Patron Powers: Scirocco - Mu Mastery
Your numbers are suspicious. Why is the toxic damage so much higher on the second minion attack?
Anyway, assuming the lethal component is supposed to be the same, the base armor provides 10.7% resistance, which slotted up would be 17.1% resistance, which doesn't exactly wow me. If I had other resistance powers to stack with it I might take it, but alone it's not buying you much for the endo cost.
What's up with that "Self Destruct" power on all of the pets? Is that just how the devs make the pet go away after a set period of time, or is it actually an explosion like the icon seems to indicate?
That's what they use to kill off the pets after 4 minutes.
Its better just to believe Iakona. I was skeptical too until I lost my right index finger in an "accident".
*Looks around fearfully*
Seriously though, I'm not gonna ask questions about how he got the data, I just know that it is correct, I've even managed to confirm the no recharge thing on Mako's Pet(which should be the same for all the other pets).
So I'm pretty confident in all his data he's posted.
Thank you for this bit of info.
"Sorry bucko, but CoH and CoV are the same game." -BackAlleyBrawler
"Silly villain, CoX is for Heroes!" -Saicho
You did a great job Cheita_Corps. /em Shakes hand.
Could someone that has a power from Scirocco confirm a Purplish Aura? I now have a second Aura. It appears even on the costume that do not want anything on. I cannot turn it off, or change the color.
"Sorry bucko, but CoH and CoV are the same game." -BackAlleyBrawler
"Silly villain, CoX is for Heroes!" -Saicho
Thats the life insurance aura, just delete that temp power and you'll get rid of the aura.
I just hit 42 and put 3 damage slots in Zapp and i had high hopes for this power. Maybe I just don't get it but, to me this power is useless. I hit a even lv bane spider commando for 105.1 with another 105.1 critical. I hit a random blaster for 150 and 150 crit. The only way I was able to kill any thing with this is to play scavenger like and hunt ppl on the verge of death. basically kill stealing. I can fly to so why would I use this power when i can just fly up and use melee or use tp foe and hit harder in the end any way. Don't get me started on the end drain.... the end drain is small in pve and damn near nonexistent in pvp. the end drain in this snipe power will never be of any use to any one. it wont drop any toggles that weren't going to drop any..... if the devs or any one else wants to explain the use of a snipe that wont even kill a even lv minion, I'm all ears. Npcs, blasters, defenders and even controllers shrugged off my snipes like it was nothing, I didn't even bother sniping scrappers or tanks. If this goes live I'm just going to get fitness and TP pools and be a better stalker than Sirocco could ever make me. IMHO Zapp the patron power S U C K S.
fyi em/ea stalker
all the patron snipes are equally terrible
new dev strategy: create all new powers pre-nerfed to hell then adjust based on complaints on boards and datamining
enjoy your suckage
I just did my own test with Zapp. Here's what I came up with.
Target: Bane Spider Commando
Buffs:5 IoPs for damage only
Zap: Description:Extreme
Enhancement:+30%
Dealt:100
w/o enhancemet:apx 77
Focus: Description:High
Enhancement:+72.9%
Dealt:140
w/o enhancement:apx 81
Thus Zapp is underpowered unless the Banes have energy resist. On top of all that, the activation time for the Mu version of Zapp is about 1.5x to 2x as long as the blaster version. This needs to be fixed since all the info given about the power in game is incorrect and misleading.
Of course, since I only use it on things that can see through stealth and for pulling, I got it for the range. *shrug*
Edit: I'm going to bug it in game in the morning.
Actually, it's probably in line with the idea, if your approximate 77 damage was without the crit.
Blaster snipes are 7.6 BI (except for fire's), stalker's snipes are (according to the devs) supposed to be slightly less powerful than the blaster's version when you include the snipe. So, since focus has more than half of a snipe's BI, I'd expect the base damage of the stalker's snipe to be lower than that.
Personally I'm not a fan of even the blaster snipes. The damage is sub-par for all that wind up and trouble. A ranged assassin's strike it's not.
Also, if the interruptable activation time is 1.5 to 2 times the blaster version, you have my sympathies.
MA Arcs: Yarmouth 1509 and 58812
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I just did my own test with Zapp. Here's what I came up with.
Target: Bane Spider Commando
Buffs:5 IoPs for damage only
Zap: Description:Extreme
Enhancement:+30%
Dealt:100
w/o enhancemet:apx 77
Focus: Description:High
Enhancement:+72.9%
Dealt:140
w/o enhancement:apx 81
Thus Zapp is underpowered unless the Banes have energy resist. On top of all that, the activation time for the Mu version of Zapp is about 1.5x to 2x as long as the blaster version. This needs to be fixed since all the info given about the power in game is incorrect and misleading.
Of course, since I only use it on things that can see through stealth and for pulling, I got it for the range. *shrug*
Edit: I'm going to bug it in game in the morning.
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Things change on test w/o notice or notes sometimes, but last week, upon one round of testing, it appears that Banes resist Smashing to the tune of ~42-43%.
Bane do not resist Negative Energy and I will test Energy later today.
Repeat Offenders
Picked up Mu lightning with my Brute, with no fury built up it hit a blue Longbow Spec-ops for less then 42 damage (41.6~) and a white coning -1 LTed Boss mob for ~38 without fury or enhancers.
I will say this power is pretty weak, but it does recharge pretty fast, so maybe that's something.
Mu Lightning must be bugged. Or the info on the power is horribly wrong.
It says it is High Damage(Energy). However, its damage comes in at just between Jab (Minor Damage) and Punch (Medium damage). It's *nowhere* near Haymaker's or Hurl's Damage (both High Damage attacks), but its recharge is exactly the same as Hurl's, it even has the *very same* range.
Something about it is just wrong.
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Mu Lightning must be bugged. Or the info on the power is horribly wrong.
It says it is High Damage(Energy). However, its damage comes in at just between Jab (Minor Damage) and Punch (Medium damage). It's *nowhere* near Haymaker's or Hurl's Damage (both High Damage attacks), but its recharge is exactly the same as Hurl's, it even has the *very same* range.
Something about it is just wrong.
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i know. im sick of these crappy patron powers, im gonna pm your post to castle
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I just did my own test with Zapp. Here's what I came up with.
Target: Bane Spider Commando
Buffs:5 IoPs for damage only
Zap: Description:Extreme
Enhancement:+30%
Dealt:100
w/o enhancemet:apx 77
Focus: Description:High
Enhancement:+72.9%
Dealt:140
w/o enhancement:apx 81
Thus Zapp is underpowered unless the Banes have energy resist. On top of all that, the activation time for the Mu version of Zapp is about 1.5x to 2x as long as the blaster version. This needs to be fixed since all the info given about the power in game is incorrect and misleading.
Of course, since I only use it on things that can see through stealth and for pulling, I got it for the range. *shrug*
Edit: I'm going to bug it in game in the morning.
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Yeah thats what stalkers need more one shot powers...
he basically said "working as intended"
ugh
This is the qualtiative description of the powers' damage biting the devs. And us.
Ranged attacks for Stalkers and Brutes do only 2/3 of their melee damage. That is to say if Stalkers and Brutes could somehow launch a ranged attack at you that in every other way looked like Brawl, it would do 2/3 of actual brawl damage.
Thus, a power that does "extreme" damage based on its "damage scale" isn't going to look right at all when compared to "extreme" damage melee attacks. None of the Stalker or Brute primary set powers are treated as ranged for this purpose, even if they actually are outside of melee reach.
Note that the same restrictions apply to Scrappers and Tankers. For Scrappers in particular this makes their ranged EPP attacks look fairly pathetic compared to their melee attacks, because for them the ratio is much worse. Their ranged attacks do only 44% of their melee damage.
Scrappers, Brutes and Tankers all have the same ranged damage base (50% Blaster damage). Stalkers are slightly better, at 60% Blaster base.
All that said, I do think that the Stalker snipes are extremely lame. I'm looking at the entry level blast and the hold, and probably nothing else.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
just remember what castle said a while ago. Stalker snipe with a crit is less damage then a regular blaster snipe. I would expect the BI on it for stalkers to be in the 3-3.5 range. Which is where it should be IMO. we're not blasters. That being said i still am not blown away by these PPPs and think the heroes got the better of us once again.
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Ranged attacks for Stalkers and Brutes do only 2/3 of their melee damage. That is to say if Stalkers and Brutes could somehow launch a ranged attack at you that in every other way looked like Brawl, it would do 2/3 of actual brawl damage.
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It's not even 2/3rds of a "high" damage attack. Punch (medium) does about 2/3rds of Haymaker's (High). Mu Lightning does *less* than Punch, when it's classified in the same damage category as Haymaker! If it was 2/3rds, it should do around Punch's damage.
Not to mention that Hurl, which is also a ranged power, is classified as High Damage as well and does almost identical damage to Haymaker. Hurls range and recharge are identical to Mu Lightning as well (its end cost *might* be a bit higher than Lightning, I find it hard to tell though, since Lightning gives the user some of the drained endurance back). In addition, Hurl has two secondary effects (-fly and knockback), and lightning has one (End Drain).
Something doesn't compute for me here, sorry.
Maybe end drain is considered so "powerful" that it is considered balanced?
Does anyone feel the end drain balances the power out?
I'd like to know the balance metric that goes into these powers, right now I'm just confused.....
(P.S: I'm still going to take it, cause I love it conceptually )
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I just did my own test with Zapp. Here's what I came up with.
Target: Bane Spider Commando
Buffs:5 IoPs for damage only
Zap: Description:Extreme
Enhancement:+30%
Dealt:100
w/o enhancemet:apx 77
Focus: Description:High
Enhancement:+72.9%
Dealt:140
w/o enhancement:apx 81
Thus Zapp is underpowered unless the Banes have energy resist. On top of all that, the activation time for the Mu version of Zapp is about 1.5x to 2x as long as the blaster version. This needs to be fixed since all the info given about the power in game is incorrect and misleading.
Of course, since I only use it on things that can see through stealth and for pulling, I got it for the range. *shrug*
Edit: I'm going to bug it in game in the morning.
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Yeah thats what stalkers need more one shot powers...
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Look, I personally don't care if they up the power or just fix the text and I'm not asking for another AS. I'm just stating that the power pool isn't epic (like described when selecting the power when you lvl up) and the damage descriptions are wrong. If I see a power that says extreme damage, I expect to get a power that does extreme damage.
Besides I pvp with my blaster not my stalker. So just get over your stalker hate.
Made 44 on my brute. Took Ball Lightning.
Says: Targetted AoE, Moderate damage (Energy/DoT).
Recharge is around 20 seconds I think.
Unenhanced Damage at level 44: 8 initial damage, plus 4 ticks of 5 damage, total damage: 28.
With 3 SOs that would be around 56 damage.
My jab (minor damage attack), with three damage SOs in it does 55 damage.
I've been working with RedTomax to get the new power data listed on his site, and it's now up.
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New Patron Powers are listed in the Epic category.