Kinetic Melee for a Scrapper, how does it look ?
I'll make another request to see some of the numbers. I would go to the beta forums to check out the feedback thread, but honestly sifting through 1000+ posts in one thread is a bit much.
Or if someone could give me a page number to start with in that huge thread that would be a big help.
I thought the set was ok I like power siphon and hated the rest of the set.
I think the animations are too busy and really hate the tier 9
I ran a km/sd to 45 I never got to 50 was hard to find teams early on then when you could the que was long.
I thought the set burned more endurance then some it seems like with the right build out this set should be pretty solid fighting AV's. Running standard missions or street sweeping seemed to burn more endurance and I had end reduction in every attack from start and I thought it was a little bit of a hog.
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
I'll make another request to see some of the numbers. I would go to the beta forums to check out the feedback thread, but honestly sifting through 1000+ posts in one thread is a bit much.
Or if someone could give me a page number to start with in that huge thread that would be a big help. |
Anyway, the only thing I could find that was a consolidated set of values is outdated to current build (as far as I can tell). The last string of posts listing details on individual powers starts at post #956 if you have access to the thread.
New Power Set: Kinetic Melee - Feedback in the feedback section
Numbers for level 50 Scrapper. Thing to note: The added damage on the power siphon proc is for each damage type. I just listed the first type for the sake of image size.
I'd like to point out that in the detailed info pictures posted above, the -dmg component listed underneath the Power siphon mode listing is NOT tied to Power Siphon, and is a separate secondary effect. All KM attacks (barring Repulsing Torrent) debuff enemy damage upon hitting regardless of whether or not Power Siphon is active.
Positron: "There are no bugs [in City of Heroes], just varying degrees of features."
Oh right.
Main thing I found annoying was that power siphon has like a second after the animation is done playing (or looks done, anyway) where you can't actually do anything but move around. Still a better dps boost than normal buildup, but annoying.
Culex's resistance guide
Numbers for level 50 Scrapper. Thing to note: The added damage on the power siphon proc is for each damage type. I just listed the first type for the sake of image size.
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While Concentrated Strike does not crit, it instead provides instantaneous recharge for Power Siphon. If you don't think that is way more awesome than getting a crit, you're hallucinating because Power Siphon is a beast.
For the longer animating powers, the root times (which are what is listed under activation time) are not the same as the animation time (which must be completed before the power begins recharging). This means that Concentrated Strike, Burst, and Focused Burst all begin recharging before they finish their animations (something that others and I dearly hope the devs will start doing to other sets as well).
My experience included that of a Kin/Sr, and I would like to point out, as others have, that the animation times really aren't that bad. It feels very smooth and attacks go right into eachother more flawlessly than older primaries.
Overall, Kinetic melee will be my first character once GR hits.
Flux Tempest-Electric Melee/Willpower
Zaunte's Rage-Claws/Invulnerability
For damage, here we go:
Comparing it to DM's mid-range attack chain of MG>Smite>SP>Siphon>Smite>SP (132% +rech required, 68.74 DPS), KM manages the CS>SB>QS>BB>QS>SB>BB attack string (~130% +rech required, 64.61 DPS). Now, before you start screaming that it's lower, this is ignoring Power Siphon, which adds about as much per activation cycle as Soul Drain does without requiring hoards of enemies and will be back substantially more often (thanks to insta-recharge from CS "crits"). Also keep in mind that -dam is a friggin' awesome secondary effect. On a hard target, you're going to be reducing incoming damage by 25% or more rather quickly and it works exceptionally well against the hard targets that you're going to be facing.
For the longer animating powers, the root times (which are what is listed under activation time) are not the same as the animation time (which must be completed before the power begins recharging). This means that Concentrated Strike, Burst, and Focused Burst all begin recharging before they finish their animations (something that others and I dearly hope the devs will start doing to other sets as well).
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Quick Strike: 0.83s
Body Blow: 1.07s
Smashing Blow: 1.2s
Burst: 2.67s
Focused Burst: 2.0s
Repulsing Torrent: 2.0s
Concentrated Strike: 2.83s
Power Siphon: 1.93s (no rooting)
Taunt/Challenge: 1.67s (1.5s root)
Placate (stalker): 1.5s (1.33s root)
Build Up (stalker): 1.93s (no rooting)
All the powers now seem to have the same cast time and root time except where noted.
Also, small jargon note: what Real Numbers displays under "activation time" is what the devs call "Cast time." Its the amount of time the power is designed to prevent you from activating another power. "Root time" is the amount of time that the power's animation is flagged to prevent you from taking *any* action, including allowing you to move (under control: you can still fall or slide while "rooted").
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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Let's do a comparison:
Quick Strike: 0.83s Body Blow: 1.07s Smashing Blow: 1.2s Burst: 2.67s Focused Burst: 2.0s Repulsing Torrent: 2.0s Concentrated Strike: 2.83s Power Siphon: 1.93s (no rooting) |
Strike: 1.17 KM wins
Slash: 1.33 KM wins
Spin: 2.5 Claws wins
Focus: 1.17 Claws wins
Shockwave: 1 Claws wins
Eviscerate: 2.33 Claws wins
Followup: .83 Claws wins
So claws still is the fast animating set, but I'm betting that KM's ST damage output is considerably higher. Is that a safe bet, A?
Be well, people of CoH.
Let's do a comparison:
Swipe: .83 Tie Strike: 1.17 KM wins Slash: 1.33 KM wins Spin: 2.5 Claws wins Focus: 1.17 Claws wins Shockwave: 1 Claws wins Eviscerate: 2.33 Claws wins Followup: .83 Claws wins So claws still is the fast animating set, but I'm betting that KM's ST damage output is considerably higher. Is that a safe bet, A? |
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http://www.youtube.com/watch?v=PFQPqPwayfI
A little disappointing in that you never seem to actually hit people, and instead throw energy at melee range. The VFXs are awesome though, and the animations look very smooth and flashy. |
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
A question about Scrapper vs Brute Kinetic Melee :
Reading the feedback thread I understood that :
- Power Siphon is a 20 sec self buff that allows you to stack +%dam buffs using Kinetic Melee attacks. It has a 2 min base recharge.
- Scoring a critical on the tier 9 attack (scrapper or stalker) insta recharges Power Siphon. However there is no similar effect for Brutes (or tankers).
It makes me think that we'll get much more of Kinetic Melee on a scrapper than on a brute : a scrapper benefits more from the +%dam buffs of Power Siphon than a brute, and furthermore will have regularly a chance to insta recharge Power Siphon.
Is that correct ? Has there been some end-game calculations on the main ST dps chains of KM on a scrapper vs a brute with mid-high recharge ?
I want to start a hero brute with GR, but I'd also like to try Kinetic Melee. Both at the same time would be cool, but I'd really like to be sure first if a IOed KM brute is a viable choice compared to a KM scrapper or not.
Thanks
A question about Scrapper vs Brute Kinetic Melee :
Reading the feedback thread I understood that : - Power Siphon is a 20 sec self buff that allows you to stack +%dam buffs using Kinetic Melee attacks. It has a 2 min base recharge. - Scoring a critical on the tier 9 attack (scrapper or stalker) insta recharges Power Siphon. However there is no similar effect for Brutes (or tankers). |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
A question about Scrapper vs Brute Kinetic Melee :
Reading the feedback thread I understood that : - Power Siphon is a 20 sec self buff that allows you to stack +%dam buffs using Kinetic Melee attacks. It has a 2 min base recharge. - Scoring a critical on the tier 9 attack (scrapper or stalker) insta recharges Power Siphon. However there is no similar effect for Brutes (or tankers). It makes me think that we'll get much more of Kinetic Melee on a scrapper than on a brute : a scrapper benefits more from the +%dam buffs of Power Siphon than a brute, and furthermore will have regularly a chance to insta recharge Power Siphon. Is that correct ? Has there been some end-game calculations on the main ST dps chains of KM on a scrapper vs a brute with mid-high recharge ? I want to start a hero brute with GR, but I'd also like to try Kinetic Melee. Both at the same time would be cool, but I'd really like to be sure first if a IOed KM brute is a viable choice compared to a KM scrapper or not. Thanks |
Unless you're dead set on only playing the damage sets with the AT that gives it the best edge, then pick one and go.
That said, Brutes will still have Gloom, which if I recall, still upped their DPS nicely.
BrandX Future Staff Fighter
The BrandX Collection
Thanks for the clarification Arcana.
Also yes Silverado, I'm a bit worried about the Fury lower cap, but I'll have to test it before making up my mind on it. Reading about it was kinda confusing, it looks like a nerf on the paper, but I was surprised that many players seem to see it as a balanced change or some kind of buff.
BrandX, I feel the same as you, I think it will be optimal on the scrapper, and less optimal on the brute, while certainly still being playable. But before making up my mind, I was just wondering if someone ran the dps calculations for top ST chains on both ATs. Because there is a difference in being 'more' optimal by a 5-10%, or a 20-25% margin.
I still have much to catch up... and reading hundreds of feedback posts the same evening can be sometime overwhelming, so thanks all for your clarifications
Another question : is KM better on a scrapper than on a brute due to the +dam buffs ?