Siolfir

Renowned
  • Posts

    2610
  • Joined

  1. Siolfir

    Hand Clap

    Quote:
    Originally Posted by FireWyvern View Post
    How many powers have an aura of survivability? 2 out of 9. A lot of the secondary love the extra mitigation it provides.
    You're missing a few.


    Invulnerability (+def), Willpower (+regen, -tohit), Shields (-dam), Dark Armor (heal, stun, fear, -tohit), and (arguably) Electric Armor (end drain) all get better mitigation for having things near close by.

    Knocking things down gives you a few seconds. Knocking them away is just plain stupid for most melee characters - note that most of the "proper use of KB" involves knocking things to group them together, or preventing them from ever getting up again.
  2. Quote:
    Originally Posted by Jibikao View Post
    Sorry to bother you but with the improvement on Siphon Life in Dark Melee, how does DM compare to MA and EM?
    I'll assume you're talking about Stalkers still, since Soul Drain's longer duration would provide a better performance boost over time than Build Up would (it also means I can be lazy and not factor it in, since BU affects all of these sets equally) - note that whether or not that pushes it ahead of MA for Scrappers is something I haven't looked at.

    Dark Melee:
    Midnight's Grasp: 1.23
    Smite: 1.111
    Siphon Life: 0.928
    Shadow Punch: 0.795

    Without criticals, MG->Sm->SL->Sm does scale 7.36 damage in 6.732 seconds for an average of 1.093; with 10% criticals it would be 1.202.

    Both EM (1.211) and MA (1.273) are ahead at that point, although Siphon Life certainly offers some benefit to mitigation. If I felt like playing around with it I could probably find the critical rate needed for DM to pass EM, but once again... I'm lazy.
  3. Well, the DPA numbers for the attacks in EM and MA for Stalkers, assuming NO criticals, are:

    Energy Melee:
    ET: 1.57 (no critical)
    TF: 1.047 (reduced critical, only scale 1 of 3.56 can critical)
    BS: 0.956
    EP: 0.947

    Martial Arts:
    SK: 1.25
    CAK: 1.147
    CK: 1.061
    CS: 1.061
    EC: 1.053

    Assuming ET->BS->TF->BS, you get a 9.768 sec chain that does scale 11.4 damage, for an average DPA of 1.167; Martial Arts, using the SK->CS->SK->CAK chain posted earlier, does scale 6.72 damage in 5.808 seconds, for an average of 1.157.

    Advantage EM, right? Well, not really - once you add in a 10% critical rate, the MA chain simply goes up by 10% to scale 7.392, with an average of 1.273. The EM chain, due to a non-critical in EM and reduced critical in TF, only goes up to scale 11.828 and so averages 1.211 DS/sec. The higher the critical rate, the farther MA pulls ahead of EM, and note that even at a 5% critical rate MA is ahead (at 1.215 to 1.190). If nothing else, the changes to MA indicate that there's no reason to withhold EM from Scrappers if it uses the reduced criticals (and likely stun chances) of the Stalker version - it's worse in both single target and AoE damage.

    In addition to doing more single target damage, the faster animations of MA allow flexibility in how you want to respond in combat, since you're not locked into ~3-3.5sec animations. You also aren't doing damage to yourself every 10 seconds in your attack chain.
  4. Quote:
    Originally Posted by Wiccania View Post
    Sorry if I offended you by assuming folks have a lick of sense and can identify the difference.
    Whether or not people can identify the difference doesn't mean that they have any sense. After receiving a couple of complaints, I tend to warn people with melee characters while playing my Mind/Energy Dominator when I get on a team. It typically goes something along the lines of "If I knock something away from you, don't chase it and just switch targets. It'll be dead before it hits the ground anyway."

    <3 Energy Assault's Power Push.
  5. Quote:
    Originally Posted by TrueMetal View Post
    I'm liking the speed at which these patches are being crancked out. Keep it up.
    I know, so much change! At least there's consistency with the copy tool, though... it's still down.
  6. You can do a binary split along any number of axes - it's not like you can't continue to separate PvPers into a variety of the "two camps" that they're in, and all of them would be right.

    Personally, the biggest problem I have with the i13 PvP changes is how they were handled: many of the things implemented were, in some manner or another, requested. But rather than making a change here, a change there, and pausing between them to listen to feedback and see how they worked out, everything was thrown in all at once - changing the entire way the system worked - and feedback was ignored unless the person saying it was cheering on the changes, and often in the feedback thread the people posting their approval also explicitly stated that they never PvP'd before, had no interest in it, still have no interest in it, and liked the changes solely because it angered the people who did PvP. And those were the people listened to.

    Right now, there's a mixed bag of organized PvP: the test ladder is in the process of dying because the copy tool isn't working, so any teams that didn't already have their characters on test are unable to move anyone; at the same time there are smaller ladders that are popping up on a couple of different servers, so there's at least some interest out there. I don't think any of them would be greatly upset with a rollback to i12 rules - but as said earlier in the thread, that would only be a first step.
  7. Quote:
    Originally Posted by Jibikao View Post
    I made a Kinetic Stalker so I don't have Replusing. The PbAoe attack has 100% critical from hidden which is decent but at the cost of small radius. I am just happy that Stalker has at least one aoe from the set.
    Quote:
    Originally Posted by Leo_G View Post
    What!? Seriously? This is the first I'm hearing of this...might have to make a KM stalker then.
    Don't expect it to remain that way - Castle posted that he changed it late in beta when someone else mentioned the guaranteed critical, but I guess it was either overwritten in another patch or else hasn't made it completely through the pipeline.
  8. Siolfir

    So... Stalkers.

    My favorite was leading a Knives of Artemis "hostage", through a map full of Knives. The hostage couldn't see me because I had Hide on, but everything else on the map could. I just turned it off between spawns, used Lightning Rod to engage from outside their aggro range after turning it back on, and went back to get apparently the only KoA in existence who wasn't able to track me after the spawn was cleared.

    But yeah, leading mobs - either combatant or non-combatant - sucks for Stalkers.
  9. Siolfir

    Hand Clap

    Quote:
    Originally Posted by RabidBrian View Post
    Does it really seem that blatantly obvious to you? If so, Im guessing you are going off assumptions, never actually looking at the numbers. Lets do a side by side comparison of damage.

    <wall of irrelevant data snipped>
    Why is this irrelevant data? Because the proportional benefit of Rage is far greater when it's the only +dam you're using in the situation. The conclusion stays the same, but the example could be called skewed by someone who wanted to ignore it, so I'll try again using damage slotting. Since the initial argument was about Tankers, I won't include Fury which will change a lot of things.

    Trying again, using damage scales:

    Base numbers:

    Super Strength:
    Jab: 0.68
    Punch: 1
    Haymaker: 1.64
    Knockout Blow: 3.56
    Hurl: 1.64
    Footstomp: 1.42

    Energy Melee:
    Barrage: 1.32 (1 Sm, 0.32 En)
    Energy Punch: 1 (0.7 Sm, 0.3 En)
    Bonesmasher: 1.64 (1 Sm, 0.64 En)
    Whirling Hands: 1 (0.6 Sm, 0.4 En)
    Total Focus: 3.56 (1 Sm, 2.56 En)
    Energy Transfer: 4.56 (1.56 Sm, 3 En)

    Factor in 95% damage slotting, applying single effect of Rage to SS:


    Super Strength:
    Jab: 0.68 * (1 + 0.95 + 0.8) = 1.87
    Punch: 1 * (1 + 0.95 + 0.8) = 2.75
    Haymaker: 1.64 * (1 + 0.95 + 0.8) = 4.51
    Knockout Blow: 3.56 * (1 + 0.95 + 0.8) = 9.79
    Hurl: 1.64 * (1 + 0.95 + 0.8) = 4.51
    Footstomp: 1.42 * (1 + 0.95 + 0.8) = 3.905

    Energy Melee:
    Barrage: 1.32 (1 Sm, 0.32 En) * 1.95 = (1.95 Sm, .624 En), 2.574 total
    Energy Punch: 1 (0.7 Sm, 0.3 En) * 1.95 = (1.365 Sm, 0.585 En), 1.95 total
    Bonesmasher: 1.64 (1 Sm, 0.64 En) * 1.95 = (1.95 Sm, 1.248 En), 3.198 total
    Whirling Hands: 1 (0.6 Sm, 0.4 En) * 1.95 = (1.17 Sm, 0.78 En), 1.95 total
    Total Focus: 3.56 (1 Sm, 2.56 En) * 1.95 = (1.95 Sm, 4.992 En), 6.942 total
    Energy Transfer: 4.56 (1.56 Sm, 3 En) * 1.95 = (3.042 Sm, 5.85 En), 8.892 total

    Now, with the 50% Smashing Resistance:
    Super Strength:
    Jab: 1.87 * 0.5 = 0.935
    Punch: 2.75 * 0.5 = 1.375
    Haymaker: 4.51 * 0.5 = 2.255
    Knockout Blow: 9.79 * 0.5 = 4.895
    Hurl: 4.51 * 0.5 = 2.255
    Footstomp: 3.905 * 0.5 = 1.9525

    Energy Melee:
    Barrage: 1.95 Sm * 0.5 + .624 En = 1.599
    Energy Punch: 1.365 Sm * 0.5 + 0.585 En = 1.2675
    Bonesmasher: 1.95 Sm * 0.5 + 1.248 En = 2.223
    Whirling Hands: 1.17 Sm * 0.5 + 0.78 En = 1.365
    Total Focus: 1.95 Sm * 0.5 + 4.992 En = 5.967
    Energy Transfer: 3.042 Sm * 0.5 + 5.85 En = 7.371

    Note that SS with Rage is still ahead on most attacks, but the numbers are a bit closer. It's not until you start working in Fury that EM starts pulling ahead, so it's really only "good" on Brutes - and that's still debatable.
  10. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Zem View Post
    Praetoria has both kinds of ambushes. It's no different than the rest of the game in this regard and it's never had anything to do with Stalkers or stealth. Any player, even one who is not stealthed in any way can avoid a location-targeted ambush just by moving out of LOS of the incoming enemies.

    Where Praetoria is notably different is that it features FAR more ambushes, chained ambushes, and even ones that overlap and spawn with very little delay between waves... all at a much lower level than the rest of the game. Either some of that is not working as intended or someone on the dev team was just a bit overzealous.
    I'm going to go with both - obviously "not working as intended" for many of them, because several patches recently have seemed to reduce how many ambushes were showing up to one at a time, and the next would wait until it was cleared on most of the missions I've tried. But there are an inordinately large number of ambushes of both types in Praetoria, especially for characters with a lack of powers, lack of slots, and lack of staying power in a fight. At a higher level (ie, post-Stamina with at least SOs), the same "what were they thinking" ambushes would be a great deal of fun - at those levels you can build for the constant fighting; it's only a problem in Praetoria due to what level you are when you run into them.

    Specifically with regards to Stalkers, I'd rather see -resistance attached to AS than -regen, as it would be more useful in any situation that you don't immediately kill the target with, and likely provide as much or more extra damage as the -regen would against AVs. But that was given to Tankers instead.
  11. Quote:
    Originally Posted by beyeajus View Post
    Imo, being able to control the crit of CS would eventually get nerfed anyway, it's one of those "too good to be true" moves, like if say Energy transfer could crit instead of no hp penalty. I'm pretty sure balance is the issue on CS, and it's kind of understandable.
    And yet it "criticals" more often than anything else for a Scrapper - since 20% is higher than the otherwise-highest 15% that the "extra critical chance" attacks get (barring 2 seconds after Eagle's Claw). Scrappers also get a longer-lasting benefit that provides more +damage - which is part of the reason that Power Siphon has a longer recharge than Build Up.

    So having it happen more often than other criticals isn't broken for a Scrapper, but being able to stack BU for all of one attack is broken on a Stalker if it worked as often as they could critical?

    Quote:
    Originally Posted by beyeajus View Post
    Besides, since it has to be one of those random crits that does it, just try to team a lot.
    It's a flat 20%, and doesn't get the extra chances. Personally, I like it as an in-set gimmick, and it's something different - but I also feel that it should've been given to all of the ATs or left out entirely and then throw in a partial critical a la Total Focus for the 2 ATs that can critical.
  12. Also, since City of Data is back up again, here is the link I mentioned earlier. Notice that it's set to "Always" notify mobs - for comparison, World of Confusion and Assassin's Strike are set to "Never" notify the mobs, so don't generate aggro unless they actually deal damage (which causes aggro by itself).
  13. Quote:
    Originally Posted by HelinCarnate View Post
    If you say something that you believe to be true it is not a lie so there is no need for name calling. I searched the forums on how fury notified mobs and could not find anything.
    Fair enough - I just got a bit insulted at the implication that I didn't know enough to turn off an aggro aura before making such a claim, so responded a bit defensively.

    Quote:
    If you do have a link or something on how fury works with the mob notification I would love to see it so I can better understand the mechanics.
    If City of Data were up when I posted the video (I was going to post the link to the specific section, but it's apparently down along with the other cohtitan pages), I would've provided the link to the portion. When it comes up, you can use the drop-down to select "Inherent", and there are 4 listings for Fury - each do a different part. One provides a damage buff based on your current "Rage" (the internal term for your Fury level), one contains the decay rate, a third is what modifies "Rage" based on attacking or being attacked, and the last (listed as an AoE) checks what's nearby once every 10 seconds to modify the rate at which you gain Fury for each incoming/outgoing attack (probably done that way to save a smidge of processing since then it can just do a straight add for each attack rather than recalculating all the time).

    That last one is the problem child - in the lower-left corner of the power stats, you can see a "Notify mobs" field that's set to "Always". So every time the power goes off, the mobs are alerted that you're standing there.
  14. Quote:
    Originally Posted by HelinCarnate View Post
    Sorry but this is just plain wrong. With my stealth proc on and no other stealth powers running I can get up to 5' from mobs without extra perception for as long as I want. Fury has nothing to do if mobs can see you or not. There is nothing about fury that would aggro any mob. Now if you are dumb enough to leave your aggro toggle on while trying to stay hidden, that is another story.
    Except that it's not wrong, and it happens on Brutes at the hard cap on Stealth, and you're apparently magically the only person in the world that it doesn't happen to. And Energy Aura doesn't have an aggro toggle (which is when I first noticed the issue), and it happens without the aggro toggle on, but if you're going to assume I'm a complete idiot then I'm just going to call you a liar with your claim about being within 5' "indefinately". You're full of it and need to check it - preferably in game - before you start spouting off.

    Fury has 4 components. One of them notifies all of the mobs within 10' of you that you're there. What it does do is make it completely irrelevant because the mobs know that you're there, and you're added to their aggro list, and they then proceed to attack no matter what level your stealth is.

    Edit: Here. A nice little recording of my EM/Elec running a Stealth IO and Superspeed in Cimerora (at least, after the annoying commercial) - note that the mobs don't attack until I get close, but I didn't do anything to aggro them - I added the stealth radius for monitoring so you could see it was higher than 35' (if you watch at full screen, you can read that it's at 95' until they aggro, the toggles all stay on, and it drops to 0 as soon as they aggro - all with no action on my part).
  15. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Negate View Post
    Ah that's an issue that to be honest only comes up in praetoria.
    I guess some of the tip missions are broken for ambushes, as well - and it's been a long-time complaint about mayhems, but if the number of mobs is reasonable the ambushes are easy to deal with.

    Note that what's "reasonable" is vastly different based on level and primary; the biggest issue with the hoards of ambushes in Praetoria is, as already mentioned, that you don't have the endurance to deal with it and you're so quickly overwhelmed.
  16. Siolfir

    Ambushes - FFS

    a. Stalkers aren't a "joke AT". But if you feel that's the case, head to the Stalker section and post suggestions on how to make them not be. After all, if they're such a joke, clearly they need a buff, right?

    b. Yes, the ambushes are stupid - mostly because the delay between them is either too short or nonexistent (it varies from mission to mission). One thing that the huge numbers showing up all at once does offer is the ability to utilize Self Destruct more effectively, though - I blew up an entire ghoul ambush in the Meet the Syndicate in beta, and the xp gain got me a ding-buff to finish off the ones that it missed.

    c. Whether or not you feel Stalkers are a joke, bringing up PvP as a supporting case has to be. Seriously? "My Stalker can gank your noob?" Yeah, okay, sure. <insert VEAT here>
  17. Quote:
    Originally Posted by Neogumbercules View Post
    The only reason anyone would choose corr over defender would be either to take a corr exclusive primary, like fire, or to have more damage in your primary. Well I noticed you're also considering dual pistols, which defenders do have access to. Damage is not an issue with Kin, as you'll be running around at the damage cap anyway. At that point, the difference between defender and corr is pretty meaningless.
    Except that Corruptors have a higher damage cap to a higher base damage - and since the solo Vigilance buff is a straight +dam which is quickly lost to a Kinetic by hitting the damage cap, it's one of the few buff/debuff sets where I'd say the Corruptor is almost always better off.

    From my perspective (with a 50 Kin/Dark Defender, 50 Rad/Kin, Ice/Kin, and Fire/Kin Corrs, and a 38 DP/Kin that I played with during the open beta for Dual Pistols) I'd say go with the Corr, take Scorpion Shield for the defense, and kill them faster. Due to the longer animations and redraw slowing down what you can do, my Fire/Kin Corruptor was more survivable than the DP/Kin due to less dead time, faster reactions, and being able to kill thin the herd much faster.

    Part of this is playstyle, though - your mileage may vary.
  18. I ran the DPA numbers accounting for Arcanatime for the new Stalker MA - throwing out Thunder Kick as "most likely to be skipped" and Assassin's Strike as "wait, you're using this out of hide?!", the lowest DPA in the set is Eagle Claw - which, after the damage scale change, is tied for Focus from Claws.

    I don't know that "messed up" is the word I'd use.
  19. Quote:
    Originally Posted by Leo_G View Post
    Sorry to rain on your parade, peoples, but Stalkers cannot control the chance to critical hit on Concentrated Strike...it is always a straight up 20% chance.
    This. It's a question of whether you prefer Build Up or Power Siphon, not whether or not you can control the critical. Personally, I went with a Stalker but that was solely because I wanted to go with Energy Aura because the pairing looks pretty - the set works fairly well for both ATs. From a Stalker perspective, it's nice being able to hit BU+AS+Burst without having to stack extra hits before the AoE - however, a Scrapper is going to easily break the 80% that Stalker BU provides within a few seconds and maintain a higher buff for a longer duration.
  20. Quote:
    Originally Posted by LordnMaster View Post
    Thanks. A lot of info, some right, some wrong. But at least I know I'm not an idiot for being confused. I track flight speed, running speed, and PvE stealth radius when I play. I just like knowing that stuff. As far as THOSE numbers are concerned, the layering of stealth is still in game. If you zone three times getting to your mission, you have a 90' stealth radius. Three times base 30'. Even if those numbers are wrong, regular stealth plus sprint based stealth is 60'. I'm well aware of which mobs can see through invis. Not talking about them. I'm talking about skulls, warriors, CoT... all of em. If you stand relatively close to them they start shooting. And I don't have an PBAoE shield or anything on. I realize how newbish this entire question is but I am a 72 month vet. MY STEALTH/INVIS AIN'T WORKIN' LIKE IT'S SPOSED TAH! DAGNABIT!!
    Thanks again for all your input though! Nice!
    Re: highlight in yellow - okay, then it doesn't fix the issue. *shrug* I have been playing lowbies since GR hit, and didn't put Stealth IOs on them. It was a guess at a reason, based on comments made during the thread.

    Re: highlight in red - are you using a Brute? Stealth doesn't work for Brutes unless they're in an "Only Affecting Self" state, due to one of the aspects of Fury (although if the timing is right you should be able to get up to 10 seconds of standing within 10' of a mob before it aggros).
  21. It's probably a fix to the self-stacking that it did while zoning. You used to be able to just zone more than once and one stealth IO would cover any and all PvE stealth needs for 2 mins.
  22. Siolfir

    Stalknetic melee

    The FF +rech doesn't stack, but each target hit gives it a chance to fire, making it a lot more reliable in an AoE power compared to a single target one.
  23. Why fight Carnies? Because it's almost like Widows were made specifically for them - mez resistance and mez protection to take care of the stacked holds from Illusionists, easily softcapped defense for all of the varying attacks plus psi resistance for the non-positional psi, dealing lethal damage that they're weak to, and if you go Fort you can even have them as pets, too! At that point, why fight anything else?
  24. Woot! And people say that PvP isn't popular!



    So... can the capacity be bumped up a little, maybe?