Ask Anything: Ranged Blast and Blaster Manipulation Changes
I'm really not sure what you're implying here. You do know that Accuracy and ToHit are two totally serarate mechanics, and slotting all the Accuracy in the world will have no impact on insta-snipe, right?
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So I think he understands that fine.
He's implying that Calibrated Accuracy's stupid, unusably huge overabundance of accuracy, for powers that already have boosted accuracy, continues to be stupid and has, in fact, found a new and exciting way to fail to be any use whatsoever.
So I think he understands that fine. |
I had not understood that joke. I think because I had no idea what those enhancements had for mods. Because I knew it was a Snipe set, and therefore almost certainly useless.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
It may be Tier 5 over all, but it is Tier 3 single target. for comparison to the other blasts that are getting bosted...
Executioner's Shot = Tier 7 Lancer Shot = Tier 6 Power Burst = Tier 4 Blaze = Tier 7 Bitter Ice Blast = Tier 7 Cosmic Burst = Tier 7 But basicly, it is all the 40ft and 50ft single target blasts that are getting normalized to 80ft. |
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
During the stream Arbiter Hawk specifically mentioned those powers by name and specifically pointed out that this was being applied to the 40/50ft Single target attacks.
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Awww. Poor Tenebrous Tentacles. Such a short reach for Tentacles.
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Where are you getting this information? Only the tier 3 cone attacks are getting a range boost.
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You are misunderstanding the terminology.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
don't make snipes instant under domination. A lot of work was put in to make domination not be so uber by not making it affect damage.
making snipes instant under domination will undo that work and make permadom that much better once again.
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Actually, Howl is the Tier 3 attack that will be boosted to 80 ft. Shout is Tier 5 and will stay unchanged.
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As for why I doubt cones will get a boost, the devs use a formula for calculating the recharge and endurance costs for AoEs which factors in the size of the AoE. Increasing the range of the cones would increase their area by a significant amount so their recharge would go up and I don't think anyone wants that.
Personally I'm hoping that the various utility and mez powers in the blast sets also get their ranges normalized to 80ft but we shall see.
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On a Defender, Tactics six-slotted with 50+5 ToHit IOs is 21.96% ToHit, just .04% from hitting the magic 22% for InstaSnipe. So my question is:
1. Just how evil are you?* 2. Do you round?** |
Edit: It looks like Analyze Weakness Chance for +To Hit just got more valuable.
Edit: And Siphon Insight.
It's certainly worth considering! I'd only seen it brought up once before, but we'll look at it. Mental Manipulation has kind of operated in its own paradigm independent of other Blaster Support sets for years, but a lot of that paradigm contributed to making that secondary both powerful and fun to play.
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EDIT: I love the possible snipe Change for Domination! You know Arbiter Hawk...you're a pretty cool dude lol.
Dugfromearthomination is up quite a lot even with just SO's ESPECIALLY when you get into the mid to late game... and on teams...ha! It's oh so sweet. I think that this improvement would easily benefit non perma-doms as well!
And if you are a Paying player you can reach perma dom by accident from just slotting reacharge sets, FF procs or Incarnate abilities.
Thunder_Knight: You're thinking of Accuracy. ToHit is a different mechanic, and is used in a different part of the attack mechanic.
ToHit starts at 0, and isn't reflected in your powers' slotting, because it isn't part of the power, it's the same value for all powers. If you want to see your ToHit value, you'll have to look at your Combat Attributes - that's the only place it shows up. And yes, you were about 12 hours late. But he said he'll be back to read over late responses and try to answer them, so you aren't TOO late, just late. :P |
And my suggestion had absolutely nothing to do with any sets at all. It was simply that the fast snipe animation be a gradual thing, with any To Hit bonus also being treated as an Interrupt Time bonus for snipes (and only for snipes), as opposed to having full "wind-up" animation at +0% to 21.99% To Hit, no "wind-up" animation at +22% To Hit and above, and nothing in between.
Reppu pointed out a page back that it doesn't work that way, that it's all or nothing, but I was asking if it could (or should) be a more gradual transition.
As for why I doubt cones will get a boost, the devs use a formula for calculating the recharge and endurance costs for AoEs which factors in the size of the AoE. Increasing the range of the cones would increase their area by a significant amount so their recharge would go up and I don't think anyone wants that.
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(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.)
Yep. Arbiter Hawk can wave his magic wand and boost the ranges of all 40 foot single target attacks to 80 feet, and it will be so. He can't buff the range of cone attacks specifically, without being forced to increase their endurance costs and recharge times accordingly due to the increase in the AoE factor.
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Ah. I couldn't watch the Twitch broadcast because of work; recording still isn't up.
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I used it as reference for some posts I made that night.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
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Are 40 foot range powers gone the way of the dodo?
Will newer sets only feature 80 foot range powers?
Was Boost Range considered for elimination from EM and do the Devs view it as problematic?
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Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Boost Range will be fine.
Alright guys, I'm back and I'll try to answer as many of these as I can. However, I do have spreadsheets to make so I can't guarantee I'll get to all the unanswered questions - if your question is similar to someone else's, my apologies if I don't reply directly to your post, and hopefully you'll get all the information you were seeking. Fire away, and I'll work through the unanswered questions as I get a chance.
I don't think I have a question (that you can answer) right now, but I just wanted to chime in and say that your interests in buffing up Electric Blast's damage (and, eventually, the secondary effects) make me very happy.
I love the set, but I do recognize that it could be more powerful.
I do sometimes wish that we had another blast to choose from instead of VS, but I also recognize and appreciate having that unique variation among the Blaster sets. I guess I sometimes feel like the hold and the energy drain is enough of a variation, hehe.
I am also very excited to see you mention improving Build Up's potential for quicksnipes.
AND... I think increasing the range of the Tier 1 Secondary immobs would be fantastic!!
Thanks for the open dialog!
and round up everyone that knows more than they do"-Dylan
Which we didn't.
Like Reppu said, this is branching to an entirely different power if you have more than 22%, like Titan Weapons momentum or the new Assassin's Strike. Hawk even explicitly mentioned power redirection in a previous post.