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America's Angel

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Everything posted by America's Angel

  1. Because regen on a brute is unironically the best tanking set in the game.
  2. Posting it in here just so it doesn't get missed. This is a pretty major PVP bug:
  3. ***EDIT** Smashing elusivity is not working in PVP. The post below was an earlier bug report about it not working in Overload and Kinetic Shield. But after testing every damage type in the game, plus the other powers that provide smashing elusivity (scorpion shield, rock armour, etc), I've concluded Smashing Elusivity just isn't working properly in PVP at all. Old bug report now begins... --- Short version: Smashing Elusivity is not working in Overload. (Lethal, and other typed damage Elusivity is working fine). Solution could be setting "allow strength:true" for Smashing Elusivity. Long Version Okay so testing out a SS/Inv Brute vs a DM/EA Scrapper on Brainstorm. Here's the SS/Brute's various accuracy/tohit bonuses: (Each attack has 107.83% accuracy bonus due to 2x level 53 acc/dam hamidon enhancements + vigor core T4) Here's the DM/EA's defenses: (And here's the DM/EA's defense after PVP DR. As you can see. No real difference between Smashing/Energy once DR has been applied): Here's what the chance to hit should be (for haymaker): Here's what it is in practice: As you can see. Only Laser Beam Eyes has the right Chance to Hit. The reason? It's all energy damage. (I.e. The energy elusivity in Overload is working fine, but the smashing elusivity is not.) To test this theory. I took the SS/Inv Brute up against a DM/Ninjitsu scrapper. (As Ninjitsu is positional elusivity, rather than typed, it should work properly.) Sure enough... The chance to hit is where it should be. I'm not entirely sure why this is happening. But after poking around in the game files, it seems like Overload has "allow strength:true" for all damage types EXCEPT smashing damage. That could be the cause.
  4. EDIT2: This bug has been fixed. EDIT1: Have moved this thread here, as this is currently a bug on Brainstorm. (Likely live, too. But have not tested it there.) Short version: Smashing Elusivity is not working in Overload. (Lethal, and other typed damage Elusivity is working fine). Solution could be setting "allow strength:true" for Smashing Elusivity. Long Version Okay so testing out a SS/Inv Brute vs a DM/EA Scrapper. Here's the SS/Brute's various accuracy/tohit bonuses: (Each attack has 107.83% accuracy bonus due to 2x level 53 acc/dam hamidon enhancements + vigor core T4) Here's the DM/EA's defenses: Here's what the chance to hit should be (for haymaker): Here's what it is in practice: As you can see. Only Laser Beam Eyes has the right Chance to Hit. The reason? It's all energy damage. (I.e. The energy elusivity in Overload is working fine, but the smashing elusivity is not.) To test this theory. I took the SS/Inv Brute up against a DM/Ninjitsu scrapper. (As Ninjitsu is positional elusivity, rather than typed, it should work properly.) Sure enough... The chance to hit is where it should be. I'm not entirely sure why this is happening. But after poking around in the game files, it seems like Overload has "allow strength:true" for all damage types EXCEPT smashing damage. That could be the cause.
  5. You'd assume wrong! On PVP maps it only applies to players. NPCs can still be infinitely chain-mezzed. So it is technically possible, at least.
  6. What about implementing PVP mez suppression in PVE? This is how it currently works in PVP: Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent. It should be noted that Confuse effects, while technically mezzes, are on a separate 15-second timer than the other mezzes listed above.
  7. Rune at 500% recharge recharges in 120s. That's not perma. The minimum any power can recharge is 20% of its base recharge value.
  8. 30s @ 5 min recharge would be my preference, too. I find boss fights / spawns where I need an "oh sh!t" escape rarely last longer than 30s. Plus, in a perma hasten build you'd only have 50s downtime. (For comparison's sake. 60s duration Rune on test with a perma hasten build has a 100s downtime.) All options would have a ~33% uptime under perma hasten. But 30s duration w/5min recharge would allow for greater use of Rune reactively.
  9. Unleashed Potential has a 10min recharge. Same as nerfed Rune.
  10. This is precisely why I think 60s duration with 10min recharge is the best option, as the duration allows for it to be used proactively, too. (I.e. before a bossfight.) Similar principle to inspirations (in that they can be used proactively or reactively). But I was curious what players thought of Rune at 15s duration with 2.5min recharge / 30s duration with 5min recharge / 45s duration with 7.5min recharge. Especially considering this part of Jimmy's post, which indicates the power is being balanced around average builds, rather than min-max +4/8 soloers with the Hybrid alpha:
  11. Interesting thoughts. (Shame they're getting lost amidst the noise.) If the goal is for Rune to be used reactively, would any of these options be preferable to you vs what's currently on Brainstorm: 15s duration w/ 2.5 min recharge 30s duration w/5 min recharge 45s duration w/7.5 min recharge
  12. The reason for 600s recharge is because that makes the minimum recharge possible 120s. This is by design, because it means the power can never have an uptime greater than 50% at the recharge cap. If you make the recharge 480, the minimum recharge possible becomes 96s. So the duration of Rune would have to be changed from 60s to 48s to maintain 50% uptime at the recharge cap. Judging by the outcry of Rune going from 90s to 60s. I don't think reducing it further to 48s is a good idea. (Also worth pointing out. On live, Rune currently has an uptime of 75% at the recharge cap. That is insanely overpowered and likely the reason for the nerf. If rune were to keep its 90s duration on live, the recharge would need to be increased to 900s.)
  13. +1 I'd also like the Knockback removed so that the power doesn't root. Because: I can't imagine many people use Takeoff to knockback enemies. (Who has Mighty Leap toggled on in combat?) A travel buff that requires the player stop moving for 2.1s, is extremely counter-intuitive.
  14. Here's the beta server mitigation numbers for anyone curious. (On a level 50 blaster with no set bonuses/accolades.) Unrelenting With 3 IOs for healing, Unrelenting heals 1677.36 HP in 30s ...So it adds 27.96 HPS over 60s Unleashed Potential With 3 IOs for healing and 3 IOs for defense Unleashed Potential mitigates: 1897.8 damage mitigated vs 100 DPS over 60s 2886.2 damage mitigated vs 200 DPS over 60s 3894.6 damage mitigated vs 300 DPS over 60s 4893 damage mitigated vs 400 DPs over 60s 5891 damage mitigated vs 500 DPS over 60s. ...So it adds 31.63-98.19 HPS over 60s Rune of Protection With 3 IOs for resistance, Rune of Protection mitigates: 1545 damage vs 100 DPS over 60s 3090 damage vs 200 DPS over 60s 4635 damage vs 300 DPS over 60s 6180 damage vs 400 DPs over 60s 7725 damage vs 500 DPS over 60s ...So it adds 25.75-128.75 HPS over 60s Conclusion - Rune is still significantly better than the other options. **EDIT** And here are the numbers on live. The gap is even more significant, and should go some way to explaining the change: Unrelenting - 18.45 HPS over 90s Unleashed Potential - 20.88-64.81 HPS over 90s Rune of Protection - 25.75-128.75 HPS over 90s
  15. Haha figured it might be. The P2W Magic Carpet and Void Skiff also got the same buff FYI. Also, when I run Rocket Board on a character with IO speed bonuses...the combat monitor sometimes changes the # of Rocket Board buffs it displays: I've had trouble replicating this. And it doesn't seem to do anything. So no big deal tbh. Tangent - My ski slope character loves these changes:
  16. You shouldn't need to do this. Let me explain why. This is what a P2W Jetpack provides on beta: This is what a P2W Rocket Board provides on beta: This is what Flight + Evasive Manuevers provide in the latest build: So, the P2W jetpacks will be slower than someone using Flight + Evasive Manuevers with no slots in them. You'll also notice that Jimmy's last post revealed a new change for Build 4: Flight + Evasive Manuevers will now be the same speed as Flight + Afterburner on Live. I.e. you will be as quick as you are on live. Even with no flight enhancements slotted anywhere. So, to update my earlier post: Flight + Evasive Manuevers is slower than Flight + Afterburner on live Edit: No longer true as of Build 4. Flight + Evasive Manuevers has less movement control than Flight + Afterburner on live Edit: Was a bug. They are working on fixing it. Flight + Evasive Manuevers gives me less defense than Flight + Afterburner on live. That last point is offset by the extra combat utility provided by EvMa. Add in the extra click power of Afterburner, and the increased speed caps you can slot for, and these flight changes are objectively an improvement vs live. I hope that clears up any confusion for anyone testing the powers.
  17. It's a good PVP change. It makes melee (regen brutes especially) slightly easier to kill. I'll likely still keep it one my main regen build, though. It's still a good power in the context of PVP. Even with the reduced duration. PVE? no idea.
  18. Yes. PVP. Although if the crash was removed, possibly PVE too.
  19. As one of the few people who actually use Unstoppable - hard pass on this. I would prefer 180s uptime and a crash to what you are suggesting. The crash can be worked around by players who know what they're doing. What you are suggesting is actually a nerf in a live play environment.
  20. This game desperately needs more level 50 taskforces. 3-5 missions maximum. Have the end boss do all sorts of crazy annoying game-breaking stuff. (Some potential options): Ignores defense/resistance/absorb IO bonuses Ignores damage from procs Ignores Absorb & Defense & Resistance Is immune to -res, -def, and -HP debuffs. Has an autohit attack for -99% HP damage. (With a second DoT for 51%.) Or maybe even autohit autokill? Maybe even an AV that ignores the oneshot code? Autohit DDR attack. Stackable. Stacks -hp ala Crimson Prototype. Each time it hits you, you temporarily lose levels. Inspirations greyed out in the mission. Disclaimer: Not all of the above. Some of the above. Even the fight mechanics could be fun. Stuff like: The final room is accessed via a door you have to click on. Your entire team needs to click it before it activates. It loads in two people at random. And then another person every 30s. So your first two members would have to find a way to survive until the rest of the team load in. It has a cage power that it knows to use on players with the lowest threat. I basically want a bossfight that is unfair on players and unpredictable. And then I want some mad genius to somehow solo it.
  21. Ah yes that was the cause of it. Have amended my earlier post to reflect this.
  22. Ding ding we have a winner.
  23. Invuln is the baseline by which other sets are balanced. It is absolutely fine as it is. It is also one of the best armour sets in the game, it does not need a buff. The only thing that needs tweaking is the removal of the crash from the T9. That's it. Do not reinvent/redesign a beloved powerset. It will upset people.
  24. Just tested live vs beta. I discovered that... Flight + Evasive Manuevers is slower than Flight + Afterburner on live Flight + Evasive Manuevers has less movement control than Flight + Afterburner on live Flight + Evasive Manuevers gives me less defense than Flight + Afterburner on live. So this is a pretty significant nerf to flyers. What a shame. I was looking forward to this. **EDIT** The flight control being lower was due to a bug. It should match live when working properly.
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