Test_Rat

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  1. Quote:
    Originally Posted by Nihilii View Post
    I believe you're looking at the minimum chance to proc.

    According to Paragonwiki, the formula to proc at all should be:

    ( Enhanced Recharge + Cast ) * PPM / 60

    So, for your Neutrino Bolt slotting

    ( 1.5 + 1.188 ) * 3.5 / 60 = 0.1568, 16% chance to proc

    Still a nerf nonetheless. Not a big one, but I'd say it's not worth it compared to the returns you could get in X-Ray Beam or Cosmic Burst.
    Yeah I completely messed the formula up.

    It's not worth using purple quality procs (33% to 18%), but the standard proc reduction isn't too bad... (20% to 16%).

    I will stick the purple 4.5ppm proc in burst, and still use the 3.5ppms in bolt.

    Thanks.
  2. Level 1: Neutrino Bolt -- HO:Nucle(A), Apoc-Dmg(3), Achilles-ResDeb%(3), LdyGrey-%Dam(45), ShldBrk-%Dam(46), GJ-Dam%(46)

    This is my slotting plan for Neutrino bolt.

    All the procs above have been set to 3.5 PPM, so since Neutrino recharges in 1.5 seconds the formula ends up with:

    5%+ (1.5%x3.5)= 10.25%

    The old proc rate on those above procs was 20%.

    What do you guys think: Is it still worth to multi proc neutrino even though I will see a 50% reduction in proc rate?
  3. Quote:
    Originally Posted by CelestiaCoH View Post
    In addition to the animation times getting some reductions, I believe that a new build up mechanic is being added to Dual Pistols as well.
    False.
  4. I am in the midst of making a new version of my traps defender. With all the new improved Pool powers, I am looking for some space in my build (and I want to return my build back to its 59% ranged softcap.), and I have seized upon the power: TRIPMINE.

    I had it in my old Traps/ defender but I rarely used it. I found incarnte play just doesn't give time or or need for a Interruptable Explosive patch, and single player I was better off just using the aoes I had avaialble from my secondary.

    Tripmine seems like a power that City of Heroes has just passed by.

    Can anyone provide any compelling reason why Tripmine should remain in a traps player's build?
  5. Quote:
    Originally Posted by Arcanaville View Post
    Then many ranged benefits will have limited impact on you. That may be because some ranged set buffs aren't targeted at players that don't actually play at range.
    How does this apply to Sets without snipes getting pushed down the ladder of relative performance?

    EDIT Do you really want to do the quote boat thing? I mean the 1 liner quoting back and forth?
  6. Quote:
    Originally Posted by Arcanaville View Post
    You won't mind if I cut the range on all of your attacks in half, then.
    I play Traps, Arcana. I am always in melee range.
  7. Quote:
    Originally Posted by Arcanaville View Post
    So what you meant was that after the changes there will be two kinds of ranged sets: dual pistols, and the ones that aren't dual pistols.

    Because I don't think Sonic is really hurting either. Ice is up in the air: it also doesn't have a snipe, but its getting 80 feet range for Bitter Ice Blast, and BiB's DPA is essentially identical to the average insta-snipe. That might be good enough.
    Unless you are a defender Sonics Dps is nothing to write home about.
    And Ice stays exactly where it is now, but all the Snipe sets move forward.

    It won't be the bottom of the second tier by any means, but it surely won't be winning any awards either.
  8. Quote:
    Originally Posted by Nethergoat View Post
    I'd pick the one that looked like the most fun.
    I admit I mostly avoid sets with crummy AoE, but I've never worried/cared about single target damage. It's just not relevant to how I play: big piles of enemies = big piles of rewards.

    And I think the devs see this the way I do- even a magnificent, amazing buff to a single target attack isn't going to make *that much* difference to the time/reward equation.

    This buff makes Snipe well worth taking, but it isn't overpowered by any means. I certainly won't be shunning sets lacking a snipe because they're "gimp".




    I agree with your final paragraph, but I just don't see the 'new' snipe being that big of a deal. Maybe I'll feel differently when I play around with it for a while.
    Minion milling is great for purple hunting etc. But when i play for fun, Bosses are on, and Boss kill speed is important to me.
    We will see how it works out, but in the meantime, I am working on a replacement for my dual pistols toon.
  9. Quote:
    Originally Posted by Kitsune Knight View Post
    Dual Pistols also received a buff.
    Yes, my maxed out IO /dual pistols toon buffed on beta is weaker single target wise than my /rad SO toon on beta (time + tactics).

    If I IO the rad blast, it will only get worse, and the AoE is pretty comparable due to the nuke buffs...
  10. Quote:
    Originally Posted by Nethergoat View Post
    what is SO AWESOME about improved single target damage that I'm missing?

    so many people are getting so worked up about this particular buff it's confusing me.


    I see it as a nice improvement, but even if they'd made Snipes some kind of INSTA-KILL power it wouldn't do much to my playstyle. AoE is the main focus of my ar/dev and my fire/dark and the snipe buff does nothing to change that. So bosses go down a little faster, or I can clean out annoying lieutenants like Sappers more efficiently- great!

    But nothing worth freaking out over.
    See I am the opposite. I play with bosses on, and once I hit a minimal amount of AoE to clear the lt/minion chaff, it's all about killing the remaining bosses as fast as possible.

    Let me ask: two sets with equal AoE, but one has noticeably faster single target killspeed which would you pick?

    Remember, I play dual pistols too, where the secondary effects are non existent practially. Rerolling to a fast snipe set is pretty much an upgrade in all areas.

    I don't mind being the under dog, but there is a point where it's just to big of a difference.
  11. Quote:
    Originally Posted by Arcanaville View Post
    Yeah, because Water Blast really sucks right now.
    I didn't buy it, admittedly, I would have ended up pissing away my money.)

    (seriously, my mind is In the gutter when coming up with water blast combos.

    My buffed Dual pistols toon compared to my fast snipe rad is a sad sad thing.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Back in January or February I was discussing a Blaster issue with Synapse when he said these words:

    The meta game in I24 is going to be changing.

    Well, yeah, I'm sure it will be. Shrug.


    So I've finally patched the game client and had some time to look around, at the blaster powerset changes, the new powersets, the power pool changes, the power pool addition, the invention system changes, the invention enhancement additions...


    Well holy crap that was certainly an understatement.

    The snipe and nuke changes are asymmetric, and infuriating.
    I hope they change drastically before hitting live or there is going to be two types of ranges blast toons:

    Those with snipes, and the crap sets without them.
  13. I assume everyone will slot the Overwhelming force proc in nova if they have energy blast.
  14. Quote:
    Originally Posted by Talen Lee View Post
    I guess. This can be seen as a way to incentivize powers that normally wouldn't be taken, but those powers are just as likely to be taken.

    I dunno. It seems to me this is a fine opportunity to broaden options, and all that's happening is narrowing.
    If fast snipe is available and easy to achieve on doms without sacrifices, what about the Dom sets without snipes?

    The devs have stated they are going to rebalance the blast sets so snipe less sets remain competative... Nothing has been hinted about dominators.
  15. Quote:
    Originally Posted by Neogumbercules View Post
    The long DoT could be a factor. I should re-iterate that I've observed this unique to acid mortar behavior for years now, and I've played just about every debuff powerset there is. The degree to which Acid Mortar can trigger enemy AI running insanity is beyond anything I've seen from Rad, Dark, Kin or anything else.

    Since I happen to be on vacation this week I will take some time to document and make videos of exactly what is happening. I'll use multiple debuffing characters, an AE mission with standard mobs (any enemy group suggestions?) and run each test multiple times.

    The plan will be this: I go into the mish, pop 3 purples and some oranges, lay out my debuffs, and then wait and see. I'll record each session and throw em together in 1 video and compare reactions.
    Def capping yourself isn't going to help your case.
    If the Mops cannot effectively retaliate, they will run.
  16. Every time I think I am going to get out, paragon studios pulls me back in again....
  17. Quote:
    Originally Posted by EvilGeko View Post
    I hope they pick a different trigger for the FastSnipe. The more I think about it and consider how it affects different ATs, this looks like a big win for Corruptors and Defenders with much less benefit to most Blasters and others with Snipe powers.
    All I know is dominant or snipes hit like a ton of bricks...

    Icy Earth(y) and Thorny already are marginal performers, after insta snipe is freely available, I don't think anyone would question that these sets become the bottom f the barrel.
  18. The devs have stated they will be rebalancing the non snipe blast sets to remain competative with the rest getting buffed in issue 24 via the insta snipe Armageddon.

    The insta snipe changes will be proliferated out to all snipes in the game.

    Will the devs also look at earth assault, icy assault and thorny assault to keep the in line in terms of performance? Or will it be the usual, economies of scale issue where dominators are of lower priority?
  19. Quote:
    Originally Posted by EarthWyrm View Post
    Your sample size of one is noted. Dood. I like how you ignored me having no problem with Time, Kin, or Rad. Dood.

    I take you way more seriously when you're talking about stalkers.
    But dood, there are others in this very thread saying it happens with more than just traps, dood!


    Your the only one saying it only happens with traps dood. You have a sample of one too dood!


    DOOD! Don't ever take me seriously either... Dood, it's just not healthy dood!
  20. Quote:
    Originally Posted by EarthWyrm View Post
    This is simply not true.

    I've run this event with my rad characters multiple times (I'm quite free with my the toggle debuffs!) and never once gotten this kind of stupid fleeing behavior. I've also run it on kin, time, and a variety of other characters with a plethroa of debuffs and debuffing effects. Only on my trapper did the entire team spend every AV fight groaning (I should know, we were on skype...) and running around after the purple-named morons. Having every AV go total head-pants when I put down an Acid Mortar took a fun event and made it really un-fun for everybody.

    It may be a small request, but it really does have a potentially large impact on the quality of play experience and I hope it will get looked into.
    I just tested it with time.
    I buffed the team to the gills, and I debuffed the av into the floor, it took off like a bat out of hell.

    It's not just traps dood.
  21. Test_Rat

    Ode to Archery

    I hope they lower the damage on inferno to rebalance the sets.

    Then again I play a Traps/DP and a Time/Rad now and I am very happy with them both.
  22. Quote:
    Originally Posted by Arcanaville View Post
    I think that once the changes actually hit beta, a compromise can be made. Arbiter Hawk is not unreasonable about that, and I am willing to let the Drain Psyche issue drop until we actually have a better idea what everyone is actually getting, and that survives the first beta balance pass.

    I accept the fact that not everyone uses Drain Psyche in a way that makes its net results overpowered, and that min/maxers have invested a lot in optimizing the power. My main complaint about DP is in fact that it has these two regimes of performance. But I honestly don't think DP will remain in its current configuration for very long once the sustain powers arrive. Given the devs reluctance to nerf it, there are still alternatives that would allow DP to retain its top end power while granting lower performance players most or all of the sustain benefits everyone else is getting. I can think of several ways to do that, but I don't know how useful it is to expend too much energy debating them in a vacuum.

    We really need to see how the clicks work in I24: Energize, Force of Thunder, and Touch of Beyond. How they are balanced relative to stacking and recharge is critical to any real discussion about what happens to DP in the future.
    This whole thing is confined to the blaster AT yes.
    Please leave my dom alone.
  23. so I will make one, maybe get that mech T-9 set, and make a cliche fem-bot ala Fei-yin (Virtual-On).

    Any reason why it's such a rare blast set these days?

    Which is better?

    Blaster version or. Def/Corr version?
  24. I find any debuff does it.

    Put a debuff toggle on a target you get the same effect.