Issue 20 Patch Notes - Build 2010.201105131851.1.0
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If everything dropped threads instead of shards, you'd use the alpha thread recipes to make your alpha.
I disagree. On my characters who do not have Alpha fully slotted yet, Shards are still very welcome. And even on the ones that do have Alpha slotted up, I wouldn't mind gradually building up to the point where I could have spare T3/T4s in different branches lying around, should I find an overwhelming need for endurance or recharge reduction in future content.
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I find making the tier 1 alpha much easier via threads than shards. I use trapdoor over unlocking with iXP though.
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
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I just tested my Ion Judgement on Test and the Reactive interface was still ticking on the dummies for 0 damage. like always. That character has no other ones to test with, though.
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I just tested again. This time playing around with the order I did things, something I wasn't paying attention to the first time.
Attack with Pyronic first, all the dummies got the effect from interface.
Move in with world of confusion after that and only one dummy gets the -to hit.
Fire Rain of Arrows on all the dummies still only one dummy gets the effect.
Ionic Judgment, If I target the dummy that has the effect from world of confusion, only that dummy gets the effect from Ionic Judgement. Targeting a different dummy only that dummy gets it.
And that is about it for me, I'll leave the rest to people that can test in less than 90 seconds per test and can look under the hood while its happening.
Hmm...
Woodsman fix is a real boon. Nice work guys. The Notice of the Well conversion could be just a bit higher, maybe 60 threads. Didn't even realize Mortimer Kal had that issue.
Looking forward to more non-incarnate related fixes!
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I think it's less of a case of "not supposed to happen" and more of a case of "not supposed to happen when the players are in a timed situation or the power cycles so fast as to make it difficult for non optimum teams"
Neat. If total immunity to damage isn't supposed to happen, off the top of my head here's some more offenders :
- final LRSF mission, Statesman has 100% resistance to everything but psi with the Unstoppable he activates during his cutscene. - Ms. Liberty, Marauder (normal version), Silver Mantis, Wretch, Back Alley Brawler all hit 100% resistance to S/L while in Unstoppable, when they also activate Temp Invul or Unyielding. |
If they go up to and above 100% resists for 30 seconds once every 20 minutes, I think it would probably be quite acceptable. If it happens for 2 mins and you only have 20 mins to finish the fight, so you're loosing 20% of you're time, and the Devs are encouraging it to be done when the rest of the time he has silly high resists also, it can be a big roadbump that needs intervention.
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A simple "Thanks for looking into it" would have sufficed, but that would mean actually being civil.
Seriously dude, this is something I been screaming about since issue 7 when you guys added the LRSF. How can you not know this? Its been bugged, and petition several times too. You guys need to read the boards more and take us seriously. Why do you think it was so crazy slanted with the 7 */rad corrupters 1 brute setup in the begining? Nevermind I keep forgeting some of the powers team are new. I am pretty sure Castle knew about this. Just do a sweep of all AV critters and set a hard cap on them of 95% resistance so this wont be a problem anymore.
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You do know that Black Scorpion hasn't been around since Issue 7, right? Or at least not the one in charge of powers? Somehow, despite all your volumes of posts about it, the problem probably wasn't very high on the "gotta fix it now" list.
Hard capping AVs to be all the same is NOT the best solution. What's wrong with them being a little different from each other? It's not like a diverse team can't take them all down with ease.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
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Or just make some that aren't all praetorian. Some Clockwork, some Rikti, some Cimerorans, maybe Carnies (in place of Seers), basically anything or anyone the well has "touched" in some manner could basically have an "essence" that functions as a Lore pet. I dislike the entire *idea* of Lore Pets, but at least they'd be more paletable if they fit into (primal) canon more.
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Devs have said they're planning on adding more options. I know for sure they've mentioned Carnies and Arachnos, and there will likely be a couple of more. I believe they want to put them in with I 20.5, but definitely by 21.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
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That is extremely disturbing.
I just tested again. This time playing around with the order I did things, something I wasn't paying attention to the first time.
Attack with Pyronic first, all the dummies got the effect from interface. Move in with world of confusion after that and only one dummy gets the -to hit. Fire Rain of Arrows on all the dummies still only one dummy gets the effect. Ionic Judgment, If I target the dummy that has the effect from world of confusion, only that dummy gets the effect from Ionic Judgement. Targeting a different dummy only that dummy gets it. And that is about it for me, I'll leave the rest to people that can test in less than 90 seconds per test and can look under the hood while its happening. |
If this is the case this patch should NOT go live tuesday.
I will test tonight when I get home from work.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
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They've said (on ustream or chat, can't recall which) that they're bringing us Carnie, Nemesis & Arachnos Lore pets.
Or just make some that aren't all praetorian. Some Clockwork, some Rikti, some Cimerorans, maybe Carnies (in place of Seers), basically anything or anyone the well has "touched" in some manner could basically have an "essence" that functions as a Lore pet. I dislike the entire *idea* of Lore Pets, but at least they'd be more paletable if they fit into (primal) canon more.
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"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
Depends, I usually T1-T2 with threads and use a notice from the WST + shards (you usually get enough just from doing a WST) to craft the T3. It's much easier getting a Notice than hoping for randomly rolling a Rare
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
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They're not all different from each other, because it's the same two damage types that are 100% resisted by all of them. This is grossly unfair to many Scrapper, Brute, Stalker, and Tanker powersets, as well as two Blaster, Corruptor and Defender powersets. And it's the same powersets that get screwed over every. Single. Time.
Hard capping AVs to be all the same is NOT the best solution. What's wrong with them being a little different from each other? It's not like a diverse team can't take them all down with ease.
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And no, a "diverse team" can't take down Enraged Marauder with ease, especially once they start lagging. A hand-picked team can take him down. Right now, said team doesn't include anyone relying on S/L damage. A diverse team might be able to take him down, if they have enough debuffs and exotic damage to compensate for players with limited utility.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
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And they're nerfing Marauder, so that's not a problem.
They're not all different from each other, because it's the same two damage types that are 100% resisted by all of them. This is grossly unfair to many Scrapper, Brute, Stalker, and Tanker powersets, as well as two Blaster, Corruptor and Defender powersets. And it's the same powersets that get screwed over every. Single. Time.
And no, a "diverse team" can't take down Enraged Marauder with ease, especially once they start lagging. A hand-picked team can take him down. Right now, said team doesn't include anyone relying on S/L damage. A diverse team might be able to take him down, if they have enough debuffs and exotic damage to compensate for players with limited utility. |
He was arguing against the other AV's, who hasn't really been a problem in that way. (except Honoree, and that's becuase he somehow keeps reapplying his panic button more than he should)
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
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That's a good call on the animation time as it applies to auras, but all of the Rain type powers have a casting time.
The other way around. Most of the pseudo-pets use the aura tech.
However, even in standard auras, having these procs activate every 2 seconds without any animation time cost is very, very strong. Just because it is not spawn-nuke strong does not mean it is fine as is. The auras are not intended to be that strong. Even at 1 proc chance per 10 seconds, it is still a very nice addition. |
Also you can still fire off 2-3 AoEs on some high end builds in the same space of 10s - thus getting more chances to proc.
Its one of the reasons I never bother slotting procs in damage auras (unless I'm wrong, would love to see some math showing that I am, might give me a reason to slot procs).
Obviously the current proc rate is...insane.
I was hoping for something like 5-7s though for rains & auras, RoF for example only has a 15s duration to begin with vs. Fire Ball which I cast every 5s or so (and which has no 10s limit).
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I agree with you overall, and as a dedicated melee player at heart this Marauder change is extremely welcome.
They're not all different from each other, because it's the same two damage types that are 100% resisted by all of them. This is grossly unfair to many Scrapper, Brute, Stalker, and Tanker powersets, as well as two Blaster, Corruptor and Defender powersets. And it's the same powersets that get screwed over every. Single. Time.
And no, a "diverse team" can't take down Enraged Marauder with ease, especially once they start lagging. A hand-picked team can take him down. Right now, said team doesn't include anyone relying on S/L damage. A diverse team might be able to take him down, if they have enough debuffs and exotic damage to compensate for players with limited utility. |
However, on the hand picked (all Gfriends/Known Players) team I did MoLambda on (original implementation of MoLambda) - We did have two SS Brutes with no issue.
Finished with 3 minutes on the clock.
That doesn't mean you wanted a dozen melees though.
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Oh shush.
Again, I want to stress how wrong I find it to have auras nerfed with Interface. Psuedo pets/rains/caltrops nerf make sense, auras do not.
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Power sets like Regeneration, Shield Defense, Super Reflexes, Willpower and Invulnerability get screwed on Interface as a matter of course. If anything, this bug/nerf fixes a considerable disparity.
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Indeed, they have A casting time. Out of ONE animation you can still get multiple proc chances.
That's a good call on the animation time as it applies to auras, but all of the Rain type powers have a casting time.
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Also you can still fire off 2-3 AoEs on some high end builds in the same space of 10s - thus getting more chances to proc.
... I was hoping for something like 5-7s though for rains & auras, RoF for example only has a 15s duration to begin with vs. Fire Ball which I cast every 5s or so (and which has no 10s limit). |
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
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That's true, though it does depend on the power in question.
Indeed, they have A casting time. Out of ONE animation you can still get multiple proc chances.
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Burn for example is just on the edge at 10s duration, RoF 15s.
Then there is Sleet with its beefy 30s duration.
So some make out well, others not as well.
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But if you do a straight comparison to other AoEs you have to really include all factors. Spending 1 to 3 seconds (depending on the animation time of the AoE) and X endurance every 6 seconds to get multiple procs chances vs spending 2 to 3 seconds and X endurance to get multiple proc chances. End cost, animation time (and the opportunity cost associated with it), and even AoE size (rains and patches are often large, although some like Burn and Ignite are not).
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I think we agree overall.
Maybe 5s for short duration/short radius/low target cap powers (Burn, Damage Auras)
10s for long duration/large radius/high target cap powers (RoF, Sleet, Hot Feet)
For both regular procs & interface.
It will probably never happen, but it would be nice.
Let's hope Black Scorpion is still reading.
Sleet has a 15 second duration. The debuff lasts for 30 seconds, or at least it's supposed to do. The last time I checked, there was a rather persistent bug with Freezing Rain and Sleet that randomly cancels the debuff on the rain's end if the target is still in the area.
FWIW, on the subject, I have always disliked the 10s-per-proc standard. I think limiting the proc rate of auras/pseudo-pets is a fine idea in principle, but once per 10s seems like too low a limit. That objection is almost purely subjective, though; I have no good numerical argument for any particular value below 10s. Any change I'd suggest would be arbitrary.
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That might be nice, but it's not clear that the game is even capable of distinguishing between auras emanating from players, and auras emanating from pseudo pets. They have always, AFAIK, been treated as the same by the devs.
FWIW, on the subject, I have always disliked the 10s-per-proc standard. I think limiting the proc rate of auras/pseudo-pets is a fine idea in principle, but once per 10s seems like too low a limit. That objection is almost purely subjective, though; I have no good numerical argument for any particular value below 10s. Any change I'd suggest would be arbitrary.
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Maybe 5s for short duration/short radius/low target cap powers (Burn, Damage Auras) 10s for long duration/large radius/high target cap powers (RoF, Sleet, Hot Feet) |
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Good catch, I always forget about that.
Sleet has a 15 second duration. The debuff lasts for 30 seconds, or at least it's supposed to do. The last time I checked, there was a rather persistent bug with Freezing Rain and Sleet that randomly cancels the debuff on the rain's end if the target is still in the area.
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Does anyone know if the procs for Interface (pre-fix) are (were) using the damage duration or the debuff duration?
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FWIW, on the subject, I have always disliked the 10s-per-proc standard. I think limiting the proc rate of auras/pseudo-pets is a fine idea in principle, but once per 10s seems like too low a limit. That objection is almost purely subjective, though; I have no good numerical argument for any particular value below 10s. Any change I'd suggest would be arbitrary.
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That might be nice, but it's not clear that the game is even capable of distinguishing between auras emanating from players, and auras emanating from pseudo pets. They have always, AFAIK, been treated as the same by the devs.
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So then we just lobby for IO procs and interface to be reduced to 5s and we all go home winners.
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Neither: It procs on every damage tick.Does anyone know if the procs for Interface (pre-fix) are (were) using the damage duration or the debuff duration? |
Sleet has about 70-tics.
Now, this is mitigated somewhat by the fact that eg. Reactive only stacks five times, but that's still pretty bad.
Note that regular DOT's doesen't do this: Rains actually make multiple attacks, and that's why they (pre-fix) procced a lot.
EDIT: Slotting damage procs into sleet is far more efficient than slotting them with Damage IO's, for instance. Not sure how the math works out on Ice Storm though.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
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Yes, with a minor quibble: Rains are just pseudo pets with an very wide-area damage aura that ticks every 0.2 seconds. Or so I understand. Blazing Aura would be no less broken if it ticked ten times faster than it does now. (Or would have been no less broken, before today.)
Neither: It procs on every damage tick.
Sleet has about 70-tics. Now, this is mitigated somewhat by the fact that eg. Reactive only stacks five times, but that's still pretty bad. Note that regular DOT's doesen't do this: Rains actually make multiple attacks, and that's why they (pre-fix) procced a lot. |
The debuff duration is a discrete, secondary effect of the aura. It just happens to have a duration that (at least on paper, see previous post about the bug) outlasts the pet by 15 seconds. The debuff's duration had nothing to do with Reactive before today's patch, and has nothing to do with Reactive (or any proc) after today's patch.
The fact that Reactive only stacks to 5 was basically irrelevant because fully stacked Reactive is really effing strong, delivering something like 5 * 50 damage over a handful of seconds. As you can imagine, a full 15+ seconds of fully saturated Reactive (3-4 cycles of fully stacked DoT @ ~250 damage apiece) is plenty enough to turn any old Rain power into a quasi-nuke. (A level 50 minion only has about 430 hitpoints. A level 50 Lieutenant only has about 850 hitpoints.)
The intention was pretty clearly that a single player, even one with really fast attacks and the Tier 4 proc, would find it nearly impossible to stack Reactive to the limit consistently, and very hard to stack Reactive much at all in an AoE. As it is, a single application of Reactive is a pretty nice boost to a given attack, and FWIW, I prefer it stays that way. (Edit: To clarify, what I prefer is a stronger DoT that's very hard to stack, as opposed to a weaker DoT that's much easier to stack. Before today's patch, what we had was the strength of the former, and for some few builds, more than the ease-of-stackability of the latter.)
All I have to say is..... THANK YOU for putting temp powers back in ouroboros, pvp zones, trials!!! MOST APPRECIATED!!!!!!!
VIG0S: 1356 badges in counting
Something for ppl to use
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I'm also not happy that on some of the pets I'll have to stop at a non combat one + a combat one due to the pets themselves not being in the highest tier as we only get the option of 2 very rares.
Quick recap: uptime sucks, support pets suck, squishies tend to die and waste casts and have to wait the long recharge to use them again, Partial Radial almost completely inferior to Partial Core, individual pets are unbalanced.
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On Rains:
These are Incarnate powers and while they should probably not tick on every attack ticking every 10 seconds makes them nothing more then some invention SO, not even a good invention IO at that. They should tick far more often, like every 5 seconds as the stacking is capped anyway.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
You want to BUFF Lore pets?! Seriously?!?!?!?!
WarWorks pets can SOLO AVs. I've -seen- it happen. I've seen WarWorks pets solo Countess Crey. The player that had them didn't even do anything!
You wanna BUFF them!?!?!?!?!??!?!? WHAT?!?!?!
If anything, they should be nerfed!!!
I specifically skipped on grinding for LOLre slot cause it's so overpowered it's not even fun anymore!
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."