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Uun

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Uun last won the day on April 15

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  1. Not sure I understand why cones/AoEs increased from 5 to 10 are penalized 44% per additional foe compounded but those increased from 10 to 16 are only penalized 25% per additional foe compounded. I think the penalty should be at the same rate for both types (and should be more like 15-20% compounded).
  2. I wasn't looking at procs/enhancements. This is just base damage.
  3. There are two things going on. First is the transfer of the Gauntlet radius/range/target cap buffs to the powers themselves. Second is the damage penalty applied to over cap targets. Before you even get to the target cap penalty, damage is being reduced significantly due to the increased radius/range. The over cap penalty is then applied to this already reduced base value. Restating what others have said, I consider this penalty to be overly harsh. Using Staff Fighting as an example (assuming target saturation): Note that for Guarded Spin and Eye of the Storm, the aggregate damage applied to the base + over cap targets on beta is less than the aggregate damage applied to just the base targets on live (for Innocuous Strikes it's slightly more). It would be more efficient to revert the radius/range/target caps to those used by other ATs and attack fewer targets at a time. Assuming there's been no change to Gauntlet's AoE taunt, there should be no appreciable change in aggro control.
  4. I posted a number of side by side tests in the focused feedback thread for the tank changes, primarily to isolate the impact of the reduction to overcap damage. When notoriety was reduced from x8 to x4, there was no material difference in clear time between live and beta.
  5. I assume you're referring to regeneration rate (health) not recovery rate (endurance). In any case, critter regeneration rate hasn't been doubled or even close to it. The changes to critter regeneration are barely noticeable in side by side tests. Clarification - the regen rate is now 4 minutes for critters (it was 7m40s for lieutenants/bosses and 14 minutes for minions), which is the same as a player without Health.
  6. Seems to be working as described. Note, the buff only applies to Enhanced Water Jet. Regular Water Jet is unaffected. For those interested, the buff to Dehydrate is an increase in the DoT from 4 ticks to 7 ticks.
  7. Did some additional runs on my SR/Staff tank (average of 6:44) and my Stone/Elec brute (5:35). See previous post for the comparison runs at x8.
  8. For comparison, I ran the same mission on my Stone/Elec brute on beta at +2/x8. Same map as the Fire/Fire tank runs. Completed in just under 10 minutes.
  9. Cleave is an AoE (albeit with a 3 ft radius and a 5 target cap), so performs better when you hit more than one foe. Agree that it's underwhelming as a ST attack.
  10. Ran "Borea - Defeat the Rikti Leader before he attacks" set to +2/x4 on live/beta with my Fire/Fire tank. At x4 there's only 1 boss on the map and all the spawns are smaller than 16. Ran 2x each as the maps were all different and just defeated all. Average time was 6:07 on live and 5:44 on beta. I think it's safe to say that overcap changes were the cause of the performance drop in my previous runs and that mob health/regeneration changes aren't resulting in a material change in performance.
  11. That's not a great design. So the fact that my combat log shows Deep Sleep applied to all of my targets just means that none of the tohit rolls missed while yours indicates a 30% miss rate? Did you have any acc slotted? I'm not happy that this "improvement" to sleep requires additional slots to address the fact that it's not auto-hit. Guess there's now a use for all those acc/mez HOs.
  12. Doesn't appear to be the case per the combat logs above.
  13. Ran the "Prove Yourself to Borea" mission on my Fire/Fire tank at +2/x8 on both live and beta servers. Same map for both runs. Didn't clear the map but cleared the same groups on both runs (cleared to objective). Took 10 minutes on live and 14 minutes on beta (29% decrease in performance). This is a largely non-proc build (1 proc each in Fire Sword, Breath of Fire, Burn, Fire Sword Circle, Incinerate and Greater Fire Sword). Also did paired runs on my SR/Staff tank, but didn't get the same map on both runs. Clearing to objective took 12 minutes on live and 16 minutes on beta (25% decrease in performance), with the beta run reflecting the buffs to Staff. Also a largely non-proc build (1 proc each in Precise Strike, Eye of the Storm, Serpent's Reach and Sky Splitter).
  14. I've had it lose aggro with 1 target.
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