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Erratic1

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Everything posted by Erratic1

  1. I never said otherwise. Build Up has a 90s base recharge rate and you can at max reduce it to 18 seconds. With a 10s duration, that is what...10s up and 8s down? So 180% damage for 10s and 100% damage for 8 on live, for an average of 144.44% versus on test having 170% for 10s and 100% for 8s, for an average of 138.88% or a reduction of 4%. And that is if you maintain maximum recharge reduction, with the loss being lower the less global recharge you are maintaining. Allow me to suggest that is basically a meaningless change. Rage applies on one, and only one powerset--Super Strength. You go from an 80% (or 160% double stacked) boost to 70% (or 140% double stacked). That is a 5.5% drop. Again, not that meaningful. I leave Follow Up as an exercise for the reader. In terms of what is causing tanker mission time clears to leap as much as they have, this is about as much of a non-factor as the new opponent healing factor.
  2. My gut feeling was to go the other way as that keeps the proc reduction in place. Without falloff, you end up with just the reduction from the base, so Guarded Spin: 21%, Eye of the Storm: 23% reduction, Innocuous Strikes, 15% reduction. Is that still too steep? Let's say you're averaging 20% reduction across the various AoEs. If AoE damage is the primary mode of clearing trash, then you're looking at an increase in mission timers of 25%. So what took 2 minutes before will now take 2 minutes, 30 seconds.
  3. I had previously thought reducing the overcap falloff was called for. Reaching the point where the falloff should just be dropped.
  4. Something about selective quoting applies here. Almost like the following was not part of my post:
  5. My understanding is that at cap a Brute would outdamage a similarly capped Scrapper. The oft stated claim was that dps is all Scrapper brought.
  6. I don't think anyone routinely crossed that short of being on teams featuring serious damage buffs ala Fulcrum Shift stacked with others.
  7. You took Whirling Hands and skipped Power Crash didn't you?
  8. You quoted my response to: There was no context there. It is a flat claim that damage is being nerfed, " across the board". It is not. Period.
  9. "Across the board" means everything. Not just AoE, and not "AoE" when beyond certain numbers of target" and not, "AoE past a certain number and only to those past that number." "Across the board" is a plainly wrong claim.
  10. This is already the case. I came across the awfulness of Kinetic Melee on Live and Homecoming has been humming along for years with plenty of changes to plenty of powersets, yet KM remains miserable. As a result it is rarely seen in the wild. And yes, that is frustrating. But that lack of change did not stop other global changes from going through for gain or loss.
  11. The word "buff" means something. Are you continuously, 100% of the time under a damage buff you have applied to yourself, say like Build Up? Even if so, that is not base damage being lowered. It is not changing.
  12. Powerset balance has to happen on its own. Kinetic Melee is a miserable set regardless of AT. Its existence however is not a reason to delay global changes. KM simply needs to be addressed in its own right. Same for any other underperforming set.
  13. Procs aren't "the" problem. They contribute to it. And damage is not being nerfed across the board. If you are not facing crowds above the overcap limit, you will not see a difference (this is not to say I agree with the limits as they are, just that your notion of damage being uniformly lowered is wrong).
  14. Panic which is being mirrored currently somewhere else? 😛 I do not see much argument as goes the overcap penalty being too extreme nor too much that points at other factors being major contributors to slowing down Tanker performance on the test server. So starting from 30% being too extrreme a cut in Tanker damage output, how much is a proper/acceptable amount?
  15. Blasters may manage pretty impressive Trapdoor times, but its facing Council, not exactly known for their Mez usage. I would also be careful at levelling, "too high DPS" at a DPS class lest some angry Blaster fan make a similar comment as goes survivability and Tankers. DPS is, after all, the sole purpose of Blasters.
  16. That is a finite number. The question is which order of infinity are we talking here...countable or uncountable?
  17. If you cannot keep 11+ targets up, neither can you keep Fury continuously pegged.
  18. I've got at least two more Tankers planned for the next patch.
  19. Damage is what clears missions. All the foes in the mission represent a minimum (because they can heal) amount of damage which must be done. Tankers deal it faster. There is no dancing around that.
  20. So Beta Tankers are dealing more damage than Brutes, whether unbuffed or maximally buffed?
  21. The decay rate was decreased a fair bit back. I typically assume 85% fury when planning.
  22. Procs are not untouched. Making the areas larger as opposed to the increased area coming from Gauntlet means fewer procs as those are penalized for radius.
  23. Tanker base damage is higher than Brute damage, but not a lot. Base. Foot Stomp for a Tanker is 161 vs 146 for a Brute (City of Data). Slotting damage enhancers doesn't change this. Fury however quickly pushes the Brute ahead as that is even more damage enhancement.
  24. Tankers and Scrappers both have the same damage cap of 500%. Brutes are at 700%--500% plus 200% so their Fury always contributes. Brutes used to cap at 770% iirc.
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