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Everything posted by InvaderStych
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Savage Melee criticals on Scrappers seem to be under-damage
InvaderStych replied to aethereal's topic in Bug Reports
Thanks for starting this thread. (Edit: OMFG this editor. Why did it spoiler tag my entire post instead of just what was within the spoiler tags?) Replying to this here instead of in the other thread: That makes sense. I took a peek at City of Data, and it mirrors what I was seeing while watching dmg output in the chat window. I could pull screen snips and post a combat log if they are helpful, but I think that would just be confirming something we already know. I did notice that "Bleed" damage (the secondary DoT, for brevity sake) is coded as "Cancel on Miss" - which likely complicates including that damage in a critical hit. I do still think that Rending Flurry (Normal) and Rending Flurry (Large) aren't calculating critical hits properly - even if we take as a given that Bleed damage isn't included the numbers don't look right in real time. Copy of my list from the other thread ... (skipping the spoiler tag, because last time it broke the post, lol) -
Which Full Theme primary/secondary set would you enjoy the most?
InvaderStych replied to ninja surprise's topic in Tanker
No, this is why Shield Defense needs a second attack instead of a T9 enhancement mule. 😉 -
In general, yes, this is how DoT powers should, and in most cases do work. Savage though? I've been slow-leveling savage scrappers (dropped the first one, probably keeping the second) for quite a while at this point, and I am not convinced that Savage crits are WAI. SS critical hits are only for 1 of the two damage ticks (unlike similar 2-tick powers from Katana, Broadsword, Claws, etc). MS critical hits match the damage of the initial hit, but do not include the "bleed" DoTs. VS seems to be working properly. RF critical hits are routinely lower than the base damage of the attack, thus definitely do not include bleed DoT damage. I would have to dig deeper than just observing dmg output in real time to figure out if the distance based damage boost is included in critical hits from Leap. All that said, I still love Savage on a scrapper because of the interaction between Leap and the Crit Strikes proc. ------ Another issue is that not all critical hits are created equal. Many powers will critical for "double damage" - the expectation - some powers noticeably do not: Greater Psi Blade comes to mind as an example. Finally; I would love to see critical hits written into the scrapper secondaries. Brute Fury boosts Secondary Damage; Tanker Radius/Target Cap buffs improve attacks in their armor sets (primary in that case). Stalkers have unique game play to differentiate them. Scrappers have been left to twist in the wind on this one, imo. Granting crits to the secondary wouldn't be game breaking, but it would give Scrappers back a little bit of their niche.
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Lore also covers that, as Subjugators are extremely powerful former Seers, physically deformed by their own abilities. They're .... disconcerting.
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I'd like to think that Paragon me would be some sort of Steve-McQueen-Does-James-Bond-esque teleporting Gunslinger based EB/AV leading my shadowy Malta cell on missions in the hottest of hot zones around the Cities .... ... but most likely I'd wind up crashing Carnival warehouse parties with my Hellion buddies, hopelessly smitten with some demonic entity posing as a "girlfriend."
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Are Porters in Sky Raiders interesting or just half baked?
InvaderStych replied to DougGraves's topic in General Discussion
Probably a relatively easy swap. I haven't looked at CoD, but in the wiki descriptions of Porters, Sorcs, and Gunslingers it looks like they're just using Teleport the travel power. Edits: Technically that would be a range nerf for mobs; but I would expect that to be a trivial value to adjust. Also; credit to @Wavicle for first posting the idea. I also support higher rank teleporting enemies getting access to Teleport Target and Fold Space. There are some AVs that could be pretty dangerous with tools like that. If the AI was smart enough for one mob to FS players into ground "warning" targets or death patches that would really be something. But now I'm in the realm of unrealistic. 😛 -
Are Porters in Sky Raiders interesting or just half baked?
InvaderStych replied to DougGraves's topic in General Discussion
Come now, we all know you've got a pop menu full of twenty-seventeen options for various "target_custom_next enemy alive <insert troublesome mob name here>" macros hiding someplace for just such occasions! 🤣 I mean I sort of have a macro for "Find," on a couple of characters, that I have to then remember it exists, remember to edit it with the appropriate most annoying mob out of the group I'm facing (if applicable) and then actually remember to click it instead of just hammering the TAB key like I'm back in an arcade playing Track And Field ..... -
Implementation of Burn causing "Afraid?" Or did it originally make everything run away?
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I know that feeling. 😄 I like your build though. It is nice to see another scrapper build that doesn't isn't wedging in full ATO sets "just because." If you haven't already checked, there's a PPM Calculator in google sheets form to check "proc rates" in various powers. With as much slotted recharge as there is in your 3 5-slotted attacks (FT, TS, Moonbeam) it's possible the firing rate on those three extra dmg procs is pretty low. If you're pressed for slots you might get more value from one or more of those elsewhere YMMV if the momentum mechanic fiddles with proc rates - I wouldn't know anything about that. If they're firing often enough for your satisfaction, then disregard. 🙂 I also experimented a bit with a Hami in Beta Decay; decided I had enough endurance tools to run the toggle without endrdx, and that the increased debuff made a negligible difference (I couldn't tell, basically). I do use a Hami in Alpha Barrier for slot efficiency though, but that's on my Kat/Rad that, if I ever swing back around to respec, will be taking a second look at your approach. Some don't; lean into it. My Psi/SD doesn't make any sense before level 35 so I decided early on to just build her such that exemplar content wasn't a concern. Splurged and +5'd nearly everything that has an enhancement value. Negligible performance difference in most powers, but fun to do just for the sake of having done it. It does make a difference in "1 slot wonders" for things like a +5 endrdx or rech (common) IO though, so worth-while in those cases to be sure. Meltdown (for Scrappers) is a long duration 41.5% damage buff with a long recharge. The extra resist is just icing, the damage buff is the cake. Pop it with impunity, losing 15pts of blue when it "crashes" is rendered moot with either PS or your ToE+end proc in RT. Between Meld and DS I wouldn't worry about living at the soft cap. Barrier is great, but it's ubiquitous on Leagues and extremely common on Teams so I almost never take it. Even solo, you're likely to get more mileage out of Ageless, take the side with DDR for the ... well ... DDR, and the +rech gives you Meld more often, etc, etc. I, foolishly, tried Rebirth on my Kat/Rad, which sort of works great, except that I got to T4 before learning that Regen Resistance (granted by PS, iirc or maybe RT, or is it both? I forget) actually reduces the +Regen granted by Rebirth: it resists +regen the same way it resists -regen. So don't take Rebirth. 😛 Degenerative is the correct choice. If you're primarily playing against big mobs and such then stay Radial. If you're going "Big Game Hunting" and plan to use the build to take on lots of AVs and other hard targets, swap to Core. The -HP debuff is more effective for that sort of thing than the light damage proc. Someone please correct me if I have this backwards, but I originally designed my Kat/Rad for AV hunting and recall reading the preceding as the way to go. It is possible to build up two Hybrid trees depending on how far up the Vet levels you want to play. That way you can carry Assault most of the time, and have Melee as a backup if you need extra durability.
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Never played a blaster high level what would you recommend
InvaderStych replied to I-Dirty's topic in Blaster
Anything/Martial Combat Not even kidding. Having also come from the world of melee, this felt the most familiar. Fire/Martial turned out to be my favorite toon to date. Forum regulars are probably tired of hearing me suggest it. 😛 -
Ah, yeah, hadn't considered patrol XP, but that's another variable out of the way. Was thinking perhaps when you originally hit 41 you had more overflow (progress) into that level before shutting off XP than they had after hitting 41 when you turned XP back on. Sounds like that isn't the case though. I guess I'm a little confused as to how you got to 41 before they did if everything was in synch. 🙂 But I am also kinda thick and still having my coffee. 😄 Sounds like it's the unknown disparity that @Coyotedancer mentioned then. 🤷♂️
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You've probably already done the math, but it bears asking: Any possibility that you had more overflow XP into the first bubble of lvl 41 than they did at the point you turned XP back on?
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Celldweller - The Chosen One (Faction 11)
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Are Porters in Sky Raiders interesting or just half baked?
InvaderStych replied to DougGraves's topic in General Discussion
Come to think of it, giving them all CT's faster activation could be a simple, but still interesting (if subtle) buff for mobs that teleport. Or it could just make them more annoying for folks who already find them annoying. Or both. 😄 -
Are Porters in Sky Raiders interesting or just half baked?
InvaderStych replied to DougGraves's topic in General Discussion
It's a good thing they haven't figured out that promoting Sappers to Bosses would ruin a lot of people's respective days. Wait, never mind, forget I said anything. Edit: I'd love to have a thought bubble over the head of Sorcerers and Gunslingers when they teleport away and one of my toons uses CT to emerge still in their face a moment after they land. 🤣 In fairness, teleporting mobs seem to have longer range than CT (I'm looking at you Rikti), but most of the time they don't use it. -
Are Porters in Sky Raiders interesting or just half baked?
InvaderStych replied to DougGraves's topic in General Discussion
But .... But .... This is Portor ... 🤣 -
Are Porters in Sky Raiders interesting or just half baked?
InvaderStych replied to DougGraves's topic in General Discussion
They're Porters. They should either be carrying my stuff, or the pint of beer someone is handing me. 😉- 29 replies
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Well, for starters, the story behind it makes that counter-intuitive. Maybe it's just my interpretation of it, but Mot poses a far greater existential threat than Tyrant's temper tantrum over losing his "measuring contest" with Praetorian Hami. In a narrative sense it feels like it should be harder than it is. 🤷♂️ But there's a lot of "power dynamic" surrounding the Praetorian narrative that doesn't quite make sense to me, but that's a totally different thread. 😉 Also, in the current game, once a toon hits 50, everything they do is a non-iTrial way to build iPowers. Even slowing this down iSalvage from Vet Levels, which I would totally support, wouldn't change that too much. Bear in mind also, that I would support making increased difficulty on existing content completely optional as well.
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Also not what I meant. Play the harder stuff with the stronger toons; there's no real reason to run a fully kitted out incarnate on everyday stuff. But maybe that's because I play those while leveling something. Sorry, was meant to be a generalization, not directed. Edited, too late, to reflect. Another Edit: Isn't there a mechanic in one of the iTrials that disables various iPowers? If I am not misguided, could that not be selectively employed to various TFs? I'm all for making the game harder, but a blanket "We're Gonna Disable A Bunch Of Toys Game-Wide" isn't going to be very popular. There are likely more desirable ways for us all to get what we want - content that breaks our strongest toons. 😉
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Conversely, I would rather they just up the difficulty of Dark Astoria. Tech exists to give mobs their own level shifts, why not start there? There shouldn't be anything in that zone below 54 for starters - mission difficulty at +0 starts at 54. +4/xX nets you 54(+4)'s, and likewise for everything between. Also, as evidenced in Graveyard Shift, and the 801 AE Challenge series, there are more ways to increase difficulty than just level differential. Were it not for lack of resources, wide swaths of the game could use a "difficulty pass" introducing "new tricks" to "old arcs." Here's another unpopular opinion: If your (not directed at anyone in particular, just a turn of phrase) level-shifted T4'd everything IO'd out Super Hero is getting bored steam-rolling Council missions on the police radio, ask yourself this: Why is said Super Hero wasting their Demi-God level powers on Street Crime? 😉
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The secret zone events of Nova Praetoria
InvaderStych replied to Veracor's topic in General Discussion
How fortuitous that I recently started another Praetorian alt .... -
1987, apparently. I think I got introduced to it after '91 though. I don't remember ever actually winning the game, once or twice decades ago maybe? No way I have that sort of .... focus .... (or time) anymore, but it is fun to plink around for a bit until some sudden and catastrophic death. 🤣
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Acid Reina Acid Reign Decided I won't find a combination I enjoy as much as the wordplay, so recently deleted the former, while the latter alternate also looks to be available.
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@OceanusCoH Take that EndRdx out of Active Defense and replace it with Recharge. The DDR in AD stacks, so you want an overlap. I'd also move slots out of Health and into a few of your other powers. I built my scrapper in a different direction - going broad on resists instead of deep - but your build is very close to the S/L resist cap, which is excellent. If you can move the Procs out of True Grit and replace it with the Heal IO and Heal/Rech IO from Preventative you'll get more HP out of the power as well as the extra S/L resist to hit the cap. That last bit is just a thought as it likely means moving a bunch of slots. FWIW, this is how I slotted TG: If you've got the budget for it, a Ribosome is useful in Deflection for added S/L resist as well; I went 4x Shield Wall, 1x Ribo, Steadfast +Def in Deflection, FWIW.