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MirrorDarkly

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Everything posted by MirrorDarkly

  1. I understand that, it is the core of my concern about the idea. Let's do some back of the envelope math and assume an 80% chance to proc with a lock out on average is the same as a 40% chance to proc with no lock out. (These are made up numbers, I have not done the math to know what is actually equivalent.) As it currently stands you would have an 80% chance to proc on your first attack, a 96% chance to have proced by your second attack and a 99.2% chance to have proced by your third attack. But assuming those three attacks are all with 5 seconds you would have no chance to have proced twice on the same target. Changing it would give you a 40% chance to proc on the first attack. A 64% chance to have proced at least once by your second attack and an 78.4% chance to have proced at least once by your third attack. But 16% of the time both your first and second attack will have proced on the same target and on the third attack 31% of the time you would have seen two procs on the same target and 6.4% of the time the same target would have been hit with three procs. So again my concern is that, assuming on a test dummy over a long enough time these produce identical damage, in actual play the additional 20% of the time that you've seen no procs by attack number three will hurt more than the times you squeeze in an extra proc or two within those same three attacks. Does that make sense?
  2. Respectful I'm not sure if I agree. As it stands now once I'm done dropping everything there is almost always a huge burst of lightning that scythes through most enemies when I make the first or second real attack, especially if I use Intensity. After that it's mostly cleanup. If they cut the proc chance to remove the lockout it's entirely possible I'd have to make 3, 4 or even 5 attacks before I see that payoff on top of all the current setup. Now mathematically it would be a wash over an infinite number of attacks because it would be balanced by back to back procs but in practice I feel like it's much more important to get that first burst of lightning off then immediately follow it up with a second on the same targets.
  3. I would also point out for consideration that Voltic Sentinel's attacks have a 1.4 base accuracy, if I'm reading CoD right. So there is a lot of precedent for giving powers like this a higher base accuracy.
  4. Agreed. I really hope the accuracy of the stom procs gets looked at. I see a huge fall off in their ability to hit when I'm fighting purple enemies which again *feels* like it should be Storm Blasts real strength. And as you noted most tools we get to overcome that don't apply or last long enough to make a meaningful difference.
  5. This is a very informative and clear explanation of an issue I'd been noticing but had not thought through. Thank you! @Booper Is there any chance you would consider giving Storm Cell and Cat 5 a higher base accuracy? I ask because very hard content is the place where I would expect Storm Blast to shine as it's design holds it back to a degree in easy/speed run situations.
  6. As much as I love this set on the Sentinel, a Storm/Fire/Fire blaster may be my favorite thing ever. This was 8/+1, sets but no incarnate or temporary powers (two fights using Cat 5 and one without to see how it goes). Now I just need to figure out how to get enough defense to solo AVs....
  7. I've put the Bombardment, Positron's Blast, Ice Minstrel and Impeded Swiftness procs in Storm Cell. All four go off, the slow ones seem to be more common but I don't have a parser so it's very hard for me to be sure. You'd probably need to really dig into combat logs to tell how much of a gain having them in is, they certainly don't proc every time.
  8. I second this. If possible I'd love for the bolts cary more weight, maybe make them larger? Also consider making the thunder a little stronger so it sounds more like direct strike. Also I can see storm cell much more easily now!
  9. I second this. I would love to be able to set the color of the storm and lightning separately.
  10. Okay. So I know this in no way a high water mark for character optimization in this game but my fairly hastily put together Storm/SR sentinel has been happy soloing 8/+1 missions with bosses and AVs turned on and has fought and defeated Nightstar, Bobcat and Neuron solo as AVs. With sets but no incarnate or temporary powers. Mind you I'm a fairly casual player and didn't plan her out in mids or anything so I'm certainly happy with the sets performance so far. But yeah, its provably not going to be amazing on a fast moving team. Edit: Also for clarity Storm Blast was my only source of damage. I did not use proced out Dominate to boost it.
  11. Has anyone tested procs in Storm Cell and Cat5? I know they normally don't do well in rains but these two have a whole bunch of lightning attacks that fire off in them which seem to benefit from damage enhancements. I'm wondering if procs pass through to those and if so how well.
  12. I think this is a very balanced assessment of this set and matches what I see. I really, really enjoy it on the sentinel and it will probably be the thing that gets me to finally take one up to 50. But the set lives and dies on your ability to get storm cell where you need it and I almost always find myself waiting to recast it rather than hoping it follows me to the next group in a timely manner. Letting us place it more often would be a big quality of life improvement especially in teams.
  13. It's not a huge deal but I would advocate for making Storm Cell the third power in the set. I know it's only a few levels (6 for the defender) but how you feel about storm cell makes or breaks the set and it seems like it should come as soon as possible.
  14. Yes, I would advice macro's too. I can see wanting to cast around corners sometimes, so it's nice to have the flexibility to macro when you want and ground target when you want.
  15. This is such a fun and unique power set. I've had an absolute blast playing around with it on a Sentinel. The lower cooldown on nuke meant I could run in, drop storm cell, drop the nuke then start blasting while everything bunched up around me and revel in the lightning and thunder crashing down every fight. Now I'm sure that is not the *best* way to play but lord it was fun. I wouldn't mind seeing Storm Cell get a speed boost or be easier to recast as I did sometimes find myself waiting for it to catch up solo and can see how that could become a issue on a fast moving team.
  16. What's interesting though is slotting for damage does not seem to increase the actual resistance Ember Shield provides, at least when you use the view combat attributes to check it. For example, when I slot damage in my T2 pets in the enhancement window it does show that the damage resistance increases too. However when I go in game and look at my or my pets combat values it says ember shield is still giving the base +10%.
  17. I'd love to see a whole set based around this mechanic. Having the T9 summon a whole horde of ghosts would be amazingly fun!
  18. Would you mind sharing this build?
  19. In most games I would agree but in COH where every character has a base level of regeneration I'm not sure that is as relevant. Or put another way a character with 90% damage resistance can take exactly the same damage per second as a character with 1000% regeneration and 0% resistance and not see their health bar move. The only difference is the 90% resistance will also have effectively 10× the base hit points and benefit 10× as much from other heals. So while it's still technically a true statement you have to get up to extremely high levels of regeneration or mix it with other forms of defense to reach the point where you actually see regen overtaking the sustainability of other sets.
  20. I don't feel like I ignored your point. In that post I tried to compare them to two other issue 0 passive T1/2 powers, one from Invul and one from SR. Again I feel like they underperform but it's much harder to directly quantify by how much.
  21. There are a few powers that debuff healing. For example: Acid Arrow Benumb I'm not sure how common it is for enemies to have them. Edit: Those examples work in different ways interestingly enough. Acid Arrow reduces the healing the target receives, Benumb reduces the healing the target does. Both would reduce self healing I think.
  22. I think that is very illustrative of Regeneration being balanced for a game that does not exist anymore. Whatever their pay to win origins both are now simply sets anyone can pick at charter creation and as noted several posts backs almost direct competitors of Regeneration. It's much harder to directly compare say, Fast Healing to Resist Physical Damage or Agile because they do such different things. That being said it is very hard for me to imagine anyone skipping either of those powers without it making a very large impact of their effectiveness, where as there are many pool powers that will likely offer more survivability to a character than Fast Healing.
  23. You can compare them to Rad if you prefer, Gamma Boost. Another single T1/2 power that increases both regen and recovery (scaling amounts depending on your health) as well as Resistance (Endurance, Recovery) and Resistance (Regeneration).
  24. I really want to highlight how bad Fast Healing and Quick Recovery are, because having what in other sets would be two core powers be, relative, garbage really hurts Regen (and Willpower too in my opinion). Now of course having any amount of extra regeneration and recovery is always going to be better than not having it in a vacuum, but that doesn't mean they both are not far underperforming what you find in other sets. So lets compare both of them combined against a single Bio power; Inexhaustible. All three of these powers are auto and Inexhaustible is a T1/2 so in theory a T1/2 + a T3 power should be at least twice as good. The two Regen powers combined will get you: +75% Regeneration +25.95% Resistance (Regeneration) +30% Recovery Now here is what the one Bio power gives: +50% Regeneration +25% Recovery +133.8* maximum hit points (one half enhanceable) +69.2%* Resistance (Endurance) +30% Resistance (RunningSpeed, FlyingSpeed, JumpingSpeed, JumpHeight, RechargeTime) But wait there is is more! Depending on your stance Inexhaustible can also grant and additional 60.2* max hit points or +10% more recovery and +15% more regeneration. *Scrapper values, varies by AT. I'm not sure how the power formulas work but it's hard for me to see any sane argument for the Regen side of that being better than the Bio, much less twice as powerful.
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