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Signalrunner

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Posts posted by Signalrunner

  1. On 1/20/2024 at 6:00 PM, Taira said:

    I get that this is a playstyle issue and I can fix it by just not moving when I Assassin's Strike, but I'm not really trying to break a 15+ year old habit at the moment, I'm not super attached to Stalker and I can easily just switch this toon over to being a Scrapper if there is no workaround for this, but I figured I'd come and ask if anyone else has experienced this, knows a way to make the Assassin's Strike powers root you like everything else, or has a different workaround for the problem.

     

    My workaround is to play like a scrapper instead of rerolling as a scrapper. The base HP between the two ATs is only a difference of 134HP at lvl 50. I open with an attack other than AS like the others have mentioned. Using AS in-combat still outpaces a Scrapper's baseline damage output.

    • Like 1
  2. 18 hours ago, Lunar Ronin said:

     

    Willpower is one of the most new player friendly melee (and Sentinel) armor sets in the game, as it's set it and forget it.  Even if the player isn't new, sometimes it just fits the character concept.  It isn't always about the meta.

     

    Except the Stalker version isn't set and forget. It doesn't have Rise to the Challenge, the toggle that can spike +Regen to high levels. You know, the one that WP is known and loved for? It's traded for a click heal on Stalkers- putting it on the same level of activeness as Invulnerability for less performance. A downgrade is a downgrade. It's not a meta consideration to say that.

  3. Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) has an 8 second recharge time which conflicts with the patch note change below. It should be 10 seconds:

     

    Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) - This power now deals smashing damage on impact. Now accepts damage enhancements and sets, recharge increased from 8s to 10s

     

     

  4. 3 hours ago, Luminara said:

     

    My main is Staff, so I can test that, too.  Attack chain: Guarded Spin (1.98s Arcanatime)/Boxing (1.32s Arcanatime)/Serpent's Reach (1.98s Arcanatime)/Holy Shotgun Shells (2.112s Arcanatime).  The temp power was necessary, this character has no other non-Staff attacks (Brawl would have kept the staff drawn).  Holy Shotgun Shells has a base recharge time of 8s, which, with my 118.75% global +Recharge, was reduced to 3.18s, allowing it to fit within the attack chain without pauses.  It also added another weapon to the chain, and since it's a temp power, there was no way to turn off redraw, so it expanded the redraw test.

     

    Total animation time for 10 uses of chain: 73.92s.

     

    image.thumb.jpeg.264714c04da1b4ee3628e22c225158ef.jpeg

     

    According to the timestamps, the elapsed time was 06:16:27-06:17:40, 73 seconds as recorded by the game.  Adding the animation time for Holy Shotgun Shells to that, the total would be ~75.112.  I didn't use a stopwatch for this test because I've already identified my own response time as a failure point, but this gives us enough information to work with.  For example, we can extrapolate that redraw is not adding 0.1-0.2 second to every weapon attack, because if that were the case, the elapsed time would have been 3-6s longer ( (3*0.1 or 0.2)*10 ).  My test shows a maximum deviation of 1.192s, not 4.192-7.192s.  This also verifies that not having a No Redraw theme for Staff is not, in fact, impacting its performance.  And that temp powers which draw a weapon don't seem to impose a massive penalty, either.

     

    Every test I've conducted shows that redraw is ignorable in the current state of the game.  Redraw with No Redraw sets, redraw on sets without No Redraw, redraw on temp powers, there's no difference and no significant animation time added that can't be attributed to the player's response times.

     

     

    As it happens, my first couple of tests on my Archery/Energy/Ninja sentinel were with the No Redraw theme, because I forgot to reset to Original.  Here's the screenshot I almost attached to my previous post, before I realized my mistake.

     

    image.thumb.jpeg.bfca94216a9916954ade896b9fbbe4bb.jpeg

     

    The timed result of my test with No Redraw was nearly identical to the test with Original, close enough for user error to account for any difference.  If you arrived at a 41 second difference, some data would be useful in discerning what caused that.  Screenshots with timestamped hit rolls, videos, something.  There's a discrepancy that needs to be identified.

     

    Alright, I'm convinced redraw doesn't matter for the most part.

     

    The one thing I'm still confident that is dragging down live server Staff right now is the root time. On most other sets you can still move/chase/reposition towards a target when a redraw is triggered on a target out of range. With Staff, you have to wait for the root time to play out. Redraw revamp is a welcome improvement here from my testing.

     

    I have videos of the Archery trapdoor runs but the sample size is too small and I can't generate anymore because the Archery/Ninja Blaster I used only exists on Brainstorm. I'm cool discarding the 41s difference as data. If I had to point at something for my archery results it'd be behind the keyboard performance variation + inconsistent visual feedback from redraw on affecting me (e.g. I may have waited for redraw based on visual cues when I didn't need to).

     

     

  5. 7 hours ago, Luminara said:

    Well, I decided to check the existing redraw system and how it works myself.  No-one's laid down a basic comparison test to determine how the new one will work, and since I can't download the test server data (my phone plan has a 15GB/month limit), this is how I'm contributing.

     

    Archery/Energy/Ninja sentinel, attack chain Stunning Shot (1.188 seconds Arcanatime)/Cross Punch (1.848 seconds Arcanatime)/Blazing Arrow (1.98 seconds Arcanatime)/Sting of the Wasp (1.32 seconds Arcanatime)/repeat.  Archery and Ninja Tools set to Original in the costume editor, not No Redraw.  This was on Everlasting.

     

    Expected animation time total after 10 cycles: (1.188+1.848+1.98+1.32)*10=63.36 seconds.

     

    image.thumb.jpeg.71f23bd04d1483b29ea5ee8f35bde1b2.jpeg

     

    By stopwatch, I recorded 63.99 seconds, but I didn't press stop until the circling ring around Sting of the Wasp disappeared on the 40th attack, and I know I was slow to react.  Regardless, if there was any redraw time added, it was less than 0.64 second over 40 attacks.  If it had been higher, the timestamps would show it.

     

    There's a baseline.  Everyone interested in testing the new redraw system, go attack a Rikti target dummy X times with hit rolls and timestamps, on both the live server of your choice, and on the test server.  /screenshotui 1, PrtSc, post.

     

    Easy peasy dirty sleazy.  Get on it.

     

    Thanks for the breakdown.

     

    Reading this and testing Archery a bit more made me realize I was conflating the few sets that still have forced root time on redraw like Staff Fighting (don't remember if there are more, Spines might be one) with those that don't, like Archery. Staff has the 0.1-0.2s delay that I believe Six was talking about. I recorded 2.29s on Precise Strike-Assassin's Staff vs. 3.14s on Redraw-Precise Strike-Assassin's Staff. I'll have to re-test with a longer attack chain.

     

    For my archery tests, it was an Archery/Ninja blaster on Trapdoor test with a 41 second difference between redraw on and redraw off. admittedly, very small sample size of just two comparison runs because I was focusing on testing something else.

     

    @Number Six I misinterpreted your statement and mistakenly took it to mean you perceived a 0.2s difference to be effectively nil. Apologies, I didn't have a clear head responding to that.

  6. 23 hours ago, Number Six said:

     

    It used to. But it's been broken on Homecoming for at least a year now (whenever the rooting changes went in). It wasn't until recently that this was measured and confirmed. That change did not take redraw into account and always allows the next power in a chain to be activated based on the non-redraw timings.

     

    There are a few technical details that can sometimes still cause a minor delay (on the order of 0.1-0.2 seconds), but in general the performance gap between redraw and no-redraw cases is effectively nil.

     

    The performance gap is not effectively nil. Redraw drags down my mission clear times by a noticeable degree, because those 0.2 seconds simply add up. It may not affect melee ATs as severely, where they only have to redraw when using an infrequent armor click or power pool.

     

    But have you tried say, an Archery blaster with redraw on while cycling in melee attacks from the secondary? I have. Weaving those attacks in cause constant redraw. If you redraw 100 times in a longer mission, you will effectively have had stood there doing nothing for 20 seconds.

  7. Kinetic Melee/Energy Aura on a Stalker. 

     

    Stalker is non-negotiable because KM's Assassin Strike is the fastest melee attack in the game, and it hits hard. Skip Hide for a more Scrapper vibe, if you must, because this combo will still hit harder than the Scrapper version because of AS.

     

    Concentrated Strike feels slow you say? Good, that power is a skip on Stalkers since CS doesn't crit and Stalkers can get build up resets through their Assassin's Mark Archetype Enhancement.

     

    Both sets have a speed forcey vibe to them and you can slap on Zapp and Ball Lightning from Mu Mastery for electricity.

     

    The endurance discount from Energize also lets you keep running Speed of Sound/Super Speed with less strain on your blue bar.

    • Like 1
  8. @BrandX @InvaderStych

     

    Yeah, Choking Powder is holding 5 dmg procs in the Hybrid on video- each with 90% chance to proc. 466 worth of damage before the pylon's resists with a 1.07s cast time. It's definitely one of the main draws of Blaster /Ninja.

     

    I was making tweaks between videos so I'm running different attack chains in both:

     

    Hybrid off chain: GD-CP-Blaze-Snipe-Fireball-Blaze (decimation build up proc in choking powder at 28% proc rate). I had a couple runs at 1:01 and 1:02 with this set up with Hybrid on.

     

    Hybrid on chain: GD-Blaze-Snipe-Fireball-Blaze-CP (decimation build up proc in snipe at 22% proc rate- didn't go off at all in the video). I feel like this one could breach 60s if the RNG gods are favorable but I haven't put in enough runs yet.

  9. On 8/31/2022 at 3:29 AM, brasilgringo said:

    How did you not die / get mezzed?

     

    My build has 32.5% defense to melee/ranged. I use 1-2 purples at a time to hit softcap and have some extra for debuffs + break frees, all in the video.

     

      

    19 hours ago, zuel said:

     

    Can you post your build? I've been thinking of making an elec/martial blaster for a while.

     

    Here you go @zuel

    Blaster - Electrical Blast - Martial Combat - New.mxd

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  10. MA/SR - EC-SK-CAK-SK, focus chi used when up with EC holding crit strikes ATO2.

     

    1:56
    2:05
    1:58
    1:50
    2:07
    2:00

    1:51

     

     

    T4 Musc Core | T4 Degen Core | T4 Assault Core passive | T4 Ageless Core was on for most of the runs including the 1:50 time

     

    Did some runs with MA/SR to see if MA could break 2 minutes without /bio or /shield.

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  11. 1 hour ago, Jimmy said:

    To everyone else: Voice your concerns. Don't resort to mudslinging, hyperbole, and blatant misinformation. Doing that is a really poor way to convince someone (ie: us) that you're correct. Don't listen to the few posters who say we don't listen (because we don't do exactly what they say), because they're completely incorrect.

     

    I'd also like to bring up that the recent Energy Melee rework gave Stalkers a stronger version of Power Crash due to the set not having Whirling Hands like the other melee AT counterparts. It was a step in the right direction.

     

    Why can't this newer design philosophy also be applied to Burst on Stalkers since the set omits Repulsing Torrent? Reducing the crit rate just feels like a step backwards in light of recent design improvement. It should be left alone or be put off until a rework for Kinetic Melee (for all ATs) can be done.

    • Like 2
  12. 9 minutes ago, GM Impervium said:

    For those dissatisfied with the normalization of the Crit chances: are there additional ways to normalize the sets in question (KM specifically, apparently) to help make it competitive without relying on a single power working much better than it probably should?

     

    Besides adjusting the damage/recharge values via standard dmg formula like Bopper suggested, lowering the cast time and/or increasing the radius of Burst would be a start.

  13. 2 hours ago, Jimmy said:

    Stalker > Kinetic Melee > Burst: PvE Hide Crit changed from 100% to 50%

     

    Heavily dissatisfied with this decision. It's become a de facto feature of the set and it's often one of the reasons the community of Stalker players recommend the set.

     

    Please rework Burst or revert the change, as it's a heavily underperforming AOE without the original crit rate.

    • Like 1
  14. 2 hours ago, StriderIV said:

    Would you say you typically use burst out of hide when engaging a group, than go through your standard rotation on a tough target? The idea of a Kinetic Melee/Ice Armor Stalker intrigues me.

     

    I don't strictly follow this but typically as an opener for groups I find myself doing: Build Up->Burst->Build Up (if the Build Up reset ATO procs)->AS on a Lt/Boss (to potentially proc Hide)->Ball Lightning (this can be another another epic pool AOE like Fire Ball)->Build Up again (if ATO resets it)->ST chain on a Lt/Boss until next Burst. I rinse repeat and start cutting away to a more single target chain when the herd thins. The build up resets can get real addicting in larger groups.

     

    If you don't have an Epic/Patron power pool AOE, that's fine- you can run a single target chain until next Burst with AS preceding (to try to get Burst crit from hide).

     

    KM/Ice is solid 👍 Hoarfrost and Icy Bastion should make for a pretty tanky Stalker.

     

    • Like 1
  15. 7 hours ago, Aeroprism said:

    I understand what you mean and I appreciate your advice.  With Burst and focused burst however, I never have a single second without anything to click and level 32 will yet bring me a new toy.

     

    Though I understand that my method is not optimal. I was reading about the 10.5 seconds rule and the quest to find an attack chain that fits it as tightly as possible but somehow, imagining that I will be spending the vast majority of this character's life clicking the same 4 buttons in precise order so I can maximize my DPS somehow bleeds the fun out of the game for me. When you look at it this way, not only do you deprive yourself the opportinity of trying pool powers, half of your primary tree goes ignored.

     

    Maybe this is why I don't get the expected results but I want to believe that there is a way to be a relatively efficient Stalker without having to follow the cookie-cutter method.

     

    Am I too optimistic?

     

    An optimal single target attack chain is just that.

     

    It doesn't mean don't use Burst or Focused Burst. It means, here how you kill stuff faster when Burst is recharging or you're down to 1 or 2 enemies since you brought up some key complaints of general slowness. By all means, you should absolutely be using Burst during AOE situations- it's one of the best melee AoEs in the game since the Stalker version has 100% (instead of 50%) chance to crit from Hide. Likewise for Focused Burst when you can take advantage of the ranged component.

     

    Sorry if the advice sounded rigid! I only meant to address your original complaints of slowness in one of the fastest melee sets in the game.

     

    Opportunity and build freedom comes in different forms! I personally played 1-50 twice on original live and HC with a KM/EnA Stalker and I found the lvl 32 power to be extremely lacking after taking it both times. A near 3 second long attack (that doesn't crit) felt absolutely shackling and I was glad to be rid of it. Plus dropping Concentrated Strike frees you up of more power pool picks. I discovered it for myself (then found others did too) and it really didn't feel cookie cutter to be honest, felt the opposite since I broke past the game's prescribed method. It depends on how you look at it!

     

    Absolutely feel free to try out the lvl 32 power and all KM has to offer and reach your own conclusion.

    • Like 1
  16. @Aeroprism

     

    I noticed you skipped Quick Strike which robs you of a smooth attack chain. One of KM's greatest strengths is that it comes online to its full attack chain very early on at lvl 6. Quick Strike, Body Blow, Smashing Blow, and AS are all necessary for that.

     

    Your unhidden single target attack chain should look something like:

    Body Blow-Quick Strike-AS-Smashing Blow (with Quick Strike as filler for any gaps)

     

    Having Quick Strike fills out gaps where you're left waiting and adds additional chance for you to generate Assassin's Focus (for that sweet +33% AS crit chance).

     

    Hope that helps!
     

  17. Bumping this to add:

     

    This also happens with "fast" AS while unhidden if you don't have your Staff drawn. To add, the hit numbers and visual effects don't align properly with the animation because of this issue- they appear shortly after.

     

    Crossed out the above- It doesn't seem to be the case for un-hidden AS after recent testing.

     

    I believe giving Staff the treatment Katana and Titan Weapons received would fix two issues:

     

    -The delayed weapon draw and mistimed AS effect mentioned in this thread

    -Staff weapon always having to be re-drawn after using a non-Staff power (e.g. Hasten, Ball Lightning, etc)

  18. Staff/SR Stalker Testing

     

    All Pylon times are with T4 Musc Core/T3 Degen -HP only/T4 Hybrid Core passive. Leadership Assault toggled on. My only epic power is Physical Perfection from Weapon Mastery.

     

    Serpent's Reach-Precise Strike-Assassin's Staff-Sky Splitter

    2:53

    3:13 - sloppy start

    -Didn't record further than this because I wasn't impressed with the DPS in a few extra half runs

     

    Guarded Spin-Precise Strike-Assassin's Staff-Sky Splitter / Guarded Spin with -Res + 4 damage procs (98% dmg enh value)

    2:55
    2:42
    2:47
    2:20

    2:31
    2:32

     

    Mercurial Blow-Serpent's Reach-Assassin's Staff-Sky Splitter / Mercurial with -Res + 4 damage procs (110% dmg enh value)

    2:48
    2:32
    2:52
    2:34

     

    Guarded vs Mercurial chains seem close enough DPS-wise, however Guarded offers two added benefits:

    1. Perma +DEF buffs from GS since it's now part of the main attack chain.

    2. On average, more Build Up reset ATO procs for non-Pylon content since the idea is you'll be hitting more enemies with GS built in to your chain.

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