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Ratch_

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Everything posted by Ratch_

  1. None that I know of but I think generally the problems powers are ones that either circumvent the standard frequency (Irradiated Ground/Burn), powers with innately high accuracy and provide some form of self sustain (radiation therapy), and any sort of Aim/Build Up power utilizing Gaussian. Irradiated Ground and Burn proc interactions are issues within the powers themselves and the pseudo pets they create. Radiation Therapy with proc slotting doesn't suffer from the usual constraints of needing enough accuracy, and in a lot of cases does a strong enough job of providing sustain without any enhancement. The 60s recharge is also in a nice sweet spot of high enough recharge to keep the PPM high while also still retaining a decent cycle rate. Aim/Build Up with Gaussian is in my mind one of the most glaring cases however, when it comes to utilizing a proc in a power vs when you don't purely due to the PPM formula itself. Because these powers are standardized to have 90s recharge, you hit a sweet spot of being able to slot a +5 recharge enhancement to get the recharge low enough alongside global recharge, while also retaining the 90% ceiling. With one additional slot, you can either slot in Gaussian which will essentially provide you with another cast of your power for free, or slot in another +5 recharge to shave off 3-5 seconds... I don't really have issues proc slotting in things like Infrigidate or holds or really any attack found but I could understand how some can take issues with having the ability to change a non-damage power into a damage one. I actually like the consistency of Gaussian's in build up like powers and seeing stupid damage from Burn/Irradiated Ground. I enjoy these interactions, but if you were to ask me which the Individual Proc outliers could be - these 4 come straight to mind and I wouldn't be entirely surprised to see them changed.
  2. I'm back with a another blaster run, this time it's a 4:40 using the standard rules. No amps, no active hybrid, inspirations or judgement.
  3. I have this post nerf 1:16 and you can see the chain i am using. I would say I would average 1:25-1:30 usually, anything below a 1:20 is just a pretty good run, I never did go back and run a CB proc'd out rotation but having some time away has given me the impression that the optimal chain would involve using CB out of momentum if you don't get crit strikes proc, but use slow RA if you DO get the proc. Nothing else I would change about my attack chain though.
  4. Been awhile since I've posted here, figured I may go around and see what kind of time I could pull off with my low damage AT (puts out respectable trap door times - around the 5:30 mark). I also feel this video highlights the number one enemy when it comes to this controller combo, something that goes all the way back on live for me as this was my main back then...and that is endurance. Boy does this combo eat endurance like no other, not even Ageless Core can satiate the hunger that my Fire/Storm demands. I did have my support hybrid toggled on, but it's only a measly 2% dmg increase LOL, i probably shouldn't bother turning it on since it doesn't do much. I'm sure after getting that hybrid and interface to t4 I could get under 2 minutes but I'm still working on getting this char it's full incarnates. And it desperately needs those +end accolades...they're just so boring to get. Fire/Storm controller: 2 minutes 16 seconds (Time starts at 18 seconds in with the first attack) (Side note: Lightning Storm is the best proc'er in the game for Decimation: Chance for Buildup. It's giving me a 90% chance for +64%dam every 20s or so)
  5. Thanks for doing that Kachooman, this is awesome!
  6. I'd probably put my vote in for rad/bio. Otherwise I'd go claws/bio for spin/shockwave.
  7. Ratch_

    OSA question

    Procs in the power will not ignite the OSA itself, as procs will only affect the caster or the enemies - not the psuedopet itself. You will still need to ignite it with an outside source. In regards to damage procs in this power, Slow and -Def procs will occur with the oil. If you light it, then your TAoE dmg procs like bombardment will start to work.
  8. yea, it was really weird. like i said before it never really makes any difference for me on scrappers. Totally different story on stalkers though...i had the same behavior with stj/bio stalker that I also tested that same day. Considerably lower times with assault hybid
  9. Around 2 minutes flat consistently
  10. Running Spiritual Core alpha and a bunch of force feedback procs in the build hehe. Sitting at recharge cap for many of my powers just on my own lol. This controller is an absolute monster that starts with low damage but ramps up exponentially once you start stacking freezing rain debuffs (which comes back every 15s or less) and have out 3 lighting storms + tornados. I threw in Sorcery for arcane bolt and enflame for even more damage. Soul drain is up over half the time...sooo yeah. For an AT with only a .550 damage scale it slaps.
  11. Took Claws stalker for another run, this time with bio for a more relative time to others in this thread since the secondary does make a considerable damage difference. Still getting pretty good times in the 1:30s to low 2mins depending on build up variance.
  12. I've had a hunch for awhile that there would just be a 20s base recharge cap max added to formula so procs can't scale any higher than that tbh.
  13. Bopper mentioned it in discord and then it seemed to come up again with a discussion from others that enflame seemed to be using the old 0.8 dmg scale as well. There could very well be other pets that have the same behavior. Figured I should go ahead and make an official bug report about it Edit: Enflame might be correct and using the ranged modifier instead?
  14. That build in particular (for ME) averaged around 1m25-1m28s pretty consistently. Kinda why I wrote in that post that despite it having a 1m16 that I felt EM did faster despite the time I posted was pretty quick. EM still averages in that 73s to 100s range for me just like TW, BUT EM i had 5 out of 36 pylon kills that went below 73s which i never had in the same amount of pylons kills for TW. And in addition, TW gets these times through the use of -res procs...which EM doesn't. Something to note, these times are achieved without the use of the assault hybrid. Whenever I toggle that hybrid I get worse times (yes, my luck is THAT bad)...sigh. It urks me since I was really looking forward to hitting a sub 1m time with EM
  15. Hybrid toggled on for that time or no?
  16. Maybe it's about time i made that dark melee/shield scrappah
  17. Ratch_

    So....hibernate.

    You're right, it's 1m30s exactly (the timer starts on toggle activation)
  18. Can confirm it's happening on my tanker now...dunno why.
  19. Ratch_

    So....hibernate.

    The issue with this is that it does not matter how often Hibernate can be up. It gives you the no phase debuff which means you can only activate Hibernate once every 2 minutes.... To elaborate, right now you can activate Icy Bastion twice or you can activate Hibernate once in the time span of 2 minutes. I feel that speaks for itself. Edit: If there ever was a change where I don't need to worry about a noPhase cooldown timer in PvE then sure, I would be completely fine with the power as is. But as it currently stands, I don't remember having to wait a whole two minutes back in the day when I used hibernate. (When did this happen? Has it always been there and my memory is fuzzy?) I really don't think this always used to be there, as having a 2 min base cooldown seems nonsensical with a 2 minute no phase timer.
  20. Ratch_

    So....hibernate.

    There are plenty of cases where powers in the ancillary have not gotten the new adjustments and I don't see this being any different. This change would only be for brutes and tankers.
  21. 200% is exactly what icy bastion has which is where I'm pulling in those exact numbers from. I'm open to adjustments as well though. What Zork said is true, like i mentioned in the post
  22. Yea, this is purely for Brutes and Tankers. Stalkers & Scrappers get the exact same amount of Regen/Recovery as what I am proposing..hell even at a better frequency. If this change would occur, we'd essentially be trading the high resist offered in Icy Bastion with an Intangible 30s self toggle hold that basically is just a rest you can use in combat. This change to the t9 in particular i feel is far from being OP, as it has a 90 second downtime. I'm just looking for some power level equaling between the newer t9 with the existing older one.
  23. Ratch_

    So....hibernate.

    Understandable, and nothing about the things that you like Hibernate for would change at all. I am just simply wanting to bridge the gap between these two powers. Icy Bastion is drooled over (at least for me) because it provides resistance and regeneration in a set that has very little to none. It's a perfect example of the t9 being desirable because it fills holes in a set on a semi regular rotation with no crash (up more often even than Hibernate!). The downside to me isn't the fact that I lose aggro but the fact that I can't continue to play the game actively. It's a great panic button, and I don't want to change the core of the power. It's unique. I am just wanting to bridge the gap between these two powers so they are a more similar power level, by providing closer stats while still being different. The +res is debuff resistance as well so it helps. Ice armor is a set that can rock out >50% defense debuff resistance, and can cap S/L/E/N defense reliably, and cap maxHP. The only thing it's missing is a reliable heal and more resist, which icy bastion both directly provides. It's very solid.
  24. Ratch_

    So....hibernate.

    Went ahead and moved this topic over onto the suggestions section of the forums, thanks.
  25. Pending t9 armor set reworks, and having seen the drastic experiences in Icy Bastion vs Hibernate...well I am very jealous that a tanker and brute does not get Icy Bastion.So I got to thinking and had this idea on what could be a small, yet simple improvement while also not changing the power in it's entirety. Afterall, being encased in a block of ice is pretty unique.The power I looked to for inspiration was none other than Reaction Time. The sustain in Martial Combat for Blasters. This power has a small feature of when disabled (detoggled), you will receive a boost to recharge rate and move speed. What if we applied this same style of tech to hibernate?The idea is that you activate Hibernate like normal, no behavior is changed here. When you detoggle the power, then some of the regen and recovery will permeate from the power for 30s ableit at a lower amount. Using Icy Bastion as a reference I was thinking numbers along the line ofHibernate (toggled) -> +1000% Regeneration / +400% Recovery - On detoggle -> +400% Regeneration / +200% Recovery for 30s. This would let you quickly toggle and detoggle the power so it's still useful in circumstances that you don't need to absolutely just withdraw from combat, while also still providing that option. Even though the base recharge of this power is 120s, you can't get it perma because you have to wait out the noPhase time of 120s. Thoughts? Something of note, with 170% global recharge (pretty common for those chasing perma levels of hasten) and 95% recharge slotted in Icy Bastion it has 30s uptime and 52s downtime. If Hibernate was added 30s of Regen/Recov then it would have a 30s uptime with a 90s downtime (or less if the no phase timer gets reduced). Just some food for thought, and this doesn't even consider that Icy Bastion provides 37.5% resistance to all types with the exception of Psionic.
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