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Galaxy Brain

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Everything posted by Galaxy Brain

  1. Guys, I only have a few moments of time! But I just came back from alpha and all in game chat is in rhyme!
  2. Agreed, I still think it would not change the results comparatively, but it may highlight a few sets that were on the *cusp* of being safe but had chip damage come in unluckily. But still, I think this holds up fine.
  3. Just to note, the spreadhseet is currently hidden for revisions as I work out a new test map 🙂
  4. Ok, so I was able to test with Maneuvers, Hover, CJ, Tough and Weave all 3 slotted + 1 End redux (except hover [fly] and CJ [none]), and that took all of my slots to do so. On top of being a major endurance strain, that kind of build is just unrealistic. I ran Rad Blast again and while I did notice a difference, when the stray hits piled in I was still in trouble.... maybe something between these values could be worth it but I still think the initial round is still good to show what "the primary alone" brings to the table.
  5. Not everyone can build like that, everyone can use SO's at all lvls of play 🙂
  6. Thanks! I agree it would certainly curtail deaths, and I may just run Rad/ again with that real quick since... sheesh lol. If that has a significant change in performance then I think it may be worth trying again
  7. TBH, I just kind of threw CJ and Hover together just for the +Air Control and the minimal defense it gave, and had already gone through like 4 sets by the time I had thought of adding more... so I just went with it 😛 Looking at it, I put 1 fly SO in gover (and swift), and then 1 Def SO in CJ, resulting in a total of: ~4% def If I were to say, have CJ, Hover, Weave, Maneuvers, and Tough all 3 slotted: 14.5% Def / 16.5% res to S/L, which is a very decent boost... but not *super* significant in terms of "would 100% make a set that was unsafe into a 100% safe one", at least compared to one another! Ice would likely have not had that 1 death (and possibly elec), but the others that has a handful of deaths would likely still have those handful as they did not do a good job of preventing damage outright compared to their peers.
  8. Hasten I exclude specifically because it is unstable until you perma it and given each spawn is not the same it would wildly change results run to run in terms of timing unless I pause, let everything recharge, and tackle each fight fresh. I did this with the melee test as well. The other toggles in hindsight I could have included but I doubt it would have made a HUGE difference in the relative safety between each set.
  9. Hover and CJ are included as they are often taken on most characters (or some combo thereof) and it helped align cones in some cases. The "standard game environment" is reflective of this test emulating a simple mission, which is what 90% of the game is comprised of, instead of a Farm Map or stationary Pylon which test more extreme attributes of a character (AoE / ST on either end). The map and custom enemies / difficulty was chosen to be be just difficult enough to not be a raw speed test, but also not dangerous enough to not be doable with just primaries. Now, is this a bit unrealistic as the secondary set / etc was mostly ignored? As well as X factors like accolades/insps/temp powers? In a sense, yes. But, every set had the same rules applied with the same sort of slotting to get what I like to call the "Baseline / Floor" for the set's performance. A set like Fire would do well with a more defensive secondary or team mates (as would Rad), but then so would most any other set. A set like Psy Blast would likewise shine with an AoE heavy secondary, and so on, but that does not change the set itself and what it brings to the table.
  10. @zenblack, in the interest of fairness all sets would then be run with the same inspirations, else why artificially patch one over the others? The safety metric I feel to be a valid point of reference when comparing the sets at a base level and could be useful when deciding a set as a whole. Ignoring that though, yes fire definitely has a big edge on the rest but it doesn't get it for free.
  11. Not 100% on which EA you're referring to, but on click powers that can slot the proc you can ramp up healing quite a lot.
  12. not unless you slot them in elec powers 😉
  13. The bigger difference here is that there is a door separating you from the enemy for at least 8 or so deaths that afford you time to actually get up and recuperate. Even without the jail door there, the room is far more secluded in terms of what can engage with you compared to the corner of the mansion and allows you to use LoS, etc, to give yourself a chance. Let alone using Inspirations / etc. The mansion gives you NO such chances once you get stuck there.
  14. On the note of Mayhem missions, you have to mess up a LOT to get anywhere near the trouble this mission can give you. Being in the cell lets you res and ready up, spawning in the corner of the house with enemies already on you does not.
  15. Do that and see if you can skill your way out of it.
  16. and apparently with a God mode he could whip out instantly. What difficulty did you play on?
  17. This isn't the point. Failing should not equal getting spawn camped forever. Look, I understand that if you tweak it to run at absolutely the easiest setting possible you probably will not encounter this issue. But that does not excuse that the issue still exists in most anything but said setting. It does not make the mission any more challenging if a defeat essentially soft locks the game, it instead makes it more frustrating.
  18. It does not matter the before, I want you to experience what I did on my /Energy Aura scrapper and happen to take an L at that part. It really doesn't matter what lead to it, but it seems you have not experienced it. Experience what we're talking about, then get back to us.
  19. @Bentley Berkeley, I want you to take a loss at the Ward Part and see if you can manage to get away from the spawn camping. Clearly there must be a way to outplay that part ya?
  20. Exactly this. I just so happened to die due to bad luck on a defense set. It happens.
  21. I've said twice that I am /Energy Aura. If you are not going to read my posts saying that the mission has an objectively broken aspect regardless of difficulty then idk what to tell you.
  22. If they simply move the respawn somewhere else in the mission so you have time to prep, but not enough time to have the ambushes swarm the location like if it were outside, that would help the issue. For context, my claw/ea soloed all of nightward on +1/x4 with only an Overwhelming Force KD in Shockwave / numina/ perf shifter for IOs, the rest being generics, while leveling. That was the only mish to give me trouble due to getting bad luck at that one part.
  23. It doesn't. What matters is that I happened to die and then essentially get locked in place forever in the mish and that blows.
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