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Uun

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Everything posted by Uun

  1. Updated the table for the Build 5 changes. Made things worse for the 10/16 target AoEs and only marginally better for the 5/10 target cones. Tanks would be better off not having the expanded radius/range AT ALL and keeping their previous base damage levels. If that was done, I wouldn't care if target caps were rolled back as well.
  2. All procs in toggles only have a chance to trigger every 10 seconds. In theory Gaussian's has a higher chance to fire if there are a lot of targets in range, but I wasn't impressed with the results when I tried it. My current slotting for Shifting Tides is 2 dmg/end D-Syncs plus a dmg/end IO (I was being cheap and didn't want to spring for the 3rd D-Sync). This maxes out the damage and the end reduction. I'm already running Tactics so didn't care about enhancing the tohit buff. Note, damage enhancements don't affect the +dmg buff, just the cold damage.
  3. They're referring to the Team Teleport power in the Teleportation power pool. This is different than the Team Transporter power purchased from the START vendor.
  4. There's a display error for Average Damage (and by extension Damage per Activation Time and Damage per Cast Cycle) for any Staff Fighting power that's a DoT, whereby the bonus damage when using Fiery Embrace is being included. For example, Tanker Guarded Spin shows Average Damage of 106.5, but when you look at the details it shows 6 ticks of 12.24 (73.44) plus 6 ticks of 5.51 (33.06) when using Fiery Embrace. This appears to be happening on all ATs. A second display error is occurring for Eye of the Storm and Sky Splitter. These powers have bonus damage when used with 3 levels of Perfection, with the damage type determined by the Form you are using. Not only is Average Damage including the 3-level bonus damage, it's including all 3 types of bonus damage (which are mutually exclusive).
  5. There's a display bug in the Staff powers that includes the extra damage from Fiery Embrace in the displayed total damage. This occurs on both Live and Brainstorm. You can see this if you compare the damage figure at the top of the screen to the damage details at the bottom. For example, Guarded Spin (live) shows 106.5, but when you look at the details it shows 6 ticks of 12.24 (73.44) plus 6 ticks of 5.51 (33.06) when using Fiery Embrace. (Note, the details for all the Fire attacks incorrectly label everything with Fiery Embrace, but the totals at the top appear to be correct.)
  6. Current iteration of Seeds feels OK. Recharges fast enough that it can be reapplied if it wears off or get adds. Pulled the %dmg procs from Carrion Creepers and 5-slotted Bombardment (sans proc). Not really noticing a difference in damage from the prior beta builds (which had 3 %dmg procs) and CC is now perma with the additional recharge. Spore Burst is working as described, but it doesn't really have enough duration with just 1 acc/mez HO. Doesn't play well with Carrion Creepers. Spirit Tree is holding aggro better. Slotting it for healing isn't worthwhile as the +regen buff isn't strong enough. Will try slotting for threat. Vines is useful for deploying around corners and other locations where you can't get line of sight with Seeds. Would like to see its chance for Domination increased to 50%. Don't have Fly Trap in this build so haven't tested the changes yet. Looking at the stats, it lists resistance to sonic, radiation and electrical damage in addition to energy resistance. Do those stack? Not sure whether to drop Spore Burst or Spirit Tree in favor of Fly Trap.
  7. Scorpion Shield is better than Frozen Armor but I prefer Ice Storm over Disruptor Blast for additional AoE damage.
  8. Uun

    Earth/nature

    Slot Spore Cloud with Enzymes instead of Lysosomes. It doesn't require accuracy and needs end reduction (it's a toggle). Consider dropping something (Earth's Embrace?) for Entangling Aura. It's really good on controllers and doesn't need more than 2-3 slots. FYI, Rebirth can also be used as a heal on living allies.
  9. I slot both with Ranged AoE Damage sets. Universal Damage and ATO sets also work, but I'm not a big fan of the Overwhelming Force set. The only secondary effects that can be enhanced are knockback and end drain (Storm Cell only), but there's not much point in doing it. The important thing to remember is that procs don't work in either one, so don't bother slotting them.
  10. 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.
  11. 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).
  12. I wasn't looking at procs/enhancements. This is just base damage.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. Doesn't appear to be the case per the combat logs above.
  23. 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).
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