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Posts posted by Uun
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29 minutes ago, Story Archer said:
When I toggle Offensive Adaptation on and off in Mids, I see no changes in my Resistances.
The damage buff from Offensive adaptation seems way off too. With no adaptations on, my damage buff is 141.5%, when I toggle Offensive Adaptation on, it goes up to 172.75% (or +31.5%). That's well and good, but when I look at the actual damage caused by attacks according to Mids, the jumps are way higher than I would expect. Slotted as I have everything, Focus, for example, has a base damage of 144.4 and an enhanced damage of 456.6. When I toggle on Offensive Adaptation, it jumps to 546.5, or 90 points which is more of a 62% increase than a 31% increase. That jump is more or less reflected across all my attacks but inconsistently so. Do you get similar results?
I'm definitely seeing my resistance change when I change adaptations. I'm also seeing my total damage buff (View Totals/Misc Buffs) increase by 25% w/ Offensive (and decrease by 25% w/ Defensive). Looking at individual attacks, the damage increases are also correct (excluding the bonus toxic damage). Make sure you have Fury turned off in Mid's when you do this.
Are you running the current version of Mid's? There have been several recent updates for p2. If you're still having issues after updating, I suggest you go to the Mid's Discord page.
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Melee cones are a bit of a mish mash. Even if you exclude Crowd Control, the arcs range form 45 to 130 degrees. While most have a 7 ft radius, there are quite a few with 8, 9 and 10 ft radii. While it's easy to suggest that narrow cones be made wider or short cones be made longer, damage is based on the power's area factor. When a cone is made wider or longer, in theory the damage will be reduced. This is what happened in the earlier iterations of the tanker cone changes. I think it makes more sense to address cone dimensions on a power by power basis than applying an across the board radius increase to just one AT.
The initial Beta release of p2 transferred the 50% radius increase previously granted by Gauntlet to the melee cone powers. This resulted in a reduction in base damage for targets 1-5, with an additional penalty applied to targets 6-10. The cone radius increase was reverted in Beta Build 6. The 50% arc increase previously granted by Gauntlet was not transferred to the melee cone powers in any of the p2 Beta iterations.
[Cones balanced as ST attacks (Head Splitter and Golden Dragonfly) and cones that accept range enhancements are excluded from the list]
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I put together this build for a static weekly team. We level together until we hit 50, then roll new toons. We typically run TFs and story arcs at natural level. Am I missing anything? I've got another 8 slots to place.
Uunbearable - Defender (Pain Domination - Electrical Blast).mbd
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6 hours ago, Agorazium said:
I’m a huge advocate for Temporal Selection, I never skip it. In terms of action economy, the buff to your highest damage dealer is a better use of your time IMO than the small -regen from Time Crawl, which will be reduced even further on hard targets. I also think either Distortion Field or Juncture are skippable depending on whether you’re playing in melee or at range. On a Controller you could go without Time Stop but I like it as a proc bomb, for Hami runs, and to stack holds on bosses.
The damage buff from Temporal Selection is 25%. That's equivalent to a small red inspiration. Assuming your target is fully slotted for damage, that's a net 13% damage increase. Time Crawl does many other things in addition to -100% regen, including -75% recharge, -62.5% speed, +1 mag to Time Stop and 20% improvement to all debuffs in Time's Juncture and Slowed Response.
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5 hours ago, Story Archer said:
I know that MID's is an imperfect tool, and that's fine, but it seems to be really off in a number of ways where Bio Armor is concerned.
There are two issues with Mid's numbers. First, it takes the -7.5% penalty as a straight deduction and ignores the resistance to it. Second, it includes resistance from Evolving Armor with no targets in range. Evolving Armor doesn't grant any resistance if there are no foes in range (this is also an issue with the in-game power description).
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If this isn't a bug, then the power description needs to be fixed. As written, it implies that the base amount is granted with no foes in range. This is not the case.
When faced with danger, your Bio Armor reacts by becoming incredibly durable as well as infecting nearby enemies, lowering their resistance to damage. While active, Evolving Armor will grant you small amount of damage resistance, plus an additional amount for each nearby target. Nearby foes will also be taunted and have their damage resistance reduced. While Efficient Adaptation is active, this power grants a moderate bonus to Regeneration and Recovery plus a tiny amount of both for each nearby foe up to 10 foes. While Defensive Adaptation is active you gain a very minor amount of defense and damage resistance for each nearby foe, however you lose the benefit of this power's resistance debuff. If Offensive Adaptation is active this power's damage resistance debuff is increased. These special bonuses are unenhanceable.
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27 minutes ago, Scarlet Shocker said:
Dam bro, you shoulda axed earlier!
If you keep this up, I'm going to have to cut you off.
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2 hours ago, Vanden said:
Beheader has been the t1 far longer than that.
You are correct, I should have checked it. Gash and Beheader swapped names and animations in i12 (2008).
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- Not sure how this build was working for you before the patch. You've got virtually no accuracy slotted. You've got Tactics, but it's also unslotted (except for the %bu proc). Against +3s, almost all your attacks have a 66% chance to hit (with Tactics running). All procs require a successful hit in order to fire. Just about every power should get at least 1 acc IO.
- Skip Alkaloid (you're no longer required to take the T1 in your secondary).
- Roots has a base recharge of 8s and isn't a great choice for procs.
- Seeds of Confusion now has Adaptive Recharge with a base recharge of 6s and is no longer a good candidate for procs. Recommend 5-6x Contagious Confusion.
- Maneuvers and Weave are overslotted.
- Tactics requires end reduction (the power needs to be active for the proc to fire) as well as +tohit. Recommend 2 Cytos.
- Carrion Creepers has greatly reduced proc potential. I'm currently running 5x Bombardment. I've heard that Slow procs still work but have yet to try it.
- Spirit Tree is primarily useful for its taunt aura, not its regen buff. Doesn't need more than the base slot.
- Slot Venomous Gas with 2 Enzymes.
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If you're picking up the 8 badges in Atlas, here's a quick way to pick up the additional 2:
- Enter the Vanguard base and go through the portal into RWZ. The Vanguard Operative badge is next to Borea.
- Take the TUNNEL system (under the tram) to Firebase Zulu. The Dimensional Sojourner badge is in the middle of the platform with the portals to the other Shadow Shard zones.
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There are several powers that were revamped for blast sets but left unchanged for dominators. Voltaic Sentinel comes to mind immediately, but I'm sure there are others.
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When I'm running Genetic Contamination on my /Bio brute, any nearby debris (robot/armor parts from defeated foes, leaves, etc.) will start swirling around me, similar to Singularity. If I turn off the power, it will settle to the ground, but it will resume if I turn the power back on. There's nothing in the power description that would seem to justify this behavior.
You're capable of breaking down the genetic material of your foes with a powerful toxin that is produced by your Bio Armor. Nearby foes affected by this poison will suffer toxic damage over time as well as dealing reduced damage. While Defensive Adaptation is active this power's damage debuff is increased in effectiveness.
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1 hour ago, srmalloy said:
Particularly since it appears that interrupt means nothing to NPCs; as long as they've started an attack animation, even being defeated before the animation finishes doesn't prevent the attack from going off.
There's a (very) short list of NPC powers that can actually be interrupted. Rikti Communication Officers summoning portals. CoT mages blowing themselves up. Some of the ally rez powers.
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Before the rework of Battle Axe in i27p5, Gash was the T1, Chop was the T2 and Beheader was the T4.
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This is very hard to follow, as your comments go back and forth between the sets. Storm Blast and Storm Summoning should be discussed separately.
STORM BLAST
11 hours ago, Derrikurama said:- Intensify should not only enhance the damage but I feel it should slightly lengthen the duration of the of the phenomena when its active. Example: when paired with Storm Cell it should auto trigger the high winds, lighting striker effect when used.
This is exactly what it does now. "Moderately increases the chance for Storm Blast powers to summon high winds and lightning from your Storm Cell and Category Five while active."
11 hours ago, Derrikurama said:- Storm Cell needs a faster movement, since it is a kinda like a pet it needs to mimic the user's weather creation, especially when paired with Storm Summoning. Example: if I use Cloudburst, and I drench a target in water and damage them, then the Storm Cell copies the me and drenches the target and the group of enemies under it. Or if I use Hailstones, the Storm Cell creates Hailstones. Jetstream creates highspeed winds that knockback enemies, Direct Strike causes simultaneous strikes, or higher chance to get struck by lightning etc.
Agreed as to faster movement, but a hard no from me on changing what Storm Cell does.
11 hours ago, Derrikurama said:- Freezing Rain is one of those powers that could coexist with Storm Cell. Where Storm Cell mimics Freezing Rain.
Not going to happen. Freezing Rain is one of the most powerful debuffs in the game. They're not going to copy its abilities into a blast set.
11 hours ago, Derrikurama said:- Category Five also needs mobility not like Tornado but at least to where its effective and not wasted in one spot while others enemies can take some damage. It also doesn’t summon the lightning strikes
All the blast set T9s are stationary. Cat 5 absolutely does summon lightning strikes when used in conjunction with Storm Cell.
STORM SUMMONING
10 hours ago, Derrikurama said:- O2 Boost is not effective in combat AT ALL. if you don't really have anyone to heal. It either needs to a group heal so that even while solo the user can get healed or there needs to be a changed to where we can still heal our allies, but if we target an enemy we absorb the oxygen around them to heal ourselves. There's no point in a power like this if I can't keep myself alive while trying to heal my team.
Variants of this have been suggested numerous times since launch. I think it's safe to say this isn't going to happen.
11 hours ago, Derrikurama said:- Hurricane is missing some type of electrical damage much like the Moonsoon Pet from the incarnate powers.
Storm Summoning doesn't need another damaging power. The T4 Monsoon pet is untouchable with no offensive powers and only one of the T3 Monsoon pets has any attack powers.
11 hours ago, Derrikurama said:- Thunderclap has a bit of a short range that needs to be increased and even with enhancements time and time again it's just not good.
I agree that Thunder Clap is a crap power, but range isn't one of its issues. It's a 25 ft radius PBAoE. The issues are its accuracy penalty and that it's only mag 2.
11 hours ago, Derrikurama said:- Lightning Storm which is also somewhat like a pet needs to be mobile and moves where the caster is. whether it has a mobile movement or teleports/respawns where the user is before it dissipates completely.
If Lightning Storm were mobile, we would lose the ability to summon multiples. Hard no from me.
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It's complicated. While the resistance penalty is -7.5%, the penalty is resisted by your resistance to each damage type. Using my /Bio brute for example, you can see that the penalty to S/L is slight, but the penalty to F/C/E/N/P is greater. There's also a resistance bonus while in Defensive mode.
Despite what the description says, there is no defense penalty while in Offensive mode, although there is a defense bonus while in Defensive mode.
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If you're going to skip anything from Time I would skip Temporal Selection. It's a ST buff that's pretty underwhelming and you can only maintain it on 2-3 allies. While Time Crawl is also underwhelming, it's your primary source of -regen and it doesn't require any slots. It also increases the strength of Time's Juncture, Distortion Field, Time Stop and Slowed Response.
You're going to want Energy Mastery for your Epic in order to get Power Boost (to combine with Farsight).
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On 6/17/2025 at 11:16 AM, Ukase said:
there's no data to tell me what the radius for this attack is.
15 feet
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3 minutes ago, FupDup said:
Yes, that is the problem. Those dimensions suck in a lot of cases, across all ATs.
I don't disagree, however the initial version of the patch moving the radius/range buffs from Gauntlet to the cone powers resulted in 20%+ reductions to the base damage of those powers (before the nerf to over-cap damage).
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Page 2 has been on the beta server for 3 weeks. The focused feedback thread on the tanker changes is 20 pages long. Based on player feedback, there were significant modifications to the first iteration and the final version reverted many of the initial nerfs. The cones now have the same dimensions as those attacks do on other ATs.
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4 hours ago, Captain Fabulous said:
We can always count on you to look on the sunny side of things!!! 🤣🤣🤣
There was a nasty bug in RC1 affecting the controller/dominator AoE holds, and I was hoping to test the fix in RC2 before Page 2 went live. Seems to be working properly now, so I guess I was needlessly concerned.
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1 hour ago, SomeGuy said:
I have seen a lot of praise towards Adaptive Recharge. I'm not for or against. Literally just neutral. I did test it and it did as I understood. It added to the cooldown with more mobs in range. Normally that doesn't get praise. Am I missing something?
Where it's really useful are powers like Synaptic Overload. If the initial hit misses and the power doesn't chain, you can reapply immediately. With Seeds of Confusion, you can use it on a smaller group and have it back up in 15s.
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Guess there was no intent to allow any of the changes in RC2 to be tested, seeing as the patch was pushed out 18 hours later.
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I almost never slot accuracy in Freezing Rain (or Sleet). While it isn't autohit or have an acc bonus, it has a massive defense debuff that ticks every 0.2s. Only one tick needs to hit and the debuffs last 30s (the pseudo pet only has a 15s duration).
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The tanker cone change feels terrible, please revert!
in Suggestions & Feedback
Posted
It may be, but it wasn't mentioned in the Build 5 patch notes where they specifically reverted Head Splitter and Golden Dragonfly. Jacob's Ladder may also be balanced as a ST attack.