by Castle about it not being intended and to expect a change, but if the fix truly is in the pipeline, it's certainly taking its sweet time in coming - the patch on test today still has a 100% critical on Burst.
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Quote:AVs don't have any special resistance to -damage; that is to say, all mobs (including AVs) resist -damage by their resistance to that particular damage type.Thanks for the details. Yeah, I like Focused Burst a lot too. My Kin/Dark skipped Quick Strike at the moment.
Do most AVs have very strong resistance to -damage debuffs? I guess my point is does -damage matter when Stalker's health is low? It may matter more for Brute.
Are you Kin/Will or Kin/Nin?
So if you were fighting an AV with 20% Smashing and Lethal resistance but no other resistances, and were applying a 5% damage debuff per hit, the AV would have -4% per debuff on their Smashing and Lethal attacks, but the Energy/Negative/Fire/Cold attacks would be -5% (assuming KM, which doesn't offer -dam on Psi or Toxic). -
Quote:That's the link I was using... I just tried another copy (from Infinity), so we'll see.Last night, around 10:45 PM EST, I queued up the same character I transfered on Tuesday. The character made the transfer, and is sitting on Test.
This is the link to use: http://boards.cityofheroes.com/charactercopy.php
One question for the people who are able to get it to work: do you have under 12 characters on Test, so that it's just using the original 12 slots? I'm at around 15 characters with 5 open, and I wonder if that has anything to do with it (similar to when the store is unavailable, how you can't create new characters outside of the original 12 slots on a server).
Edit: and in the time it took to patch, the Stalker copied. Time to change my signature again... -
Quote:Damage comparison with MA and EM, and another post for DM.For ST damage, is MA better than Dark Melee now? I am not so sure if the -tohit effect matters that much against AV but the self heal is probably pretty important.
I may want to give MA a try and turn him into a ST damage machine but not if DM can still compete and offer a bit more like fear/healing/tohit and negative damage.
Is Martial Arts' damage a lot higher than DM and EM? If not, I still can't convince myself to commit to a set that only does ST.
And also, Kinetic seems to be pretty good too if you focus on the first 3 faster attacks and only use concentrated strike and skip focused burst? The -damage debuff is probably decent against AVs. -
Quote:Essentially, that's what they did with Dominators - when their melee damage modifier was changed, most of the AoEs were lowered in damage scalar value while the endurance cost and recharge were increased. Only one was buffed, and iirc one was left alone.I still think the way to "fix" Stalkers is to buff their single-target damage to higher than a Scrapper's, while leaving AoE damage at its current state (or even nerfing it by a very small amount to compensate for the ST buffs). They're supposed to be single-target specialists, and yet Scrappers' ST attacks outperform those of a Stalker right out of the gate, and Brutes outperform them after just a few seconds in combat.
Of course, the last time I suggested this, I was all but called an idiot and told I didn't understand how the game worked. Mileages and variations and what-not.
I can only assume that the people that complained were talking about how much more valuable AoE damage is than single-target: for comparison, the old Energy Transfer (which was nerfed for having DPA that's too high - scale 4.56 in a 1 sec animation - it was more than double the next highest DPA melee attack) can be surpassed by Dark Obliteration with 6 targets (scale 0.9 in a 1 sec animation * 6 targets), which isn't all that hard to arrange. Currently, hitting 3 targets with Dark Obliteration will provide more overall DPA than any single-target attack. -
I doubt you'll get a scale 1.32 attack on a 3 second recharge with a 4.37 end cost. A scale 1 attack has a 4 second timer and 5.2 end cost; Shriek has that recharge and end cost to do 0.84 damage.
FWIW, I've felt that the EATs should have higher base hp in general (I was thinking Scrapper level, to match their hp cap) - this would help PBs with their self-heals. Some other changes I'd like to see:- Get rid of the animation for Proton Scatter (please?). I hate it, and only put up with it on two powers: Fulcrum Shift and Heat Loss... and Proton Scatter is no Fulcrum Shift.
- Cut the "cast time" for the shape changes in half.
- Solar Flare -> 0.67 KB. I have other powers to scatter things, I'd like to be able to chain the AoEs.
- Radiant Strike could take the Blaster Havoc Punch/Bone Smasher numbers (scale 2.6, 14 sec rech, 13.52 end) for an alternative heavy hitter on PBs that doesn't take over 3 seconds to animate. It's not like you can't fill the time between recharges with other powers.
- Get rid of the power pool restrictions. Maybe I want Recall Friend or Air Superiority!
- For Warshades, give Sunless Mire and Essence Drain the Soul Drain and Siphon Life treatment (ie, frontloaded buff and real damage).
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Quote:The simplest math for it is to ignore the guaranteed critical from hide and assume an identical attack chain with identical damage slotting and buffs.I've seen it worked out before and as I recall the break-even point (at least ignoring AoE differentials) is around 5 or 6 teammates.
Then you set the damage scale to 1 (since it won't change for either AT), and apply crit rate and AT mods. Since Stalkers have a "1.0" modifier (meaning 55.61 damage for a scale 1 attack at level 50) and the crit rate is multiplicative, a 3% increase in the crit rate simply adds 0.03 to the final number.
1.125 (scrapper AT mod) * 1.1 (scrapper crit rate, Lt+) = 1.2375
1.125 * 1.075 (nominal rate used when balancing against brutes*) = 1.209375
1.125 * 1.05 (minion crit rate) = 1.18125
1.0 (stalker AT mod) * 1.1 (stalker crit rate, 0 teammates) = 1.1
1.0 * 1.13 (1 teammate) = 1.13
...
1.0 * 1.19 (3 teammates) = 1.19
...
1.0 * 1.25 (5 teammates) = 1.25
So, 5 teammates to pass Scrappers over time; 4 teammates puts them at 1.22, which is above the 7.5% nominal rate.
Yes, this is a vast simplification - it ignores the guaranteed criticals and makes assumptions about attack chains that may not be true (see: Claws, Dual Blades - Follow Up/Blinding Feint don't even exist for the Stalker version; Dark Melee w/Soul Drain vs BU; using Assassin's Strike from hidden status). It also doesn't include the use of damage auras or Against All Odds (which Stalkers don't get), Scrappers having a higher +dam modifier in their version of BU providing them a higher overall damage buff over the course of a mission, and a whole host of other issues that slant things even farther towards Scrappers doing more damage.
At best, I'd call the simplification a break-even in favor of Stalkers - it ignores too many things that help Scrappers to call it better for them.
* - Castle quoted that crit rate in GR beta when he mentioned the desired Fury level for Brutes while tweaking the decay rate, but since it was in beta the post is inaccessible. -
Caught back up with the thread about two hours ago, queued another copy, checked just now... nada.
Edit: still nothing the morning after, so it wasn't that it was just taking longer than that. -
On my KM/EA, there are some mobs that get AS'd, even if Burst would do more damage from hide. Typically, they're the ones that have AoE debuffs (such as Spectral lts or Tsoo Sorcerers) or are just plain annoying (Death Shamans).
On my ElM/Nin I'll just LR into the group next to them and AS them anyway. -
Quote:Which, considering the duration of mezzes in PvP, is only marginally more useful than the proverbial submarine screen door. If you just so happen to be in melee range (and not hidden) for the typically less than 2 seconds the target is mezzed, 20% of the time you might get a critical! In the meantime, you lose the PvE 10% base out of hide.Aaaaand, considering Stalkers still have a crit chance on held or slept foes in PvP which is indeed a value added to the AT's powers to simulate their inherent...
Quote:Not good enough? Well, considering Stalker EM was proliferated from the Tanker version with the same values except with extra flags to work with crits, placate and hide, you have a pretty useless argument. [...]
The reason I say "Stalker EM" for proliferation to Scrappers is due to the stun chances as well as the reduced criticals. Or, to put it another way, if Scrappers get the higher stun chances that Tankers and Brutes have, Stalkers should receive them at the same time (effectively making it "Stalker EM" at that point in any case).
There's also really no reason to not proliferate it: with the buffs to MA, it currently does better single target damage than EM, and Dragon's Tail is a better AoE than Whirling Hands; Cobra Strike also gives you a better chance to stun than any of the attacks in an EM Stalker's "best DPS" chain, although stacking it is more problematic. -
Quote:As someone who used the free transfers to rename characters, it does check before you log into the game, and the green "Rename Character" button is highlighted instead of the option of buying a rename token. You don't have to log on to rename.The issue comes up when you log in after using the character transfer service when a name is already taken by another character. At that point you have to change your character name.
Admittedly it should check before you logged into the game, but it doesn't.
I don't see where disabling the ability to log on with an active rename token would cause a problem for the player (the UI programmer may want to strangle someone, but that depends on how it's currently written), and it would prevent situations like the OP. -
Quote:They're glory hounds that were just hoping to get in the screenshot. "See, look at me! I do more than bubble!"It definitely wouldn't. Take a look at the powers the Protector Bots have. None of them are melee attacks of any sort. They still happily charge into melee range to fire their lasers.
I think Flambeaux hacked the AI. -
You're not accounting for the dead time before the server checks to see if the animation is done, you're simply adding 0.13 to the listed cast time (that's the ONLY way you could get those numbers).
Here's the formula: 0.132*(ROUNDUP(cast time / 0.132)+1)
So, for example, you have Charged Brawl at 0.83 seconds of animation:
0.83 / 0.132 is 6.28787878...
That gets rounded up to 7 server ticks before the animation is flagged as "done". The extra ~0.71 server ticks are dead time, since when the server checks on tick #6 of the animation it's still not done, so it waits until the 7th.
Then, the tick after it gets flagged as "done" (8 ticks), the next animation starts. Not immediately, since the last tick it just changed the status of Charged Brawl. If it started immediately, it would be 0.924 seconds.
8 ticks at 0.132 seconds each is 1.056 seconds, not 0.96.
Now, let's look at Assassin's Shock.
3 / .132 = 22.7272... So 23 server ticks (3.036 sec). Add one for the "next available" activation, you're at 24 server ticks. 24 * 0.132 = 3.168.
And damage scale is used because then you just multiply by a different number to calculate the actual damage for different ATs. If it were a Scrapper you'd multiply by 62.56125 instead. It's also how the changes to powers are reported in patch notes most of the time, so it makes it a lot easier to update a spreadsheet that contains them and does all of the math for me. >.> -
Hm... I seem to have missed a bit of the thread by staying away from the internet for the day.
Quote:The double critical happens after Placate only, but happens at the normal critical rate due to a glitch in when the game determines that you're hidden or not (so both criticals have a chance of firing when they're specifically written not to). It's that way on all Stalker attacks that can critical.So if I have a teammate nearby I have a 3% chance to double crit out of hide? Or a 13% chance? Just with AS, or with everything?
I may have spread some misinformation about this in one of the other threads. :/
Quote:Damage scales don't really mean too much to me so I can't use those numbers to work off, but unslotted Assassin's Shock does 139 damage over 3 seconds when not in hide.
Also, the numbers you quoted don't include the time used by the server before you can activate another power, so aren't really relevant. Charged Brawl is nowhere close to twice the DPA of AS, because from the time you activate it until when the game allows you to activate another power, you have 1.056 seconds - not 0.83. The extra time is what's used before the server checks again to see if the power is done activating, plus another check after it notices that you're done activating before it lets you activate another one (there's always at least 0.132 seconds of dead time).
As an example, for Electric Melee:
Code:Power DS Act. Adj. Rch AoE DS/A DPA Time Act. Chain Induction 1.32 1 1.188 14 1.111111111 61.78888889 Lightning Rod 2.4 2.57 2.772 90 20' 0.865800866 48.14718615 Jacob's Ladder 1.5 1.67 1.848 8 7' c 0.811688312 45.13798701 Charged Brawl 0.84 0.83 1.056 3 0.795454545 44.23522727 Assassin's Shock 2.5 3 3.168 15 0.789141414 43.88415404 Havoc Punch 1.32 1.5 1.716 6 0.769230769 42.77692308 Thunder Strike 1.96 3.3 3.432 18 7' 0.571095571 31.75862471
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Quote:A 3 second AS has a DPA outside of hide of .789 DS/sec.As long as you are actually in hide, which is either the start of the fight, or every once every 30s (Being kind and assuming 3 slots of recharge in Placate). Without the crit from hide it is a frankly awful power.
Some single-target primary set Stalker powers that have a lower DPA (BS not included because I'm lazy and haven't added it yet):- Swipe (0.720)
- Power Slice (0.732)
- Nimble Slash (0.707)
- Vengeful Slice (0.621)
- Havoc Punch (0.769)
- Focused Burst (0.731)
- Divine Avalanche (0.53)
- Impale (0.773)
- Lunge (0.714)
- Barbed Swipe (0.356 -> truly a garbage power here)
It actually is the worst DPA single-target attack in 2 sets - Energy Melee and Martial Arts; note that in Kinetic Melee the AS is shorter than the standard 3 seconds and so ends up better off than Quick Strike as well as Focused Burst.
My Elec/Nin Stalker uses Assassin's Shock as an attack chain filler against single targets, whether Placate is recharged or not, simply because it's better than Mu Bolts (which I had), Havoc Punch (which I skipped), or Thunder Strike (which is horrible when used as a single-target attack). And while she's softcapped, she wasn't for most of her leveling career, and it still worked out fairly well. -
Quote:TL;DR version: AS does not hurt your DPS.The way I play my Stalkers, stopping to AS something is often a loss of time and DPS... and that's solo.
[...] since most of the team will cluster around the hard target, which ups the DPS of your non-AS attack chain even further.
A 3-second "standard" AS from hidden status by itself is higher DPA (2.21 DS/sec) than Blaze (2.102)*. Placate + AS - assuming that you're not interrupted, but adding both cast times together and figuring the DPA of both as a whole - has better DPA (1.433) than any Stalker power that's not Energy Transfer (1.57). Using it isn't a DPS hit unless you're knocked out of it, which doesn't really happen all that often on defense-based sets.
If you're getting hit all the time, then yes - trying to use it will hurt your DPS since it's wasted time in your chain. That's true for Placate and anything, though - very few powers gain in DPA when you combine their critical with Placate's cast time, and there's the chance that you'll get hit during Placate's animation and knocked right back out of hidden status before the next power even goes off. Also, the extra chance to critical from having your teammates nearby will also affect the double critical chance... so that's a wash.
* - the 3.67 second version that NB/BS get is 1.829 DS/sec, which is higher than Bitter Ice Blast (1.727) -
Quote:TP Arrow doesn't deal that much damage... it has unresistable damage (and knockback). It doesn't matter if you're at the resistance cap, you'll take the same damage. And if you take a look at the link, you'll see that it's not autohit, but does have high accuracy.[...] I've now taken down an even-con Manticore a couple times, and his Teleport Arrow is hitting me for 1028.58 damage through 54.39% resistance.[...]
If I'm doing my math right, Tp Arrow is doing 2255 damage before resists; that means that it will one-shot any stalker with less than 29% or so smashing resistance (yes, my combat log says smashing, even though it's an arrow).
Edit: Synapse does have an autohit attack, though. It causes a few problems on the LRSF if he's not kept locked down by someone. -
Quote:When I said "silly levels of mitigation", what I meant was "very high level of mitigation, often far more than is required". I assumed it would have been construed as such when I had previously commented on them being "probably the most useful powers to keep yourself alive", but apparently not. Pretty much every time I've used the phrase it was a positive. I've also used "ridiculous" in place of silly.Yes. I mean if you don't use it that's cool I was just asking. It seems with this game that there's still so much to learn even after all this time...for instance I didn't know you could buff Phantom Army is you Phase Shift! I just found out last week from a vet friend lol.