StratoNexus

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  1. Quote:
    Originally Posted by Rakeeb View Post
    Ironically, I agree with you, despite your obvious antagonistic attitude. I don't play blasters at the high end.
    Heh. It was for emphasis, as opposed to antagonizing.
  2. Quote:
    Originally Posted by Yogi_Bare View Post
    It has the same drawback as Lightning Storm; random targeting (when multiple targets are present) but it does follow you, has more (base) up-time and it doesn't cause scatter. (and people seem to love LS)
    If VS gets the same small AoE treatment of LS, that would be cool!
  3. Quote:
    Originally Posted by Biospark View Post
    Seriously though, Strat, you have said yourself that the increase would not be that great between perma-snipe and situational snipe. Why not just make it more accessible ? Those that need it (Electric / AR ) make out better than those that dont (Fire / Energy ). Sounds fine to me.
    There are a lot of reasons to make it work as Hawk has designed it. For example:

    It does apply a limit, this way it will not be perma for all.

    It allowed Hawk to give a modest bonus to a set that could use it.

    It gives players something to build for. The build meta-game is actually a very important aspect of playing (and designing) MMOs.

    In that build meta-game it provides reasonable competing choices.

    The fact that to-hit debuffs exist is a feature. I know some have complained, but I LOVE that I could craft a build to have perma-snipe but a spawn could negate that. This is the perfect type of non-binary negative that should be targeted in design. Rather than being held or totally shut down, we just lose access to a damage increase. We can even still use the snipe if we want, it will just be slow.

    It is thematically appropriate. This is very important and an oft overlooked commitment CoH devs have made (and one that I have occasionally criticized when I think gameplay concerns are more important (crashing nukes is a solid example), but I love them for this commitment despite my occasional disagreement).
  4. Quote:
    Originally Posted by Zombie Man View Post
    And I don't suppose this is one of those cases where Buff and Debuff act the same since they're modifiers of the same attribute only one positive and one negative?
    I don't think any of those work like that anymore. My Musculature stopped improving the slow in Hot Feet at some point (much to my great sadness).
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    And in any even, isn't making a powerset change specifically aimed at a subset of how people play kind of narrow?
    Well, you have to consider that the change will work for both styles, it is just better for one style. Should they have designed it so it works for people who prefer not to take Aim and Build Up at all? There are those who would say yes and I hope they at least considered those people. At some point you have to make a decision and every decision will leave some people with the less than optimal situation.

    The choice we as players have to make is how to deal with it. The nice thing about the changes so far is that they are unobtrusive. We can mostly ignore them and be fine (even /Dark could still choose to use their power in melee if they want). Or we can adjust to take advantage in part or maybe adjust more to take advantage in full.
  6. StratoNexus

    ? / Devices

    Quote:
    Originally Posted by Zombie Man View Post
    Oh, hello City of Devices. Nice to meet you!
    The circle is now complete!
  7. Quote:
    Originally Posted by Rakeeb View Post
    Strato, let me clear this up for you now - this is a min/max thread. I am not going to be nice to fluff sets that can be done better elsewhere. The point is to squeeze every last possible drop of damage out of a solo player so that when they're plugged into leagues their contribution will make the whole better.
    Then Sonic is the best to bring to a league, hands down. It isn't even close. Yes, sonic attack defenders are even better, BUT THEY ARE BETTER THAN FIRE BLASTERS TOO. If you are talking min/max you don't bring the fluff AT blaster along at all.
  8. Quote:
    Originally Posted by Rakeeb View Post
    Sonic Blast DPS: 144.68 / 287.23 / 318.23
    Ice Blast DPS: 115.79 / 291.24 / 322.35
    Energy Blast DPS: 106.61 / 293.57 / 327.40
    Electric Blast Self DPS: 111.33 / 295.31 / 328.22
    Archery DPS: 106.69 / 284.32 / 329.36
    Dark Blast DPS: 119.28 / 306.51 / 340.46
    Electric Blast w/ Pet DPS: 142.12 / 342.15 / 375.09
    Beam Rifle DPS: 122.81/ 352.64 / 388.02
    Radiation Blast DPS: 126.63 / 349.19 / 390.07
    Psychic Blast: 131.70 / 363.74 / 404.35
    Fire Blast DPS: 133.32 / 372.91 / 420.14
    Assault Rifle DPS: 166.23 / 409.36 / 453.28
    One thing I like about that list is that the order makes more sense to me considering the sets other abilities than any list I have ever seen compiled by others. Still not perfect, but more in-line.
    Sonic and Ice have always been great at mitigation, so being lower damage makes sense (and Sonic boosts ally damage on top of its mitigation).

    Fire should on top (and if Assault Rifle gets the expected animation time increase, it probably will be) and Psy is designed to be a single target specialist, so it should up there as well. Rad, Beam, Elec, Dark, and Energy should all fall nicely in the middle. The range from Rad to Dark looks OK to me, so Energy is a big stand-out to me.

    Archery's RoA is stupid fabulous and I have no problem with its single target being low. I have always thought Archery needed some extra mitigation and wish it could could have a modest Stun chance in Aim and some kind of debuff in Fistful (-7.5% to-hit debuff in fistful is what I think).

    Of course, I expect further changes will mess it up again (and I haven't really parsed this fully to see if any of your assumptions are out of kilter).
  9. Quote:
    Originally Posted by Rakeeb View Post
    Sonic Blast benefits a great deal from procs, but its abysmal base damage is so low that those procs won't save it as we take the numbers from the baseline into the realm of the league gamer. It inflicts a reasonable amount of -Resistance to the raid's target, to be sure, but for instance a good Sonic Defender can get up to 150-160% -Resistance when all is said and done... and a good Corruptor can get around 100-110% -Res up there and do more damage than the Blaster once Scourge is calculated in there.
    It seems unfair to simultaneously compare Sonic to other blasters for a raid and not count the -resist because your are also comparing it to buff/debuff sets. Buff/debuff sets will be better than every blaster for trials, even the "best" ones.

    Honestly, using your own list Sonic is at 318 vs Assault Rifles 453. That is 135 apart. With two other people in the league who can manage a measly 200 DPS, Sonic blasters already win. How often are you on leagues where only 2 other people manage 200 DPS?

    Edit:
    Cool list and thanks for the work. This will be helpful. I'll have to examine it closer and, as always, blaster secondaries having excellent attacks always makes this harder than when armored sets are analyzed.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    This strikes me as a pretty big assumtion. The animation time of both Aim and Build Up is 0.67s or thereabout, which is not a lot of wasted potential when you consider taking down a large threat FAST is currently a Blaster's most potent form of self-defence. Staggering them increases damage over time by spreading the buff, yes, but "time" is something that Blaster design does not offer a lot of.
    The animation is longer than that, 1.32 arcanatime. Staggering them is not just better from a DoT perspective.

    Using both is often overkill, using neither is more dangerous. Therefore your choices are use both to ensure a fairly easy victory on spawn A, but then have neither for spawns b and c (maybe c, depends how quick you can move). Stagger them, so you have one for each spawn A and B, and none for spawn C.

    I do better with inspires and safety that third way and I'd rather they design around that. We can encourage people to stagger them normally, but understand that maybe for some situations using both is wise. People can always play how they want, of course.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Would it be possible to include an AI tweak to how Mastermind henchmen react to damage patches in regular content, so they don't take off running in all directions and cease responding to the Mastermind?
    This would be good for some patches, like the Caltrops you mentioned. OTOH, there are patches I want them to keep running out of. It is likely hard to give them the judgement to know which ones are just annoying and which ones will be deadly if they stay in.
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    How is it not very large?
    The damage output difference between a perma-fast snipe build and one that only fast snipes occasionally is not that large when measured over the course of a mission. The variance in kill speed and time through a mission just isn't gonna be a lot.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I think the snipes have a lot more similarity to Assassin's Strike than Placate, which is why I keep comparing those.
    I agree your example supports your point well. I disagree my examples do not apply. Sometimes things are not the same across all sets. My examples are all I need to make me feel good about that assertion.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Part of the issue is I don't know or understand where the devs want this new snipe potential to be. They're not against giving it perma to Devices, but they want to limit it for other sets.
    I don't think this is part of the issue, I think this is the crux of your issue. If A can make it perma easy, B, C, D, and E should be able to as well. That is not an entirely unreasonable position, but I also do not think it needs to be true.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I've seen plenty of ideas for stacks via Defiance with To Hit, combos, etc., all of which are more universally accessible and balanced between the sets.
    Almost every idea I see along that vein is ending up at the point of just having perma-fast snipes for all. At which point you should get rid of the mechanic and just make the snipes fast. Getting enough +to-hit to be perma is not supposed to be universally accessible and balanced between the sets and I don't think it needs to be.
  13. Quote:
    Originally Posted by Vyver View Post
    Oh well, it was a nice dream to be able to hit something without already being on their toes.
    But your playing /Earth! Don't you play that to get all up in their face and hit them wit' da hammahs! I know I do.
  14. StratoNexus

    ? / Devices

    Quote:
    Originally Posted by Arcanaville View Post
    AR has the fastest "insta" snipe at 0.67s. Psychic Blast has the second fastest at 1.0s. Beam Rifle has "normal" timing (its cast time is slightly slower at 1.4s instead of 1.33 seconds, but arcanatime rooting is identical for those two times) but the aoe disintegrate effect.
    It should be noted that Hawk has said that both Rifle sets may end up with longer animations because those times are too fast for the animation to look good (and I can definitely believe that for Assault).
  15. Quote:
    Originally Posted by Arcanaville View Post
    unless you believe DoT is better than other secondary effects. If you do, then you should tend to pick Fire, no differently than if you think end drain is the best effect, you should pick electric, or if you think slows are the best effect you should pick Ice.
    Hmmm. I like all those!
  16. Quote:
    Originally Posted by Arbiter Hawk View Post
    It will definitely take Heal sets. I believe the only sustain power which takes Accurate Heal IO sets is Touch of the Beyond, because all of the other powers work even if they don't land their hit roll (though it does have a high base accuracy of 1.2, and a recharge of only 10 seconds, so it's very easy to keep your buff up with it.)
    Thanks for the response.

    Blazing Aura does need Acc for its other function to work, so it would be nice to be able to slot for both Acc and Heal leaving us able to use other slots for Dam and Dam (and End).

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Totally reasonable. Blaster MaxMax Health might not have changed when Blaster Max Health was adjusted upwards many issues ago.
    I mean, if you wanted to adjust blaster MaxMax Health upwards the appropriate amount, that would be good too (not that my wife plays a Cold defender or anything, but, you know, just in case...)

    Quote:
    Originally Posted by Vyver View Post
    Whoa really? I can't wait to see how Fissure plays with that, since its so short range at the moment.
    While that would be awesome, I am pretty sure he just means the ones that mirror the listed powers. So Power Burst, Blaze, and Bitter Ice Blast. If he is making those changes for doms too, he should also change Thorn Barrage and consider changing Life Drain to 80 feet.
  17. Quote:
    Originally Posted by concreteshift View Post
    Why can't it just be one charge of Build Up or Aim? You have to actually work to get Snipe to be what people actually wanted Snipe to be instead of a crippled, boring, cumbersome, monstrosity of a pathetic snipe power it is.
    It is one charge of Aim and it is possible they might change it to one charge of Build Up. So yay?

    Quote:
    Originally Posted by concreteshift View Post
    2. The new /regen. So now we have heal over time power. Wow, that really makes me feel more blastworthy. I mean, when I think of the Human Torch or Captain Atom I immediately think of their phenomenal regen powers.
    Well, Captain Atom for sure has some pretty impressive mitigation properties.

    Storm can melt bullets and other objects before they reach him (which is why I was thinking resistance or absorb for /Fire, but cauterizing wounds ala Healing Flames works conceptually as well) and cure himself of poison.

    And really, all comic book heroes can take a beating, and then, often during the evil soliloquy, recover enough to win the day!
  18. Quote:
    Originally Posted by Void_Huntress View Post
    I took /Mental for World of Confusion, and picked up Drain Psyche with the logic of "Hey, at least then I won't have to take stamina." (this was back before I18)

    I can accept Psychic Scream is a good power from an objective standpoint, but the aesthetics are completely wrong for my blaster, so, I'll never take it.
    Did you take /Men just so you could have the pink bubble (no judgement, I took WoC just because of that)? Because aesthetically Psychic Shockwave looks like a good fit for what you showed of your build, unless you mostly just wanted the pink bubble.
  19. Quote:
    Originally Posted by Shubbie View Post
    Also slowls rarely affect anything in trials, I mean most trials are so easy that damage shouldnt matter but it does sometimes, especially with the dps race being the devs new favorite chew toy.
    If you really believe that, Ice will never measure up. I am surprised you kept it around considering its modest AoE damage output is well below what some other primaries bring to the table.

    With your PoV, only Fire matters (and likely only corruptors), so you might as well just play that and be content.
  20. Quote:
    Originally Posted by Garent View Post
    Voltaic Sentinel- 60s recharge, 3.3 cast, 44.5 damage times 15 attacks is 667.5 damage, 202.3 DPA

    It's actually an amazing single target "attack" assuming the fight lasts long enough and there's nothing distracting it.
    That is one of the things that worries me when Hawk says they are going to look at its DPS. But there is another way to analyze to it.
    667.5 damage over 60 seconds = 11.125 damage per second. Recharge will not improve this.
    Blazing Arrow has a 11.98 second cycle time and deals 161.7 damage.
    Power Burst has a 12.24 cycle and deals 132.6 damage

    VS = 11.125 dps

    BA = 13.5 dps
    with 33% recharge - 17.06 dps
    with 70% recharge - 20.57 dps
    with 136.6% recharge - 26.04 dps

    PB = 10.83 dps
    with 33% recharge - 13.61 dps
    with 70% recharge - 16.33 dps
    with 136.6% recharge - 20.49 dps

    There is room for VS to grow both in convenience (cast time improvement and duration) and damage output.
  21. Quote:
    Originally Posted by Garent View Post
    Gah fine, I'll run numbers on this.
    Cool and thanks!

    Quote:
    Originally Posted by Garent View Post
    70.5 is 27% more DPA than 55.7. I'm not counting the 74.7 one because it requires 295% recharge in sniper blast. The sniper blast chain is also going to get more out of procs since its cycle time is lower.

    For reference, 25% damage is the difference between a stalker and a tanker using the same power.
    That is also about the difference between Fire blasts DPA and Electric's on Umbral's old chart.

    The fact that stalkers and tankers are only 25% apart on base damage must be why stalkers NEED other things to improve their damage.

    Sometimes I think people think things are much more finely and tightly balanced than they are. The variances on so many things in this game are ENORMOUS. A 25% difference in DPA is small relative to so many other things. I should note here, I don't think this is a bad thing.

    What is the variance on mitigation provided between Force Field and Kinetics?
    What is the variance on damage increase between Force Field and Kinetics?
    What is the difference in single target damage output between a Fire/Electric blaster and a Dark/Ice blaster?
    How about AoE damage of a Fire/Fire blaster and a Psi/Ice blaster?
    What about an Ill/Rad controllers breadth of abilities compared to an Energy/Regen stalker?

    I find your numbers evidence in support of my position. Fast snipes are a clear benefit and making it perma will be useful. But they are not so great that you must build for it and the DPS difference between a build with occasional fast snipe and perma fast snipe is not going to be very large and a build without the snipe at all will still be OK too.
  22. Quote:
    Originally Posted by Oliin View Post
    It's more that this is a change that seems like it should be at least as available to the more damage oriented ATs as it is to the more support ones if not more available to them. How it works out is (obviously) that it's more available to the support ATs due to their higher buff values. Honestly barring specific sets like devices I kind of wish the target to-hit value could change per-AT so that nobody could easily build to have it always on when solo.
    While I would be fine if they upped the required to-hit for defenders and corruptors, I am also fine if they get more benefit from the snipe change than blasters and dominators. Of course, I have now long argued for the damage of defenders and corruptors to be increased.
  23. Quote:
    Originally Posted by Codewalker View Post
    IMO that's just dancing around the fact that putting Soul Drain in a blaster secondary was just a bad idea, all around.
    Huh! (as in the sharp intake of breath due to shock). We finally get a decent, interesting +damage buff other than Build Up and you want to poo-poo it! Begone evil one!

    Now, I am not saying /Dark got the proper version of Soul Drain, I really like that 15 foot radius version and think it makes much more sense for a blaster to have the larger radius.
  24. Quote:
    Originally Posted by Another_Fan View Post
    The other problem is every set, except possibly fire was short on damage (and that is arguable). Snipes are the damage enhancement portion.
    I wasn't looking at the snipe changes as THE damage enhancement portion, although that change will help sets with snipes a bit.

    I would increase the blaster ranged dam mod to 1.25 and the melee dam mod to 1.125 (and I'd consider increasing the blaster cap to +500%). Increase the corruptor ranged dam mod to 0.9. Increase the defender range dam mod to 0.8 and give defenders scrapper base HPs and the stalker HP cap.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yeah, pretty stupid typo there .
    The best part is you changed a different word than I thought you meant! See below for where I thought you were going!

    I'd also be ok with a To Hit bonus being added to Domination so that a Dominator who builds to take advantage of it can get reasonably permanent FastSnipe using Tactics, Kismet and Domination.