Major_Decoy
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page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Also less animation time. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
If you have other training, you eventually stop being a Super Strength character, as you're not relying upon it to get through fights. Super Strength is a thing you have. It's only a fighting style if you have nothing else to go with. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Knives of Artemis maybe? I've detoggled I think because of the sleep darts before. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Spider-man is also known to have absolutely no martial training and getting through fights just because he's strong enough to win. Edit: also hurting himself when he pushes himself too hard. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
If I could find one I would simply enter a gif of Knock-out blow's animation in response. Edit: Punch, that's a downward blow with the elbow, right? And a Haymaker is where I bring two hands down in an overhead blow? Which is just to say that, As characterized in City of Heroes (the game) Super Strength characters do not seem to have any sort of martial training. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Unless it's a toggle that's flagged as offensive. Damage auras, stuff like that will detoggle when mezzed. Master Brawler might be misflagged? -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
I kind of think Unleashed Might should cost Health and not Endurance. The idea of Super Strength is that you're not really a trained fighter. You win fights not because you know what you're doing, but because you're REALLY STRONG. You muscle your way through, as it were. So when you let go and stop holding back, you're hurting yourself too. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
That is not an issue with rage, that is an issue with defense and resistance as a whole. It is entirely irrational to expect a change to Rage to address a systemic issue that effects people who are not playing Super Strength. -
page 3 [FOCUSED FEEDBACK] Willpower Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
I don't think it'd be too greedy to ask for Fast Healing to be rolled into High Pain threshold and just get straight up Quick Recovery. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah, I kind of figured that it's for people that want to use ctrl+lclick for something other than Practiced Brawler. But yeah, if you're just getting started on a character, I can understand the toggle. It's "You can have mez protection with some up time and some down time or you can have mez protection you don't need to think about" But once I get the recharge below the duration, I do tend to just to put it on auto-fire and forget about it. If you're being defeated a lot, you don't need to worry about the recharge time on a toggle? -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
So, I feel like as "changing the rage crash to give parity between defense and resistance sets" I do feel as though this is accomplished by this change.\ Whether or not the rage crash should be as harsh as it is lies beyond my experience. I don't really use rage. I do feel that this rage crash is still better than 10 seconds of magnitude 16 stun. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Make it +Maximum health but don't include a heal! Your health will go up and you'll end up somewhere in the sliding resistance scales. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
For Comparison, the Super Reflexes. The build I threw together had 61, 56, 56. Let's assume that by taking just a little bit more effort I can get 60% defense to all by sacrificing a little melee slotting. 95% defense goes to 90% during the -20% defense debuff on Homecoming servers. You go from taking 5% of the damage to 10% of the damage, that is a 100% damage increase, 15% of the time, you are taking 15% more damage over the course of a fight. 95 defense goes to 95% during the -10% defense debuff on Open Beta, 0% resists goes to -20% resists, you go from taking 5% of the damage to taking 6% of the damage. That is a 20% damage increase, 15% of the time, you are taking about 3% more damage over the course of the fight. For a hypothetical, "just barely capped" defenses and no resists. 95% defense goes to 75% during the -20% defense debuff on Homecoming servers. You go from taking 5% of the damage to 25% of the damage, that is a 400% damage increase, 15% of the time, you are taking 60% more damage over the entire fight. 95% defense goes to 85% during the -10% defense debuff on Open Beta. 0% resistance goes to -20% resistance, you go from taking 5% of the damage to 18% of the damage which is about a 260% increase in damage, which is about 39% more damage over the entire fight. Okay, Hypothetical "Just barely capped defenses, barely capped resistances" 95% defense goes to 75% during the -20% defense debuff on Homecoming servers. You go from taking .5% of the damage to 2.5% of the damage, that is a 400% damage increase, 15% of the time, you are taking 6% more damage over the entire fight. 95% defense goes to 85% during the -10% defense debuff on Open Beta. 95% resistance goes to 75%, you go from taking .5% of the damage to 6.25% of the damage, that is a 2400% increase, 15% of the time, you are taking 360% more damage over the entire fight. Hypothetical "How is this a tank?" 0% resists, 50% defense 50% defense goes to 30%, you go from taking 50% of the damage to 70% of the damage, that is a 40% increase in damage taken, 15% of the time, you are taking about 6% more damage over the entire fight. 50% defense goes to 40%, 0% resists go to -20%, you go from taking 50% of the damage to 72%, that is a 44% increase in damage taken, 15% of the time you are taking about 6.6% more damage over the entire fight. -
Best Melee Archetype and Pairing for Dark Armor?
Major_Decoy replied to WhiskeyDingo's topic in Archetypes
Dark Melee? You can skip just about anything you want to in Dark Melee. I wouldn't skip Siphon Life, Soul Drain can be nice too. Anything else can be skipped. It's not that the other powers are bad powers, it's just that Dark Melee fills out an attack chain pretty quickly. It kind of seems like you pick any three Dark Melee attacks other than Soul Drain and Dark Consumption and you've got a full attack chain. Soul Drain, Touch of Fear, Shadow Maul. That's an attack chain. Soul Drain, Shadow Maul, Midnight Grasp? Also an attack chain. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Oh, okay. Yeah. You skipped Tough. That's cool, I try to skip the fighting pool when I can too. I don't have it on my electric/electric tank. That'll going to make the -20% crash hurt more. It's what, 10 seconds of crash every 60 or 70 seconds? That's 12 or 15% of the time in crash, which does seem fairly significant. We'll say 90% to 70% is 200% more damage, 15% of the time. If we don't ignore the defense portion, 90% resist, 50% defense goes to 30% on Homecoming, so you've got a 70% chance of being hit, but you're still only taking 10% of the damage. So, during the crash you go from taking 5% of the damage to 7% of the damage, which is a 20% increase in damage. 20% * 15% is about 3% more damage over the entire fight. On open beta, 90% resist 40% defense so you've got a 60% chance of being hit, and you take 30% of the damage. So you go from taking 5% of the damage to 18% of the damage which is about a 260% increase in damage. which is about 39% more damage over the entire fight. Yeah, I can see how going from 3% more to 39% more is a pretty significant change. Edit: This is an analysis of a specific build with no defense and just capped resistances. Is is not a sweeping analysis across sets. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Recharge cap is +400%, so if you want to find out if it's remotely possible to have it permanent, you divide the recharge time by five. In this case, 40 seconds the best you can do. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Unleashed Might feedback: The constant glow is annoying. It absolutely needs a minimum effects option. Handclap, probably an improvement. I have a little trouble aiming an untargeted cone. This isn't really a problem and it's fine as long as I take a moment to remember "This isn't guaranteed to something in the area of effect just because it activates" I do wish hand clap had different sound effects from Foot stomp. Being able to one-shot a Malta sapper with Knock-out blow is nice. (edit: if you're wondering, my Willpower/Super Strength Tanker is rageless because Rage doesn't fit the concept) -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
The "I do zero damage outside of procs for the crash's duration" aspect hasn't changed from live servers, so I don't see how that changes your experience at all. It's not really material to the discussion of the changes. How did you build your electric tank to have exactly 90% Energy resist and no more? If you have 64% S/L/F/C then you've got at least 120% Energy resist. On the Electric/Super Strength tank I built with the target of "perma-hasten" I'm at 89% smashing/lethal resistance during the crash and 79% fire/cold resistance, and that's with 0 stacks of Superior Might of the Tanker. Which Superior Might of the Tanker in Haymaker, I was seeing three stacks for most fights. Yes, I was using Power sink and Energize the whole time, but I didn't really see any reason not to. I also wasn't using inspirations. This was a build with no incarnate powers. Also, not a perfect build. Arachnos was destroying me. I think a Bane spider was hitting me with a defense debuff and my defenses were in the -80% range. That wasn't during a rage crash. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
This is, in theory, why an unresistable -20% resistance hits resistance tanks harder. If you have 0% resists and you're hit with -20% resist. You take 120% damage. If you have 50% resists and you're hit with a resistable 20% debuff, it's actually a 10% debuff, you go from 50% to 40% on a 100 damage attack, you go from 50 to 60 which is a 20% increase in damage. If you get hit with an unresistable 20% debuff you go from 50% to 30%, you go from 50 to 70 which is a 40% increase in damage. At 90% resistance, a resistable 20% takes you from 90% to 88% you go from taking 10 to taking 12, which is a 20% increase. An unresistable 20% takes you from 90% to 70%, you go from taking 10 to taking 30, which is a 200% increase. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Okay, I tried Double Stacked Rage Electric Armour/Super Strength. This is SOOO much better than Super Reflexes/Super Strength (at least the build I had played). Between Power Sink and Energize I do not notice either Hasten's crash or Rage's endurance crash. The Circle of Thorns scanner mission at +0/x8 goes smoothly. The Carnival of Shadows at +4/x8 is a little tedious because it seems like every spawn has two bosses and even with double stacked rage I am missing a hell of a lot. That being said, I am not having trouble even during the crashes. I mean, negative energy and Psionic aren't exactly weaknesses (77% psionic and 70% negative energy), but they are my weakest resists aside from Toxic and Carnival of Shadows does do a fair amount of each. I'm not taking more damage than Energize and Power transfer can deal. My health bar is fine. I probably wouldn't want to use Rage in something high on toxic damage, like the sewer portion of the Apex task force. I don't think this change hurts resistance builds very much either. Maybe it's worst for Invulnerability or Willpower? -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Except the Super Reflexes didn't drop below 45% defense, whereas on the live server build it would go down to 42% vs Melee and 36% vs. Ranged an AoE, which is significantly worse. Granted, I don't think I'd want to use the new Rage against incarnate content either. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Okay, so I rolled up a level 50 Super Reflexes/Super Strength. (no incarnates, but after the first mission I'm 36% of the way there) I slotted to get perma-hasten and maximize rage crashes. I turn my difficulty to +0/x8 and grabbed a Circle of Thorns mission. I was quickly reminded how fast you can burn through your endurance, but there was only one boss standing when my toggles dropped and I got them back up before I took damage. (I had no inspirations at the start) I could not tell when rage had crashed by incoming damage, I could tell because all of a sudden 75 became the larger floating number in knock-out blow's damage. (Hecatomb proc slotted there. This is not a proc build, but I figured the proc would be more helpful than dam/rech) Winter Lord: I crashed before Rage did. I went through the logs, I did not survive even one rage cycle. Stop the Mask Heist: Carnival of Shadows tip mission at +4/x8. First couple of spawns were fine, but it was technically the rage crash that killed me. That -26 endurance is murder. I can say with certainty I wouldn't have done as well with the live server version because the -20% defense would have dropped me below 40% and I can't handle x8 with my defenses that low. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
So how much more have you been being defeated with the changes? -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
That wasn't it. The previous idea had been "Rage only crashes if it's double stacked. If you only ever use one stack at a time there's no crash. And we'll even give a glowing green ring to tell you when it's safe to rage again" -
page 3 [FOCUSED FEEDBACK] Shield Defense Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
Does this change the way that Shield Charge interacts with Assassin's Mark: Chance to recharge build-up? As I recall, the chance to recharge build-up proc wasn't active upon zoning until after you had used Shield Charge. (If it was slotted in Shield Charge)