StratoNexus

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  1. Quote:
    Originally Posted by PRAF68_EU View Post
    Have it look at a big table for all powers, with a "double hit fix factor". Most entries would be 1.0, but powers which don't follow the normal rules would have an adjustment value.
    If that is the case, I would consider that to be fundamentally the same as adding this damage to each attack (each attack would, in essence, have its own double hit entry). I understand it might be technically a bit different than this information actually appearing on each power's sheet, but it would work the same way in the final result.

    Here's hoping each power has its own entry somehow.
  2. Quote:
    Originally Posted by UberGuy View Post
    Do we know this? Because I don't see what about how Assault Radial works that would have made sense for a script to do. That sounds more like how they would manage Fiery Embrace. There's only one damage calulation defined for each variation of Assault Radial Embodiment in the Assault slot power tree, so I don't see where a script to modify powers would come into the picture. Well, not unless that script actually just modifed those Assault powers themselves, but that wouldn't allow per-attack tweaking.
    Hmmm. Good point. The calculation is likely occurring on the fly, which would mean they wouldn't be able to adjust it for individual powers. This could make fixing the tanker version much more difficult.
  3. Quote:
    Originally Posted by Stupid_Fanboy View Post
    I'm not sure how intended that is, that a low damage power gets a heavy dmg bonus like this.
    I think they simply ran out of time to make it work perfectly as intended. A script was just run to add the damage based on recharge and area factor (thus why tanker attacks are mussed up thanks to gauntlet). I expect they will fix tankers. I believe they will likely adjust APP powers. I am less certain if they will take the time to adjust powers like Freeze Ray, Stun, and Follow Up.
  4. Thanks all for the charts and further explanations.
  5. Quote:
    Originally Posted by Virusman View Post
    Are you experiencing it perma, truly, or does it just LOOK like you're experiencing it perma?

    There's a very common bug where it keeps running but doesn't actually provide you any benefit until you manually toggle it off, and wait 2 more mins to start it up again.
    I know I had my Core Assault perma for awhile. My damage buff numbers were indeed reflecting the fact that it was on.
  6. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Oddly enough, I find soloing at x8 easier than x4 or so (+0 mind you). With that many bodies dropping inspirations, I can actually keep the skittle defense and healing going the whole map as long as I don't need to slow down.
    Indeed. It gets tougher as the level increases because you need more inspirations to survive and the enemies die much slower, so you do not get enough incoming inspires.
  7. Quote:
    Originally Posted by Leo_G View Post
    I'm making a point out of it because it's dumb to describe it as anymore 'miraculous' than *anything* non-Blaster doing it. If it is miraculous, then a Scrapper or Dominator soloing the same spawn is just as, if you're going to make sideways sarcastic remarks about it.

    I'm saying it's not miraculous. It's just a build. It's like being amazed that 2+2 = 4. Why would you be surprised, in awe, skeptical, disbelieving or whatever about facts?
    First, the comment wasn't about soloing the spawn, but rather about mezzing it. Soloing (a mission full of) +4 / x8 Carnies on a blaster is way impressive (to me). Locking them down would be miraculous (My Sonic/Nrg with Power Boost and Boost Range might be able to if I get lucky on the phasing), even moreso on a an Ice/*/Electric.

    Second, soloing +4 /x8 Carnie spawns requires paying attention on several other ATs, but is not nearly as impressive. My WP tanker can herd them up and I can walk away, but he is an exception (he also can be killed when I walk away, but it usually takes a long time until I get an unlucky streak of -regen). I haven't tried with my Fire/Rad/Earth controller since I got Clarion, it would be pretty extreme and difficult, but with modest inspiration use I think possible. With difficulty I can pull it off on my Kat/Invuln/Power, but I do not know if I could ever get good enough to not die every third spawn or so (the potential is there, a better player could likely succeed).

    I just tried it on my dominator and I was dying every other spawn, but that was better than I expected. Perhaps with practice I might be able to do well (I kept not using my Judgement, never pulled out my Lore, didn't properly rotate my holds while the MIs were unphased, not using Power Boost, and lots of other little things that make me think a better player could do it).
  8. Here is what I did on my Kat/Invuln/Power. I have Nerve Alpha, so that boosts both my Acc and Defense.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!


    Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(13), LkGmblr-Rchg+(15), LkGmblr-Def(46)
  9. Quote:
    Originally Posted by Another_Fan View Post
    The numbers are there to let you lock down one boss very quickly and the second in good order.
    I am trying to figure out how to survive 7 seconds in order to cast all that mez, meanwhile nothing else in the spawn has even been touched. +4s do not die fast enough to maintain inspiration rush. Sure, you could start with a full load of inspires and maybe go two or three spawns using inspires, but after that, splat. And using inspires to survive means wasting time on mez is likely counterproductive.
  10. StratoNexus

    Radiation Armor

    Quote:
    Originally Posted by Hatred666 View Post
    Looks weak.
    Quote:
    Originally Posted by Hatred666 View Post
    At first glance it sounds weak. I'd like to know more specifics.
    I am glad to see your amazing powers of set judgement have not abated in the past month.
  11. Quote:
    Originally Posted by Nethergoat View Post
    Agree it should be perma.
    Either that or a whole heck of a lot better than it is...
    While I can get two out for a bit with one build, I would gladly give that up for it to be perma. I guess I could be satisfied if it were buffed and left castable. I used to constantly summon sings and I still have to manage Dark Extraction, so continuing to manage gun Drone is workable if it were better than it currently is.
  12. Quote:
    Originally Posted by Nethergoat View Post
    Ok, so still not worth keeping in your tray.
    The defiance boost was the *only* useful thing it did.
    Hey. I like Gun Drone. I just wish it was a perma pet. It draws aggro, does decent damage, and I like its sound effect and look.
  13. Quote:
    Originally Posted by Another_Fan View Post
    For all I know the OP is playing ICE/*/Electric and using 2 holds to lockdown the boss. Once again cheating ?
    No, but going slower than someone who doesn't need to use lower damage controls. While you are busy kiting, pulling, mezzing, other ATs are killing. You know this, I have seen you argue the same thing many times.
  14. Quote:
    Originally Posted by Johnny_Butane View Post
    Especially since Cimeroran or Warworks Lore pets probably put out more damage than the Tanker themselves.
    During their duration, almost assuredly.
  15. Quote:
    Originally Posted by Trickshooter View Post
    Melee Radial Genome: Mag 3.4 for 2.1s every 2s

    Melee Partial Radial Graft: Mag 6.8 for 2.1s every 2s

    Melee Total Radial Graft: Mag 10.2 for 2.1s every 2s

    Melee Radial Embodiment: Mag 13.6 for 2.1s every 2s
    Wow. That looks oddly designed.

    If they wanted the taunt effect to be more powerful with each tier, the duration should increase, not the Mag.
  16. Quote:
    Originally Posted by Leo_G View Post
    Getting off topic but perhaps you're only understanding 'pulling' as shooting at something and then breaking LoS or something.
    Generally, when I stand in the open and shoot stuff, I call that attacking, not pulling. While I may not aggro the whole spawn that way, it certainly becomes more likely and each enemy I continue to attack in the open increases the likelihood of the entire spawn aggroing. What do you call pulling?
  17. Quote:
    Originally Posted by Obscure Blade View Post
    Meh; having separate servers allows for different server cultures. The powerlevelers/farmers can hang out on Freedom, RPs on Virtue and so on. I'd prefer to keep a servered environment, even if the servers were only virtual.
    Culture and community exists through global channels. I play with many great people on Guardian, Liberty, Protector, and Pinnacle (and I play on other servers, but not enough to join any communities). When I am on Liberty, there are tons of times I wish I could switch to a character I have on Guardian. When I am on Guardian, there are tons of times I wish I could switch to a character on Protector. When I am on Pinnacle there are tons of times I wish I could bring a character on Champion.

    The global channels I am part of are my communities. Sometimes one of my communities is doing something I really want to join, but sadly I cannot with the character I really want to join with. Nothing would be better for the game than cross-server teaming, IMO.
  18. Quote:
    Originally Posted by Leo_G View Post
    Generally speaking though, there are blasters who perform just peachy pulling without slowing down their speed. Because they have that advantage of range. Just because it slows melees down doesn't mean it slows a ranger down.
    I fail to understand how pulling does not slow a ranger down. Pulling is not a ranger/melee thing. You pull because you cannot survive all the enemies beating on you at once. I sometimes have to pull on my scrappers. I can often charge on my controllers. I can herd on my tanker or my Kin defender (although it is generally safer on a tanker). I can steamroll on my blaster or my stalker. These are all tactics that have their place and can be used as needed, but range vs. melee has very little to do with their usage.

    Pulling may not slow down a purely single target build (but even then, I'd think it would be faster if you did not have to pull).
  19. Quote:
    Originally Posted by Another_Fan View Post
    You probably know better than I but do the scrapper challenge rules exclude pulling ?
    Yes they do (you can move the spawn, but you can't split it, you can briefly jump behind a wall, but you cannot disengage and return to the fight after healing).

    Remember, I am not saying which tactics should be allowed in play, but merely trying to keep clarity on the discussion. Pulling is a viable tactic, but comes at a significant enough speed penalty that I generally wouldn't consider it a normal tactic to be used every spawn (outside of certain trapper situations, but we all know the slowness of trapping is one of their drawbacks, safety at the cost of time).

    When someones says they can fight +4 /x8, I believe most everyone believes the discussion is about an entire spawn being engaged.

    Quote:
    Originally Posted by Another_Fan View Post
    The conversation was apparently about capability and had eschewed difficulty. So the claim in golf terms would be "I can complete Augusta from the long tees"
    You are correct that B_L_Angel did not specify how they achieved running Carnie and Malta missions at +4 / x8, but I think that is why Arcanaville was clarifying the difficulty of such a feat. Until otherwise informed, I am going to assume B_L_Angel was not talking about pulling.

    It is much less interesting to claim you can finish Augusta from the long tees and then later clarify that you did it with 170 strokes.
  20. Quote:
    Originally Posted by Another_Fan View Post
    I can't consider the use of tactics cheating. I have 14 clubs in my golf bag, I select the best mix for the course I am playing on. If the course has bad sand traps, is it cheating to put a sand wedge in the mix ?
    It is not cheating to use tactics in game. It is disingenuous in a conversation to claim you can play on a PGA course and do as well as Tiger Woods, but then later state, that you just mean pitch and putt, rather than including driving and approach from the fairway. But that doesn't mean playing pitch and putt is wrong or cheating.

    It is fine to pull in game as needed, I do it (although if I have to do it often, I prefer to turn my difficulty down so I don't need to do it much). But when discussing survivability in these forums, stating you can face +4 /x8 spawns generally means you can actually face the whole spawn, not pieces of it.

    I am not saying what is right or wrong in game, merely trying to make sure we are all discussing the same thing.
  21. Quote:
    Originally Posted by PRAF68_EU View Post
    Most melee ATs with any build can fight x8 spawns without breaking into a sweat.
    That is not true.
  22. Quote:
    Originally Posted by Another_Fan View Post
    Just ran the get shard of serafina radio twice at +4x8 the most I got were 2 MIs and I am fairly certain that was a doubled spawn. I did see a combo of master illusionist and dark ring mistress, really not what we were talking about though.
    Your mission is odd. I have several saved carnie missions on various characters. Full spawns are usually 3 bosses. Sometimes 2. Rarely 1.

    Quote:
    Originally Posted by Another_Fan View Post
    And yes I do consider it at best hyperbolic and at worst deliberately misleading. SR loses all its armor except the passive resists when fighting MIs, then complaining you are easily killed because you didn't use tactics ? Completely over the top.
    But SR does not lose all its armor vs. the whole spawn. And we are comparing it to blasters. It is not like blasters have ANY armor to lose vs. MIs. Sure, with IOs they can get Psi defense, but so can SR scrappers. To be honest, I am not sure SR passives include Psi resists (I think they do not, but maybe I am wrong). And your inclusion of pulling as a tactic is something anyone on any AT can do, but once again, it ceases to be a useful discussion point about what a character can survive once we stop actually facing a +4 /x8 spawn and instead pull.

    Quote:
    Originally Posted by Another_Fan View Post
    BTW are you now arguing that blasters need a buff ? Because if so, I get to say "I TOLD YOU SO"
    I have not said blasters were on par with other ATs for years (maybe 2006 was the last I had that stance).

    I have been recently saying blasters underperform the other ATs, but despite that I am not FOR a buff to the AT. I am not AGAINST one either. I think the game has room for an AT (or 10) that needs team buffs and aggro control to survive. Remember, I am crazy. My odd stance is, "Blasters are weak, keep them that way (or not)."

    Here are two examples of outdoor carnie maps. Most of these have 2 bosses, rather than 3, but I consider these maps the odd ones.
    +4 / x8 setting

    +2 / x7 setting
  23. Quote:
    Originally Posted by Leo_G View Post
    And often, fighting x8 entails no skill, just a build.

    You guys really should get off your high horses.
    But it is a discussion point that can be defined and understood. Pulling is a skill, I have seen people do it poorly and others do it well (and there is also an element of luck involved). But it is not a useful point of discussion in this type of topic.
  24. Quote:
    Originally Posted by Another_Fan View Post
    Hold it. That was exactly the point.

    Arcanavile had the hyperbolic idea that the original poster couldn't fight +4x8 because His/Her SR scrapper would get destroyed by large numbers of bosses hitting. Well you don't get large numbers of bosses from a single +4x8 spawn.
    You get 3 normally. Any combination of three MIs and DRMs is likely to kill most stuff, especially combined with a bunch of Lts. and minions. Honestly, you are calling getting quickly owned by ONE +4 / x8 Carnie spawn a hyperbolic representation of that situation? That seems more likely to be the 99% scenario.
  25. Quote:
    Originally Posted by Another_Fan View Post
    Interesting. You both rule out using tools available in the game. I think I am gaining a better understanding of why the people who worry about changes to blasters are worried.
    Why did you rule pulling out for the scrapper? Don't act smug. Anyone can pull, but then you are not really fighting +4 / x8 size spawns. +4 / x (whatever portion of a spawn you get, it might be x8, it might be one guy, it might be something in-between) is not a very useful thing to discuss as the variance is significantly higher than regular spawn to spawn fighting.

    This is different from pulling in order to prevent engaging multiple spawns. Keeping yourself to one spawn at a time can likely be a key to survivability if you are already running close to the edge. Pulling one spawn apart just means you are running way past that edge.