Dominator Issues List update
It shouldn't - in fact it's only the Dominator version which does anyway (the Controller version correctly doesn't). Of course it does mean that Dominator's have the option slotting a 4th damage Proc in AA, so it's not necessarily a bad thing really.
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I've been playing Gravity/ a bit recently, and have to say that I don't notice any significant difference between its holds and those of other sets for aggro. I regularly use GDF as an opener, and don't suffer return fire from hit enemies. It's nothing like Wormhole which is well acknowledged to have this problem.
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Out of curiosity, do you have stealth/SS? If so, try firing it off from within stealth range at someone looking at you.
There are circumstances in which the NPC's react more quickly than others. Longer ranges tend to cause more of a pause (thus enabling pulling), as does facing.
I don't have a gravity dominator, but I do know the effect exists with regard to strangler from plant. Firing off a dominated hold at a boss only to get hit with return fire *anyway* is something you generally notice and recall.
[OTOH, maybe they fixed it since the last time I ran E. Alatus.]
If I quote #'s, they're from City of Data.
Global: @Kazari
It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler
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Arctic Air takes fear enhancements, which makes mobs run away. Should Hot Feet have the same? (Liliaceae June 26th)
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I just did some testing on Arctic Air, nothing too scientific, and drew the conclusion that fear enhancements don't increase the duration of the run away/Flee/Afraid effect. From this I would conclude that Arctic Air shouldn't take Fear enhancements at all. Does anyone have any counter evidence? This is very tricky to assess. Of course, removing fear enhancements would be an unwelcome change to those who wish to slot fear IO procs.
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This one has come up for discussion a few times in the past (not Hot Feet, the AA one). Each time I've tested it I come to the conclusion that adding Fear enhancements increases the amount of time that the mobs are afraid... perhaps try something a bit more scientific; although I'm not completely sure what that would entail, I definitely can tell the difference between slotted and unslotted AA.
To note, _Castle_ is aware of the disparity between the Dom and Controller versions. He says it's a bug. Whether to remove the Enh from the Dom version or add to the Controller version, he's not sure which way to go at the moment. To me, adding Fear IOs to the power would somewhat signify the way they may want to go...
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
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Solo Space
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Arctic Air takes fear enhancements, which makes mobs run away. Should Hot Feet have the same? (Liliaceae June 26th)
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I just did some testing on Arctic Air, nothing too scientific, and drew the conclusion that fear enhancements don't increase the duration of the run away/Flee/Afraid effect. From this I would conclude that Arctic Air shouldn't take Fear enhancements at all. Does anyone have any counter evidence? This is very tricky to assess. Of course, removing fear enhancements would be an unwelcome change to those who wish to slot fear IO procs.
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This one has come up for discussion a few times in the past (not Hot Feet, the AA one). Each time I've tested it I come to the conclusion that adding Fear enhancements increases the amount of time that the mobs are afraid... perhaps try something a bit more scientific; although I'm not completely sure what that would entail, I definitely can tell the difference between slotted and unslotted AA.
To note, _Castle_ is aware of the disparity between the Dom and Controller versions. He says it's a bug. Whether to remove the Enh from the Dom version or add to the Controller version, he's not sure which way to go at the moment. To me, adding Fear IOs to the power would somewhat signify the way they may want to go...
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i bet it they let you add fear ios to the dom version so you can use the damage procs on it.
with this in mind, the message is, dom's are balanced through the use of ios.
which makes sense, because doms past the 30s range are generally the smartest players in the game, on average, with maybe late game warshade players coming at a close second.
but that's just my opinion.
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Each time I've tested it I come to the conclusion that adding Fear enhancements increases the amount of time that the mobs are afraid... perhaps try something a bit more scientific; although I'm not completely sure what that would entail, I definitely can tell the difference between slotted and unslotted AA.
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I didn't spend long on it, maybe 30 mins, but I found it extremely difficult to figure out what was going on. Even with consistent slotting, the same mob would run away for different amounts of time. After running it would sometimes just stand there and stare at me for a few seconds, perhaps waiting for powers to recharge.
Against -5 Crab Spider Longfangs the unslotted Arctic Air seemed to cause a flee of about 7 or 8 seconds, and against an even con Wailer Queen 3 or 4 seconds. With 95% fear slotting, the Wailer Queen would still only run away for 3 or 4 seconds sometimes, which led me to conclude that the enhancements were not increasing the duration. I did have the impression that she did the 3 or 4 second flee less often, and the longer flees more often with the enhancements, but my sample size was not large enough to be statistically significant.
How have you done your testing?
Jump around in various mobs with AA unslotted. Jump around in various mobs with AA slotted. Note difference in behavior. It's been a while.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
---------------
Solo Space
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Jump around in various mobs with AA unslotted. Jump around in various mobs with AA slotted. Note difference in behavior. It's been a while.
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I definitely want something more scientific than that. The biggest problem is that you know what the slotting is in each case, and have expectations of what is going to happen. It's very hard to be objective in that case. You could try it with a friend, and do a few runs, they don't know if it's slotted or unslotted each time, and ask them if they can tell the difference.
Just to stick in an oar, you see mobs "fleeing" from slow effects in general, don't you? Like caltrops, tar patch, quicksand, hot feet - or sometimes even after Shiver. Now, I know some of the above are supposed to have built-in fear effects additionally, but I wonder if some of the "flee" animations are the result of poor AI movement decisions, which get drawn out due to the -run of the powers.
That's how I always interperated AA's "flee" effects - as a reaction to the Slow. If that were the case, testing would be even more problematic.
It is critical that you pay attention at this time.
Gaming in Limited Times
Guide to Plant/Ice Doms
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Jump around in various mobs with AA unslotted. Jump around in various mobs with AA slotted. Note difference in behavior. It's been a while.
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I definitely want something more scientific than that. The biggest problem is that you know what the slotting is in each case, and have expectations of what is going to happen. It's very hard to be objective in that case. You could try it with a friend, and do a few runs, they don't know if it's slotted or unslotted each time, and ask them if they can tell the difference.
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Well, CoD shows it as a 50% chance of 2.98 second flee every 2 seconds. Even maxed-out, that's only a 5.8 second flee effect against an even-con... who's already under the effect of a slow.
That's going to be bloody hard to measure.
Perhaps try testing against grey-conning Tsoo Inkies?
Their Siphon Speed should help mitigate the slow, while providing a clear notification of who is really fleeing (or not).
If I quote #'s, they're from City of Data.
Global: @Kazari
It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler
There's the confuse effect as well.
When a target is running he could be running to get in melee range of a new target (his ally) or jockeying for new position to use a ranged attack.
So when they are just standing there. They could be either waiting for recharge on a power or they could be confused and don't have an ally to target. I also get a sense there's a minor warmup/cooldown period between targets as well.
Also when they are hit by confuse, they lose interest in their original target. So they may reacquire a new one.
So they may target you, run to melee, get confused, acquire on of their allies as a target for an instant, then lose the confuse and switch to one of your allies other than you.
If they are in melee mode this whole time, they will look like they are running around randomly.
Toss in the flee effect, and what exactly is going on is very complex and changes with the number & position of enemies and allies.
Another weird one:
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Should temp powers be boosted by Domination? This depends on if they can Scourge or Critical, and if they are affected by Fury. (Princess_Grace July 25th)
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I determined that the origin powers (Throwing Knives) are boosted by Fury, while the veteran ones (Blackwand) are not. Would anyone care to try this out for Domination?
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Flares' range is shorter than Fire Blast's. (Swynwraig July 30th)
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I basically agree with this. Any objections to making this a full issue?
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Knockup not working consistently when mobs are affected by cold powers. (ywxiao July 30th)
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I suspect this is due to the knock* protection in Block of Ice, and haven't heard anything else about it in the last year. I will remove it from the list unless there are objections.
I have a problem with the tier 9 in /nrg. Nvm...I swear it was a 20 ft range before I posted this...
*CoD says 20 ft while Mid's says 40, which is it?
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Ice/ has difficulty with flying enemies. (Circuit_Breaker August 7th)
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This is a commonly recurring complaint, which never achieves consensus. In summary, Ice/'s problem with fliers is that it's -Fly powers also grant immobilize protection, nullifying the Ice Slick. The response to this is that Arctic Air, Shiver and Glacier still work fine against fliers. What's more, other primaries also have problems against specific enemies, like Plant/ or Mind/ against Nemesis. For this reason, I'll remove this from the list, unless someone wants to argue it again.
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Another weird one:
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Should temp powers be boosted by Domination? This depends on if they can Scourge or Critical, and if they are affected by Fury. (Princess_Grace July 25th)
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I determined that the origin powers (Throwing Knives) are boosted by Fury, while the veteran ones (Blackwand) are not. Would anyone care to try this out for Domination?
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How did you determine the origin powers are boosted by fury? They are marked to ignore enhancements and buffs, and thus not be affected by the damage buff of fury (Full fury is exactly akin to popping 4 large reds, etc). Domination's damage buff should also not affect them. They're not marked for any inherent specific abilities (Scourge, Critical, Domination's extra mez), either.
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Flares' range is shorter than Fire Blast's. (Swynwraig July 30th)
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I basically agree with this. Any objections to making this a full issue?
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It's the same on Blasters and Corrs...unless they changed that since i7
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Knockup not working consistently when mobs are affected by cold powers. (ywxiao July 30th)
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I suspect this is due to the knock* protection in Block of Ice, and haven't heard anything else about it in the last year. I will remove it from the list unless there are objections.
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You're correct, it's due to the knockback/knockup immunity granted by Block of Ice, Chilblain, and Glacier. Plant's and Fire's immobs and Grav's holds also do this, among other things.
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Issues with the Recluse Strike Force. (Gail_Sieht August 8th)
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This was brought up as a general question, but nothing specific ever came from it, barring the standard PToD discussion. I'll remove it and we can discuss any specifics people have.
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I have a problem with the tier 9 in /nrg. Nvm...I swear it was a 20 ft range before I posted this...
*CoD says 20 ft while Mid's says 40, which is it?
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It was 20 feet in i7. They have since changed it, along with Blaze, Shout, and Impale, to 40 feet.
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I have a problem with the tier 9 in /nrg. Nvm...I swear it was a 20 ft range before I posted this...
*CoD says 20 ft while Mid's says 40, which is it?
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It was 20 feet in i7. They have since changed it, along with Blaze, Shout, and Impale, to 40 feet.
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thx.
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Another weird one:
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Should temp powers be boosted by Domination? This depends on if they can Scourge or Critical, and if they are affected by Fury. (Princess_Grace July 25th)
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I determined that the origin powers (Throwing Knives) are boosted by Fury, while the veteran ones (Blackwand) are not. Would anyone care to try this out for Domination?
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How did you determine the origin powers are boosted by fury?
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I logged in as a Brute (!) and watched as damage from Throwing Knives changed based on my Fury.
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They are marked to ignore enhancements and buffs, and thus not be affected by the damage buff of fury (Full fury is exactly akin to popping 4 large reds, etc). Domination's damage buff should also not affect them. They're not marked for any inherent specific abilities (Scourge, Critical, Domination's extra mez), either.
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Flares' range is shorter than Fire Blast's. (Swynwraig July 30th)
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I basically agree with this. Any objections to making this a full issue?
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It's the same on Blasters and Corrs...unless they changed that since i7
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According to City of Data, for Dominators, Blasters and Corruptors, Flares and Fire Blast have different ranges. Naturally the issue would extend to Blasters and Corruptors, although they have the luxury of being able to skip Flares.
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Knockup not working consistently when mobs are affected by cold powers. (ywxiao July 30th)
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I suspect this is due to the knock* protection in Block of Ice, and haven't heard anything else about it in the last year. I will remove it from the list unless there are objections.
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You're correct, it's due to the knockback/knockup immunity granted by Block of Ice, Chilblain, and Glacier. Plant's and Fire's immobs and Grav's holds also do this, among other things.
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I'm trying to divine the meaning of an unclear statement made on the forums over a year ago, so there is no certainty of correctness. But the justification is strong enough that I don't mind removing it.
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I have a problem with the tier 9 in /nrg. Nvm...I swear it was a 20 ft range before I posted this...
*CoD says 20 ft while Mid's says 40, which is it?
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It was 20 feet in i7. They have since changed it, along with Blaze, Shout, and Impale, to 40 feet.
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For Dominators, Blaze, Power Burst, Thorn Barrage and Bitter Ice Blast were all increased to 40 feet. Impale was not modified for Dominators, while it was reduced for Scrappers.
more buff dominators
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Another weird one:
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Should temp powers be boosted by Domination? This depends on if they can Scourge or Critical, and if they are affected by Fury. (Princess_Grace July 25th)
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I determined that the origin powers (Throwing Knives) are boosted by Fury, while the veteran ones (Blackwand) are not. Would anyone care to try this out for Domination?
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How did you determine the origin powers are boosted by fury?
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I logged in as a Brute (!) and watched as damage from Throwing Knives changed based on my Fury.
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Yep...my tests agree, the origin power damage appears to be affected by damage buffs. The domination damage buff will affect them then; the only question is should domination boost Taser Dart's hold and Tranq Dart's sleep, and my opinion is that it shouldn't. Would require additional code in those powers, as well.
I should never had let this list of discussion items get so long.
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Is Singularity too subtle in it's behaviour? (QuiJon August 8th)
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Many people felt that Flytrap is too subtle in it's behaviour, and gives the impression of doing nothing. Does the same concern apply to Singularity? My personal feeling is no, that the Singularity is better like that. If anything it's a question of the subtlety of the gravity effects, which are already listed. I'll remove this barring objections.
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Arctic Air takes fear enhancements, which makes mobs run away. Should Hot Feet have the same? (Liliaceae June 26th)
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I just did some testing on Arctic Air, nothing too scientific, and drew the conclusion that fear enhancements don't increase the duration of the run away/Flee/Afraid effect. From this I would conclude that Arctic Air shouldn't take Fear enhancements at all. Does anyone have any counter evidence? This is very tricky to assess. Of course, removing fear enhancements would be an unwelcome change to those who wish to slot fear IO procs.