StratoNexus

Renowned
  • Posts

    3314
  • Joined

  1. Quote:
    Originally Posted by Snow Globe View Post
    I don't think you'd disagree that the level shifts should be zone/league wide and that the shifts should be noticeable, am I right?
    Indeed. If it is not league wide/zone wide, I feel bad for not catching that in beta. If they are zone wide/league wide, they are eminently noticeable, there is monitor in the window showing how many lights are out.

    Quote:
    Originally Posted by Snow Globe View Post
    And none of this excuses pushing the -regen resist change live without testing (I just checked all the beta patch notes and it wasn't in any of them) to see if changing the -regen resist with the other changes was actually good for the trial.
    I was on a small, impromptu league after the regen resistance was added. (on 4/27/12 and it is in the patch notes) but before the Quills became insta-gank. The regen resists were on beta for over a month before it went live. Care to histrionic more?

    We won with modest difficulty (we actually tried for about 4 minutes to do it without killing the lights with predictably poor results). The league had a few that had never done it and we were running with only 14 people. It was done in the early AM EDT.

    Once we started keeping the lights out and avoiding the lightning, it was hard, but manageable. On a PuG league, not optimized, with new people to the trial.
  2. Quote:
    Originally Posted by UberGuy View Post
    We're using the Quills on the Wells, so I think we are supposed to be stealing the power for use against Tyrant.
    This is correct.
  3. If you are correct that not everyone in the league gets a level shift when a light out, this is an issue. If the level shift applies to the whole league when the lights are out, you can see how many level shifts you have by seeing how many lights are out.

    I think the intent is the whole league gets the level shift when a light is out, but I will monitor this to see if it is indeed not functioning that way.
  4. Quote:
    Originally Posted by Yogi_Bare View Post
    What about
    This may annoy some, but I am going to guess that there will be changes to some of the Hybrids down the line. There was really not going to be enough testing in beta in order to truly find everything (much like Interface had some issues that had to be adjusted later). The changes will just be in details as they all seem to work in a decent way, but after being live for awhile there will finally be enough data to assess their impact and see how close to whatever targets the devs have each tree hits.

    There may also be corner case issues that were missed (or were caught and just not able to be fixed before release). Hybrid is very complex and varied, while many issues were found and fixed pre-release, I expect we will find some on live.
  5. Quote:
    Originally Posted by Kractis_Sky View Post
    At some point there is going to be a break even point just like Reactive Interface where the animation length may interfere with application duration - how long is the stacking window? Do we know?
    IIRC, 15 seconds.
  6. Quote:
    Originally Posted by gameboy1234 View Post
    Are the Quills no longer an insta-kill on the lights? They were early beta, but I haven't been on since the first round of changes. Yes, you can beat down the lights, but you're supposed to use the Quills. Damage takes too long to defeat the lights.
    Check it out. I didn't even know you could kill the lights with damage. The quills one shot the lights, yes.
  7. Quote:
    Originally Posted by Gemini_2099 View Post
    City, and they are not being fought over by the criminal elements? Hmm?
    To make us go.
  8. Quote:
    Originally Posted by Texas Justice View Post
    Seems to be the correct wording to me.
    Indeed, the strict meaning of the words is as you say. It connotes a less firm stance as I said. You can have the semantic trophy and I agree it is likely fine for a game message board rule set.
  9. Quote:
    Originally Posted by Diellan_ View Post
    I haven't delved into it much yet, but I'd guess that part of the difference is the fact that Radial uses PPM and Core is a straight percentage, so high end builds with a lot of recharge can milk the PPM imbalance really easy.
    But even at 100% proc rate for doublehit, Core should be better on high damage mod ATs. If it is not, it needs to be addressed. My tests do show that while I can almost constantly keep 5 stacks (at tier 4, of course) I do occasionally drop to 3 stacks for brief times. It is possible that those occasions are long enough to catapult Radial higher, which is why I am interested in Reppu's specific testing. Most of my testing was with Fire Blast and Katana, so I had pretty quick animations, which might make a difference in maintaining +damage stacks.
  10. Quote:
    Originally Posted by UberGuy View Post
    If you destroy all six pillars of light, you get six level shifts for a duration I'm not clear on, but is good for a few cycles of my characters' attack chains, certainly. So intermittently, you are as high as 50+9. I made a point of saving my big debuffs and things like Judgement for those times.
    And that point is why even people who do not have tons of level shifts can do well in the final fight. A 50+2 ends up only being -1 for a fair time if the league just gets those lights.
  11. Quote:
    Originally Posted by gec72 View Post
    One of the selling points of the Incarnate system I thought was that it was lateral. Work on one slot or another, whatever you want for whatever your purposes are. If the Hybrid only unlocks from this trial, and to be able to reasonably participate in the trial you should have at least T3s if not specific T4s, that's not lateral at all. That's progressive. The devs are basically saying that you shouldn't be able to get Hybrid without having extensively developed the five (or at least three, I guess) other slots. It's not working on level 50-F, it's working on level 54.
    You do not need tier 4s, but I would say tier 3s in Destiny and Lore are pretty important. I think two level shifts is likely necessary with three being preferable (I was on a successful league with someone who just had 1 level shift, but most were +3 and a few were +2).

    TPN, MoM, DD, and Magi (and possibly even UG) are progressive relative to BaF, Lam, and Keyes. You don't necessarily need the level shifts, but it is a lot harder without them.
  12. Quote:
    Originally Posted by Zwillinger View Post
    9. Avoid using profanity.

    Profanity in any form is prohibited. Using any means to bypass the profanity filter (for example: partial masking, such as asterisks or punctuation marks) is prohibited. This rule also includes any images displayed on the forums, or any pages directly linked to from the forums.
    Avoid it or is it prohibited? The main line makes it sound like, "well, sometimes we understand you may have to cuss, but try not to do it too often." Then you get a bit more firm. I'd think you could remove the
    "Avoid using profanity," line and just make the first sentence the heading.

    9. Profanity in any form is prohibited.
  13. Quote:
    Originally Posted by Reppu View Post
    Why would Aim matter? Double Hit is based off base. And even then, considering +DMG also applies to base, there's no logical reason that Double Hit would ever lose to +DMG, seeing as +DMG compared to the scaling of Double Hit evens out roughly considering damage scaling.
    I do not believe this is true. My testing indicates that Core is almost always better for most characters with a damage mod of 1 or higher. I am really baffled how you managed to get more mileage out of Radial on a scrapper. What was the attack chain used?

    Corruptors are lower than mod 1 and could be better off with Radial, BUT, Scourge makes it tricky, IMO. All of the bonus damage you get from Core is doubled with Scourge. None of the bonus damage from double-hit is affected by Scourge. And outside of scourge, Core is not too far below double-hit. Depending on what content you primarily play, it may be worth getting a slightly smaller bonus on regular spawns in order to get that really juicy power against tough opponents.

    Quote:
    Originally Posted by StratoNexus View Post
    All of the below ignores the extra DOT portion of Blaze for simplicity and to be more accurate for comparison of non-fire sets.
    When I activate Blaze on my blaster, Double Hit does 83.95 damage. The base damage of Blaze is 132.6 on a blaster. Adding the 10% damage buff means Radial adds 97.21 damage when double hit goes off. Core would add 112.7 almost all the time. Core is likely better.

    On a corruptor, Double Hit would deal 83.95 damage. The base damage of Blaze is 88.42 on a corruptor. Adding the 10% damage buff means Radial adds 92.79 damage when double hit goes off. Core would add 75.16 damage almost all the time. Radial is better in the case of Blaze and other similar recharge powers and in cases where Scourge is not going to be doing a lot.

    On a defender, Double Hit would deal 83.95 damage. The base damage of Blaze is 76.63 on a defender. Adding the 10% damage buff means Radial adds 91.61 damage when double hit goes off. Core would add 65.14 damage almost all the time. Radial is likely better for defenders in many cases.

    Radial may need something else, but it is not as bad as some think. Core may need to be lowered, it is still very, very strong.

    Testing the proc rate of Double Hit with a tier 4 radial, using Flares. Three runs for the full 2 minutes.
    Run 1 - 18 procs out of 47 hits
    Run 2 - 14 procs out of 42 hits
    Run 3 - 16 procs out of 45 hits

    Testing the proc rate of Double Hit with a tier 4 radial, using Blaze. Three runs for the full 2 minutes.
    Run 1 - 21 procs out of 21 hits
    Run 2 - 21 procs out of 21 hits
    Run 3 - 21 procs out of 21 hits (consistent, wasn't I?)

    Testing the proc rate of Double Hit with a tier 4 radial, using Fireball. Three runs for the full 2 minutes.
    Run 1 - 32 procs out of 58 hits
    Run 2 - 29 procs out of 51 hits
    Run 3 - 26 procs out of 53 hits
  14. Quote:
    Originally Posted by InfamousBrad View Post
    I thought they fixed this bug, two or three patches ago in beta?
    They did something that made it very slightly better.

    Quote:
    Originally Posted by InfamousBrad View Post
    If it's the same bug we had when beta started, the work-around is to never use two AoEs in a row. There's something about the AoEs' particle effects that swamps the server or swamps the connection or something.
    That helps, but each time you use an AoE in the mission, it gets worse and worse. I can't explain it and spreading the AoEs out does not solve the problem, although it can mitigate it some.

    I used pulling and mixed in limited AoEs in my last run on beta and managed to finish it, although I had a few scary mapserves.
  15. Quote:
    Originally Posted by Nihilii View Post
    First thing I tried. The game won't let me do that. A right-click gives me "Info", and no other options.
    I did the same thing at first, I should have thought to mention going into the powers tab, glad you thought of it on your own.
  16. Quote:
    Originally Posted by Shubbie View Post
    3/4 of the teams running it are failing it.

    Most on channels arent going to run it again.

    its a cruddy trial..

    Ill cancel and wait the only reason to be subscribed is incarnate since thats out for now, Ill unsubscribe and wait.
    The first two trials I joined failed, but most everyone was still learning. After that, the leagues I was on were coordinating their Lore use and putting the lights out efficiently.

    I did fail one last one, but that had a new leader who gave slightly less instructions and, IMO, missed the Lore call. Simple mistakes and learning how the trial works. Once leaders know better, it will be smooth sailing.
  17. Quote:
    Originally Posted by Shubbie View Post
    I suspect this trial will go into the unrunnables once most people hybrid up, then no one will be able to earn ixp..
    Heck no. This is one of the easiest and most straightforward trials. This will be part of the daily rotations. It is fast, simple, and high reward. I expect the reward may get lowered in the future.
  18. StratoNexus

    Hybrid Options??

    Hybrid has no end cost.
    All of the Hybrids have an always on passive bonus just for slotting it.
    All of the Hyrbids have an end free toggle that can be active for up to 2 minutes and once shut off takes two minutes to recharge.
  19. Quote:
    Originally Posted by Vitality View Post
    Some people brought up the fact that +threat might not work...and now I think it would work better as a +aggro cap increase as well as a +gauntlet duration increase.
    You could have it grant +taunt enhancement, much like a few powers grant +end reduction. I think that could work and it would certainly improve a tank's hate levels.
  20. Quote:
    Originally Posted by Golden Girl View Post
    I think that it would have been harder to cut off the legs of them when they were in their non-action poses and still make it look good - only showing the top half of them in their action poses keeps the same look as the previous banner.
    Hmmm. Possibly. I see some potential issues with shrinking and adjusting option 1. Oh well. I just thought it was funny. It always stinks when the best laid plans get mangled and I feel for the team. No one wants this kind of accident to happen.

    I always liked both anyway and didn't vote because either was fine with me.
  21. Quote:
    Originally Posted by Late2Party View Post
    Why does Dominator Gloom have a DPA of 70.4 while blaster gloom has a DPA of 59.58?
    Gloom, Fire Blast, and Ice Blast all had legacy animations that were faster than the decided on standard blaster tier 2 time of 1.67s. When they were normalized for blasters, the other ATs that had those powers were left with the faster cast times. Check out Gloom on a brute and think about it with Fury, then compare it to the blaster version.

    For a long time I had a note in my sig referencing the Fire Blast change (something like ".47 seconds, the difference between life and death"). I almost always take Flares now anyway and when I get on one of my characters with the better Fire Blast, I sigh wistfully a little.

    But these little things really are not the problem, they just sometimes irk.
  22. Quote:
    Originally Posted by Vitality View Post
    Apparently Option 1 won this contest...yet look at the forum reskin...

    What happened?
    They never said they were going to use what the community voted for, just that the community would have a say!

    That way they could pick the opposite of what was voted for...

    Quote:
    Originally Posted by Golden Girl View Post
    They made some tweaks to the layout so that it'd be easier to fit onto narrower monitors - it seems that anything that was going to be down the side of the forums had to be redone.
    Shouldn't they have tweaked option 1 instead of option 2?
  23. Quote:
    Originally Posted by PrincessDarkstar View Post
    But there is no reward for that thought because you do not do more damage than scrappers or brutes a lot of the time, and they don't need to think.

    Also it is bad design if the AT most new players are drawn too requires the most difficult playstyle unless there are great rewards from doing so. The only reward to being a well played blaster is that you can match the average scrappers and brutes (THB - don't mention Drain Psyche).
    I would argue the reward is in the need to think. The thought itself is the reward. There is also reward in working with others and seeing various team skills used to make up for the inherent weaknesses of blasters (and I would argue that reward exists for the non-blasters as well, keeping a crazy blaster alive is fun for me).
  24. Quote:
    Originally Posted by Late2Party View Post
    Also why are the tier 3 ST blasts so bad DPA? Even blaze is worse than a lot of melee attacks.
    While I agree with much of your post, I am having trouble remembering many melee attacks that have better DPA than Blaze. Maybe some widow attacks?