i24 Blaster Changes


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Conversely, yellows become an interesting thing to pack.

Note: the typical snipe will end up with an Arcanatime adjusted DPA of about 1.74 DS/sec when accelerated. Psi Blast's snipe is going to be 2.32 DS/sec. AR's snipe is going to be a mind-boggling 2.99 DS/sec. For reference, Blaze's arcanatime adjusted DPA is 2.29 DS/sec.

All snipes are going to have single target DPA higher than almost any blaster ranged attack outside of Fire Blast - they'll even outdo Telekinetic Blast (1.65 DS/sec arcanatime adjusted).
I loled AR has no AIM, if people were upset about how dependent blasters are on insps before they will really be upset when they have to start packing breakfrees and insights.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Seriously? This is all? A small regen/recovery buff in secondaries and a partial buff to snipes?

Ppl talking about corrs/defs -- are these changes only for Blasters or are they being proliferated to blast sets on corrs/defs?
Be sure to read it all... the OP does indeed say that the snipe and T3 single target blast changes will be done for ALL ranged power sets across all archetypes.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Quote:
Originally Posted by Leo_G View Post
So Cauterizing Aura is still 8ft? Rather meh but it's a heal over time. Pop a Theft of Essence proc or even touch of the nictus for some extra proc dmg I suppose.

Same with the Chilling Embrace swap (forgot the name) although that one is auto-hit...Maybe I'll drop some inf for a PvP IO and get some heal-over-time added to that as well...or is the absorb not enhanceable?

Also, other questions since *NO ONE* mentioned how to put the skulls in the chat *EVEN WHEN I ASKED*....The toggles (chilling embrace/cauterizing aura) suppress? I know they said the sustain mechanic doesn't but the power's main effect does?

Also, I think Drain Psyche got a raw deal. Does it give any kind of bonus for hitting nothing? Or does it require targets like now?
The absorb will be enhanceable.

'SMSkull' is what you had to type.

They already admitted that Drain Psyche is ridiculously good.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
All snipes are going to have single target DPA higher than almost any blaster ranged attack outside of Fire Blast - they'll even outdo Telekinetic Blast (1.65 DS/sec arcanatime adjusted).
That's pretty much it. It's like they're being balanced around animation time now.


 

Posted

Quote:
Originally Posted by Winterminal View Post
Be sure to read it all... the OP does indeed say that the snipe and T3 single target blast changes will be done for ALL ranged power sets across all archetypes.

So true, the big winners are corruptors and defenders who will get permanent fast snipes for minimal effort and longer range high damaging attacks.


 

Posted

Quote:
Originally Posted by Garent View Post
Cloaking device has always been a useful power thanks to its unsuppressing stealth, and the set contains caltrops. Devices is far from a great secondary, but it's going to have 3 great powers pretty soon.
Cloaking Device's stealth does suppress, AFAIK. It's not like Energy Cloak.

Quote:
Originally Posted by Agent White View Post
The absorb will be enhanceable.

'SMSkull' is what you had to type.

They already admitted that Drain Psyche is ridiculously good.
Well I figured out the absorb was enhanceable after reading the posts that popped up while I was typing. Still no answer for everything else though.

And yeah, a little late with the skull trick >_>


 

Posted

Quote:
Originally Posted by Another_Fan View Post
The snipes change is a wash for everybody but devices. There is no way you going to be able to make it always on for anything but devices and even if you could the effort wouldn't be worth it. Snipes just don't have that much more damage than most tier 3s.
The standard snipe (2.76) deals 30% more damage than the standard tier 3 (2.12) and in every case except Blaze will be casting faster as well.

It isn't intended to be perma out of the box except for /devices, but min/maxers should find a way. I figured out a way to do it with BU, Aim, Tactics, Kismet, and Powerboost (which buffs tactics). On my build, cycling those three clicks generates 100% uptime for insta-snipes.


[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.)

 

Posted

Quote:
Originally Posted by Leo_G View Post
Cloaking Device's stealth does suppress, AFAIK. It's not like Energy Cloak.
Part of it suppresses, but not all of it. I am absolutely positive.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
So true, the big winners are corruptors and defenders who will get permanent fast snipes for minimal effort and longer range high damaging attacks.
Personally, I think Stalkers made out like bandits too. I'm one of the few that actually took my Mace Beam. If having enough ToHit to take a 8 sec snipe down to anything less than 3 *AND* getting crit damage on it? I wonder how I can get enough ToHit to keep it perma...if not, I can still just pop yellows.


 

Posted

So, it was mentioned that some powersets would be getting some other adjustments (I think this was focused on whether they have a Snipe or not).

However, I wonder if some sets that do not have that 3rd Tier Blast power will be getting some additional love as well.

I admit, my mind is pretty centered on how this will all apply to Electric/Electric.

No 3rd tier blast (I was hoping maybe Ball Of Lightning would get the range increase, but I understand if they didn't want to give it to an AoE). And then, with the secondary, we get the click survival power (Lightning Clap - Force Of Thunder) and I am so very curious as to what those numbers will be and how it will play out.

Am I mistake in hearing them say that it'd include Absorb?

It is just funny to me, because Lightning Clap is the only power from the Electric Primary and Secondary that I've never once taken on my Blaster.


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Granite Agent View Post
Seriously? This is all? A small regen/recovery buff in secondaries and a partial buff to snipes?
My Energy/Energy Blaster is getting a single target ranged attack that deals better DPA than every blapper attack in energy manipulation except energy punch, and an energize variant.

Yep, that's all.


[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.)

 

Posted

Meh. Honestly, a little underwhelmed at the moment, but I'll see what else they may have in addition to this.


 

Posted

We don't have any explicitly hard numbers for anything yet, though I think Field Operative had something like 200% regen? I may not be remembering that correctly.

but the way they talked I24 is probably hitting beta within the next couple weeks.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Conversely, yellows become an interesting thing to pack.

Note: the typical snipe will end up with an Arcanatime adjusted DPA of about 1.74 DS/sec when accelerated. Psi Blast's snipe is going to be 2.32 DS/sec. AR's snipe is going to be a mind-boggling 2.99 DS/sec. For reference, Blaze's arcanatime adjusted DPA is 2.29 DS/sec.

All snipes are going to have single target DPA higher than almost any blaster ranged attack outside of Fire Blast - they'll even outdo Telekinetic Blast (1.65 DS/sec arcanatime adjusted).
I was trying to work out the math on yellows - I believe the values are Tier 1 7.5 percent, Tier 2 18.75 percent, Tier 3 33 percent. This means Kismet paired with a Tier 2 yellow will get you by solo, but two small yellows will not be enough.

Also... one of the Secondary Mutation buffs gives a small accuracy bonus which will not help. I'm trying to remember if there is a to hit buff in one of the mutations.


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

Posted

Quote:
Originally Posted by Granite Agent View Post
Seriously? This is all? A small regen/recovery buff in secondaries and a partial buff to snipes?

Ppl talking about corrs/defs -- are these changes only for Blasters or are they being proliferated to blast sets on corrs/defs?
No, you are forgetting the doubled range on the heavy hitters like Blaze/Power Burst/Shout/Bitter Ice Blast/Cosmic etc


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by Agent White View Post
We don't have any explicitly hard numbers for anything yet, though I think Field Operative had something like 200% regen? I may not be remembering that correctly.

but the way they talked I24 is probably hitting beta within the next couple weeks.
He had over 300% regen in the video for that power.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Now if only they'd fix the animation time on Power Burst.


 

Posted

Hmph, now that i reread everything, it said that cauterizing aura is a Heal over time... so that means it doesnt work based on who is or isnt hitting? If it's like the Corruptor's Pain Bubble I will not bother to slot it*shrugs* kinda meh about that. But the changes to the T3 were really welcomed.


 

Posted

keep in mind too, it's just 3 insights needed to reach the cap. Or 1 Keen insight + 1 insight. Or just 1 uncanny sight or Sight Beyond Sight.

Not that bad frankly.


 

Posted

Quote:
Originally Posted by Agent White View Post
We don't have any explicitly hard numbers for anything yet, though I think Field Operative had something like 200% regen? I may not be remembering that correctly.

but the way they talked I24 is probably hitting beta within the next couple weeks.
Hawk said about 1% Health per second. Which works out to a 240% Regen buff. with 120% enhanceable. For a rough total of 360% Regen slotted. With Health unslotted you're looking at about 400% Regen, which is one full bar of Health per minute.

By way of comparison, Regen's Integration is 150% with only 100% enhanceable.


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.

 

Posted

Quote:
Originally Posted by JayboH View Post
He had over 300% regen in the video for that power.
He also said that they had it cheated and every power had 6 slots sooo I don't want to pull numbers out when anything else in the build may have been affecting things (Ex: Health).


 

Posted

Quote:
Originally Posted by Arcanaville View Post
The standard snipe (2.76) deals 30% more damage than the standard tier 3 (2.12) and in every case except Blaze will be casting faster as well.

It isn't intended to be perma out of the box except for /devices, but min/maxers should find a way. I figured out a way to do it with BU, Aim, Tactics, Kismet, and Powerboost (which buffs tactics). On my build, cycling those three clicks generates 100% uptime for insta-snipes.
AR doesn't have aim neither does dual pistols, good luck making that work for them, or anything that isn't energy manipulation.

It isn't going to be always available for almost all combinations and that is what the obvious point of the 22% is. This is much more of a gift to Defenders than it is to blasters.


 

Posted

Quote:
Originally Posted by Agent White View Post
We don't have any explicitly hard numbers for anything yet, though I think Field Operative had something like 200% regen? I may not be remembering that correctly.
In the video Field Operative was showing as essentially +205% regen, half enhanceable (and it was enhanced over the ED softcap to +109% regen enhancement) for a total of 1.33%/sec of health regeneration, which is equivalent to a net +317% regeneration.

Those numbers are probably internal test numbers, because as EG mentions Arbiter Hawk has stated the target was about 1%/sec regen base, which is equivalent to +240% regen base.


[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.)

 

Posted

Dual pistols doesn't have a snipe. It's an issue for assault rifle though.


 

Posted

To Hit buffs, hmm...

*[of course; Aim/BU powers]

*Defense debuff heavy sets may want to invest in the Analyze Weakness proc

*Decimation proc

*GSFC proc

*Siphon Insight proc

*Kismet unique

*slotted Tactics

*Call To Justice

*D.U.S.T. Ranger Day Job

*Yellow Insps

*Lore - Carnie Radial


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars