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Gobbledigook

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Everything posted by Gobbledigook

  1. Yes that is why i thought that the new Aim could be a resist bypass/penetration power for a duration instead, to help penetrate one of the most common resist types. This would not be a debuff but a bypass for the user only. Armor Piercing rounds basically.
  2. Personally i would turn Beanbag into a high damage single target attack with a stun and rename it (AP round/ HEAT?). Remove incinerator from Blasters etc. Let Sentinels have incinerator and give the others something else to be different. Even turning ignite into a high single target damage dot that causes fear could work. Drop ignite and replace with some Build up power or armour piercing effect for a duration. Call it "Tracer Rounds" or "Enhanced Ballistics" or something. that causes all shots to penetrate resists by X% for X duration and increases accuracy. Increase Full auto damage for Sentinels to match other Sentinel T9 damage which is roughly about a 30% increase. Give it a better secondary effect rather than a small chance at extra damage or increase that chance significantly. Lower the activation time on Slug for Sentinels from 1.67 to 1.4 seconds like Blasters/defender/corruptors. This will help keep the Sentinel from being a near exact copy of the others.
  3. It does get a small chance at extra damage but that is quite low indeed. It could do with something more . Most Sentinel T9s do close to 200 damage base but Full auto seems to be only 152 damage, so it is not even in line with other Sentinel T9s. As they are all on the same recharge then Full auto needs a good 30% buff to its damage to bring it even with other Sentinel T9s. Example..... Sentinel Psychic Wail does 194.59 damage with 90 second recharge. It also debuffs recharge all the time. Sentinel Full auto does 152.13 (13.83x11) damage with 90 second recharge. It has a very small chance (10%?) of a little extra damage (5.72x11) that is pretty bad on a 90 second recharge. They both hit the same amount of targets. Full auto for Sentinels should be doing closer to 18x11 damage and needs a buff. The extra 30 second recharge would compensate for hitting the same amount of targets as a Blaster/Defender/corruptor. Hits the same amount but less recharge.
  4. No it wasn't and yes it was FA ONLY. I never said that either and that is a counter to Nothing. I merely stated the figures for the developers to make of them as they will. FA is not balanced with other Sentinel T9s and the Blaster/Defender/corruptor versions are much better, especially now if they are getting the arc increase and have better range,, cooldown and even damage. I was just pointing this out and and not going to get into a big debate over it.
  5. Why are we discussing what sentinels do? It was about Full auto. There are big differences but i am not getting into that here. Full auto is in beta Scrappers are not.
  6. Turn on form of the Body. Not 95% defence but could get silly. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- ShlWal-Def/EndRdx(A), ShlWal-Def(3), ShlWal-Def/Rchg(3), ShlWal-Def/EndRdx/Rchg(5), Rct-ResDam%(5), LucoftheG-Def/Rchg+(7) Level 1: Mercurial Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Dam%(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50) Level 2: Precise Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(15), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(17), Hct-Dam%(17), Hct-Dmg/EndRdx(19) Level 4: Guarded Spin -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(23) Level 6: Practiced Brawler -- RechRdx-I(A) Level 8: Focused Senses -- ShlWal-Def/EndRdx(A), ShlWal-Def(25), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(27) Level 10: Dodge -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 12: Evasion -- ShlWal-Def/EndRdx(A), ShlWal-Def(29), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(31) Level 14: Agile -- LucoftheG-Def/Rchg+(A) Level 16: Eye of the Storm -- Arm-Dmg(A), Arm-Dam%(31), Arm-Dmg/Rchg(31), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33) Level 18: Lucky -- LucoftheG-Def/Rchg+(A) Level 20: Staff Mastery Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(34), StdPrt-ResDam/Def+(36), GldArm-3defTpProc(36) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/Rchg(37), ShlWal-Def(37) Level 28: Quickness -- Run-I(A) Level 30: Serpent's Reach -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Rchg/Res%(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 35: Innocuous Strikes -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(50) Level 38: Sky Splitter -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg(43), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 44: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--Build%(48) Level 47: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 49: Double Jump Level 50: Agility Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul ------------
  7. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Martial Arts Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Experimentation Ancillary Pool: Soul Mastery Hero Profile: Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(50) Level 1: Storm Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(13) Level 2: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def(15), RedFrt-EndRdx(19), RedFrt-Def/EndRdx/Rchg(48) Level 4: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7) Level 6: Boxing -- Empty(A) Level 8: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9) Level 10: Warrior's Provocation -- PrfZng-Dam%(A) Level 12: Evasion -- Rct-Def(A), Rct-Def/EndRdx(13), Rct-Def/EndRdx/Rchg(43) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), HO:Ribo(46) Level 16: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(17), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(48) Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19) Level 20: Crane Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(36) Level 22: Quickness -- Run-I(A) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Rchg/KDProc(36) Level 28: Crippling Axe Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(33), AchHee-ResDeb%(33) Level 30: Eagles Claw -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(36) Level 32: Practiced Brawler -- EndRdx-I(A) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39) Level 38: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(40) Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43) Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Speed of Sound -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(37), Mrc-Rcvry+(50) Level 1: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(40) Level 50: Agility Radial Paragon ------------ SD can do this also but it is easier to do with SR.
  8. We are not comparing blaster damage to Sentinel damage. Just discussing Full auto only. If you look at the Corruptor version of FA also, it does a little less damage than the Sentinels but recharges a full 30 seconds faster and can scourge for even more damage. Even the Corruptor version will out pace the Sentinels. Corruptors bring buffs/debuffs of all sorts on top.
  9. Scrappers do not struggle with damage in any way. They have AoE. The AoE of a Scrapper may be less targets but it is also shorter cooldowns and rotated much more frequently than the Blaster t9 FA nuke we are discussing. I am sure a SD/ElecM Scrapper can put out some pretty good AoE damage but that is irrelevant. This is concerning Full Auto only though and probably RoA when it's time is due.
  10. Yes. But the Blasters version also hits a lot harder as well as recharging faster. One is ok but both is a bit too much. Over say 10 uses of FA the Blaster will out damage the Sentinel by a very large margin.
  11. Actually in game it does not. 2 ticks normally and a 10% chance for that extra tick.
  12. Not really. Most blaster sets have over 2 minutes on their nukes. Sentinel nukes generally recharge much faster but hit for lower damage and less targets. I certainly think the Blaster Full auto range should be lowered to 60' max. Also it may be worth increasing the recharge, damage and number of targets to similar figures of other blaster nukes. The blaster seems to be stealing all the Sentinel uniqueness and doing it much better with AR.
  13. Full Auto. Sentinel version is 152.13 damage + 10% chance 62.92 damage. 90 seconds recharge. 40' cone 90 degree arc. Blaster version is 189.53 damage + 10% chance 62.56 damage. 60 seconds recharge. 80'cone 90 degree arc. More damage and 30 seconds faster recharge. Blaster damage scale 1.125 Sentinel damage scale 1.1 Maybe this needs looking at.
  14. Where are you getting the figures from? Full auto went from a 1 minute recharge to a 1 minute 30 seconds recharge. The damage is still lower than a Blasters, so that is a nerf. Rain of Arrows is a location nuke like Blizzard but it also went from a 1 minute 5 seconds power to 1 minute 30 seconds and it does not do anywhere near the damage you are listing. It is more like 120 damage. Full auto for Sentinels shows 2 sets of damage listed. It is applying the first set of damage (13.83x11) only, which is significantly lower than the Blasters. The second set (5.72x11) is a small chance to apply i think, probably 10% also. The blasters full auto shows 1 set of damage (17.23x11) which is higher than the Sentinels and has a 10% chance of hitting for extra damage(62.56). Blasters recharges a full 30 seconds faster and has double the range (also buffed by the Snipe) of the Sentinels version with the same cone on test server. Sentinel version is 152.13 damage + 10% chance 62.92 damage. 90 seconds recharge. 40' cone 90 degree arc. Blaster version is 189.53 damage + 10% chance 62.56 damage. 60 seconds recharge. 80'cone 90 degree arc. That which made the Sentinel unique they have just given to the Blaster and the Blaster gets a better version altogether.
  15. I am liking the new AR revamp. But Full auto between a Blaster and a Sentinel or even Corruptor is a little uneven. The Blasters version does about 25% more damage than the sentinel version and recharges in 1 minute compared to 1minute 30 second. With the increased recharge for Sentinels i thought they would be much closer damage considering the increased damage scale for Sentinels. I know they hit the same amount of targets but they they have an extra 30 seconds downtime. Anyone else notice this?
  16. If it means all weapons sets get a mostly No redraw then this is a good step forward. A weapon draw before combat is fitting i think. "Time for business". You can easily click a weapon power to draw you weapon in advance also.
  17. That was the advice i was given when i was young anyway 🙂
  18. Incinerator for Corruptors does not seem to accept Ranged damage sets. At least it didn't for the one i created. @Booper i don't know if you already knew about this?
  19. Yes, Blasters has 80' range cone compared to 40' and is further enhanced with the snipe also. Now is a good time to address this lol. The sentinels full auto is not much better damage than a Corruptors with 50% more downtime than the corruptors.
  20. What i find odd also is that Full auto for Blasters recharges in 1 minute compared to a Sentinels 1 minute 30 seconds. The Blasters is hitting the same mob for 61.62 x11 with no self buffs at all whilst the Sentinels hits for 36.56x11 with no buffs. That does not seem fair at all. The damage was not quite as high for the Blaster as shown above. It had a buff i did not notice. But the damage is higher by a fair bit than the Sentinels with less downtime and more range. Even with Offensive adaptation switched on the Sentinel still did quite a bit less damage than the Blasters Full auto.
  21. HIT Behemoth Overlord! Your Full Auto power had a 95.00% chance to hit, you rolled a 48.66. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Offensive Adaptation for 21.84 points of Toxic damage. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. The extra damage coming from Offensive Adaptation dot seems very low indeed. Same with Flamethrower. Seems to apply on the first dot only. Is this correct?
  22. Why not turn ignite into a single target or even 3 target narrow cone dot (similar to piercing rounds) which causes fear? They run around trying to put the flames out. Btw i do like the new AR changes.
  23. The Blaster 102.6 damage version of Mental Blast has much better damage than the Sentinel 61.17 damage or Defender 47.71 damage versions which does not seem right. Activation time could be lowered for all versions a little also, similar to other newer sets/reworks. Blaster version of Fire Blast 84.72 damage, Defender Fire Blast 48.95 damage , Sentinel Fire Blast 92.63 damage.
  24. Don't forget to update the Epic powers for AT's also. I think this may have been over looked in the past. Otherwise Scrappers for example will still be using a much slower Fire Blast (not very Epic at all!).
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