
Doomguide2005
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Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
No, not what I think. But the primaries are going to similarly effect performance. Dark Melee with its presence of Siphon Life is already attractive to sets, like SR, with no heal or Katana with a resistance set providing a boost to defense through Divine Avalanche. And those choices just like deciding to take Aid Self or Weave should get "normalized". That and the data collected by whomever is going to inevitably include pool choices, I don't see how it's possible to do otherwise. Devs make a change, internal testing says okay nothing wacky. Release to beta and now a whole lot more beta testers have at it etc., etc.. Eventually it hits Live and many many more tests (i.e. builds) are conducted some of which will finally indicate something really should be updated. And that right now is where SR sits, on HC Live generating more data points on a near 24-7 basis. Edit: If you attempt to take a secondary truly naked you aren't really getting a baseline of in-game function. The data you're looking at is more an evaluation of the how to decide how the AT mods work for that set. It strikes me as the work necessary to create a new power set, very early alpha type data that forms the basis for the next step of heading to beta testing to see how it functions within the game environment. -
Help me kill (erm... defeat) my husband!
Doomguide2005 replied to TheWhiteLady's topic in General Discussion
Disclaimer: I do not PvP and have minimal zone PvP experience. He has +perception via Heightened Senses. This also includes perception debuff resistance. Outright stealth not too effective, but stealth plus perception debuff might be surprisingly effective. WP only gets massive levels of Regeneration when surrounded by foes. WP has no native slow or recharge debuff resistance All the above makes me like Tactical Arrow. The first 3 powers all apply slow and recharge debuffs. Plus considerable -fly. Add in Flash Arrow plus a high degree of Concealment pool stealth may be enough to Blind and ground him (forced to chew yellows) while you go airborne making sure you have Evasive Maneuvers (for Fly protection) Now pair it with Ice for more slow and recharge debuffs. Best case you ground him, slow him to a crawl while blinding him with floored recharge. Worst case he flies anyway, has lots of recharge resists (through IOs) and enough perception debuff resists to chase you airborne. PS: Ice also has Holds that you can proc and go to plan B (Yomo's crazy hold idea). The drawback afaik is holds have very short durations (relatively) in PvP and you become immune for a short time after being Held. Pretty much eliminated what Trollers/Doms can do to PvE foes but someone with actually PvP knowledge can probably say how accurately I recall things there. I do know for a while Ice/Energy blasters were kings of PvP. -
Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
My point is those pools you have to take are also going to get normalized or whatever a data analysis calls it just like the primary abilities. -
Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
But is the secondary ever truly naked? Well no. If you're Katana or Broadsword then you get a Parry type power which adds +def (Parry and Divine Avalanche). Claws (and others) in the meantime get a to hit and damage buff (while inflicting damage) vs BU type powers. Then there's the layers of other types of mitigation in Stuns and Knockdowns present in the Primaries. I'm thinking anything sorting through that data is likely to also sort differences in pool (and Epic) choices. But that's hardly my area of knowledge. Edit: And then, of course, currently there's a big difference in how much a runner(s) slows or alters things when the Primary has range attacks vs lacking range to deal with them. -
Cometfall was my first Earth controller and one of my first few (3rd?) characters. He was a Flyer/Hover character and with practice you can get very effective dropping out of Hover to use Stalagmites and back to Hover altitude. With the various boosts to Hover performance and the flight pool I imagine it's easier now than back in Cometfall's heyday (i3 to i5) so I wouldn't hold my breath waiting for changes to Stalagmites allowing its use off the ground. Personally I'm surprised more of the powers don't require on or near ground to use. But you never know and it's all 'supernatural' in any case.
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I guess we do it differently then but I don't generally die if I forget PB. Used to be i get "reminded" by getting bounced on my arse, but IOs mostly prevent knock now (incidently acquired). I also in general don't forget it's habit at this point. Guess one thing comes to mind ... if you're mezzed can you hit AD like you can PB? Appears on CoD you can. Edit: And while not my reason for a lot of folks it's a choice auto Hasten or auto Active Defense Edit2: And full disclosure never done Shield on a Stalker, though it's been a long time since I did SR on a Stalker so maybe it's different
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According to the wiki you must inflict 10% or more of the total damage needed to defeat. And that's not 10% of its health but 10% of the damage to defeat the GM. A lvl 50 will do damage as if the same as the GM's 'secret' level. A character of a lvl less than the GM will do damage as a character one lvl less. At least on Live it was possible to not get credit for Jack or Eochai, for example, because they beat on each other so long prior to discovery you couldn't do 10% of the damage needed (because their foe had done 91+% of the damage which had regenerated prior to your arrival) It says the page was last edited on 7 June 2021 but that may or may not mean it's all correct and up to date.
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Same general issue as Practiced Brawler It doesn't root so click while on the move between spawns. Death is the ultimate debuff to dps. So know your foe. If they're heavy defdebuff types like Cimerorans you are probably better off losing the dps to keep it double stacked than not.
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QoL = Quality of Life. Typically it has minimal mechanical benefit but reduces the hassle and difficulty of it, whatever it is.
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Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
This^ Though I'll add it's also the knock protection and resistance so if you're set on not using IOs or pools like the OP appears to be prepare to get bounced around ... and that'll happen more than getting mezzed. And as part of my own quirkiness I ran a /SR scrapper in Praetoria to level 20 without PB (on Live prior to being able to click when mezzed) just to see. Yay Ghouls are fun! And so was the market (as in what IOs). -
#108 obviously
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Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
Okay so let's say you are right. And let's say they don't say bye-bye to IOs, IO sets and Incarnates. Now my SR scrapper from Live is rebuilt, tweaked to account for some new IOs. Mind you I'm having a difficult time remembering the last time she died in normal play or even a lot of stoopid scrapper tricks since her last respec several issues a go. I've yet to run later versions of 801 or an ASF so I'm pretty sure she can die but ... -
Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
I was responding to the comparative bit. But I'll grant you comparative is a rather subjective thing. For me i haven't found SR any more difficult to level than most other armors perhaps even easier. I find most of the endurance and AoE issues fairly trivial and easy to deal with. *shrug* Ultimately that's subjective thing as I've no data one way or the other. I just know that other sets with a QR like power are a bit easier endurance-wise. I'm quite sure that yes you got debuffed. I'm equally sure that it wasn't a cascade failure just plain bad luck. While you would have been marginally easier to hit going from 45 to ~42 it's still mostly bad luck for the next blow when compared to Willpower or Bio who'll go from 45 to near zero or negative numbers with the same 4 blows. That is a significant change in the final hit chance of the foes. -
Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
I've played /SR to 50 probably a dozen times if not more since i3, once here on HC before the computer died, Covid-19 hit and I had a son all of which has kept me out of game for a bit now. My overall Main with over 3000 hours on Live was Claws/SR. She started in i3 and she went 4 or 5 issues at 50th with not an IO in sight much less a set bonus or Incarnate Abilities. I learned how to not only survive Elude's crash but to fight right on through it when necessary. Pretty much any build, SR or otherwise, I make is highly self reliant for funds and IOs especially set IO. That wasn't quite as true here on HC but still held largely true of any set or pairing new to me. While some armor sets, in particular Regen, are easier through lower levels I've never found /SR particularly troublesome for endurance usage and that is doubly true if you are comparing it to the difficulties of leveling most other armors. You try Dark Armor without pools or IOs. Now that's rough on both your end bar and your ass (no kb/kd prot, woot). Suffice to say i personally think I'm fairly familiar and competent with leveling SR. Wow! You've seen cascade defense failure on an SR character. What the hell were you fighting that tossed -100% or greater debuffs your way (or just several really long lasting debuffs)? So sure it's mathematically possible. But no I've never encountered a cascade defense failure on a mature SR build (post ~ lvl40). You'd have to outright skip some of your SR powers to drop your DDR well off of 95%. That goes right back to rest of the statement you left off while quoting me about building well outside the norm while expecting results outside the norm. No, of course you don't need to convince me or other posters here but you might want to reexamine your thoughts when you get as much negative feedback as has occurred here. Maybe you're right but some numbers might not only help reduce the negative feedback but convince someone who can get changes done that you might have a point and actually look into it. It might also save them time as they won't be spending a precious resource (their volunteer time) duplicating your work. -
Psst: minor details, the aggro cap is 17. Most AoEs outside of Incarnate nukes cap at 16 (on a favorable AT). And I'm pretty sure the game tracks your aggro (aka threat) for well over 17 it just doesn't have the foe AI react until one of the 17 most annoyed are defeated first, making the former 18 (etc.) become the 17th on your list. This also assumes a teammate doesn't have a higher aggro value on your 18 than you do ... or the game goes to check Mr. 19 on your threat list, etc., etc..
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Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
Yeah the idea Streakbreaker plays any significant role in the survival equation for SR is questionable at best. -
Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
*shrug* I wonder the how many Psi and Toxic attacks are non-positional? -
Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
Naughty, naughty things start to happen when you go down this road (see holds stuns should down flyers thread). Natural meets the supernatural and all that, it's a deep as $^&^% rabbit hole. -
Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
Not only this but it never drops. If you're damage resist hits 100% you'll never be effected by a resistance debuff unless it's coded to ignore resistance. So if you're hit by Melt Armor 3 times you will resist the last debuff as strongly as the first. No cascade failure can happen. If you're defense gets debuffed 3 times each time it checks vs the new cumulative debuffed defense value. Hence the potential for cascade defense failure as defense is eroded by previous debuffs. -
Well fair enough. Seems some lack of communication going on then because if the Brute/Tanker/Lead Zerg left more standing than faceplated I would have appreciated knowing they were not planning on tanking/taking aggro for the team and it was going to be a chaotic rush so I could have grabbed a more appropriate character for the festivities. "Let me grab my Hurricane Havoc character brb" 🤪
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Devs, Super Reflexes in need of an update....
Doomguide2005 replied to Blackjoy's topic in Suggestions & Feedback
Yep Elude could use some love. It's pretty near pointless in the current game. Okay it would be a nice to have. Unconvinced it's really an issue however. Rest of the post kind of baffles me. SR is near indestructible as it currently exists unless you're building well outside the norm with the expectation of also performing well outside the norm. Edit: what makes other armor sets cry (nevermind everyone else) isn't truly our defense it's our DDR which isn't even mentioned. -
Okay, but that doesn't seem to describe the behavior noted either ... why stopping a few mobs ahead then vs just finishing the "I'm a near indestructible incarnated 'stealthy' speed run" at the mission objective. And that definitely doesn't sound like anything is getting stomped (what, wait thought this was a kill most?) unless the team picks up the slack.