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oedipus_tex

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Everything posted by oedipus_tex

  1. Defenders already do more knockback than Blasters do, just measured in Magnitude, not Chance. The point of Defender blasts is supposed to be their added utility. Extra Magnitude does not provide much utility. The utility is in the chance to knockback, which is what should have scaled. Most other secondary effects already scale across archetypes and this is why those blast sets are popular. Archery, Assault Rifle, and Energy Blast barely scale, but would under this proposal. ~~~~ Also, unrelated to above: I am not going to dive into a flame war beyond saying I think we'd all be much happier if we assumed other players make their comments in good faith. Let's keep the insults out of it.
  2. To get that macro, type /macro SF powexeclocation target "Static Field" It makes life much easier.
  3. One thing thats interesting to note: multiple Static Fields stack and you can sleep Bosses. You can see that happen a few times in the video. While most Electric builds put minimal slots in Static Field, slotting it up isn't necessarily a bad idea.
  4. Here's that video I promised. The farm is kind of a hodge podge. I gave the enemies Energy attacks because its easier to cap to Range + Energy for Dominators than it is Slash/Lethal. The character isn't fully slotted (you can see my actual slotting at the end of the video). I could probably be a better farmer if I was a /Fire or /Ice. But I like /Mu for general PVE so I ket it.
  5. Here's my work in progress Elec/Psi/Mu. This character is pretty much my main. I've got the build about 75% done in game. He can farm reasonably well but not amazingly. I can post a video later. Ping me to remind if I forget. EDIT: Sorry, posted wrong build. This is better. The build is meant to be run with Destiny: Barrier so that Ranged defense is always at least +5 (for a total of 45, capped). Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Social Medium: Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Tesla Cage -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7) Level 1: Psionic Dart -- Acc-I(A) Level 2: Chain Fences -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(9), PstBls-Acc/Dmg(9), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(11), TraoftheH-Dam%(13) Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(13), Hct-Acc/Rchg(15), Hct-Acc/Dmg/Rchg(15), Hct-Dmg/Rchg(17), TchofDth-Dam%(17) Level 6: Jolting Chain -- Apc-Dam%(A), ExpStr-Dam%(19), Dcm-Build%(19), FrcFdb-Rechg%(21), GldJvl-Dam%(21), Apc-Dmg(23) Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27), BlsoftheZ-ResKB(29) Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), DctWnd-Heal/Rchg(31), TchoftheN-Acc/Heal(33) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(34), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(36) Level 28: Subdue -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39) Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(40), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 35: Power Sink -- EffAdp-EndMod/Rchg(A) Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Dmg/Rchg(43), ScrDrv-Dam%(50) Level 41: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(43), StnoftheM-Acc/Dmg(43), StnoftheM-Dmg/EndRdx(45), StnoftheM-Dmg/ActRdx/Rchg(45) Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(46), PstBls-Dam%(50) Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48) Level 49: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A), Empty(7) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Quick Form Level 50: Agility Core Paragon ------------ ------------ Set Bonus Totals: 17% DamageBuff(Smashing) 17% DamageBuff(Lethal) 17% DamageBuff(Fire) 17% DamageBuff(Cold) 17% DamageBuff(Energy) 17% DamageBuff(Negative) 17% DamageBuff(Toxic) 17% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 20.06% Defense(Energy) 20.06% Defense(Negative) 6% Defense(Psionic) 26.63% Defense(Ranged) 6% Defense(AoE) 2.5% Enhancement(Max EnduranceDiscount) 4% Enhancement(Stunned) 106.3% Enhancement(RechargeTime) 4% Enhancement(Held) 4.4% Enhancement(Terrorized) 8% Enhancement(Confused) 8% Enhancement(Sleep) 76% Enhancement(Accuracy) 8% Enhancement(Immobilized) 6% SpeedFlying 95.38 HP (9.38%) HitPoints 6% JumpHeight 6% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 38.75% MezResist(Held) 38.75% MezResist(Immobilized) 38.75% MezResist(Sleep) 38.75% MezResist(Stunned) 38.75% MezResist(Terrorized) 38.75% MezResist(Teleport) 100% (20% chance) 22.5% (0.38 End/sec) Recovery 58% (2.46 HP/sec) Regeneration 18% Resistance(Smashing) 38.25% Resistance(Fire) 38.25% Resistance(Cold) 21% Resistance(Energy) 21% Resistance(Negative) 18% Resistance(Toxic) 18% Resistance(Psionic) 18% Resistance(Lethal) 6% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1492;704;1408;HEX;| |78DA65944B4F13511886CF74A654A0A5455AEE975284425B5B2AA8F11643004D842| |6246CD53A291398A4749A4E4924AE5CB8528C3B17DEFD016ED488B7DFA051342EFC| |0B0A42BD6062C68F793F68934ED23E73DEEF7EE6CCA42E4FB89F9CBD7A5A48DEF1A| 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|BE607708562A25C2F7A14F96247C0838799A3CC11AEC76FD04D8A8DF36988F3EC09| |9E39C1B326782F6E90EF30EFE1F0369E67B204762A156FAC7D0A4265C58A545987A| |B946495325256242835F6FF6895E7749532A3EC7D2D84642BB5BEBD6F80F5AD8EAC| |52A575BD523927D96FF5F72AAF8D4AE53676652A529EF36F3349B05BFF01B0EE040| |9| |-------------------------------------------------------------------|
  6. I'd go completely different and suggest an Illusion Controller. I'm saying because I had a friend in the same position and this is what I suggested. 🙂 For a good secondary, Dark Affinity or Time Manipulation.
  7. I see. It's going to take me some time to get all this set up because my laptop needs an overhaul. Can someone post an example of a power structure from a .def file?
  8. Thanks for the replies guys. I have a really basic question. When developers are refining existing powers, where are they accessing the data to do that? I'm pretty familiar with C, but not with server code. I assume there are files on the server that define each power, and from what you've said so far those files sound like they are either compiled or compressed in some way, so that reading them is not easy. Are we updating powers mainly using a "hunt and test" method or is there more structure to it than that? I've been impressed by the number of tweaks we've seen so far.
  9. Time, Dark, and Nature are the go-tos for this IMO. Nature is the outlier because it doesn't add any direct Defense (it does add Resistance). However you can still get Defense elsewhere and take advantage of Nature's absorption shields.
  10. I've been looking through the game's source code to assist me with understanding the underlying architecture and make better and more informed suggestions. I've found a lot of files, but havent yet located power and powerset data. Anyone familiar with where/how this data is stored able to tip me off? EDIT: And just like that, I found it--in the PIGG files. Now to find a suitable viewer. Anyone familiar with the most current PIGG viewer option?
  11. Ok. I just don't agree with you then. The current value, 50% chance, means scatter. Pushing the value upward decreases scatter. If anything more consistency should make gameplay smoother.
  12. People slot procs to add just a 20% chance to knockdown. The knockback in the blast sets typically exists in the 50-60% range. When you convert that to KD (if you wish--I generally do) you end up spending 1 slot to achieve roughly 2.5 times better effect than people slotting the KD proc. This would push that advantage even further. Do you not agree there is utility in Energy Blast if Torrent had a 90% chance to knockback and Explosive Blast had 75%? Keep in mind people selecting sets with knockback in them agreed that the knockback effect was put there with the intent of mitigation.
  13. I did a rundown of the sets and powers that would theoretically benefit from this. Again numbers are subject to adjustment. And BTW I'd play the hell out of Defenders if they had these values and I knew I could get reliable knockback/down. ASSAULT RIFLE M30 Grenade Blaster (current) : 50% Corruptor: 62.5% Defender: 75% Buckshot Blaster (current) : 50% Corruptor: 62.5% Defender: 75% Comments: Overall this would transform this set totally for me and finally catch it up to the other Defender Blast sets in terms of the Defender role. Note comment below about extra Accuracy in these sets (AR is slightly more accurate than the average blast set). ARCHERY Explosive Arrow Blaster (current) : 50% Corruptor: 62.5% Defender: 75% Comments: This set needs more, honestly, but this is a start. The extra Accuracy in this set should probably be higher for Defender/Corruptor than Blaster since that is its "special thing" and currently its the same across ATs. ENERGY BLAST Energy Torrent Blaster (current): 60% Corruptor: 75% Defender: 90% (I. want. this. now.) Explosive Blast Blaster (current) : 50% Corruptor: 62.5% Defender: 75% Comments: See Assault Rifle. DUAL PISTOLS Bullet Rain (only when activated) Blaster (current) : 50% Corruptor: 62.5% Defender: 75% Comments: This set needs the buff least, but its here for consistency. PSI BLAST Psionic Tornado Blaster (current) : 50% Corruptor: 62.5% Defender: 75% Comments: Please make this happen. Psinado is the most fun power ever, and if I could consistently flip enemies over in place I'd play nothing else. Psy Blast is is a lowish performing set for Defenders and Corruptors, and this would be a nice addition to make it stand out. OTHER SETS Water has an AoE knockdown, but it's chance is less than 40%, so not included in this suggestion. Dark Blast and Sonic Attack have knockback powers, but the chance is already 100%, so are not included.
  14. I don't understand your question. Energy Blasters already have a 50% chance to knockback with Explosive Blast. The only change is that Defenders and Corruptors would have a higher chance. For all other blast sets, Defenders and Corruptors already deal stronger secondary effects. This is established in the archetype definition. Defenders should have stronger utility in their blasts. They just don't in the case of a few sets (mainly Energy Blast, Archery, and Assault Rifle, all of which are poised to benefit from this suggestion).
  15. The game's design scales most secondary effects by magnitude. For example, the -ToHit in Dark Blast is lowest on Blasters and highest on Defenders. So it goes with -Defense, -Resist, -Damage, -Regen, +Heal, and -Recharge. For most of these effects, scaling the Magnitude makes sense and justifies taking the power on a Defender. But for Knockback, although it scales, increased Magnitude does not substantially improve the power. It does help you overcome Knockback defense. But knocking enemies further back is not helpful. Proof of this is that when the Corruptor AT was created, all other effects were scaled, but its Knockback Magnitude was left identical to Blasters. For this reason, I propose scaling knockback chance across ATs. Specifically, because these powers already exist, and players are adusted to them, I'd recommend only applying this affect only to the AoEs, in case some players are annoyed by single target KB chance suddenly increasing. I'd also only apply it to powers with a base chance of around 40% or higher, so that we don't induce additional scatter. For example, here is how the scaling would work for a power like Explosive Blast (AoE with a base 50% chance to KB): Blaster: (current base) ) : 50% chance Corruptor (add +25% from base) : 62.5% chance Defender (add +50% from base) : 75% chance These numbers could be adjusted as needed. This is just a suggestion for a baseline.
  16. One point in favor of Sonic is that if you roll Cold Domination specifically, the T1 power Infrigidate has a -Defense component that allows you to slot the Achille's Heel -Resist proc, and it has a very high chance to fire. Since the proc doesn't stack, it means at least in terms of single target Cold/Sonic can execute the -Resist proc despite there not being any -Defense in its blasts, eliminating Beam Rifle's supposed advantage. Infrigidate loaded with procs is a surprisingly high damage power: 1 second cast time, with 3 possible damage procs. On a high global Recharge build its up every 5 seconds and the procs have a 90% chance to fire. At that point it competes with your "real" blasts for damage. This matters more to Sonic than to Beam, because Sonic's single target damage is notoriously trash. Sonic also has better AoE -Resist. It has two sources: Howl (a 50ft x30 degee cone) and a PBAoE nuke. The nuke really stands out because it provides -20% Resist for 20 seconds, which is an uncommonly long time. It also has a Mag 3 stun, making it a true "control nuke." The question is do you really want to leap into the center of enemies to nuke them or are you more likely to take advantage of the ranged nuked in Beam Rifle? Having played both I find the Beam nuke more convenient. Moving into melee range to execute the Sonic attack has an opportunity cost. Also Sonic has no -Regen at all. I am unsure how much the -Regen in Beam Rifle matters in the big picture. However a nice thing about is it provides cushion if Benumb misses, which it will always have a 5% chance to do. Its more likely than not to miss at least once during an AV fight.
  17. Beam Rifle has one power that strips resistance, and multiple powers that strip defense, which can then slot a -Resist proc. In function, a well built Beam Rifle character will strip single targets of Resistance about as much as a Sonic Attack character in single target, give or take 20%, but not match it in AoE. (Note that the -Resist proc does not stack. It's probably best to put it in 1 or 2 powers.) However, Beam Rifle also has -Regen, and most importantly of all a ranged nuke. Beam Rifle is IMO easily among the best Defender primary sets. I personally greatly prefer it to Sonic.
  18. I'd roll Grav/Storm over Illus/Storm. Not that the latter is bad, it's just that Gravity (with kb to kd IOs) overlaps with Storm in near perfect symmetry. The ability to suck enemies up and warp them directly under your Lightning Storms adds a ton to the damage capability of your normally immobile storms.
  19. I wonder if it is mechanically possible to create scaling effects based on percent of endurance remaining the same way it is with percent of health remaining.
  20. I think the reason the OP is requesting this is Mind Control and Illusion Control have no way to set AoE containment other than their very long recharge AoE holds. I'm ambivalent about whether Illusion Control gets the Containment since it is plenty strong. But Mind Control clearly needs it. It as designed as a "blasty" Control set meant to solo but doesn't have the tools.
  21. I think the phrase "balanced around SOs" is somewhat misleading. IMO powers are neither balanced around IOs or SOs, but on an abstract quality you might call "attractiveness." A power is attractive if a significant number of players agree that it is so. I realize this begs the question. But the point is that powers mainly need adjustment when they fail to be attractive, for whatever reason. It's up to the players to make the argument on whether the power is so unattractive that it needs adjustment. Combat Jumping, for example, is a highly attractive power. It's not particularly balanced around either SOs or IOs. It's attractive because in the overall meta it provides a useful choice. Some of this derives from what the power does. Some of it derives from slotting options. Some of it from how it relates to other powers. IMO the T9 powers are generally unattractive and that's a fair place to start.
  22. I would be fine with Option 1. Maybe just Confuse and not Fear. I'm not a fan of Option 3. Big Magnitude mezzes is Dominator territory.
  23. If they wanted to keep the spirit of the "God mode" concept they could have the T9 provide a level shift for the first 40 seconds of activation. You couldn't perma it but it would allow you to effectively exceed caps, which is what these powers are supposed to do.
  24. The way I'd think about implementing it is an aura on the Super Reflex player that provides two temporary power procs to enemies. CLUMSY: A proc with a 5% chance to fire each time a power is activated (regardless of whether it hits) CATCH BALANCE: A proc with a 100% chance to fire when hitting a target affected running the source aura. This proc causes the first CLUMSY proc to be removed and suppressed for 5 seconds. Meanwhile on the player, the aura power would provide proc damage in all attacks when any damage power strikes an enemy who is CLUMSY. It does mean the system is not directly connected to actually rolling an auto-miss. But it would also mean the more often you dodge, the more often enemies would be subject to the clumsy effect.
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