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Everything posted by Uun
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Provost Marchand and Mr. G each have 3 arcs that are progressively more difficult. While you get Marchand as a contact at lvl 30 (Mr. G is introduced via the Inside Information tip mission), I tend to wait until lvl 50 to do them. I find that a character in their 30s doesn't yet have the tools to handle the difficulty, particularly the 3rd arcs.
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Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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). -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I wasn't looking at procs/enhancements. This is just base damage. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Powerset - Water Blast
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
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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.
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Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Doesn't appear to be the case per the combat logs above. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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). -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I've had it lose aggro with 1 target. -
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Just to clear this up, Deep Sleep IS autohit and DOES NOT have a separate tohit check from regular sleep in powers flagged as Deep Sleep. See below with Mass Hypnosis and Spore Burst. -
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
The question is whether powers that have been flagged as "Deep Sleep" now have two different status effects. The patch notes imply that any power flagged as "Deep Sleep" applies the Deep Sleep status effect 100% of the time. There is nothing in the patch notes or the detailed power info in game to suggest that these powers now have 2 tiers of sleep. -
random Power Sets Randomizer Mode (PvE only)
Uun replied to LightMaster's topic in Suggestions & Feedback
Pretty sure it's not possible, but regardless, this would be massively unbalanced. -
The linked Google Sheet allows you to calculate proc changes based on just about any variable ( you need to save a copy to make changes). PPM List
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Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Spirit Tree Can we get an alternate/shorter/smaller animation for Spirit Tree? If you place the tree between you and your foes, you literally can't see your foes over the tree. Can you add some indication of the perimeter of the tree's AoE? I assume the taunt range is the same as the regen buff range (40 ft), but there's no way to tell where that is. Doesn't hold aggro well. Even if I was standing in the tree's AoE, my dom peeled aggro off the tree very easily when I attacked. Reduced recharge is obviously an improvement, but the regen buff is still unexciting. 6-slotted with Preventive Medicine, it increased my regen rate by 1.23% (not saying 6-slotting this power makes sense, just wanted to see what it did maxed out). It's something, but it's not going to save your bacon in a tough fight. Spore Burst Even though the stats are essentially identical, found the sleep to be much less sticky than Mass Hypnosis (I have both 1-slotted with a %heal proc). Curious if others are seeing this. -
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Not sure why this should be the case. I don't think Deep Sleep should have a separate tohit check. -
Yes, it's in City of Data. It's also in game in the detailed power info on the enhancement screen (except for the timing between the geysers).
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Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I'm in a similar place with Plant/Martial/Ice, trying to figure out which of Spore Burst, Spirit Tree and/or Vines to add to my build and what to give up to fit them in. -
While I support your suggestion, a workaround that I use is to monitor hit points. The hp buff and and the end drain resistance from Consume have the same duration.