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Everything posted by FupDup
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Procs are generally a matter of personal taste, at least when your AT/powerset has high base damage like Sentinels usually do. Proc'ing will get you more damage and more damage type diversity (helps deal with enemies who resist your main damage type) but it might come at the cost of set bonuses, depending on exactly what gets replaced. DP in particular is known for having somewhat low single target damage, and having so many secondary effects does give it a wide variety of proc options, so many people do lean on procs to make up for the lowish base damage. Most veteran players do tend to lean on procs in general, especially for a set like DP, but I'm a bit of a weirdo who likes to cram in more bonuses most of the time. If you wish to go that route I won't be as knowledgeable, but just know a few things: 1. Proc rate is based on both the base recharge and the enhanced recharge of a power, meaning that quick powers like your T1 blast will tend to be poor for procing (good for set bonus holding). Hard hitting powers with slow recharge tend to be the best proc choices, like Executioner's Shot or Suppressive Fire in this case. 2. Slotting recharge enhancement directly in a power will reduce the proc rate, but global recharge from things like Hasten, LOTG, or set bonuses will not hurt you. Some powers have long enough base recharge that they can retain a high proc rate even when slotted with recharge directly. Sometimes the set bonuses gained can make this a worthwhile exchange, like 5-slotting Apocalypse for the 10% global recharge and other stuff it comes with. 3. Mids actually has a built-in proc chance calculator, but I think it only works properly for single-target powers? You can see the estimated proc chance by hovering over a power's damage chart in the lower left corner of the interface:
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So here's my first stab at it. Current Build.mbd A summary of my changes and reasoning: -Swapped Agility for Cardiac because the resistance and endurance reduction will be more useful here -Added in Temperature Protection for some extra survival and slow protection, but had to drop Evasive Maneuvers for it -Dropped/swapped some defensive IO set bonuses (like Opportunity Strikes is now 5 slots instead of 6) because Fiery Aura has no native defense and no protection against defense debuffs -Swapped Dual Wield for Pistols because the latter has higher damage-per-animation -Swapped Eradication for Apocalypse like you planned to do later -Swapped power order around a bit to flow a bit better -Swapped slotting of Healing Flames and Cauterizing Blaze because the full set has a much greater impact in the former power because it has higher values -Added the Miracle and Numina procs to Health for more recovery -Added Kismet To-Hit to more consistently hit enemies -Boosted various IOs to +5 for more power -Enabled the passive health and endurance accolades -A bunch of other rearrangements that I don't remember
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Yes. Alphas don't give you "free" goodies like IO set bonuses do, they're like a global enhancement. So for example, if you pick an alpha power with resistance enhancement, it only boosts your existing resistance-giving powers. If you don't have any res powers, it won't give you anything.
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I think you forgot to post a link to the build. Anyways, I would recommend against the Agility alpha incarnate power here because it doesn't really do a whole ton for Fiery Aura. The endmod portion doesn't help much because Consume's recovery buff is fairly short in duration, and the defense portion doesn't help since Fire doesn't have any defense on its own (and no DDR). A lot of people would also say that the recharge from Agility would nerf your damage proc rate, but since the build doesn't appear to have many damage procs that part won't really hurt much in this case. I'd have to see the build in Mids to decide on the best replacement but my first instincts are either Musculature for more damage, Cardiac for resistance and endurance reduction, or Vigor for greater healing, endurance reduction, and accuracy.
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Address some of the criticisms towards Super Strength…
FupDup replied to Azari's topic in Suggestions & Feedback
Making Rage's buffs more powerful seems like it's missing the point. Rage is very strong while it's active, and can be double stacked to be uber stronk; The issue is the crash. Problem is that if we were to just straight up remove/reduce the crash with no other changes, that could easily result in a busted (OP) powerset. So that might need to be accompanied by reducing/nerfing something else, which would tick off a lot of the people who enjoy the set as it is. It feels like a damned if you do/don't kind of situation here. Something something cottage cheese, something something jranger. Thankfully, for those of us (like me) who don't like harsh crashes, there are other punchy-themed melee sets like Energy Melee and Street Justice to scratch that itch, minus the outdated design framework that Super Strength has. -
For Fire Sword Circle, just straight up removing the sword from your hands but keeping the same animation otherwise would look fine honestly, like you're smashing your fist into the ground. For the ST sword attacks, that just means we need to find something 1.33s to replace most of them (Greater Fire Sword is 1.37 but close enough) and 2.33s to replace Greater Ice Sword. I don't know of any matches for this off the top of my head. Might need to get creative with animation sequencers but that's more dev work involved. EDIT: Looks like Shin Breaker from STJ is 1.33s, but it might feel weird considering it's a kick instead of a punch/smash. But at least no sword. Rib Cracker is another viable subsitute. Barrage from Energy Melee is a third candidate and probably the most fitting, ship it. Now just to find a replacement for Greater Ice Sword...it's really hard to find other melee powers near the 2.33s animation time range.
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If you want to make a mecha-based character, IMO Invulnerability would more accurately represent that thick metal armor. Willpower is more of a standard human who has really tough discipline that refuses to give up kind of thing, like Batman or Punisher. But of course you can do w/e you like.
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A straight damage buff would be considered "free" by the powers design team (Powerhouse, Bopper) because the animation time is not factored in to the formula. And in regard to the rules, you're preaching to the choir here. A few of us in the Gold Standard test group (including me) tried to persuade/argue with them about this but we didn't get much out of it. The powers team just really really loves their formulas and adhering to them at all costs.
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It would have been very simple, yes, but as I said earlier our dev team really likes their damage formulas. They generally don't give more damage for free, so you'd have to sacrifice something else or multiple somethings in order to "balance" that out at which point the change might become a wash or even a net nerf. The sacred formula is why we cannot have nice things. 😔
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I think adding a toggle button might be a little janky feeling so I'd prefer an IO set that includes a piece which makes every snipe act as a slow snipe, even while engaged. Mockup of the set: I wasn't too sure on which set bonuses to choose or how to divide up the enhancement values so that's up for debate.
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Since there's an IO that makes you always do quicksnipes, I think there should also be an IO that makes it always do the slow snipe even while "engaged." Maybe something like this: Open to suggestions on set bonuses and how to divide up the enhancement values, just threw this together in a few minutes.
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The reasoning was that the power was underperforming before, and a long animation time was the primary weakness it had. Furthermore, the power design formula that the devs are sticking to religiously does not consider animation time, which means they can use animation speedups to give "free" buffs. With any other buffs like damage, the devs will ALWAYS insist on penalizing some other aspect(s) of the power to compensate and make sure the formula always remains equal no matter what. In an ideal world we could give a wider variety of "free" buffs besides animations to underperforming powers without needing to play the counter-balance formula minigame, but that's not the world that HC is. I would love to have several slow-animating powers just hit like an absolute rocket powered freight train (in terms of damage) instead of just animating faster, but then we'd have to "balance" that out with nerfing some other element like recharge time.
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I'd like a variant of the High-Tech Helmet without the left side attachment with the microphone and antenna. And heck, maybe an opposite variant that puts the attachment on both sides too.
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As a little note, since Sentinels' Lightning Field got upgraded to Shocking Field with 10s DoT, I think that future epic damage auras for them should follow that same example. So Mud Pots could become Magma Pots or something, IDK what to call it. As long as it gets the DoT effect.
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In the patch notes, all I see is dart's cooldown going from 32 to 24, which should be seen as a buff in a sane world (but since procs scale off base recharge, this reduces proc rates a bit). More generally, Sting of the Wasp has the lowest DPA of any of the Sentinel epic ST melees by quite a big margin (most are 80ish, a few are over 100, Wasp is barely over 60). Having a faster base recharge than its peers also means lower proc rates. It was always like this though.
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I for one welcome our new Beam Rifle overlords. It feels pretty prescient that the new ST DPS king just so happens to be one of the alts next in line in my alt queue (Beam/Stone), almost as if it's a sign from the universe that I should proceed with him. And it's kinda funny that BR manages this despite having one of its main ST attacks (the sniper beam) replaced by an AOE (imagine what kind of monster it would be if Refractor replaced Charged Shot instead and we had an ST sniper replacement...).
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Most of the items from that Elemental Armor picture are already in-game. And I don't mean generic look-alikes either, I mean they look almost identical. I'm pretty sure that art is based off CoH directly because it mentions "Titan Weapon."
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Infinite would make them a must-have for free extra stats. But I agree that they do die too easily. I think they should have enough HP to take a few light hits so they can better fill their role of making the early game a bit smoother. Maybe a threat reduction or even minor stealth to reduce how quickly they got spotted/focused down. But they should still be killable so that they aren't just a free bag of extra defense in the late game.
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Focused Feedback: Various Power Updates
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
To reiterate what others are saying, they're not asking for the Storm Cell bug to be kept. The bug can stay gone. What they're asking for is the baseline, default stats of SC to be throwing out more lightning procs without the buggy/broken interaction between other various pets that the player might have summoned. There shouldn't be any reason that it has to be one extreme or the other here (those extremes being the "slow" current feel and the very broken bugged version). -
Brainstorming alternative benchmarks to Trapdoor mission
FupDup replied to Yomo Kimyata's topic in General Discussion
Max's mission to take down the Knives of Vengeance might be a candidate. It's very accessible as a standalone mission (no filler missions to go through) and has an EB at the end. However, the KoV are kinda easy because they're mostly focused on S/L damage, so maybe not the best choice. You also need to kill Olympian 29 at the start so he doesn't add a confounding variable to the test. Some of the KoV bosses have an oh-shit button at low health that might mess up timings depending on how many of them spawn. Sister Solaris' final mission could be a good endurance test because of how many tough mobs and EBs it has, and the spawns are pretty consistent, but you have to go through some normal missions first that might take a while. A weakness of both is that both allow incarnate shifts from Destiny and Lore powers at T3-T4, which can cause a wide performance gap between incarnate and non-incarnate play at the same difficulty settings. -
Making it per-powerset might have coding issues. I think something more doable might be having the main origin screen be multiple choice instead of singular choice. Whichever one you chose first is the "main" origin that determines your starting origin power and the origin that NPCs refer to you by in The Origin of Power arc.
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which barrier for things like relentless Aeon
FupDup replied to Snarky's topic in General Discussion
While we're on this topic, something I've always wondered is whether radial can only rez allies, or can it also rez the user who cast it? I'm too lazy to test it myself. -
Focused Feedback: Various Power Updates
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
In regards to Elec Melee's AOE, perhaps it's about time we looked at some of the crappier powers in the set. Like Jacob's Ladder being an absolute meme with a narrow melee cone that makes it awkward to use when you're deep in melee. A wider cone angle or maybe even turning it into a short-ranged targeted AOE could make it more compatible with melee play (50 degrees would be great as a ranged cone in a ranged set, but not for a pure melee set). Lightning Clap is another candidate for adjustments, perhaps giving it some actual base damage. Of course all of this would need to occur in a future page because we're getting very close to release for this page and it's already quite large. -
Best AT for a soloist starting with nothing?
FupDup replied to Dao Jones's topic in General Discussion
I've got a Beam/Stone Sent waiting in my alt queue and the theme is a miner with a mining laser who drilled into some radiative or otherwise "unsafe" rocks and got mutated by them. Inspired by Lego Rock Raiders/Power Miners, but with a few artistic liberties taken on the details. For Radiation Blast, maybe you could say that you came into contact with uranium ore to explain both the stone armor and the radiation blasts. -
Generally, IO set bonuses are a really huge part of the build. Damage procs are the thing that are more of a "fine tuning" measure, at least on higher damage ATs (lower damage ATs like Controllers and Defenders have a bit more reliance on them). Something like a Blaster, Brute, etc. can be just fine with minimal damage proc usage. Something like a Super Reflexes Tanker can get away with just basic Single-Origin enhancements for a while but most others are gonna want those bonuses.