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Galaxy Brain

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Everything posted by Galaxy Brain

  1. @ArchVileTerror, wanna take this to Discord / Elsewhere? It may be easier to coordinate there then return to the forums 🙂
  2. I believe the example would be more like: 1/3rd of the time, Scrappers gain the "Critical hit!" power, during which time they have a 5-15% chance to crit on attacks, otherwise the chance is 0%.
  3. You need about 123% recharge to achieve perma dom. (Rounded up) If you're at 122%, Domination recharges in 90.09 seconds and the buff lapses just long enough to crash. Lets say it takes 30 seconds to rebuild the bar to a usable spot, this turns the domination recharge up from 90.09 to 120.09. If you gain 0.22%, or lets just say 1% to be easier, this goes to 89.69 seconds and Domination gets sliced by over 30sec by 1% of boost. No other setup in the game has as drastic a "line in the sand" as that. All other high recharge duration-style powers have a noticeable curve. Lets assume it takes 30 seconds to fill that bar still, what we see is the following: The Red is non-perma dom, the Blue line is what the recharge actually is. Realistically, the red could cover the entirety of that screen until you hit that 123% mark because the 30 seconds to rebuild domination can be incredibly variable based on your circumstances. Other long duration / long recharge powers follow more towards that blue line where they have an expected power increase as you invest. The same with other IO builds! As you invest more into say, your Scrapper you get gradually better. A proc here, a set bonus there, it adds up and up unless you literally get dumped 329846238904763289746328746 inf and just immediately build them then and there. But in most cases, even that won't be the massive jump in relative strength you get from Domination > Perma Domination. No IO build lets you double the mag of CC powers, grant tons of Mez Protection, and refill your End Bar every 90sec or less, which all then stack upon what you build normally on the powers themselves. Is this good gameplay? It is certainly a playstyle, but the massive shift in power that Permadom gives is hard to ignore. Alongside the benefits that high recharge on control sets already has, you multiply that x Domination Effects x Whatever other bonuses you have to make a crazy strong character that is basically another AT. IMO, it is hard to compare Permadom as a "style" or "FotM" when all Dominator builds can achieve it and it radically changes how they play vs "just better stats". @Replacement's proposal: If Domination lasted for 90s still, but upon activation you drained the bar you are essentially eliminating that Red area of the graph above and making it more like a normal "Duration Power", just one you need to maintain with an extra resource. This would make Permadom builds that exist currently essentially the exact same, as if you have enough recharge to make Domination permanent and are actively playing for 30 seconds within Domination, you're still perma. What this opens up is making "close to perma" Domination. Say you're at 60% global recharge boost. Instead of being way off of perma dom, you now only have a (125s - 90s duration) 35 second ghap between dominations assuming you maintain your meter. This opens up many new build options for Dominators while allowing them to use their inherent much more frequently as opposed to "Perma or not" So on the whole, I think it is a good suggestion assuming you can rebuild meter during Domination as it shouldn't effect existing permadom builds at the current Recharge line (they're still perma and have the same actiuon economy as now except maybe less break time during Domination), but even if the bar dips as they travel spawn to spawn they can refill and pop domination again in lightning speed. On the lower end, it makes the curve to get to more dominations actually exist, which is a win win for players.... tho that amount of power is maybe not a win-win globally.
  4. Eh, my Eng/Time has that basic core setup and rocks 320% rech and still has 35% Range def. Its not 45%, but its over the cap with just a purple / I rotate through high damage moves and knockbacks/downs so fast it rarely matters. But that is the fun part about these builds, you can rock different things 😉
  5. Definitely put Force Feedbacks in: Power Blast Power Burst Sniper Blast Energy Torrent Explosive Blast Put a KB - KD into Nova Put in tons of procs into your attacks ??? Profit 😎
  6. Nerfing Hasten in a vacuum, sure. Nerfing Hasten + adjusting other things theoretically to account for this? Probably the same net performance.
  7. 2 thoughts 1) Focus is an amazing power 😠 2) Why not play with the modes more beyond Defensive. Defensive gives you BG mode within Supremacy range with any order except attack my target, which is super strong. How about if you swap to aggressive mode, the MM instead gets a damage bonus and an endurance discount, but loses BG privileges as they do now?
  8. Its nice that the big threats can be locked down, but do teams really notice when they're all soft capped and gonna kill the baddie in 1 minute with no threat to them anyways?
  9. Throwing more at the wall here: What if there was another way to mark targets with the opportunity reticle/debuff than just... opportunity? The actual opportunity buffs are one thing, but something I found annoying in regular play is placing the actual opportunity mark. For one, you can only place it every so often to mark a target for 20% -Res (unresisted at least) and some -def iirc. The mark can only be placed by your T1 or T2 and lasts for a while, but if you dont have a particular tough enemy to target it often feels wasted since you have to wait so long between marks. If there were some way beyond the "free" one you get when triggering the inherit to place a mark for the same stats, non stacking on the same opponent, but letting you place the mark much more often I feel that could be an interesting way to up their damage potential.
  10. That is the one thing that's interesting, multiple Sentinels can continue to stack their unresisted debuff on their attacks ya?
  11. Porque no Los dos? They have unique versions of blast sets along with unique versions of armor sets, atop a foundation that is about building up to a super mode akin to Domination but with different effects. That is plenty of fuel to combine both aspects.
  12. Just a random thought, but what if we could purchase the Gladiators we unlock as temp pets at the P2W vendor? I'm not sure if they're really used as intended anymore, but it could certainly be a fun inf sink to have them purchasable and useable in normal content after you unlock them.
  13. If you need macros to use an AT, its unwieldy
  14. Hold on, all their versions of powersets are unique to them. I think they definitely have a place in the game, but you are right in that its tricky to balance it.
  15. From what I gathered in my guide I linked prior, there are only about 35 powers that "need" perma hasten to be perma, of those 17 need beyond perma hasten. Beyond that, 10 need recharge cap. Out of the 136 long recharge powers w/ durations, 39 of them.cannot be perma thanks to the recharge cap leaving us with 97 45/97 = 46% of these powers require perma hasten or beyond to perma, but in the grand scheme that 45 count is small compared to the total number of powers
  16. I agree with making the forms more of a stat change. Like, under the hood the dwarf form is similar to a super beefy armor toggle, why not treat it as such with certain powers greyed out and others get "orange ringed" to signify they're better in the form? Also, I want a ws lobster with orbiting death damnit lol
  17. Necroing this, but do we have any numbers on the opportunity mode buffs? I think if say, both buffs were simply combined and able to be triggered by activating (not hitting) any Sentinel ST attack it would be a start...
  18. TBF, that is still 233.34% with FF 😉 But yes, stacking FF procs on KB heavy sets is gahlike
  19. Just a note, you need 234% recharge to perma light form. At that point you may as well get the extra 40% to perma hasten as odds are you have it to get that high
  20. You mean like if you click them, you see little icons?
  21. The base rech is accounted for in the formula, or rather it should be. From there, you have ~96% enhancement in Hasten + 70% from Hasten itself, leaving only 109ish global rech needed for perma.
  22. Immobilize also let's the enemy attack, Confuse let's them act but not against you or allies which effectively takes them out of the fight like a stun or hold.
  23. I should highlight Domination for that yeah, the columns are automatically calculated based on the power's stats. H stands for Hasten 🙂
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