Trickshooter

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  1. Quote:
    Originally Posted by Leo_G View Post
    Well, I hope someone chimes in with actual numbers but from looking at CoD...

    Bonfire on a Controller deals 5.5 points of fire dmg every 2 seconds for 45 seconds so 22 tics = 121 dmg over a 45 second period. It recharges in 60 seconds so can easily be perma'ed. I have no experience with Bonfire as I have no Fire control characters so I don't know if one can summon 2 or more at once or what effect that would have on the knockback.

    Comparatively, Controller Oil Slick Arrow, when ignited, deals 3.3 points of fire dmg ever 0.2 seconds for 30 seconds but only as long as you ignite it immediately. It's been a while since I played my TA/A defender so I'm unsure if the resulting fire lasts for 30 seconds or the remaining duration of the oil slick. Anyway, OSA would tic 150 times and deal 450 points of damage. OSA also recharges in 3 minutes. Technically, that's 150 dmg per minute.

    Since Controllers don't get Rain of Fire, I'll look up Blaster RoF. It lasts 15 seconds and deals 1.7 points of fire dmg ever .2 seconds so 75 tics = 127 points of fire dmg. This is over 15 seconds though compared to BF's 45. RoF also recharges in 60 seconds.

    Nobody mentioned it but, Controller Tornado 6.6 smashing dmg every .5 seconds for 30 seconds. The damage doesn't occur for the first second so 29 seconds. That's 58 tics of damage = 382 points of smashing damage. I do have experience with tornado and it is very possible to have 2 out at once...possibly even 3 with enough recharge I'd assume. Also, mind you, Tornado is mobile and can follow targets or move to new targets when it kills the ones near it but can only hit 5 targets at a time.

    I don't see the point in comparing this to Ice Patch or Earthquake. It's already been demonstrated that the new IO slotted can make BF superior in mitigation to IP and EQ by completely shutting down foes within a 25ft radius that isn't resistant to KB up to 16 targets.

    I wouldn't bother comparing anything to Blizzard. Blizzard is a nuke and has it's own balancing criteria.

    From the rough calculations (that could be wrong), the way I see it, this IO makes certain powers outperform other similar powers with no discernable reason other than "I got this uberzpeshul IO". Unless you consider that a viable excuse, it's obvious this is not right.
    Oil Slick's Fire lasts 15 seconds, not 30, and it will burn the full 15 seconds even if you light Oil Slick at the last second.
  2. Quote:
    Originally Posted by Yogi_Bare View Post
    And how would Power Boost figure into the equation (if used prior to casting a modified KB>KD power)?
    Power Boost (or really, any +Special power) hasn't affected Knockback distance for a couple years now.
  3. Posted this in another thread, but I think it's useful here, too:

    Quote:
    As far as I'm aware, all versions of Bonfire and Tornado reference the same two pets.

    A very easy way to reduce the effectiveness of this IO in those just those two pets without nerfing them or the IO would be to add a tag to each of their KB effects, called "ForceIO". That way, the power would function exactly the same as it always has until the IO was slotted.

    Then, they would just need to add the corresponding effect to the Overwhelming Force proc that said, for example: -50% to all effects tagged ForceIO.

    This would reduce the chance the KB would occur in both powers down to 50% while the IO was slotted, without:

    A) Nerfing either power for anyone without the IO slotted.

    OR

    B) The usefulness of the IO in any other power.

    50% might still be too high, but it would be easy for the Devs to adjust because it's just a single line in the Overwhelming Force proc that they'd need to tweak.
  4. As far as I'm aware, all versions of Bonfire and Tornado reference the same two pets.

    A very easy way to reduce the effectiveness of this IO in those just those two pets without nerfing them or the IO would be to add a tag to each of their KB effects, called "ForceIO". That way, the power would function exactly the same as it always has until the IO was slotted.

    Then, they would just need to add the corresponding effect to the Overwhelming Force proc that said, for example: -50% to all effects tagged ForceIO.

    This would reduce the chance the KB would occur in both powers down to 50% while the IO was slotted, without affecting:

    A) Either power for anyone without the IO slotted.

    OR

    B) The usefulness of the IO in any other power.

    50% might still be too high, but it would be easy for the Devs to adjust because it's just a single line in the Overwhelming Force proc that they'd need to tweak.
  5. Quote:
    Originally Posted by Primantiss View Post
    However, it's an easy out if the devs ever feel the need to change RoF's Scourge.

    Judging by how Defender's got a watered down RoF, the Blaster-level damage on other Rain Powers might also be considered a bug.
    I consider it a bug, considering most psuedopets are usually adjusted for AT. Even Trip Mine got reduced damage for Defenders (but not Masterminds, womp womp).

    Having said that, though, I think it's so low priority that it will be awhile before it's ever addressed.

    Quote:
    What about he upcoming water attack that functions like a Rain power, does it use the proper AT damage mods?
    I haven't checked, but I would assume so, since there's a different psuedopet for each AT.

    Strange little issue, though, Water Blast now shows up on City of Data, which means it's in the current Live build as a playable set, but players just have no way to get it yet. The issue is, while most of the set is there, the Whirlpool pet is mostly... not there.

    http://tomax.cohtitan.com/data/power...rlpool_Blaster
    http://tomax.cohtitan.com/data/power...lpool_Defender
    http://tomax.cohtitan.com/data/power...pool_Corruptor

    Whoops.
  6. Both are incredibly situational (hopefully that changes whenever the devs get around to reviewing the set). I like Force Bubble more, but honestly hardly use either.
  7. Quote:
    Originally Posted by Oathbound View Post
    Almost all of the current Nature Affinity animations have flowers. The Default color settings just color the flowers very similarly to the foliage, so they're not particularly noticeable. When using custom colors the flowers are tied to the Primary color, where the foliage is the secondary color, so you can make them very distinctive.

    I do agree though that some darker, kinda of decayed "spooky forest" alternates could be nice.
    Turbo_Ski meant that Plant Control needed a flower-y version to match the default Nature Affinity powers.

    They are the only two plant sets in the game, and don't match. Plant Control has always been more sinister looking since it started as a villain set.
  8. Not a Global, but it is a Unique IIRC.
  9. Well that's a huge compliment, so thank you, but unfortunately I'd need a lot of game development experience, and I'm just a graphic designer.
  10. Interesting read, but I worry that this obsession you have with Toxic Damage is unhealthy.
  11. Will there be any extra attention paid to snipe-less sets besides bumping up the range on their 40-50 range 'heavy hitters'?

    And if there's a set that still underperforms relative to the other sets after this change, will their be an opportunity for additional buffs to be tested during beta? In other words, are you willing to buff individual sets outside of the overhaul to snipes, heavy hitters, and the Blaster secondaries if necessary? Or will that not fit in to the I24 schedule?

    Because playing Elec Blast makes me wish I was dead.

    EDIT: Nevermind, you answered both right away.

    Buff Trick Arrows!
  12. Quote:
    Originally Posted by Madadh View Post
    Wow! Nice find. 5 year old known issues/patch notes... Awesome. And yeah, I'd say that proves it's pretty low priority.
    All versions of Power Surge/Surge of Power are also bugged and the EndMod doesn't affect the +Recovery (though they do increase the End Drain of Power Surge's EM Pulse when it expires).
  13. Quote:
    Originally Posted by ColonelKomphort View Post
    "Right now, it does NOTHING! How can you be so sure that that isn't how it was supposed to work?"
    I'm about 99% sure an EndMod enhancement can't work that way. Besides, that's not the behavior you see in the maaany other correctly-functioning tier 9s that accept EndMod enhancements and also drain endurance when their duration ends.
  14. Alpha: Intuition, especially the Radial path, was practically made for Trick Arrow. Spiritual can be a decent secondary choice, but seriously... you should take Intuition.

    Judgement: Ion or Pyronic offer a nice change of damage type for Archery and function well no matter the distance you are from your enemy (minus being out of range, I guess).

    Interface: Reactive is always a good choice. You might have Acid Arrow and Disruption Arrow already, but even together they only get you as much -Resistance on a Corruptor as a Dark, Cold, or Storm Corruptor gets with 1 power. So having that extra -Resistance is nice, especially since Archery uses the more heavily-resisted Lethal damage type. And Reactive offers a nice, less resisted damage type with it's Fire DoTs.

    Honestly, you can't go wrong with any of the Interface options that give DoT, as they'll add some damage types that are much less resisted, and most of the other effects are small enough to not make too much difference (besides maybe Cognitive's confuse proc, when it goes off).

    Of the non-DoT Interfaces, Diamagnetic can be useful for survivability with it's -ToHit proc (especially given TA's weeny -ToHit in Flash Arrow) against anything boss-level and below, but the -Regen proc will be superfluous in most situations, and the main foes you'll want it for, Archvillains, will resist it heavily (up to 87% on top of top of any reduction in strength from level differences).

    Destiny: Again, no real wrong choice here and all can be useful depending on how you play. Clarion can potentially get you permanent Mag6 protection to Holds, Stuns, Sleeps, Immobs, Confuses, and Fears. Ageless +Recharge and +Endurance are useful for everyone, as is the +Recovery of one of the paths, and the Archvillain level debuff resistance of the other path. And Barrier and Rebirth... well, not much explanation is needed about why they're good.

    The only one I can't recommend is Incandescence. I've never used it, and I've heard from people that it requires much more thought to be useful.

    Lore: Well, that's totally up to you. Personally, I like Carnies, Longbow, Polar Lights, and Cimerorans.

    Hybrid: My choice for my TA/A Defender was Assault, but Support and Control are also decent for an A/TA Corruptor (even if Support is meh on it's own). The only one with really limited use is Melee, only because you have no other reason to be in melee-range besides using the Melee Hybrid. But then again, nothing is stopping you from entering melee-range, and if you have the Melee Hybrid combined with maybe Rebirth, Barrier or Clarion Destiny, you might be more survivable closer to enemies.
  15. Quote:
    Originally Posted by Pauper View Post
    Pretty sure this won't be a popular option, but I'm of a mind that some power sets should be retired for some ATs. Best example: you can be a Martial Arts/Super Reflexes Scrapper, or a Super Reflexes/Martial Arts Tanker, or a Martial Arts/Super Reflexes Stalker. It's possible to argue that Scrapper and Stalker are largely superfluous (have one AT that focuses on damage and another that focuses on defense) and thus at least part of the combo should be retired for one of the two damage-based ATs, or conversely that the combo makes more sense for Scrappers/Stalkers, but less sense for Tankers (really, a flippy, superfast, ninja brick?).

    Some power set proliferation and duplication made sense when CoH and CoV were largely two different games, but now that the games are almost wholly integrated with one another, the duplication of power sets just seems like laziness in some ways. This could also help with the perception of certain ATs as sub-optimal -- part of the reason that Blasters are considered underpowered is that they have basically the same primary sets as Corruptors, but the Corruptor interacts with them in different ways which are considered more entertaining. Replacing some of the more damaging Corruptor power sets with less overtly powerful but more flavorful new power sets which better fit the Corruptor 'theme' should also help the perception of the Blaster AT.

    Reducing the number of places where you see the same power set available on a different AT should make that powerset seem less 'old', since you're not seeing it every time you decide to roll up a new toon.

    --
    Pauper
  16. Quote:
    Originally Posted by StratoNexus View Post
    Since at least 2007, that is very low priority.
    Yep. Of ALL the versions of Force of Nature/Unstoppable, Blaster/Force Mastery/Force of Nature is the only one that properly uses Endurance Modification enhancements.

    Edit: Oh, and Mastermind/Field Mastery/Force of Nature also properly uses EndMod enhancements, too. I forgot about them. :B
  17. Quote:
    Originally Posted by Android_5Point9 View Post
    Except that Supremacy provides any earned shifts to pets, so it makes some sense that temporary ones might apply as well. I'm slightly curious to see if moving out and back in to supremacy range would apply the shift to them or not, but I don't have a 50 MM to test it on myself. My initial guess is "no" considering it doesn't work at all on temporary pets, though.
    Well, actually, Supremacy doesn't really handle Level Shifts earned from Alpha, Lore, and Destiny slots.

    Supremacy gives your Minion Henchmen +2 levels and your Lieutenant Henchman +1 level to bring all your pets up to your current level, sure.

    But the actual Level Shifts from the Alpha, Lore, and Destiny slots are granted from those specific Incarnate abilities.

    The difference between the Level Shifts granted from Ultimate and the ones from your Incarnate abilities is that Ultimate's Level Shift affects "Self", while Incarnate Level Shifts affects "TargetsOwnerAndAllPets".

    Probably an oversight, maybe a design decision, not sure.
  18. Quote:
    Originally Posted by Major_T View Post
    "I see!" said the blind man.

    I misread your initial post. Let me rephrase it and you let me know if I got it right or wrong.

    So the power Chimera uses is Surveillance. It recharges in 15 seconds, hits 3 people, and has a duration of 60 seconds. Surveilance also tags you as MarkedForDeath.

    Additionally, every 20 seconds Chimera can use Rain of Arrows. It is an autohit 25 foot radius AoE attack. It hits every meta that is MarkedForDeath and every target within the radius... and it can stack.

    Is the above right?
    Yes. And he will stop using Rain of Arrows once he is below 50% health.

    Quote:
    One more thing, it's about Shadowhunter's banishing (I'm pretty sure it's single target, but I'm looking for confirmation): Is it single target or is it an AoE like the Sequester field of Siege and Nightstar?
    I believe it is not an AoE, per se. You are Banished when you've been hit by the AVs 3 times, so it's possible an AoE attack could Banish multiple people at once, but I don't think it hits everyone near a Banished ally.

    But I can't say for sure since I'm at work.
  19. Surveillance is the name of his power that gives out MarkedForDeath, so they would last together. You're tagged for 60 seconds.

    Surveillance also has a -20% Defense debuff attached to it that lasts for 20 seconds (because of level differences, though, it probably hits most people for -28.8%).

    Edit: Surveillance and Rain of Arrows are both autohit, by the way.
  20. Quote:
    Originally Posted by Major_T View Post
    Is the big target over certain characters heads (like TPN) indicative of being MarkedForDeath? Based on my observation it seems to be tied to Surveillance.
    Yes, the red targets are people tagged MarkedForDeath. Rain of Arrows will be dropped at their locations. They're lolLethal damage, but when a lot of people are MarkedForDeath and all huddled together... ouch.
  21. Quote:
    Originally Posted by Stone Daemon View Post
    You say that like it actively hurts the leagues success. Every little bit helps, and it doesn't hurt anyone.
    I'm saying it like they don't count towards the 250... If you want to fight them, go ahead. If you're leading, tell your league to go nuts. But I've been on leagues where the leader said to wait. So I'm just saying... they don't count for that 30 second countdown. This isn't a guide to finishing the thing, just info, but I'll reword that part if it's really bothersome.

    And I mean, on a league of 24, just defeating the 250 gets you 20% unlocked on Hybrid. Defeating a handful before the timer can't add any more than a percent or two. Either way, it will take 5 runs. The difference is that you'll unlock Hybrid sooner in the 5th run.
  22. Quote:
    Originally Posted by Vitality View Post
    It's of my opinion...that if you're not going for "The Really Hard Way" badge...that the lights should be a big deal.

    I was on a team where there were 9 assigned people to take out the lights...and yet there were always 1 or 2 not taken out...and when people mentioned this...some players were trying to say the lights don't matter or "stop complaining about the lights".
    I believe I was on that league. People weren't complaining that the lights "don't matter", it was just getting annoying having the League chat just be "LIGHTS!" every couple of seconds, especially when that person wasn't the leader and several other people were saying his regen increased while they were out, which is not true.

    Quote:
    The fact is...while you are technically correct that they are in no way directly tied to his regeneration...they are "indirectly" tied to his regeneration and survivability. The Lights being taken out quickly could very well be the difference between completing or failing the itrial.
    That's true, but wasn't my point; that's why I used the word "directly". Again... not a guide. Information. Instruct people with it as you see fit.

    My point is that the lights being out, but not defeated, does not make the fight any harder than the times where there are no lights out. In fact, as long as you defeat any of them at all, the fight will only get easier for a short time.

    Of course it's beneficial to defeat them all as close together as possible to get up to +6 for the longest amount of time possible, but they don't directly make the fight any harder. Defeat them, but don't turn on caps lock because one was missed.

    This isn't a guide to completing a Magisterium Trial; it's information you could probably use to develop your strategy. I'm just trying to clear up some false information. I've seen so many assumptions made about every AV in the trial, that I thought it would be helpful to clear up some of the confusion.

    Edit: If it was up to me (which it never will be because I can't lead to save my life), I'd suggest assigning only 6 people to specific lights. The lights are always in the same spot, so why not? A lot of the issues I see when it's "these 9 people are on light duty" is that like 2 or 3 people will run over to the same light and hit Quills of Jocas at once.
  23. Quote:
    Originally Posted by GuyPerfect View Post
    It increases the Recovery bonus, similar to Stamina.
    I mean, it's supposed to. But the +Recovery is flagged to ignore enhancements, sooo...
  24. Quote:
    Originally Posted by Stone Daemon View Post
    And miss out on the free advanced ixp? Who cares if they're counted or not?
    Some people care. Some people don't care. This isn't really a guide, it's information.

    Besides, I don't think they could be adding anymore than 1% or 2% Advanced iXP, so why does it matter if you fight them or not? It would still take 5 runs to unlock Hybrid on a full league.

    All I'm saying is that for 30 seconds, they don't count, so don't run ahead and think those defeats are counting towards the goal of that phase.