Ultimus

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  1. Is there a list of fly Temp powers anywhere? And can temp powers that have fly be used in iTrials or on Master of TFs (Since they disable temps)?
  2. I notice in Acrobatics it lists:

    -7 Knockback, Knockup for 1.25s
    PvEUnresistibleStackingCancel-2 Knockback, Knockup, Held for 1.25s

    The -7 KB ignores enhancements and buffs while the -2 part does not. Why is this? Can it be enhanced somehow by like power boost?

    And to clarify, it gives a total of 9 KB protection?
  3. So I have Trap of the Hunter chance for lethal damage in my Roots power (AOE immobilize Plant Control), and it never goes off. I practically spam the power and I have not seen it go off once yet.

    Are there extremely low in these? Lower then just normal AOE damage powers?
  4. Quote:
    Originally Posted by ketch View Post
    Dark is a very good set though I would have to say it takes second place to Time. Dark provides better -regen and a few nice resistances, but Time offers up -def and -res.
    Dark has -Res in Tar patch though unless Controller is different?
  5. Been years since I've done a Controller since my Ill/Rad. Radiation was pretty much king back then (Like Issue 3) but just glancing over the secondaries it looks like Dark Affinity may have that new top spot?

    Whats everyone's opinion?
  6. Problem is according to Arcanatime queuing powers yields more DPS due to how server calculates attacks. This was one reason why fast animating attacks aren't as good as we thought.

    Essentially your method stops queuing which will lower your dps.
  7. July 3rd to July 9th - Terra Volta (24-33) (from Captain James Harlan in Founder's Falls) / Tree of Thorns (24-33) (from Trepsarciel in the Nerva Archipelago)

    See the contradiction? Captain James Harlan is the 34-43 contact...
  8. Quote:
    I've changed the proc from a for targeted -defense debuff to a self targeted buff that boosts regeneration and grants an endurance discount for 30 seconds. This buff stacks up to 5 times and has a very high proc per minute rate.

    Synapse
    Quote:
    Originally Posted by Synapse View Post
    Yes. The regular version of the proc is 15% regen and 5% end discount per stack. The superior version is 20% regen and ~6.65% end discount per stack. If you can sustain 5 stacks you'll definitely notice the enhancement's effects. This was one of those procs I really wanted to revisit when I had more time. Unfortunately that time never came, so I had to scramble to get this put together. That said, I think we can all agree it's a heck of a lot better than a defense debuff.
    Sounds pretty awesome.
  9. I spoke with Synapse over PM's a bit and he is changing the proc it looks like. -Resistance is out though as no matter how weak it was made it was ultimately too powerful.

    We could be looking at the +Recharge on the table...
  10. Quote:
    Originally Posted by Black Pebble View Post
    I will need to check on that, but my recollection is that the number is fairly high.
    Would you mind sharing when you find out? I might be interested in just buying them all... and making one super epic MA arc.
  11. Quote:
    Originally Posted by Black Pebble View Post
    The latter is correct. Being able to purchase the 5 slot twice is not a bug. It should get you 10 slots total overall. If that's NOT happening, then that is a bug.
    So how many total can you purchase?
  12. Well it definitely is higher, I went into MA and it says I have 18 slots I can publish in. Whats the max then? Zwil could you fill us in?
  13. Quote:
    Originally Posted by LLamaBoy View Post
    I believe the max you can buy is 5, making a total of 8 slots possible (3 provided + 5 purchasable).
    It allows you to buy the 5 slot purchasable twice... so its either bugged or it allows more slots though.
  14. Quote:
    Originally Posted by StarGeek View Post
    The Wiki says a maximum of 8, but that was written pre-freedom, so it's possible that it might have changed.
    Yeah post freedom its more, I remember a dev saying the exact amount (Might of been like 80).
  15. Interesting fact, the Defensive buff pet gives +DEF to *BASE* Defense. No other power in the game modifies this. What exactly does this mean? It means anything is untyped has its chance to hit lowered.

    An example would be Hamidon's attacks. They have no flag for any defensive type but when the base defense is modified his attacks become less accurate.
  16. I notice with the sale of the MA slots, you can buy multiple. Exactly whats the max you can have total on your account? There has to be a limit?
  17. How many MA slots can you buy? Whats the max you can have?
  18. Quote:
    Originally Posted by Xyzor View Post
    very nice suggestions. The one question that popped into my head as I was reading about the Double Hit suggestion was: What happens if a Brute has the Assault Hybrid active already? How would that affect the Proc? Double Double Hit, or what?
    It shouldn't because you can code it to be two different things. Similar to how Fiery Embrace works with Double Hit or Interface works with double hit.
  19. Here is a PM I sent Synapse regarding the Brute ATO:

    Hi Synapse, I believe last time you handled this category when the first Brute ATO came out. My goal here is to tackle the Brute ATO Proc and the set bonuses in an effort to provide some reasonable feedback with suggestions in a clear and concise method. Thank you in advance for reading and your feedback is welcome too.

    The Brute ATO Proc of -Def is very weak and provides little benefit

    -Def is a debuff that tends to work great only under certain circumstances. By itself it is a very weak debuff, here are scenarios and reasons why it does not fit the Brute as a proc:
    • Cascading Defense Debuffs -- In these scenarios, -Defense works great as the first defense debuff lands the next one lands and so fourth. This works great for sets built around -Def such as Katana and Broadsword. A single ATO proc cannot create a cascading effect due to this limitation of PPM and the fact its not a global proc.
    • Combination Attacks -- Another scenario it tends to work great in is combination attacks. An example would be Crushing Blow in Titan Weapons. Crushing Blow acts as the starting attack providing momentum while giving the benefit of lowering the target's defense so the momentum attacks can land. Not all Brute powersets have this benefit, therefore, -Def would not be very useful to them.
    • -Def is overshadowed by accuracy and to hit buffs -- Player's have a base accuracy of 75% against an even con and 39% against a +4. Typically against even con enemies one Accuracy enhancer will cap accuracy while having a full accuracy enhancement value will almost cap it against a +4 enemy. This is assuming no to-hit buffs are being used.
    • -Def is HEAVILY resisted. In cases where the opponent will have defense, they will have some form of defense debuff resistance. Nearly all defensive powers grant defense debuff resistance. While this provides defense against cascading effects, it nearly nullifies a single -Defense attack. In fact, a level 50 Arch Villain has 85% resistance to defense debuffs on average. a Level 54 has 87% resistance to defense debuffs. This is typically the baseline which changes a -20% defense proc to a piddly ~2% defense increase. This value becomes even smaller as AV's that have defensive buffs tend to resist -Defense even higher such as Captain Mako.

    Suggestions for Changing the Brute ATO Proc with pros and cons of each suggestion
    • Change the proc to a -20% resistance debuff.

      Pros

      1) Will be a flat 20% damage increase against a +0 mob.

      2) Will be of benefit to every Brute

      3) Will assist teams

      Cons

      1) Could be too strong increasing an entire team's damage.

      2) All current -Resist procs in the game do not stack since they apply a self debuff to the enemy.

      2A) A proc that cannot stack makes the proc diminish in value when teamed with other Brute's that have it.

      If it was changed to this, I feel it needs to be able to stack meaning it would be effected by an opponent's level. However, there has been concern a -20% Resistance debuff would be too strong. If it was considered, I would suggest a PPM of approximately 2 a minute for 10 seconds each with the Catalyst increasing the debuff to -30% resistance.
    • Change the proc to a 100% recharge increase for 5 seconds, 12 seconds Catalyst, 2 PPM

      Pros

      1) Recharge benefits all builds. It rarely is capped.

      2) Recharge gives diminishing returns, at the high end the value of the proc will go down as to not give too much of a benefit.

      3) Due to PPM, it will maintain a controlled up time essentially removing the possibility of being slotted into an AOE to maintain a 100% up time on the buff.

      4) Fits the theme of "unrelenting fury" the brute unleashes a flurry of attacks.

      5) Proc is not diminished when other brutes have the same proc equipped

      Cons

      1) I can't think of any glaring cons.
    • Add a "double hit" (Hybrid Incarnate) effect for 10 seconds proc. 2 PPM, 10 seconds, Catalyst double hit lasts 15 seconds.

      This is borrowed from how Hybrid Incarnate power works. Essentially, have the proc give a buff that adds a "double hit" effect to Brutes. The damage would be ~20% of a Brute's base damage of the attack modified by recharge time for chance to proc. It would add additional smashing damage to the attacks.

      During this time period all the attacks that cause this effect will say "SMASH" in big letters. The idea is the fury of the Brute that his attacks are hitting so hard they are smashing for extra damage.

      Mechanically it would look like this: When the proc goes off it gives a buff for 10 seconds "Unrelenting Fury" -- This buff now allows Brute attacks to trigger the double hit effect. Each attack has a chance to double hit, modified by recharge time, for an extra portion of the attack's base damage.

      Pros

      1) Interesting new and fun mechanic. Definitely unique.

      2) Would be balanced for all powersets since the double hit would be based off recharge time and base damage while the actual buff is limited to 2 PPM that grants the double hit effect.

      3) Would be fun seeing a Brute SMASHING things with the letters appearing.

      Cons

      1) Could be a LOT of work to code. I know you guys have your work cut out for you.
    • Add a buff that halts fury decay and generates 1 Fury per second for 10 seconds, adds "SMASH" when at 100 Fury. 10 second, 2 PPM, 15 seconds Catalyst with 15 fury.

      The idea behind this is when the proc goes off it will stop fury decay and during that time frame your fury will increase at a rate of 1 point per second. (It may need to be 1/2 a point per second) To differentiate itself from the previous ATO proc, I suggest when the Brute is at 100 fury, all of his attacks deal an additional 20-40% more damage *ONLY* when effected by this proc buff (Essentially like having an extra Single Origin Damage enhancer equipped). During that portion all his attacks say "SMASH" in capital letters.

      Pros

      1) Another fun mechanic and really plays around with fury

      2) Gives a +DMG buff that is beneficial to all builds since Brutes are rarely at the damage cap.

      3) Not diminished by having multiple brutes on team

      4) Synergies with the first brute ATO. Since fury generation is proportional to the amount of fury a Brute has, attacks made above 80 fury generate smaller and smaller fury amounts. Even with fury decay halted it would take a lot of attacks to generate one fury. The first Brute ATO proc would bring the Brute closer to 100 fury allowing the duration of "SMASH" (20%-40% more damage, just tossing numbers) to last longer. -- Remember SMASH only occurs when the proc buff is up.

      Cons

      1) Once again, may be difficult to program. I am not sure how hard it would be nor do I know of time constraints.

      2) Could lead to potential balance issues by halting fury decay.

    The above shows my suggestions and how I feel about the current Brute Proc ATO. The next section addresses the Brute set bonuses. My main focus is on the Brute ATO proc but I will address the set bonuses too.

    Brute ATO set Bonuses

    (2) Increases damage by 2%.
    (3) Improves your Regeneration by 10%.
    (4) Improves your Recovery by 3%.
    (5) Increases melee defense by 3.75% and lethal and smashing defense by 1.875%.
    (6) Increases Energy and Negative Energy resistance by 1.89%.
    (6) Increases Smashing and Lethal resistance by 1.89%.
    (6) Increases Fire and Cold resistance by 1.89%.

    I will be critiquing each set bonus individually as I feel the bonuses are a little on the weak side.
    • (2) Increases damage by 2%. -- I feel this is actually fine, its the Tier 1 bonus and while the value is small, they can add up.
    • (3) Improves your Regeneration by 10%. -- Same as the above
    • (4) Improves your Recovery by 3%. -- I feel this could be changed. Its a set bonus that belongs in Tier 1 or 2, not Tier 3. Personally, I would suggest a +Endurance set bonus. The main issue I perceive is the above are two small bonuses while this just adds yet another small bonus.
    • (5) Increases melee defense by 3.75% and lethal and smashing defense by 1.875%. -- This needs changing. Melee defense is used by only TWO brute powerset, Super Reflexes. Super Reflexes generally has very little problem hitting the soft cap and due to its extremely high Defense Debuff Resistance it rarely needs to go beyond that.

      For other powersets, S/L Defense is always superior as they can effect range attacks and 99% of melee attacks (Except for Psychic Probe) have a smashing and or lethal component. This should be changed into a Smashing / Lethal Defense Buff.
    • (6) Increases Energy and Negative Energy resistance by 1.89%.
      (6) Increases Smashing and Lethal resistance by 1.89%.
      (6) Increases Fire and Cold resistance by 1.89%. -- I feel Toxic and Psionic resistance should be added to these bonuses if they are to maintain the low resistance values. Otherwise, I would suggest here increasing the values as there is a PVP enhancer that gives 3% resist all for a single slot and gives teleportation protection.
  20. Quote:
    Originally Posted by JakHammer View Post
    Is it possible that the mechanic of the -Def portion of this upcoming proc is of the Grant Power variety and therefore, like Tanker Bruising, cannot be Resisted? Would that then make the proposed Proc worthwhile?

    Jak
    Tanker bruising is not unresistable. If it was, it would destroy raids like Hamidon. No player has access to a power in the game that is unresistable nor will they ever. It breaks the game.

    Arcanaville can chime in as to why but it won't ever happen.
  21. Yeah was quite a nice surprise, I pretty much almost got all of the trial badges now. I just need the door smasher in keyes and the other badge where you let him heal up each time.
  22. Yes I have to brag a little but I just lead a late night Keyes trial... and at the end "Badge Earned" appears... well I got the avoids the green stuff badge. We weren't even trying So happy!
  23. How about when there is untyped damage? Or unresistable damage? Regen is the best for the job. Thinking of Hamidon, various trial AV AOE's (Like Marauders fist AOE), etc.
  24. Quote:
    Originally Posted by Hopeling View Post
    And those procs are extremely good despite being unable to stack and having static 20% proc chances and NOT being specifically available to only a single AT.
    Pylon test a TW with the AH proc vs one with a mako bite lethal proc. the difference is minimal. The brute ATO proc is not 100% uptime.
  25. Quote:
    Originally Posted by Hopeling View Post
    -20% resist would be kinda ridiculously good, I think. That's twice as much as the original version that they apparently thought was too good and had to change. I think either a smaller resist debuff or a totally different effect would be the best approach.
    Disagree PVP proc has it, the ach heel has it. TW can slot AH in CB.