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Vulgaris

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Posts posted by Vulgaris

  1. 7 hours ago, Uun said:

    I believe this is working as intended. Corruptors and controllers both get storm as a secondary, while defenders get it as a primary. Powers in a primary are always more powerful than in a secondary. 

    I possibly thought that too but- There's a fairly consistent throughline where "If it's primarily damage, Corrupter gets higher damage values but lower debuff/secondary effect values." for those similar powers.

    IE: Corruptor gets traps as a secondary and defender gets it as a primary- But their bombs (Primarily damaging entities) are more well, damaging.  Trick arrow acid arrow shares a similar behavior.

    Defender_tripmine.png

    Corrupter_Tripmine.png

    Time_Bomb_Defender.png

    Time_bomb_corruptor.png

    Acid_Arrow_Defender.png

    Acid_Arrow_Corruptor.png

  2. A few things I've seen have lead me to believe that Corrupter is in error- Internally using the controller version of the summon for lightning storm and not the defender one. Which means that it's doing less damage than intended- On top of that it should have it's own version internally with the damage values adjusted accordingly and not be using the defender variation either.

    If anyone could do some file sleuthing or in world testing to confirm or deny this would be appreciated.

    Edit: City of data and Mids using the current database show defender as using it's own class of the lightning storm entity or sharing the NPC version- I imagine the controller default version on corruptor is simply to give it the slightly lower endurance mod and recovery debuff scaling. But it does go against the grain of the increased damage mod for corruptors as well, who even their other pseudopets and things in traps get a higher damage bump.

    LSCorr.png

    LSDefender.png

    Controller_Lightning.png

    Defender_Lightning.png

    Mids.png

    • Like 1
  3. 21 minutes ago, Sovera said:

     

    It's been like this since forever. I think since live. I worked it into Fire Armor to give it 45% to melee, ranged and AoE which also works for Rad Armor and Bio and etc.

    I could have sworn it was just a 5-7 percent positional defense buff previously...  Even during a discussion around the 4th of last year I remember remarking a 7 percent positional defenses bump wasn't shabby at all still 🤔

    Edit: In retrospect I might be partially embarrassing myself due to wanting to excitedly share a discovery that is not a discovery at all since I might be thinking of brute values. I am a big enough person to say "Oops"

  4. I thought it might be a fun power if I slotted KB to KD in it and I couldn't possibly inflict this migraine inducing thing on a team without being booted even in it's original form.  It plays the loudest sound of my entire power set kit with a sharp thuddy sound with a droning trailing ringing that overlaps itself repeatedly as it procs on enemies.  It is over the borderline of griefing in how loud and abrasive it is even with my volume turned way down so I have to avoid using it outright- Sure I could reduce power sounds but I really would not want to ruin other peoples days with their volumes on and up.

    Seriously- If you're curious. Power level a sonic defender or sonic secondary MM and have a friend around to cast it on or on a minion and put them into a group of enemies. It is an instant oppressive racket generator! Edit: Only do this to experience the ear and brain shattering agony so you know I'm not exaggerating by much. Do not do this with the intent to inflict it on everyone else.

    • Like 1
  5. Title essentially says it all, while finally getting into pondering, set bonuses and shoring up stats for my minions I realized... Other than very specific pet only sets- any and all sets and proc effects slotted in will affect ME and not the pets right?

    IE: Regenerative tissue's regeneration on zombies or merc medics, Apocalypse chance for damage, etc.

    It would be handy to objectively know what effects can work when slotted into pets and affect the pets that don't otherwise state it- Unless they are limited entirely to enhancement effects that specifically mention them.

  6. Hey glad to see people are still talking, though a few posts are giving off a rather toxic take on a public venue in regards to what is and isn't valid/relevant.  The polls purpose was primarily to attempt to tack on a more tangible, objective numerical value to "How many people think something is wrong?" VS Just dry discussion alone.

    Seeing X pages on a thread gives less information at a glance than "More people picked X than Y"
    Even if you don't agree or want exactly to the letter a single option presented, Ultimately out of 129 votes- a grand total of 16 individuals said "It's fine as is" and dismissing  everything else out of hand entirely as false perception/misinformation at that point is a stretch. 12.4% (rounded from a result of 15.996 obviously)   of all votes are the only votes that think it doesn't need any tweaks whatsoever.

    The at a glance consensus is it's missing -something- or something is lacking. The AT lacks a certin je ne sais quoi and even on a dev note it was stated back in september 2019 and I quote.
     

    On 9/19/2019 at 2:08 PM, Captain Powerhouse said:

    I have not had a chance to go through this entire thread but I saw the subject and wanted to drop a quick comment:

     

    The AT will go through what may be considered a drastic revamp, I do have my hands full right now so it wont happen soon.

     

    Things I can say at this time: the entire inherent will be scrapped. The original goal was the sentinel would do lower than scrapper damage half the time, and half the time inside offensive opportunity they would do DPS much higher than scrapper, averaging to 50/50 bit below scrapper damage.

     

    Once the inherent is scrapped, the AT damage scale will go up to be comparable (not equal) to scrappers. The AT will get a new inherent that wont be as required to sustain dps, if at all. My current goal is for the AT to do a bit of honor to it's name and become a bit of a spotter/lookout, via inherent mechanics.

     

    Things that wont happen (again sorry if I misread) are target cap increases or any addition of taunting capabilities. The goal of the AT is to be akin to a ranged scrapper, not an armored blaster, much less an off-tank.



    I think a lot of the topic itself stagnating and back and forth "It's fine" "No it's not" "Here's my take" "No here's my take" is misplacing a lot of frustrations.

  7. I'm not sure what the issue is but- A lot of ATs, powers and more even with the latest database update are just really really far off. I used elec melee for a comparison and- Here are the in game values VS the mids values below each relevent AT, for the same move in electric melee. (All of these are base, expected level 50 with no enhancements or fury enabled)

    The only accurate one is brute.

    (Scrapper defense values for the most part are accurate- Brute's defense set values are all sorts of wacky compared to in game too)

    What.png

    A fascinating side note using the ATs corrected values in the database to more closely match the in game parameters- With just 3 level 50 IO damage enhances in the power for each AT...Scrapper comes out to doing 105.1, 122.3 on brute assuming 75 fury, and tanker doing 88.5.Each of these values are only 17 points different from the other laddering up from tanker to scrapper to brute .But the weird thing is- You take a scrapper and assume a crit right? 210. Take away the difference in brute's damage from that (-122) you end up with 88. The tanker damage value for this power.  I have no idea what this means or what relation it has to anything but it's interesting how that all ties together. (That and each of the ATs in game values are 10 DPA different each as well)

  8. That and real talk since there's some real shade being thrown at defenders- A poison, sonic or rad- Hell even nature as they too get self heals, -res to targets, resists and things that affect themselves.  (Not to mention Kinetics- Aka all damage cap all the time) Any of those defenders or more with any investment in a damage rotation will typically smoke a sentinel by merit of simply having more -res and or buffs to capitalize on to empower themselves and a party while they're at it than going /bio /rad or /fire on their end. (Not to mention if we're talking solo- a defender with just assault to capitalize on their high buff scaling is hovering near +50 percent damage from their inherent with no other factors.) And often defender survivability comes from hamstringing the enemy's damage and accuracy as well  (Which works for everyone in the party- Not just yourself.) on top of access to pools/epics and IOs.  If anything using them to insist you can out damage a defender as though they're some sort of turbo gimped yardstick is probably more telling of the state of sentinels. Because on top of being able to keep pace with other people- They are providing other utilities to the group besides "I don't hit the floor as easily."

    That and the base values aren't even that far off/disparate- And when you factor in the inherent damage bonus even with no other factors like -res, +damage buffs... That gap still closes quicker than you'd think.

    DefVsSentBase.png

  9. I posted a thread in the sentinel forum itself (Listed here)


    And largely the consensus seems to be something is missing, amiss, or tuned too low about the sentinel as a whole.  Many varying opinions and perspectives sure- And my poll is more of a "Getting a more concrete numerical figure for the general feel for sentinel" method than fishing for suggestions as they stand.

    And I think a confirmed developer statement on taking a look or giving it another balance pass would do a lot to assuage the worries of the AT's playerbase and "Meh" reputation of the AT as it stands. 

  10. Seems like generally speaking- regardless of the replies and votes- There is a very large consensus something is amiss in some fashion and needs looked at.  And this is the most viewed unpinned thread (Thank you for that btw everyone!) on the first page of the sentinel forum so far.

    I think a major salve for the nerves so to speak for the sentinel playerbase would be hearing a dev confirm that it will at least be looked at in time.  Instead of the spinning wheels of speculation on our parts.

  11. Well it's not just "crits VS no crits" but you have to remember brutes ability base damage is lower,  which doesn't seem like a big deal- But might actually be more important than their fury mechanic as a whole once you start factoring in extreme cases. And the RNG become a little less RNG with ATOs does it not? But I might be basing this off of flawed research.
    https://www.reddit.com/r/Cityofheroes/comments/caqiei/differences_between_brutes_and_scrappers_numbers/

    And this is honestly just a thought experiment in general given the current meta of softcap  defense being king, and scrapper and brutes objectively getting the same values out of the box from their defensive secondaries. It's all really just more of a thought experiment at the end of the day and an exploration of a concept using the numbers at hand more than taking the role as described.
    Ultimately from what I can see- The only differences between scrapper and brute survivability seems to rely on two questions

    1) Are you running a set that buffs your max HP and or regen immensely?
    2) Are you playing a hardcore resist only set that depends on being 90% capped?

    If you answered yes to either or both- Brute wins, If you didn't- Well maybe that's when the lines get blurrier.

     

     

  12. I was sitting down thinking one day- comparing max HP values, resist, defenses...  Especially with brute. And scrapper shares a lot of defensive math with brutes. In fact- The exact damage +resist buff and +defense buff scaling. Down to the numbers 1:1 for the most part.

    And sure- brute has more Max HP,  And their base HPs being 100 apart at most- but how many people are building for max HP?  Besides ice armor or regen is anyone hitting cap regularly? Please correct me this is a sincere question.
    Sure- Brute has more of a defense cap. But is 225 really much different than 200? And does going over softcap matter?
    Sure- Brute can hit higher cap resists, but how many people strive to hit 90 percent resist anyway given how strong defense is in the current meta?

    Am I crazy for thinking you could just slather on presence, accuracy, some defensive incarnates and sets and call it a day and be a tank that can roll out crits?

  13. On the wiki it lists the defense buff and resist buff scaling for scrappers and brutes as identical (Please correct me if that's outdated- Since I know some tweaks have been made as it's a historical entry wiki) so it would stand that brutes and scrappers would have roughly similar numbers for energy aura- not counting well- Caps.

    But I noticed something odd- when I was trying to figure out how to kit out energy aura for a brute... Is this intentional, an error in mids, or a balance choice in game?

    Brute_Power_Shield.png

    Scrapper_Power_Shield.png

  14. I figure with the odd behavior of kinetic melees siphon ability instead of a build up (20 second uptime- doable to get it down to near perma or perma with some hasten and set tinkering maybe?) Scrapper getting improved +damage buff scaling, which carries over into the bio armor damage bonus itself being boosted- And not being treated as a true damage bonus- but an added percentage onto the main damage number (Does that mean it can go over the damage buff cap?) It's potentially possible to do some actually impressive numbers with nearly 100 percent uptime. Perhaps even approaching perma capped damage buff numbers. Bolstered further by the -res that bio armor can crank out.

    But at the same time I have no doubt there's something I'm missing here or a glaring oversight I'm failing to see.

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