Reactive + Rain Powers?


Arbegla

 

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All targets.


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As a test, after I got my Tier 4 Reactive 25/75 yesterday and Tier 4 Pyronic tonight (holy smokes UR,R,UR,R on 4 consecutive trials outta nowhere with no play style changes really do happen), I took my Stone-Fire-Pyre Granite into RWZ. Soloed pylon 7 in Granite, no temps, no pets, no insp.
Took about 25-30 min. I did not start a timer as I fully expected to fail to generate enough damage, as usual.
Alpha - Musculature +45% Damage, Interface T4 Reactive.
Have a T4 Rebirth but never needed a heal. Have several T3 Pets but did not use.

Toggles: Granite - Weave - Mud Pots. This put me at just over 45% D. Manuevers and Rooted - off - could not stand the End drain of full defense and full attack spam.
Attacks: Pyronic - Scorch - Build-Up - Incinerate - Greater Fire Sword - Fire Blast - filler for occasional gap in chain Fire Sword Circle. The attacks were spammed as they recharged with no real pattern. Tried to be sure the Scorch bruising was always there.

So I am really gonna miss the Mud Pots as currently working, since I am sure it was the difference.

Jak

EDIT: PS: Never successfully soloed a pylon before on any Alt. It was fun.


 

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Originally Posted by Hindenburg View Post
also, like it was said earlier...don't forget how much grinding it took to get this "OP-ness"
Less than a week. A couple iTrials a day. No grinding really.


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Originally Posted by gSOLO View Post
All targets.
Thanks. I thought that was the case, but wanted to be sure. Also, in click attacks, this isn't the case, correct? Those check on each click, if even you can activate the more often than every 10s.

Really, not a big fan of this one anyway; there had to be a better way to balance dmg procs without almost completely devaluing them.

As far as Reactive is concerned, I think the issue isn't the ticks, it's the stacking. Since rains tick so fast and the % chance is so high, anything caught there gets the stack of 4 almost right away, and just gets another one when the first expires.

No stacking the DoT - problem mostly solved without completely making it worthless for a large portion of character builds, re-applying an already debated rule, and while giving a bump to the other three. They remain iminently stackable, while the dmg from Reactive does not.

All that said; I hope they find a balance point that still gels with my (and probably others') perception of Incarnatedom.


 

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if a significant change is done to this(or any future incarnate ability) can we expect salvage refunds? there isnt a simple way for people to just respec out of these powers or resell them like an IO that gets nerfed. you'd think they would have tested this stuff more since they are bound to a character forever and take significant grinding to earn.


 

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I disagree. The "grind" to get one incarnate power to Tier 3 is pretty trivial. If (when) Reactive is nerfed, and who doesn't expect it, it's not that big a deal to just get another power to replace it. If you think it's still an arduous grind, then I doubt you have played any other MMO at endgame. This is easy by comparison.


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Originally Posted by SBeaudway View Post
I disagree. The "grind" to get one incarnate power to Tier 3 is pretty trivial. If (when) Reactive is nerfed, and who doesn't expect it, it's not that big a deal to just get another power to replace it. If you think it's still an arduous grind, then I doubt you have played any other MMO at endgame. This is easy by comparison.
Even when only proccing once every 10s, Reactive will still be very good.


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Is this definitely going to be nerfed, have the devs said anything on the matter?


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Quote:
Originally Posted by Solo_One View Post
if a significant change is done to this(or any future incarnate ability) can we expect salvage refunds? there isnt a simple way for people to just respec out of these powers or resell them like an IO that gets nerfed. you'd think they would have tested this stuff more since they are bound to a character forever and take significant grinding to earn.
poeple did test and report this NUMEROUS times in the beta but to my memory no dev commented on it at all

so for all we know this could be as intended, but as mentioned its too brokenly awesome to be intended and most likely will be changed at some point


 

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Let's see... fixed numerical damage, not damage per second, added on per attack tick, causing quicker ticking attacks to become vastly more powerful than they should be.

Let's see, what does this remind me of... Oh yeah, the moss-covered twig.



(Yes, I know that's not a precise description of what's happening with Reactive, but the net result is close enough to make the point.)


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sorry to drag this one up again but....i got to thinking about something...

AFAIK, the individual ticks on Rain powers have their own chance to hit...

Each tick in HOB for DP has it's own 60% chance to hit...

Granted...HOB doesn't tick NEARLY as many times as most rains do (and OMG just thought about blizzard too...ick...but beside the point)...but would the reactive work the same way in HOB as it does in rains?


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Originally Posted by Silas View Post
Even when only proccing once every 10s, Reactive will still be very good.

EDIT: It could only be limited to one target as well as the 10s, see below.

There appears to be a change to rain powers on the test server, check out the test server discussion here. There are no specifically released notes but it seems Reactive will be drastically changed, not finalised as of yet, but its effect changed.

A heads up for those curious as to the current, live, operation of Interface.

Fury


 

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EDIT: I should probably refresh a page before posting in it after having it open for like an hour.


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Yay, AR/Dev doesn't seem like so much of a red-headed stepchild anymore.

Edited to add: throwing bonfire under an AV will get you around 50 hp per second with Muscular T1 and Total Radial Reactive Interface.


 

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I was wondering if they change reactive to proc once every 10 sec. chance on each enemy then would that make the 75% damage resistance debuff more viable to increase overall dps?


 

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Originally Posted by Prophetsrage View Post
I was wondering if they change reactive to proc once every 10 sec. chance on each enemy then would that make the 75% damage resistance debuff more viable to increase overall dps?
If they make the change they should offer a free or cheap side grade for reactive.


 

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Originally Posted by Prophetsrage View Post
I was wondering if they change reactive to proc once every 10 sec. chance on each enemy then would that make the 75% damage resistance debuff more viable to increase overall dps?
Nope, it caps too low to make it worth it on big targets like AVs (4% resistance debuff is the cap from layering Reactives, even from multiple sources), and the lower-end targets all die too quickly to make much use of a 10% stacked resistance debuff. You're still way better off with the fire damage proc.

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Originally Posted by Cheetatron View Post
If they make the change they should offer a free or cheap side grade for reactive.
Why? Even with the fix, it's still clearly the best option for damage dealing.

If you weren't interested in the damage, then why'd you take Reactive to begin with?


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Originally Posted by RaikenX View Post
sorry to drag this one up again but....i got to thinking about something...

AFAIK, the individual ticks on Rain powers have their own chance to hit...

Each tick in HOB for DP has it's own 60% chance to hit...

Granted...HOB doesn't tick NEARLY as many times as most rains do (and OMG just thought about blizzard too...ick...but beside the point)...but would the reactive work the same way in HOB as it does in rains?
As far as I know, HOB only makes one tohit check at the start, if you roll a successful tohit check then you put a DoT on the target that ticks 12 times. Each individual tick has a 60% chance to do damage and a 40% chance to do nothing, this isn't influenced by a tohit check.

If you fail the tohit check then the DoT isn't applied to the target and you don't do any damage.


 

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Originally Posted by Chad Gulzow-Man View Post
Nope, it caps too low to make it worth it on big targets like AVs (4% resistance debuff is the cap from layering Reactives, even from multiple sources), and the lower-end targets all die too quickly to make much use of a 20% stacked resistance debuff. You're still way better off with the fire damage proc.
99.9% sure its actually 10% -res.


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Originally Posted by ultrawatt View Post
99.9% sure its actually 10% -res.
Make it 100% - I monitor enemy values with my Bane mid battle - it's 2.5% a piece, 10% fully stacked.

Of course, if the enemy has 60% Resistance to a damage type, then it's down to 4%.


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Originally Posted by DarkSideLeague View Post
Make it 100% - I monitor enemy values with my Bane mid battle - it's 2.5% a piece, 10% fully stacked.

Of course, if the enemy has 60% Resistance to a damage type, then it's down to 4%.
Of course, the way that -RES works, no matter how much RES they have you're still increasing your damage by the correct amount. It will always increase your damage by 10%, unless they have 100% RES.

Still, the DoT is a nicer effect. It adds a rather large amount of damage to all your attacks.


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Patch day. I'll miss my Cold/Ice defender's time as top DPS.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Originally Posted by EvilGeko View Post
Patch day. I'll miss my Cold/Ice defender's time as top DPS.
I know I'll miss it too


 

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Originally Posted by ultrawatt View Post
99.9% sure its actually 10% -res.
My bad, I was going off memory and for some reason I was thinking it could stack up to 8 times instead of 4.

Quote:
Originally Posted by DarkSideLeague View Post
Of course, if the enemy has 60% Resistance to a damage type, then it's down to 4%.
I think you mean 60% resistance to a DEBUFF type, correct?


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Quote:
Originally Posted by Chad Gulzow-Man View Post
I think you mean 60% resistance to a DEBUFF type, correct?
No, there's no stat that just resists -RES. Meaning AVs have no actual resistance to -RES. Resistance itself resists -RES. If you have 50% S/L RES and you deal S/L damage, you will resist half of any -RES debuff.

But as I said, the way -RES works, you're still increasing your damage by the same percentage regardless of how much RES they do or don't have.


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Originally Posted by PRAF68_EU View Post
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