Patron Powers: Scirocco - Mu Mastery


ArchLight

 

Posted

and i bet fury doesnt get the 4 point bonus for each enemy hit either


 

Posted

lol you know fury goes off the initiation of attacks. If that were the case, foot stomp, tremor, and Fire sword circle would be teh pwnzors. Even whirling hands


 

Posted

Today a scrapper hit me with laser beam eyes for 186 and crit for another 186. That's more than my snipe. Now i know that scrappers don't crit all the time but stalker snipe hits for 300 form hide with a 7.5 activation time, lbe hits for damn near 200 with an instant activation time. how does MU bolts hit enhanced? it its any where near lbe? I'd take that over the snipe any day. If its under 100 then its worthless. Heres the deal i understand that stalkers do NOT need a ranged AS, i know that theres a system that says that stalker versions of powers need to be only so powerful. I'm fine with that but don't give me a power that according to your own rules is destined to be gimped, give me something useful that wont make me over powered then(self buff). Imo its a bad idea to even give stalkers snipe because if it was useful then it would automatically make them over powered and if its balanced its damn near useless and at the very least not slot worthy. at any rate I'd take scrapper LBE that crits form hide over a snipe any day. hell id even take it if it didn't crit. I didn't take MU bolts but if you want me to take it it better hit for over 100 and crit form hide...

BTW devs wheres our hibernate, FON, focused acc, PFF good powers?


 

Posted

how does your snipe do 300? i thought the plaque said Zapp would do about 85 dmg at lvl 40 on a stalker (unenhanced)


 

Posted

even lightning rod? lololol

but i thought dom attacks gave the domination bonus for each enemy hit

if not they really should


 

Posted

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how does your snipe do 300? i thought the plaque said Zapp would do about 85 dmg at lvl 40 on a stalker (unenhanced)

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snipe(Zap) did about 150 damg and with a crit thats another
150= 300 im talking about 3 slotted for damg.

BTW any one tested the MU bolts for stalkers?


 

Posted

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Made 44 on my brute. Took Ball Lightning.


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What's the animation time like? My main complaint with Black Scorpion's brute AoE attack is the ridiculous draw + fire time. I'd take an AoE jab if it animates fast.


 

Posted

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how does your snipe do 300? i thought the plaque said Zapp would do about 85 dmg at lvl 40 on a stalker (unenhanced)

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Not even. I took my damage enhancement out to see how it'd do and now it's doing a base of about 67 with 5 IoPs


 

Posted

yikes. You use it on a Mu or something?


 

Posted

Arachnoid minion


 

Posted

daaaamn.


 

Posted

Hi everyone I posted this in the Domi forums a long time now, and forgot to post it here too . I was testing Dominators Charged armour in RV with an invu/energy tank.


Here are the numbers I had writen up from the "combat panel"

Total Focus : 223.7 energy / 87.4 smash
Total Focus : 160.4 energy / 62.6 smash - shield on

Energy Transfer : 262.2 energy / 136.3 smash
Energy Transfer : 188.6 energy / 97.7 smash - shield on
-------------------
Energy Transfer + Build up : 369 energy / 191.8 smash
Energy Transfer + Build up : 264 energy / 137.6 smash - shield on

Bone Smasher : 55.9 energy / 87.4 smash
Bone Smasher : 40.1 energy / 62.6 smash - shield on
-----------------
Bone Smasher + Build up : 78.7 energy / 122.9 smash
Bone Smasher + Build up : 56.4 energy / 88.2 smash - shield on

(Wrote up some +BUd damage for bigger numbers)
The numbers show that the shield has about 27% resist with 1 res SO, thou didn t calculate the perfect % yet. (base res must be around 22%)

The only bug it had when we tested it was when I was hit with and attack + dissorient and the shield went of before the damage so I didn t get the resist bonus and waf hit with the full damage. This is a bug IMO becouse you should be hit with the dissorient after the hit not before .. or donno how it goes. And as for we have no mez protection, every little sleep, hold, etc.. get the shield turned off and back to the squishhh


To Dominate .. the power ! Till someone pops a break free .. no matter .. ewww clear mind , we r doomed !

 

Posted

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Made 44 on my brute. Took Ball Lightning.


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What's the animation time like? My main complaint with Black Scorpion's brute AoE attack is the ridiculous draw + fire time. I'd take an AoE jab if it animates fast.

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The animation's the same one that the Blaster's Electricty Blast set's Ball Lightning (or Energy Blast's Energy Torrent) uses - however, the sparkly ball doesn't fly in a straight line, but in an arc, and it's airborne quite a while (two seconds? - depends on how far away you are) before it lands.


 

Posted

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how does your snipe do 300? i thought the plaque said Zapp would do about 85 dmg at lvl 40 on a stalker (unenhanced)

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Not even. I took my damage enhancement out to see how it'd do and now it's doing a base of about 67 with 5 IoPs

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Well i wrote down doing 105.1 on a bane spider commando and 150 on a random blaster this is with 3 damage SOs in the power. Also i don't know what resistance that blaster may or may not have had. Now I think those numbers are without crits but i don't remember and I have respeced out of the power to try another pvp build(that's way more effective than my sniping stalker) any way i guess i cold respec back and check again but that'll be a pain. This is what i found but I'm not big on testing so don't take what i say as a "fact" feel free to test your self. On a side note, some one told me that lbe was equal in damage to shadow punch in the DM set again not a "fact" cause i didn't check but if that is the case then i don't think it would be unreasonable to ask mu bolts to be around energy punch/sting of the wasp lv damage.

oh I don't know if i had IOPs on but i probly did.


 

Posted

Well the IoPs don't do that much. I think they're like +1% each.


 

Posted

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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.



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Part of this comes from the AoE part of it. AoEs are balanced assuming you hit an average of 2.5 targets with the attack. So in the dev's balance equations, the total unslotted damage is actually 28 x 2.5 = 70.

There's also some really goofy stuff with ranged/melee powers in the Scrapper/Tank sets. Hurl, for instance, still runs off the Tanker melee damage scale, even though we classify it as ranged. I think I remember the ranged APP powers for Tanker/Scrappers do the same thing. From what it sounds like, Brute/Stalker PPP powers run off the ranged damage scale.


 

Posted

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he basically said "working as intended"

ugh

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Specifically:

Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.

So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.


 

Posted

[ QUOTE ]
Specifically:

Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.

So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.

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Out of curiosity, how do the Stalker and Brute range modifiers compare to the Scrapper and Tank ones?


 

Posted

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he basically said "working as intended"

ugh

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Specifically:

Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.

So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.

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Which makes them fairly weak and almost pointless. I would rather have a choice that builds a lot on my strengths then a little on my weaknesses.


 

Posted

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[ QUOTE ]
Specifically:

Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.

So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.

[/ QUOTE ]

Out of curiosity, how do the Stalker and Brute range modifiers compare to the Scrapper and Tank ones?

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I think they're exactly the same IIRC. I think all 4 melee ATs have a ranged modifier of 0.5 (1.0 being the Blaster ranged modifier for reference). The real issue is that these modifiers aren't really followed very well. I believe all Scrapper/Tanker ranged attacks (Shockwave, Hurl, all the APP powers) run off the melee modifier. Scrapper/Tankers have ranged modifiers of 0.5, but they don't actually have any attacks that are hindered by it.

EDIT: Scrapper/Tanker/Brutes have a ranged modifier of 0.5. Stalkers have a ranged modifier of 0.6. Sorry if that confused anyone.


 

Posted

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he basically said "working as intended"

ugh

[/ QUOTE ]

Specifically:

Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.

So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.

[/ QUOTE ]

Then something is still wrong. 2/3rds "High" Damage puts Mu Lightning at an equivalent "Medium" Damage for melee, if I'm not mistaken. However, Mu Lightning does less than that even, it does something along 2/3rds that damage.

Attacks I have, sorted from highest to lowest, all with 1 ACC, 3 Damage SOs:

Haymaker (High Damage)
Punch (Medium Damage)
Mu Lightning ("High", though ranged, damage - it actually sits right between Jab and Punch))
Jab (Minor Damage) and Ball Lightning (Medium, ranged damage) (Ball Lightning does 1 point of damage more than Jab for me at level 44)


 

Posted

[ QUOTE ]
[ QUOTE ]
he basically said "working as intended"

ugh

[/ QUOTE ]

Specifically:

Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.

So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.

[/ QUOTE ]Well then there really is a problem then since my "high" damage range attack, Focus, does about 81 damage without enchancements and my "extreme" damage range attack, Zapp, is doing around 70 without enchancements. Both are ranged attacks on a melee AT but the high damage is doing more then the extreme.


 

Posted

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So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.

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This is confusing. Why not just say the ranged attack does 'moderate damage?'


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
he basically said "working as intended"

ugh

[/ QUOTE ]

Specifically:

Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.

So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.

[/ QUOTE ]Well then there really is a problem then since my "high" damage range attack, Focus, does about 81 damage without enchancements and my "extreme" damage range attack, Zapp, is doing around 70 without enchancements. Both are ranged attacks on a melee AT but the high damage is doing more then the extreme.

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Focus, as far as I understand, runs on the melee modifier table. All Scrapper primary attacks sound like they are "melee" for the sake of the modifier, regardless of their range. This makes sense enough to me, as a Scrapper primary is a "melee set". If the ranged attacks had a 2/3 modifier, I expect that they'd get taken a lot less often. Epics, such as Laser Eye Beams, are ranged as you would expect.


 

Posted

Just wrote down the numbers:

Damage with 3 +1 SOs at level 44 against an even con Council Grenade Minion with 0 fury:

Jab (Minor): 53.71
Punch (Moderate): 78.99
Haymaker (High): 129.38
Hurl (High): 129.38
Mu Lightning (High): 69.42

no Damage enhancements on this one yet, though:

Ball Lightning (Moderate): 8.05 + 4*4.83 (=27.37)

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Mu Lightning seems more like 1/2 than 2/3rds damage....