Crashless Nukes WOOOOOTTT!!!


Agent White

 

Posted

That is all.


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Posted

Why yes. Yes you did.

Essentially all nukes are having damage and recharge normalized.

Recharge is coming down quite a bit.
Damage is going down slightly.
No more crash.

Nova was used as an example:

Currently:

  • Recharge: 360s (Unaugmented)
  • Damage: 305
  • Crash!
After the change
  • Recharge: 145s (Unaugmented)
  • Damage: 250
  • NO CRASH!



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Posted

ERHMAGERD.

That is all.


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Quote:
Originally Posted by Deus_Otiosus View Post
This entire post should receive some kind of award for being both hysterical and fantastic.
Well done.
I have a 50 in every AT, but Scrappers and Dominators are my favorites.

 

Posted

Awesome news. I do hope that damage isn't completely equalized though. For example, it's a lot more dangerous/difficult to use a PBAoE like inferno or nova than it is to use rain of arrows. So ideally that should affect the damage as well, with inf/nova being stronger than RoA. If that's the case, oh boy....


 

Posted

Quote:
Originally Posted by Supermax View Post
Awesome news. I do hope that damage isn't completely equalized though. For example, it's a lot more dangerous/difficult to use a PBAoE like inferno or nova than it is to use rain of arrows. So ideally that should affect the damage as well, with inf/nova being stronger than RoA. If that's the case, oh boy....
From my third-hand take on it, the crashless ones that are shorter than 120 second recharge are going untouched (BR and WB are having their already-crashless nukes set to 120 sec), for the currently crashing nukes the 75% and 50% ticks were just rolled into the damage with a small reduction. They still should be stronger than RoA, they'll just recharge less often.


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Posted

Quote:
Originally Posted by RedSwitchblade View Post
ERHMAGERD.

That is all.
^^


@Jumpman
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Posted

*gasp*

So is blaster blizzard going to be the same as defender blizzard?


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
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Posted

*Picks jaw up off ground, the better to say something.

I started leveling a bevy of blasters a couple weeks ago after hearing the i24 changes, thinking to myself, "lets give it one more shot."

Now? I may just have to become a specialist at being the team AoE hit man, and hone my survival skills to their finest. Thank you everyone involved in removing so much stupid from Blasters and making them actually worth giving up my tough Brute skins to play.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Currently:
  • Recharge: 360s (Unaugmented)
  • Damage: 305
  • Crash!
After the change
  • Recharge: 145s (Unaugmented)
  • Damage: 250
  • NO CRASH!
Hmmm. I don't see why the damage has to drop so much. 305 is kind of misleading. Nova could do 375 now. To be honest, if 250 is the damage level, they didn't slightly lower the damage, they significantly lowered the damage.

Current Nova does a minimum of 188. It has a 75% change to do 93.84 and a 50% to do another 93.84 (I don't think the 75% has to hit for the 50% one to work, but I am not positive).

That said, I always shot for the recharge on true nukes to be 3 to 4 minutes. At 2:25 recharge, base 250 damage is nothing to sneeze at (RoA can do 225, but all 3 ticks need to hit, which they generally do).

Love the direction, but I am thinking they reduced the damage too much.


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.

 

Posted




Excellent news indeed.

Since incarnate Judgement demonstrated what a "nuke" *should* have been
from the get-go, I've been wondering when the devs would quit dragging their
heels and relent to correcting this long-standing game mechanic.

Is there a ballpark ETA on when this would go live?


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
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there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

I am so glad my favorite archetype is getting all this goodness. 80-ft. ranged T3 single target blasts, and now crash-less nukes. That's all I've ever wanted and I am so glad it is coming!


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

 

Posted

Quote:
Originally Posted by FourSpeed View Post



Excellent news indeed.

Since incarnate Judgement demonstrated what a "nuke" *should* have been
from the get-go, I've been wondering when the devs would quit dragging their
heels and relent to correcting this long-standing game mechanic.

Is there a ballpark ETA on when this would go live?


Regards,
4
after issue 23, but before issue 25


 

Posted

Quote:
Originally Posted by StratoNexus View Post
Hmmm. I don't see why the damage has to drop so much. 305 is kind of misleading. Nova could do 375 now. To be honest, if 250 is the damage level, they didn't slightly lower the damage, they significantly lowered the damage.

Current Nova does a minimum of 188. It has a 75% change to do 93.84 and a 50% to do another 93.84 (I don't think the 75% has to hit for the 50% one to work, but I am not positive).

That said, I always shot for the recharge on true nukes to be 3 to 4 minutes. At 2:25 recharge, base 250 damage is nothing to sneeze at (RoA can do 225, but all 3 ticks need to hit, which they generally do).

Love the direction, but I am thinking they reduced the damage too much.
Nova currently averages scale 4.875 damage. The revised version they showed on the stream was doing scale 4.0 damage consistently. So basically the modified Nova will do about 82% of the damage of the current Nova on average, but recharge just about 2.5 times faster.

Rain of Arrows does, in adjusted terms, 3.6 scale damage. Its still going to do better damage over time, but it won't be quite as absurd, and recharge will close the gap between them slightly (because RoA's cast time is more of a factor in its cycle time than Nova).

What I hope gets looked at at some point is the fact that 3 seconds is a bit too long for a Blaster PBAoE. Blackstar, Nova, Inferno, and Atomic Blast should all either be reduced to less than 2 seconds like Dreadful Wail and Psychic Wail, or should get some benefit for being locked in a long animation while almost certainly surrounded by attackers like Hail of Bullets.


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Posted

I'm more interested in the secondary effects staying the same or not. Electric Blast can drain all a mob's endurance on a Corruptor if you slot for END mod and unable to recover for 20 seconds. Blackstar is a 35% ToHit debuff for 20 seconds. Blizzard is absurd...I think I'll just skip Water Blast and side-roll my Fire/Storm corruptor as an Ice/Storm corruptor since her powers revolve around 'rain' and not particularly water.

The mag 3 hold/-def and stun/-rech in Atomic Blast and Psychic Wail isn't much to call home about but Dreadful Wail has a hefty -res debuff that can turn the tables pretty nicely.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Nova currently averages scale 4.875 damage. The revised version they showed on the stream was doing scale 4.0 damage consistently. So basically the modified Nova will do about 82% of the damage of the current Nova on average, but recharge just about 2.5 times faster.
Here is what I think.
Currently Build Up then Nova almost always kills Lts.
This new Nova will not kill Lts. after just Build Up. Of course you will have endurance so you can throw out Explosive Blast (although for Nrg this is problematic since you aren't likely to hit many enemies).

I don't know.
Old Nova. A small chance to deal 3 scale damage. A big chance to deal scale 4.5 damage. A small chance to deal scale 6 damage.
I am not seeing scale 4 as the appropriate damage.


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.

 

Posted

I was busy installing a motherboard on a laptop (from hell!) so I completely missed the coffee talk and I had some questions and realizations...

1) Does this change affect the corruptor and defender blast sets?

2) This really helps the ranged AoE potential of Electrical Blast and Ice Blast.

3) I thought about just my Blasters and I still will skip Inferno (he's Fire/EM). Aside from Energy Blast, the rest would be probably taken regardless of secondary since the secondary effect from Dreadful Wail (stun) / Atomic Blast (hold) / Psychic Blast (stun) / Blackstar (mondo - to hit) are all team friendly. Personally, I do not have a problem with Nova - if I'm on melee and some noob blaster runs like Leroy Jenkins and nukes - does not quit kill everything but scatters critters all over God's creation - it will not bother me BUT I know it will bother alot of people and you know it's going to happen.


@Deadboy

 

Posted

Yes, this is not a blaster only changed. All ranged blast sets will benefit from this change.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
What I hope gets looked at at some point is the fact that 3 seconds is a bit too long for a Blaster PBAoE. Blackstar, Nova, Inferno, and Atomic Blast should all either be reduced to less than 2 seconds like Dreadful Wail and Psychic Wail, or should get some benefit for being locked in a long animation while almost certainly surrounded by attackers like Hail of Bullets.

I've personally always felt that for PBAoE nukes, the damage should activate imediately and the animation be your recoil, not the build up to the blast.

(And call me crazy but IMO Blasters should be able to activate the nuke while mezzed just as easily as their T1 and T2 powers.)


 

Posted

Quote:
Originally Posted by deadboy_champion View Post
I was busy installing a motherboard on a laptop (from hell!) so I completely missed the coffee talk and I had some questions and realizations...

1) Does this change affect the corruptor and defender blast sets?
Yes, they said it would change corruptor and defenders blast too.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Oddly enough Nova is the only example where I'd rather have more damage with the crash, due to the knockback involved. Scattered not-quite-dead enemies, ick.

The point-blank nature of most nukes really never bothered me, since I activate them mid-jump and am at least 40 feet away once the rooting immobilizes me. (the instant acceleration of combat jumping really helps to in-and-out this way).


The Bacon Compels You.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Here is what I think.
Currently Build Up then Nova almost always kills Lts.
This new Nova will not kill Lts. after just Build Up. Of course you will have endurance so you can throw out Explosive Blast (although for Nrg this is problematic since you aren't likely to hit many enemies).

I don't know.
Old Nova. A small chance to deal 3 scale damage. A big chance to deal scale 4.5 damage. A small chance to deal scale 6 damage.
I am not seeing scale 4 as the appropriate damage.
Nova has a 12.5% chance of doing scale 3.0 damage, 50% chance of doing 4.5 scale damage, and 37.5% chance of doing scale 6.0 damage.

Slotted to +95% damage and with +100% damage from build up, Nova does 553.66 damage at scale 3.0, 830.48 damage at scale 4.5, and 1107.31 at scale 6.0 with the current version at level 50. It will do 738.21 at scale 4.0 in the new (unconfirmed) version. Level 50 Lts have 857.5 health. With +10% defiance, the current Nova will kill even con Lts with no resistances 50% of the time. The unconfirmed I24 Nova wold need an additional +48% damage to kill Lts 100% of the time (assuming it hits).

So: kill 50% of the Lts with minimal extra effort, or kill 100% of the Lts with moderate effort fairly reliably. Which would be better for blasters even factoring out the crash?

What you think is an appropriate level of damage depends on what you think nukes should do. I think they could do a little more damage, but I don't think Scale 4.0 is disproportionately worse than what we have now. Its 18% less damage, but in terms of its kill factor its entirely reasonable that many players would consider that a guaranteed kill of all minions and Lts (that you hit) with BU and Aim is better than leaving half the Lts behind with just BU (and Aim can't improve that situation).

Maybe when it hits test we can consider asking for the long recharge nukes that used to have waves to have a chance to crit bosses.


I'm also kinda wondering if all that work I did on nuke calculations accelerated this change. I honestly don't know, but it would be nice to think it helped a little, since Arbiter Hawk suggested the changes were driven by attempts to alter the balance formulas for edge case nukes.


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Posted

When discussing level 50 enemies, how likely is "no resists" the case though?

I'm sure I'll still rock freakshow if nothing else.


The Bacon Compels You.