Jump to content

Rudra

Members
  • Posts

    8145
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Rudra

  1. Except it doesn't. The animation times are consistent with other sets. And you are locked into an attack's animation regardless of whether the damage is applied the instant the animation starts or the animation ends. Nothing is changing there. So the time before effects are applied in the animation does not affect your DPS/DPA. Because you still have to wait out the full animation for every attack you make regardless of what set it is.
  2. I apologize for derailing your thread. I have no opinion on the OP. My sole reason for being on this thread is to point out that KM is not itself a slower set. That it just seems to be. (Edit: So basically, I'm just responding to @JayboH.)
  3. Incorrect. DPA/DPS is not affected by when in the animation the damage is applied. Because you still have the full animation to get through before you can get to your next attack regardless of when that damage is applied. If I use an attack that does 100 damage and has an animation time of 1 second, then it doesn't matter if I do that 100 damage at the start, middle, or end of the animation. For that 1 second animation, I've done 100 damage.
  4. Again, I wouldn't. Because it is mechanically balanced. You have the same animation times. You have the same ability to chain attacks. The only thing that is different is when the damage is applied in the animation. And if you want to change when the damage is applied in the animation, you have to re-do the animations so the damage would be able to be applied sooner while extending the character's recovery after the hit to maintain the animation length.
  5. Let's set AVs and GMs aside right now. Say you have a team of 8. And for whatever reason, they all just blasted the same target, maybe it was a Sapper and the team wanted that Sapper gone. So I'm just going to use some numbers, not actual Sapper HP or character damage. Let's say that Sapper had 100 HP. Everyone on the team hits him for 30 damage each. They just inflicted 240 damage on that extremely low on HP Sapper. However, only the first 100 damage matters. Anything beyond that 100 HP is hitting a defeated foe. And even if all 8 attacks, including from the KM, hits at exactly the same time, only the first 4 attacks, which would probably be randomly assigned for hitting at the same time, would not be hitting an already defeated foe. That is the issue I have with the provided scenario. That even if the KM lands the hit at the exact same time as everyone else, half the team just blasted a defeated target in the order in which the game assigned their inflicted damage. Yes, KM applying its damage at or near the end gives a strong impression of it being slow. Yes, if a KM and someone else attack a target at the exact same time using powers with the exact same animation time, the KM will hit after the other character. Usually by around a half second or less if I remember correctly. (It's been a while since I compared the actual time before effect times.) So yes, the set feels slow to lots of players. I'm not arguing that. However, the set is just as fast for its attack animations as other sets. It launches its attacks as fast as other sets. It chains its attacks as fast and fluidly as other sets. So unless you are trying to all blast the same target at the same time for some reason, the slight delay in application time doesn't really come into play. You may notice when you hit an already defeated target more often, but in my experience, the rate of attacking/hitting an already defeated target is no worse than any other set I've played. (Though I haven't played Titan Weapons since Live, so it may be slower. However, it is really irrelevant to the conversation.)
  6. They won't tell us because if they do, we'll be expecting it and it may not be implemented despite being their goal. Some things just don't work when you try to implement it, but when you put out that you are working on it, there is an expectation of it eventually reaching the players.
  7. That's my entire point. Mechanically it's slow. No need to defend the set or be contrary to those who feel the set is slow, because it truly is. Balancing it by not having everyone blasting the same target? That's not balancing it at all. That's avoiding the subject and blindly defending a power set choice. So given the scenario you provided, where everyone blasts the exact same target at the exact same time, how would you balance the other character's powers to make up for the fact that they also blasted a defeated target?
  8. So if everyone attacks the same target at the exact same time, KM will likely end up corpse-blasting due to your explanation of how the set works. Sounds like everyone's description of it being slow is mechanically correct due to the results of such scenarios. What would you do to balance the set? Edited 2 minutes ago by JayboH I would balance it by not having everyone blasting the same target unless it was something that needed it. Edit: Here is the problem I have with your proposed scenario. If you have your team all blast a single target that cannot weather such a barrage, then a variable number of team members, most likely a large number of said team members, just blasted a defeated target. Even if all their attacks were to hit at the same time.
  9. Yeah, pretty much. If what City of Data says about the caltrops effect is true. https://cod.uberguy.net/html/power.html?power=mission_maker_pets.caltrops.caltrops&at=minion_pets Bear in mind that to get to the linked page, I started with the Malta.Knives of Artemis caltrops power and followed its provided links until it ended on that page.
  10. Logically that doesn't make sense if what you said earlier was true. Strange. My guess is either because the team isn't coordinating attacks on the same target, thus reducing the likelihood of extra attacks being launched at say a minion, or they are coordinating against a robust target. All I can say for certain is that KM's animation times are comparable to most other melee sets, it applies its damage later in the animation than other sets which is why it feels slower to many players, though that difference in application time is not by much, and I have not personally witnessed either my own KM or others wasting a perceivable number of attacks on defeated targets any more than other members of the team.
  11. Not per the threads complaining about other power sets corpse blasting on teams. From what I've seen/experienced from my KM character and others I've teamed with? KM doesn't wind up hitting defeated targets any more than anyone else.
  12. Buy the large Escape or Liberate inspirations. They last the longest reducing the frequency at which you need to reuse them. Open your in game e-mail. Type your global name (including the @) as the recipient. Drag one of the inspirations into the item slot of the e-mail. Put in anything for the message body, like just the number 1. Hit send. The message will show up on your e-mail list with the attached inspiration. If you have the e-mail window open, you can claim an inspiration from the e-mails you sent yourself as long as you have an open inspiration slot on the character. Depending on your build, you may just want to pop like 4 Righteous Rage inspirations and an Escape before starting the fight, and then just refresh them from your inspiration tray or e-mail until the mezzer is defeated. Edit: Also, you can check here for set bonuses: https://homecoming.wiki/wiki/Set_Bonus_Comparison_Tables You won't find any protection other than KB, but you can get resistance to reduce the duration.
  13. Yes and no. Regardless of when the damage is applied in the animation, you still have to wait out the animation before launching the next attack. So as far as attack rate goes, KM is not slower. Per attack, the damage is applied later in the animation than most other attacks, but you are still spending the same amount of time on each attack from its animation before the next attack as you are for most other melee sets. So yes, the damage is applied later in the animation giving most players the perception the set is slower, but as for animation times, recharge times, and the ability to chain attacks to take down targets, it is the same.
  14. So you would rather all ATs lose out on HP so high HP armor set characters can get more use of buffs from other players they don't need? Do you also want Tankers and Brutes to get lower resistances so they can be buffed by that Defender they don't currently need a buff from because they are at max resist before the Defender does anything? Do you also want Eye of the Magus and Demonic Aura to lose their accolade powers because they often don't improve the Tanker's or Brute's damage resist to things like Smash/Lethal damage? Edit: Some ATs on some power sets are going to run up against their cap for various attributes in the game. That does not mean those caps need to be increased or the buffs they share with other ATs need to be removed. If that Defender you cite in the OP doesn't need to buff that character, the Defender can turn his/her/their/its attention to the other characters that do need the support.
  15. What about the Alexander the Great elections arc? Alexander the Great is a "redeemed" villain you recruit away from the Warriors as part of his 3 mission arc from... I can't remember who.... Edit: I am curious though. What red side arc are you referring to? Because the only Piecemeal arc I can think of is the pay phone in the RWZ.
  16. How many paths did the map have? Depending on the map, the spy can slip by without ever encountering you. (Edit: This can actually happen on multiple missions where the target starts as a runner. Makes knowing in advance the different ways the target can go and watching the chat window for the target's chatter almost a requirement.) (Edit again: Especially if the map has elevators since the target only has to reach an elevator to escape.) Edit yet again: There is another possibility, but I've only ever seen it happen I think with Crimson, so I don't know if it is a bug or if it is something that specifically Crimson can do. What happens in this case is Crimson ignores the map and beelines through walls. Which means you have to navigate the map to somehow get ahead of him and hit him while he is still in a room to try to stop him, only to then race through the map to hopefully head him off again when he goes through the next wall.
  17. I don't do pylon tests and don't track them, so I wouldn't know. What I do know is that looking at the set's animation times compared to other melee sets, it isn't the slowest. And looking at the specific powers themselves, the power effects are applied later than other power sets for the same animation time. You can check City of Data to see what I am talking about.
  18. Just as a reminder, you can also still use your T1 and T2 primary powers while stunned, slept, or held. I think you can also use your T1 secondary, but I keep forgetting to check that.
  19. While we're at it, we should also have the damage caps pumped up. After all, between the 97% damage buff we can slot into our powers, the global damage buffs we get from set bonuses, Build Up and Aim (since some ATs get both), and the boost we can get from our Alpha, it doesn't take much to slam into our damage caps. Especially when you start using Righteous Rage and/or Intuition inspirations. (For clarification, I'm being sarcastic. Please do not take my comment as a serious request.)
  20. Equip Thugs only accepts Endurance Reduction, Range, and Recharge Reduction enhancements. Same with Upgrade Equipment.
  21. Except it really isn't. KM is about as fast as some other power sets. What makes KM feel slow is when the effects are applied in the animation. KM typically applies its effects at or near the end of the animation. Other sets apply their effects sooner in the animation.
  22. Completely unrelated stat and that could make everyone into a Tanker.
  23. Actually, what @Burnt Umber is saying is correct. According to the patch notes that guide is citing, that is not the case. See link below: https://archive.paragonwiki.com/wiki/Issue_7 The cited patch notes for that article specifically states that pets must be in Defensive Follow while in the MM's Supremacy radius. (Which would be a good reason why I never saw it work when I used the GoTo command with my Defensive pets.) So if that was changed, it wasn't in the cited patch and the correct patch notes for adding GoTo and Stay need to be cited. Edit: And to be sure, I logged on my incarnate MM, summoned all my pets, and checked them on Defensive Stay. Even in Supremacy's radius, they will attack things that attack me, but they don't take any damage when my MM is hit. So either I'm bugged or Bodyguard Mode only works in Defensive Follow.
  24. That's not true, Rudra. The content has been overwritten and replaced with Longbow spawns. In addition, the "home base" has been changed to be in the center of the zone. This makes the island feel smaller. Also, the fantasy has been altered. The original fantasy was better designed. All the original missions and the contacts that give them are still in Mercy Island. The contacts are in different places now and the missions use different doors, but they are still there. You still have Longbow, Snakes, RIP, Arachnos, and the Infected. So all the groups you faced in original Mercy Island are still there too. Where they are on the island and to what extent, yes, that has changed. Where you start on the map and the order in which you move through the island is different, yes as well. The comment you are quoting even says as much. So no, the content has not been overwritten, it has been moved. It is all still there, but you access it from a different location on the map now.
  25. I'll take your word for it, but I'm viewing this from the lens of the number of times I've seen lower level lieutenants and minions stomp an EB. (Or the times I've watched a full fledged boss I'm escorting in a mission get separated from me, and when I get back to said boss, he was almost dead from just a single spawn on the map.) Edit: In the end, it doesn't really matter to me since the listed AV would be there to save the last turret, not fight 4 new level 54 EB turrets. So that gives me 7 chances to get the AV(s) I need to get those badges. I can just take each pillbox down to 1 turret, check what AV responds, and either defeat said AV or move on to the next pillbox to try again.
×
×
  • Create New...