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Quote:Fortunata Psychic Wail is NOT a full scale nuke. It has 3 ticks of damage, one at 2.38, another with an 80% chance for scale 0.5, and another 0.5 scale tick at 50% chance. If all 3 ticks hit, it does scale 3.38 damage. It hits in a 25' radius, and has a 6 minute recharge.Incidentally, regarding making Blaster nukes crashless, it seems to work fine on Fortunatas. Psychic Wail is a full scale nuke (albeit on a Fort's damage scalar) with no crash. It's very much a "use whenever it's up" power, but unless you've got ridculous amounts of +rech, then it's not up often enough to make it truly unblanced IMO.
A generic Blaster nuke (using Blaster Psychic Wail for the example) with a 6 minute recharge does a base of scale 3.0 damage, with the extra two ticks at 75% chance for scale 1.5, and 50% for scale 1.5. If all 3 ticks hit, it does scale 6.00 damage, to a 25' radius. That scale is off of a higher base damage, as well.
For comparison, the Blaster version of Rain of Arrows is, accounting for the Blaster's damage modifier, a scale 3.6 attack (it would be scale 4.05 on a Fortunata, because it uses a pseudopet that wasn't updated when their damage modifier changed - note that the Defender version is scale 4.05 if you account for a 0.65 modifier). Hail of Bullets is wildly variable, but the "average" is very close to Fortunata Psychic Wail's damage. Both of those powers have no crash, and a much lower recharge. Yes, all of the other nukes need love - and Fortunata Psychic Wail is among them.
While I'm at it, the Fortunata's damage modifier, at 1.0, is tied for the second-highest base ranged modifier with Arachnos Soldiers, and is identical to the modifier that Blasters had before the Defiance changes. -
Quote:The math on it isn't that hard - to get general numbers, just assume an identical chain and slotting, then you can assume those are 1 in the equation and it's just a matter of adjusting the crit rate until the multipliers are equal.If I were to guess, I'd say that Stalkers and Scrappers were roughly equal with 4-5 teammates in range. They trade back and forth at that point depending on where they are in their attack chain.
Stalkers start at 1.10, and the additional teammates add an effective 0.03, working them to a "effective" modifier of 1.31 when 7 teammates are in range.
For some maths...
Solo:
Scrapper: 1.125 (AT mod) * 1.05 (crit rate vs minion) = 1.18125
Scrapper: 1.125 (AT mod) * 1.10 (crit rate vs Lt+) = 1.2375
Stalker: 1.0 (AT mod) * 1.10 (crit rate) = 1.10
4 teammates w/in 30':
Scrapper: still 1.18125 (minion), 1.2375 (lt+)
Stalker: 1.0 * (1.10 + (4 * 0.03)) = 1.22
Against Lts and higher, you need 5 teammates in range to exceed Scrapper damage. Against minions, you only need 3. If you use 7.5% (the crit rate Castle stated he used as the comparison for Scrapper damage when he altered Fury), it's 4 teammates. They're never exactly equal.
If you want more detail, you can actually apply the damage modifiers to account for the differences in Build Up strength and things like damage auras or Against All Odds - then you do need to actually account for extra details. But in general, you can just get the effective AT mod and assume the same power use. -
Quote:Additionally, if you only care about your pets, and the pet window is open, you can use /petselect x, where x is the number of the pet in the window, from top to bottom, starting at 0.Hey guys, how do I target a specific henchman or even a specific player with a slash command? Is this possible? I am trying to create a single macro that will target the Oni and cast Smoke Flash. I can't seem to find any information on the language used to target a specific henchman or a player by name.
I have binds on my MMs for /teamselect 1 through teamselect 8 on numpad 1-8, and then /petselect 0 through /petselect 9 on alt+numpad 0-9 (some MMs get over 6 pets in the window). Then I can use single-target buffs/heals easily on any of them - if it's a player, I hit the numpad key for their position in the team window, if it's a pet I hit alt and the numpad for their position in the pet window. -
Quote:The 8 second snipe is completely retarded for any AT - it serves even less purpose on a Stalker who doesn't need to be at range to get in the first attack. If anything, I'd like to see all of them done away with and replaced with something that I may be able to find a use for beyond "hey, look how stupid this power is!"Stalker sets are not perfect how does a 8s sniper attack in every set a good idea ?
But it's not in "every" set - you get Water Spout or Spirit Shark in Leviathan Mastery. -
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Quote:I pulled aggro off of a pair of tankers with my Fire/Fire Blaster after letting them get a 3 second head start. The third tick from Fire Breath got them before they got me, but the Empath on the team decided to start paying attention... and that I needed Fortitude a lot more than the Tankers did.Imagine my surprise when I was teamed with seven tanks while on a TA/A defender. And I kept pealing aggro off them when they go in first.
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While there are already some punches in the alternate animations, the animations for them don't scream "highly trained martial artist" to me (iirc they use the same wild - and unbalanced - swings as the alternate Super Strength animations).
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This thread has been copied from the beta section of the boards, which is why I'm not sure if the linked post from Castle in the OP is visible to everyone, but presumably it's still being looked at - so if you have any ideas, thoughts, or suggestions, feel free to contribute. The idea is to get input from the people that play Stalkers about what, if anything, they'd like to see.
You certainly don't have to, but if you haven't already looked at it you may want to at least skim through - not all of the suggestions were just "moar dmg plz kthxbai", I'm hoping to get some discussion about ways to improve the AT without completely homogenizing the melee ATs. -
*shrug* It happens more often than a Scrapper critical, and less often than a Stalker one. They should've just gone with a partial critical IMO.
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I plan on shuffling some characters around, but I'll probably just use the unlimited transfers as a way to rename people for free.
As it is, I have 3 open slots (of the max of 36 that are on it) on Infinity, plus one will free up as soon as the Brute that's holding the AP and Skyway mayhems for my lowbie Praetorians who will want Invader is deleted. I've also got a lot of 50s that I rarely ever play (twenty-six 50s on the server, including at least one of each AT, so... yeah). Now I just need to decide how many of those unplayed 50s are going to be moved to make room. -
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CS, if it had a critical, would likely have the same as TF. Which means no, it wouldn't be double damage - it's around 28% (being a scale 1 critical on a 3.56 attack). And I agree that it should critical, for both Scrappers and Stalkers.
Then they could take the insta-recharge mechanic that they have for it, and apply it to all of the ATs. While they're at it, they could also apply the -dam and siphon effect to Repulsive.. er, Repulsing Torrent. At least then you could call it a mitigation power.
But it's not likely to happen. -
Quote:Except that Scrappers can use Concentrated Strike to recharge Power Siphon, which means that they don't need a high end, high recharge build to keep it up more often. Combined with shorter-than-normal recharges you start getting animation-limited in your attack chain earlier, too - it doesn't benefit as much as other sets by dumping a ton of recharge into it (and can go for other options like +def).While you are correct that any set which has a +damage power that can have a high uptime will generally be better on scrappers than brutes, in many cases this is only going to be with high end, high recharge builds.
So... yeah. No matter how you look at it, it works better on a Scrapper. KM/SD, anyone? -
Ninja Run. I would've bought the pack if I didn't have to hunch over all the time.
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Quote:This - it happens while jumping, and with Shields as well. I actively avoid all weapon sets that this happens with.Change it so that when a female character uses most weapon sets or the shield set that she doesnt run like a male character.
Quote:Aid Self, Aid Other, and Stimulate made to look magical, without any prop usage. Perhaps even something similar to Empathy animations.too.
Quote:Castle,
Since you brought it up, does this mean that there's some likelihood that eviscerate WILL get an alternate animation and thus those that have wanted to play a claws/stone brute will finally be allowed to?
Other powers that I don't really like the animations on:
- Integration / Tough: I hate the tarzan emote.
- Dark Armor: can we get something other than the same animation 4x?
Also, in general (probably too much due to behind-the-scenes extra work):
- An option that cycles (either in order or randomly) between all of the alternate animations?
- Even better, an option that cycles between a list of selected ones?
(more edits)
Oh, and "No FX" options for Hasten and Superspeed would be great. -
Quote:Energize isn't all that new, being added when Electric Armor was ported to Scrappers and Tankers with a power order shuffle, and retrofitted into Stalkers and Brutes in place of Conserve Power at level 28.Oh... . interesting. I just came back. When I made electricity/dark Stalker, I believe it was back in 16 or 17. Cool.
I don't remember Energize either. My friend made an /elec back then but not sure if they changed it later or not?
Mmmm, my memory of stalker is fading...
But if you've been away for a while, you probably missed it. -
Yeah - I already took the mid's entries for all forms of Hide and just deleted the unsuppressed defense numbers. I tend to not care what my defense is when nothing is attacking me.
But it's 1.875%, the same as Combat Jumping (or suppressed Stealth). -
Quote:You don't need to switch sides to access APPs. They unlock at 41, just like they have all along for heroes.I saw this and was very happy. I have already made plans to take my Fire/Dark Brute to hero so I can take advantage of this.
And with the merged markets maybe I can finally get the IO's I have been needing without having to spend billions.
Only heroes that want their PPPs need to switch sides (to run the arc) to do so. And once they're unlocked, you can use them even if you do a respec as a hero. -
SM/WP is great, but to echo everyone else: take Stamina along with QR. Your endurance bar will love you for it. Or at least, it'll stop whimpering.
I ended up slotting for recharge in general; SM on high recharge plus Tough and Weave means that as long as you have endurance, mobs around you aren't going to kill you, and you will go through endurance fairly quickly.Generally I just don't worry about what's hitting me until my hp drop to 50%, then hit Fault and watch them climb - I didn't build for hp or defense set bonuses and don't have to worry about surviving in spite of that.
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Quote:Pretty sure it takes sets, but I didn't have any Brutes on the beta high enough level to check.I know it takes basic Endurance Modification IOs. Does anyone know if it take sets? If so... then Dang, the devs left open a massive exploit. The ability for ANY brute to slot up to three Performance Shifter procs? Talk about no more Endurance issues, ever...
Quote:Generally I would agree, but once you start getting into the high-performance territory of massive recharge, and all toggles + fighting pool that brutes are wont to do, then endurance becomes an issue again.
As you said was likely, I'll probably just keep Gloom. -
Personally, I'm liking the Dominator ones over the Brute ones - by the time I get to the 40s if my endurance isn't under control already I built something wrong... but I suppose to each their own.
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