Defiance 2.1 on US Test


Cynic

 

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Source

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FYI, here is the formula currently being used:
Buff: 0.66* (0.1 * CastTime) / AreaModifier
Duration: 7.5 + CastTime

CastTime is the cast time of the power
Area Modifier = ((1 + 0.15) * radius) - (0.11 * Arc in degrees / 6)

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According to that formula... slower-casting attacks, smaller radiuses and larger arcs will produce more of a damage buff.

I'm not sure it's 100% accurate though (at least 100% accurate when applied to our old city-of-data i7 numbers) since for ST attacks (zero radius, zero arc) we'd get an area modifier of zero and AoE attacks don't have arc values listed.

The few numbers I've run through it (assuming an Arc/Radius of 1 degree/1 foot for ST attacks) come out at about a 6% damage buff for each of the quicker-casting attacks. Will be interesting to see how this turns out.

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Circle AOE's do have an arc, it's 360 degrees or 100%(1.00), but most cones have 90~ degrees or 25% (0.25)

This formula basically says:

Single hits: Most damage buff.

Big areas: Lowest damage buffs.

But the question I want answered: Does cast time include interrupt time? If so snipers are going to give a nice sized damage buff for openers....


 

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Asume it does, as interupt is still part of casting time (if u slot interupt enhancements, u can move but your power wont shoot yet due the continues casting time).


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Well, Castle apparently has said that Blasters will be looking at a BIG damage buff in terms of what they'll be at after the changes.

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Incidently, Castle PMed me with the expected buff numbers for the average player: 70-100% extra damage on an aggressive but non-optimized build. They're serious about this stuff, folks -- that kind of damage is a return to pre-ED levels of damage, just not in the alpha strike itself.

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The "Frankenfury" part of the new inherent will apply equally well to the Blapps as Ranged attacks. So Blappers will benefit from the stacking damage buffs too... (and in fact, my Sonic/Elec Blaster is now looking better than ever with -resistance, cast time buffs, stacking +damage buffs and heavy blapps!)

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Its still a buff, therefore can be capped, yes no?


 

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Yup, totaly replace the old defiance.

Blappers were stupid in the first place anyway

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Why do you think this will change anything in blappers?


 

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Never said it would change anything, more like the term 'blapper' has been abused by basicly anyone who had 2 or 3 /nrg or /elec powers. 'oh look at me, i got thrust, bonesmasher and Total facus, im blapper!'. Not to forge those 'heal me im a blapper' blasters that remain 99% of the time spamming their primairy powers from ranged.

Ending up by a great ammount of totaly unexperienced blasters that run melee to nearly everything they see, and yet still wonder why they died alot.

The real experienced 'blappers' are beyond the word blapper, they know how to fight melee.


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Posted

In my mind a Blaster should always use Melee with certain power set combinations simply because of the massive damage and utility potential offered.

There is no Blaster/Blapper divide as far as I'm concerned, just a skill one.


 

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Can someone give a short recap what this last change is about, my head hurts.


 

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Not much, it still is defiance 2.0 but now with reverse damage formula. But was a bit of misreading i gues in the formula, but it still remains to the 12,5% boost, tier 1/2 while mezzed (while slept is funny!) and the new damage boost 7.5sec thingie.


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Posted

what you mean reverse damage?


 

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Oops, i forgot the engineered part.

Post from castle, was earlier in this topic:
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Secondly, the formula as posted is NOT what the spreadsheets use to calculate things; it's a reverse engineering of what is being used.

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Posted

Wait...so...You get a buff to damage for a set time (based on each attacks "stats") after each attack?

How does that work for things like Lightening field? (Or is it only for primary powers?)


 

Posted

I think I read that it's only affected by your primary.

On a side note, the "attack while mezzed" thing is cool but graphically....weird.
Whenever I'm put to sleep it "seems" I'm vomiting up arrows at my enemies. Because the normal animation of the attack isn't there. I'm sure I'll get used to it but oh my, I do hope that's temporary.


 

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Having played through an arc or two with my Fire/Ice Blaster on live now, I'm loving the changes.

Noticably more damage over time, faster to drop bosses and LTs.

The Fire-when-mezzed thing doesn't graphically look too bad with Fire Blast and Chillblain, and I've survived more than one encounter with a nasty mezzing LT due to being able to spam those two attacks whilst slept/stunned/held.... Now if only I could drop an Ice Patch whilst slept/stunned/held...


 

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Wait..you can use the low level powers from your secondary as well? I totally thought it was only your primary. (Archery/Ice here....and yeah, a sleep Ice Patch drop would just be golden chunks of cheatery.)


 

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It's the First attack in your secondary and the First two attacks from the primary, so in theory I could use Flares, Fire Blast and Chillblain whilst mezzed.

Of course, in practice I skipped Flares... but Chillblain is proving to be a pretty useful tool to stop a mezzing LT from closing to melee range. The -recharge effect and piddly amounts of damage help too!


 

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Oooo...

Electric cage (or whateveR) could be useful now though


 

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I cant say that web 'nade being used while slept is actually that useful but my arrows are nice.

Now to try my Ice/Fire (I know I'm gonna miss old defiance on her, keep putting it off)


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

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One question pops into my mind though:

-Can you stack the damage buffs if you manage to fire another power within the 7.5s limitation (getting the apropriate buff for that power as well), or is each buff overided by another?


 

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Can you stack the damage buffs if you manage to fire another power within the 7.5s limitation (getting the apropriate buff for that power as well)

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Yep. Double "Fire Blast" buff FTW!


 

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Can you stack the damage buffs if you manage to fire another power within the 7.5s limitation (getting the apropriate buff for that power as well)

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Yep. Double "Fire Blast" buff FTW!

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I think ive gotten 3 buffs stacked on average on live servers so far. Pretty damn weak.


 

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Do the buffs show up as an icon under the health bar?


 

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Hmm...Do Volt Sentinals blasts add buffs?


 

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Do the buffs show up as an icon under the health bar?

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They show up as a load of buffs. Each attack you do has it's own icon.

The buffs from one attack will "stack" with each other on the display, but the buffs from two different attacks just appear alongside each other. It's a bit awkward to tell just how much +damage you're actually getting.

Overall it is, however, a noticable difference for my Fire/Ice Blaster.
He can now kill an Even-level boss using 2-3 less attacks than before Issue 11.

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Hmm...Do Volt Sentinals blasts add buffs?

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Nope, just one buff for the initial summoning.


 

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Can you stack the damage buffs if you manage to fire another power within the 7.5s limitation (getting the apropriate buff for that power as well)

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Yep. Double "Fire Blast" buff FTW!

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I think ive gotten 3 buffs stacked on average on live servers so far. Pretty damn weak.

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If go for a Snipe opener, burst, slug, bean bag, burst, slug, then my snipe buff icon just dissapeared. So 5 is possible, where the snipe opener is roughly 30% (based on previous formula) bonus.

With sufficient recharge and using the tier1/2 (2,67 cast after opener) you have roughly 4-5 sec for some melee buffed smashing.

Another funny one, hasten with Ignite (with 3 recharge IO) and spam cast it. Although buff is little, it makes a noticable difference.


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Posted

Me likey.

The damage (overall) is very good.

The buff from each attack is very noticable.

Build Up/Aim seem to give a buff too?

Snipe/Thunderstrike give HUGE bonuses