Trickshooter

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  1. Quote:
    Originally Posted by OV_ohms View Post
    What about the end drain protection?
    I forgot about that *Placates and runs away*
  2. Quote:
    Originally Posted by IanTheM1 View Post
    Keep the heal single target, but make the buff effects AoE. See: Increase Density.
    But in Increase Density, the only aspects that are AoE are the non-Mez Protection effects.

    For O2 Boost, the only non-Mez Protection it has, besides the Heal, is +Perception. I don't think it's worth the effort to make it an AoE for that.
  3. I forgot all about this set until today!

    Although when I looked at it, I noticed that I was giving at least 3-4 people on the team FF-level defenses, and I didn't think that was really fair, so I lowered the Defense boost from Roulette down to 10% for Defenders, 7.5% for everyone else. And since not everyone can be under Roulette's effects, I tried to buff Serendipity a tiny bit by increasing the KB protection it grants to mag 4.

    This is really late, BUT thanks for the compliments everyone and thank you to Moderator 13 for fixing the thread title for me!
  4. I don't think Trickshooter would fit in well with the Phalanx, since he's intended to be a teenager and would just look like Manticore's sidekick to most people.

    Buuut... I'd love to see maybe Tierce, Chevaliere, or Brightside joining. Hmm...

    I wish I had screenies to attach of them, but I'm at work so all I have is the pictures on my character page in my signature. :B

    P.S. You should also do a player-submitted Powerset addition (mostly because I recently remembered I had made one over a year ago)!
  5. Broadsword - I think I've seen 2, besides my own, in the last year.

    Sonic Resonance - About the same as Broadsword.

    Trick Arrows - I see a couple, but never any over level 30-ish. I think I've seen two other level 50 TAs in the last year or so.

    Battle Axe - I think I've seen 3 in the last year.

    Ice Armor - I have mine, that's about all I see.

    Mercenaries - I haven't seen these in forever. I only even knew one person who used them.

    This is all with the addendum that I mostly solo on Protector.
  6. Quote:
    Originally Posted by CrazyJerseyan View Post
    I agree and feel the same way...but wanting to see something get done and watching people go on for pages about whats better are two different things.

    But please continue for another five pages in hopes that the other forumites will be able to help incorporate the TA changes that you feel are needed.
    *shrug* Threads like these are always going to pop up until something's done (I mean, they've been showing up for 7 years now).

    I like TA a lot, but I get annoyed when I try to show why the set could use some improvement and it gets dismissed, especially when the attitude I get is akin to the "don't call me a healer graihoahsdgoahslkh!!!" hate (not talking about you here, btw). As if I just don't understand what makes the set so great and if I did, I'd see why I'm so wrong.
  7. Quote:
    Originally Posted by CrazyJerseyan View Post
    I didnt say that and you can put words in my mouth to bolster your side of the issue, but yeah...after almost 5 pages of discussing what sets are better, not all sets are equal. Wow, amazing stuff..you truly have an eye for details. A buff would be nice, but Ive never had any problems debuffing with my Fire/TA corr (and Im a solo player unless on TFs/SFs etc), even though I also enjoy playing my Ice/Rad troller, Energy/Cold corr and my Dark/Rad Defender.

    My Fire blaster does more damage than my other blasters since the secondary is more fire damage, but does that mean my Energy blaster needs its damage boosted? Sure, buffs never hurt and Im in favor of a TA buff when it happens. My question for you is...just because TA has weaker debuff values, does that mean it doesnt get the job done? Ive never had a problem debuffing with it just like Ive never had a problem blasting with anything outside of fire.
    That's an unfair question to ask. Imagine they introduced a blast set that did a single point of damage with every attack. Does it get the job done? Yes, because the set does damage and you'd eventually be able to defeat enemies. Anyone using it would have no problem causing damage, but it would still not be competitive with the other sets, and people would push for buffs.

    Also, your example doesn't exactly fit. No, other blast sets don't do as much damage as Fire, but Fire doesn't have access to as many controls, debuffs and bonuses as other sets. There is a trade-off to maintain some balance.

    Balance among similar sets is what the Devs strive for, and TA is far from being competitive with the other buff/debuff sets.

    TA "gets the job done" in the sense that it's debuffs and controls function (more or less bug-free). But it doesn't do it any better, and is in fact worse in most regards, than any other set.

    Myself, and many others, would just like TA to be more than "functional".
  8. More times than not, whenever threads like this start bringing out numbers, someone always shows up to dismiss the discussion with a sweeping "it should be about how much you enjoy it" comment. Obviously some people enjoy the numbers behind the powersets, and their enjoyment shouldn't be dismissed because someone else is satisfied with the concept or playstable.

    Every set is enjoyed by someone. No one is saying that only the best sets are fun. TA will always have a following just for being an archery set or a debuff/control set or a toggle-less set. But TA is bottom of the barrel for debuff values and for many players that is frustrating.

    Those players aren't asking for the concept or playstyle to change. They just want it to appeal more to what they find enjoyable, and they use numbers and values to make their appeals for change.

    If you enjoy the set as is, then that's fine. I also enjoy playing the set. My TA/A is my main and my favorite character to log on to and bring on TFs and Trials. But I also look at the numbers and see how poor most of the debuff values compare to nearly every other set and it bothers me enough to want to see something change.
  9. Quote:
    Originally Posted by DoctorWhat View Post
    On the -Recharge, yeah, but it's easier to perma Glue Arrow that Howling Twilight. Tar Patch (Def Values) is 30% -Res while Disruption and Acid Arrows are -20% each (Also Def Values). To be fair, Acid Arrow has a chance of not landing, while both Tar Patch and Disruption Arrow will work, no questions asked.

    It's still not the best, and it's only 'weakest' when you compare it to what sets like Kin, Dark Miasma and Traps can do. On it's own merits it works very well.
    When I mentioned Tar Patch, I said on any other AT.

    Corruptors, Controllers, and Masterminds' Acid Arrow and Disruption Arrow are all -15% Resistance.

    Corruptors, Controllers, and Masterminds' Tar Patch is -30% Resistance, just like the Defender version.

    So for every other AT with access to TA, they use two powers to equal the same level of -Resistance that several other sets (Dark, Storm, Cold, even Poison if you use Envenom more than once on close enemies!) get with a single power. It's an annoying issue I'm currently pushing to have remedied.

    TA is OK in the sense that it does what it's supposed to do. But it most cases for the 4 different ATs that use it, it's debuff values are either equal or weaker than other sets. And like I said, the only debuff that it is consistently better at than any other powerset is -MovementSpeed.

    It needs some love, and even Synapse agrees (though he said any changes will be at least a year away, sadly).
  10. Actually, Dark Miasma can use Howling Twilight to cause more -Recharge than TA can cause with 3 powers.

    And Dark Miasma on any other AT puts out the same amount of -Resistance that TA can put out with just Tar Patch.

    The only effect TA is consistently better at than any other buff/debuff set on all the ATs is -MovementSpeed.

    Edit: I'm not a hater of the set or anything, it's my favorite, but I also can't pretend it's not the weakest of all the buff/debuff sets just because it's my favorite.
  11. Electric Blast. It makes me hate life.

    Radiation Emission. If I get one to level 50, I'll be expected to use it, even when I don't want to, just because Rad is considered "necessary". I hate the idea of asking "What should I bring?" and getting "Your rad" 90% of the time.

    Ice Control. Just too low on damage for me.

    Dark Armor. The graphics just don't pull off "darkness" to me. I feel like it looks more like pigpen or like a graphic representation of being surrounded by a bad smell (Hmm... actually, maybe I can make that in to a concept...)

    Peacebringers/Warshades. Both ATs just have so many powers, and there just aren't enough slots for all the things I want.
  12. Quote:
    Originally Posted by New Dawn View Post
    If I go back and read the patch notes, which takes a while, I'd be counting up all the reduced animation time changes as an actual change/pass.

    Buffs or nerfs are both often good in one sense and bad in another sense. A pass doesn't have to mean a popular buff.
    I wouldn't count them as buffs only because they weren't exclusive to Trick Arrows, not because they weren't popular (and they very much were popular on a set where previously only one power animated at less than 2.67 seconds); the majority of them were shortened when all weapon set animations were shortened. So it wasn't an attempt to improve Trick Arrows, it was just an overall change in weapon sets in general.

    IIRC, outside of the mass weapon set changes, there was an early reduction in Entangling Arrow's animation, and then Flash Arrow and Ice Arrow got new, even shorter animations not too long ago.

    Other than animation times, let me think (these are what I can remember)...

    Entangling Arrow was given a Recharge debuff. Buff

    Flash Arrow was made auto-hit. Buff or Bug Fix?

    Glue Arrow's recharge timer was reduced to 60s, down from 120s. Buff

    Glue Arrow got a -Fly effect. Buff

    Glue Arrow stopped fading away after the initial target was defeated. Bug Fix

    Poison Gas Arrow's Sleep chance was increased to 66% (up from 1%). Bug Fix

    Poison Gas Arrow's Sleep target-limit was increased to 16 (up from 1). Bug Fix

    Acid Arrow's ability to slot Damage Resistance enhancements was removed. But they didn't do anything, anyway as DR Enhancements don't effect -Resistance effects. Bug Fix

    Disruption Arrow's recharge timer was reduced to 60s, down from 120s. Buff

    Disruption Arrow's ability to slot Damage Resistance enhancements was removed. But they didn't do anything, anyway as DR Enhancements don't effect -Resistance effects. Bug Fix

    Disruption Arrow's combat spam was fixed (it used to say it was debuffing the caster). Bug Fix

    Oil Slick Arrow finally was fixed completely and now lights everytime. Bug Fix

    I remember these because, well... I used to post about them all the time till they were fixed. Other than those, I remember there being graphic changes to some powers to improve performance for lower end computers (Glue Arrow, Poison Gas Arrow, Flash Arrow, Oil Slick Arrow... remember when Oil Slick Arrow looked waaay cooler, like a real oil with rainbow sheens in it?).

    Anyway, this is why I consider Trick Arrows as having very few performance-related passes. Most of the attention Trick Arrows has ever received has been bug fixes, and I don't consider those buffs; they don't really improve a power, they just bring it up to the level it was supposed to be at.
  13. I wouldn't really say TA has had 4 or 5 passes. It's shown up in plenty of patch notes, but other than animation time changes, these have only been bug fixes. If you really go back and read the patch notes, TA hasn't receive an actual buff since Issue 7 (when Glue Arrow and Disruption Arrow had their recharge timers reduced to 60s). And from the PM I got from Synapse, they would like to work on making real changes to the set, but don't have the time yet.

    Whether that means they have just don't have any time to deviate from their schedule or that the time they can use wouldn't be enough for the amount of changes, I don't know, but he reassured me it was on their radar, but changes, if any, were at least a year off.
  14. Yes, that Thermal can apply Forge to about 3-4 players, but the Trick Arrows can put out Disruption Arrows and Acid Arrows at every encounter (after SOs come in to play, anyway) and increase an entire team or league's damage output.

    Also, you're comparing Oil Slick Arrow to powers in the secondaries, and that's not a good argument to make because TA is a primary, so it can be paired with those secondary powers you say have better DPS or just plain do more damage.

    But that is part of the reason I still stand behind my original point that TA is one of the best sets for dealing damage on a Defender.

    Why?

    Because it does damage independent of the secondary powerset.

    For direct damage, as long as you have a way to light your Oil Slick, you are doing more damage using Oil Slick Arrow and your secondary powerset than just using your secondary powerset alone.

    Yes, a Defender using Blizzard will do more damage than a Defender using Oil Slick Arrow, but a TA/Ice Defender using Oil Slick Arrow and Blizzard will be doing more damage than a Defender using just Blizzard.

    I hope that clears up what my point was.
  15. Trickshooter

    Rain of Arrows

    Quote:
    Originally Posted by Kioshi View Post
    I have a question, dos PGA's -dam stack? I was on a team fighting +3s so I used it more than once in a mob, the recharge was fast because we had a kin.
    It does now, yes. The -Damage and Sleep will stack now if you can get out multiple gas clouds.

    Also, the -Damage values were buffed for Controllers, Corruptors and Masterminds when the pet was changed to be the source of the power's effects. Controllers and Corruptors went from -20% to -25% Damage. Masterminds went from -15% to -18.75% Damage. Defenders value (-31.25%) didn't change since they were already using a higher base value (before modifiers) than the other ATs.

    The Sleep was also buffed for MMs and Corruptors. For both of them, the sleep duration was increased, and for MMs, the Sleep chance was increased from 50% to 66%, like the other ATs. The Sleep duration was shortened for Controllers, though. But it doesn't really matter now, since it pulses the sleep anyway.
  16. Trickshooter

    Rain of Arrows

    Quote:
    Originally Posted by Siolfir View Post
    Hrm. I posted elsewhere, the issue is that they based the Corruptor version on the Blaster version, and does (0.75 / 1.125) 2/3 of the damage.

    The Blaster version (along with every other Blaster rain power) never was adjusted when Defiance 2.0 buffed their ranged damage modifier, so is based on a scale 1.0. So the Corruptor Rain of Arrows has a "damage scale" of 0.667.
    That's what I said waaay up there. *points up*
  17. I think it was forgotten about. Thaw's +Resistance was also missed.
  18. Trickshooter

    Elec Blast

    Quote:
    Originally Posted by Leo_G View Post
    Power Boost from Energy secondary was changed to not boost Endurance Mod. You used to be able to sap lots of foes very quickly with just 1 application of Short Circuit without much investment in slots. Now you have to slot SC with End Mod to get even close to the same effect.
    The EndMod boosts are still there, they only removed Knockback from Power Boost. The other effects (EndMod included) were reduced in strength by 33%.
  19. Trickshooter

    Rain of Arrows

    When it comes to pets, if the Devs decide that the damage they cause should be different depending on AT, they have to fake it by manually calculating and setting the damage, rather than relying on damage scales to multiply a base damage (like normal attacks). Just wanted to make that clear before anyone reads the rest of this post and dismisses it because Rain of Arrows is a pet and doesn't actually use the AT damage scales.

    Anyway, having said that I'm pretty sure both the Corruptor and Blaster versions do less damage than they should.

    It looks like the Rain of Arrows pet that Blasters use was never updated to reflect the increase in the Blaster Ranged Damage scale from 1.0 to 1.125. This may or may not be why the Corruptor version is lower, too. By that, I mean if the Corruptor version's damage value was calculated using the Blaster's damage value, under the assumption that the Blaster version's damage value was correctly calculated using the 1.125 ranged damage scale, that might explain the Corruptor version's lower damage.

    On to the math!

    Assuming the Defender version is correct, we can divide the Defender version damage by the Defender ranged damage scale to guess the "base damage" (that is, the damage value calculated if it was multiplied by a 1.0 damage scale).

    48.76997 / 0.65 = ~75.03

    So now we can assume that ~75.03 is RoA's damage value at an AT damage scale of 1.0.

    Then we look at the Blaster version and see that it causes: 75.0735.

    Given the similar values, it's very likely that the Blaster version wasn't recalculated with their updated damage scale. If the Blaster version was calculated correctly using their 1.125 damage scale, their version would actually cause:

    75.03 * 1.125 = 84.41


    Now, looking at the Corruptor version, we can find the level of damage it should cause by multiplying 75.03 by 0.75.

    75.03 * 0.75 = 56.2725

    But the Corruptor version actually only causes 49.4929. Why?

    If we assume that the Corruptor version was originally a copy of the Blaster pet, and that whoever made it assumed that the Blaster version was calculated correctly using a 1.125 damage scale, that might explain it.

    75.0735 / 1.125 = 66.732

    If we assumed all of that, 66.732 would incorrectly be RoA's damage value at an AT damage scale of 1.0. If we multiply this value by the Corruptor damage scale of 0.75:

    66.732 * 0.75 = 50.049

    Pretty close to the actual damage value of 49.4929. Not exact, which is why this whole post could be wrong, but it's still worth thinking about.

    So to wrap this up:

    Quote:
    Actual Values
    Defender: 48.77
    Corruptor: 49.49
    Blaster: 75.07
    Quote:
    Corrected Values
    Defender: 48.77
    Corruptor: 56.27
    Blaster: 84.41
    But again, this could all just be a crazy theory.
  20. Quote:
    Originally Posted by Jibikao View Post
    It's been a while since I played my DP Corr but I thought Hail of Bullets have higher base damage, unlike Rain of Arrow where the chance is like 75% 2nd tic and 50% 3rd tic?
    Hail of Bullets does have higher base damage, but every tic only has a 60% chance to occur. Still, it only has to make one to-hit check, comes with a functioning accuracy bonus (40%, RoA claims to have a 60% one, but it does not actually benefit the pet that is summoned), knockdown, and a defense buff (and then whatever benefits you get from the different ammunition).

    Each of Rain of Arrows tics can Scourge, but each also has to make a separate to-hit check. It also does less damage than it should overall to compensate for Scourge (the difference between Corruptor and Defender RoA is 0.72 points of damage).

    Quote:
    (By the way, I've been wanting to find out if each tic of Rain of Arrow can scourge and trigger proc. Looks like it does? That means each tic has a chance to scourge + chance to trigger procs. Awesome!)
    The power used by the Rain of Arrows pet that does damage is an Auto power. It only lasts 1 second, and tics every 0.4s (which is why it's only possible to get 3, and sometimes only 2 tics, depending on server lag). Since it's an auto power, it would check for a proc to go off every 10 seconds, buuut... it only lives for 1 second, so it can only ever check once.

    Edit: Also just noticed the Blaster version of RoA does less damage than it should as well. But it looks like it's hard-coded damage was just never updated to reflect the Blaster's ranged damage modifier being increased from 1.0 to 1.125. Assuming the Defender one is correct, the Blaster version should do 84.41 damage per tic (currently does about 75, which looking at the math is how much it would do if it's damage values were inserted when Blasters still had a ranged damage modifier of 1.0), and the Corruptor one should do 56.27 damage per tic (currently does about 49.49).
  21. Well, it is the only Corruptor weapon tier 9 that doesn't Scourge for the full amount, but every other non-weapon set tier 9, except for Ice Blast's Blizzard, only Scourges for 41.71 damage. So there is some precedence, I guess.
  22. These are ideas I had for Sonic in my Big Ol' Spreadsheet of Buff/Debuff Set Numbers & Improvements™:

    Sonic Siphon
    Add a stackable 3% (for Defenders, 2.25% for all other ATs) +Resistance(All but Psi) buff for the Caster (or maybe in an AoE with an increase in the recharge timer).

    This would actually make it a "siphon".

    Sonic Barrier
    Add 43.3% +Resistance(Regen) (for Defenders, 34.6% for Corrs/Controllers, 26% for MMs)
    Add 21.65% +Resistance(DefDebuff) (for Defenders, 17.3% for Corrs/Controllers, 13% for MMs)
    Add scale 2 +Protection(Knockback)

    The reason for this is because these debuffs/effects are usually associated with these damage types, and can't be avoided (unlike +Def shields). Besides, this adds a bit more "realism" in that if you're not taking the full hit from an attack because of the sonic shields, some of it's effects should be absorbed, as well.

    Sonic Haven
    Add 43.3% +Resistance(ToHit) (for Defenders, 34.6% on Corrs/Controllers, 26% on MMs)
    Add 43.3% +Resistance(Recovery) (for Defenders, 34.6% on Corrs/Controllers, 26% on MMs)
    Add 43.3% +Resistance(EndDrain) (for Defenders, 34.6% on Corrs/Controllers, 26% on MMs)
    Add 50% +Resistance(Movement Speed) (for all ATs)
    Add 50% +Resistance(Recharge Speed) (for all ATs)

    Same reasons as above.

    Disruption Field
    Add -12.5% ToHit Debuff (for Defenders, 10% for Corrs/Controllers, 7.5% for MMs)
    Add -12.5% Defense Debuff (for Defenders, 10% for Corrs/Controllers, 7.5% for MMs)

    To make this power similar in effectiveness as other buff/debuff toggles and making it worth the end cost.

    Liquefy
    Reduce recharge timer to 240s
    Increase Knockdown chance to 5% every 0.2 seconds
    Reduce ToHit debuff to -25% (for Defenders, -20% for Corrs/Controllers, -15% for MMs)
    Reduce Defense debuff to -25 (for Defenders, -20% for Corrs/Controllers, -15% for MMs)
    Reduce Recharge debuff to -25% (for Defenders/Controllers, -20% for Corrs/MMs)

    The problem with Liquefy is that is has incredibly strong effects that keep it on a very long recharge timer. When Liquefy is up, it can turn around the worst situations because it has such high values (even when unslotted). But if Liquefy is down... well, if the rest of Sonic Resonance isn't keeping you alive, then there's nothing you can do.

    Keep in mind that with this suggestion, before anyone freaks out about a "nerf"... the ATs will be losing 5-10.7% -ToHit/-Defense once every 2.5-5 minutes from Liquefy in order to gain 7.5-12.5% -ToHit/-Defense much more often in Disruption Field.

    So with some of the debuff moved to Disruption Field, you should have to rely on Liquefy less often, but when you do it need, it's up more often, just with less debuff than before (but it's still a decent amount).
  23. Quote:
    Originally Posted by Errant View Post
    As far as I understand, toggles are the only "continuous" powers that follow the 10 second rule for Proc's.

    Auto powers only check for Proc's every 10 seconds since they are actually Clicks that last for 10.23 seconds, and refresh every 10 seconds [Does not stack from same caster].

    So, if the pet is refreshing the chance to Hold power every second... that's a fantastic place to put ANY Hold proc, since you've got many more chances for it to go off, especially the Lockdown +2 Mag.

    Could be wrong though, and it acts as a Rain and just checks every 10 seconds... *shrugs* Still tasty, since the Lockdown proc is a much higher chance that Distortion Field on it's own.
    Not all Auto powers refresh every 10 seconds, actually. It's common for player powers, but it's not a rule for all of them.

    Procs in any power with a continuous effect (toggles or auto powers) will pulse once every 10 seconds, independent of how often the actual power itself pulses.

    Rain powers are pets and their damage is caused by Auto powers. Rain of Fire, for example, uses an Auto power that pulses every 0.2 seconds to cause it's damage, but any proc slotted in to Rain of Fire will still only have a chance to go off every 10 seconds.
  24. Distortion Field actually has a 2% chance to Hold every second, 3% on targets hit by Time Crawl.

    Lockdown is a Hold set, so the proc is tied to whatever kind of power the Distortion Field pet has that causes the Hold (though, for clarity, the Hold and Slow occur in the same power used by the Distortion Field pet*), but the chance for the proc to go off is not dependent on the effects occurring. How often the proc goes off depends on whether it's an auto power, a toggle, or a click.

    Distortion Field's Hold is caused by an auto power that tics every 1 second, so Lockdown's proc should go off every 10 seconds.


    *When it comes to powers that summon two pets or a pet with multiple powers, proc effects would only go off with whichever power being used was the same type as the set.

    For example, if you slotted a Posi's Chance for Energy Damage in to Oil Slick Arrow, the actual Oil pet that causes the Slow and Knockdown chance would never proc the Energy Damage. It would only proc with the Fire pet, because Posi is a damage set, and only the Fire pet causes damage.
  25. I think it does boost Lightning Storm's end drain. It's been awhile, but I think some pet's do inherit +Special effects.

    But even if it does, it's duration will only be as long as Power Boost normally lasts. Power Boost only lingers on the effect of Clicks; Summons and Toggles will only have the effect for the duration of Power Boost, more or less.