Jump to content

ZemX

Members
  • Posts

    1587
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by ZemX

  1. ZemX

    Tank damage buff

    And now testing a Ranged AoE cone this time: Here is an Ice Melee tanker on test using Frost on a Hellion that's 15ft out. I put 3 lvl50 common range enhancers in Frost. You can see it still lists a 10ft radius in the power info but now a 15.85ft range... and it hits the Hellion. Before doing this I ran the same experiment as before with Guarded Spin. Frost was similarly unable to hit targets that were just beyond the 10ft unenhanced range/radius. However, it is still damned nice if you DO put in range enhancers on powers like this that can slot them because that AND the Tanker arc increase means a MUCH bigger area.
  2. ZemX

    Tank damage buff

    None of them are. Or at least, the one I just tried is not. Here is a mostly overhead view of my Rad/Staff tanker with a pin placed at the feet of a Luddite 11ft away from her. As you can see in this first pic, I am keying the attack but getting "Out of Range". Which makes sense because that target is beyond 9ft from me. However, his buddy that is nearer to me is well within range and when I attack him... ...only he is hit by the cone. If its radius had really been boosted by the Tanker inherent then it would have struck the target at 11ft as well because its radius would be 13.5ft. It should have probably hit all three targets. I can tell you without even trying it that Eye of the Storm (10ft radius normally PBAoE) would have hit all three easily since it DOES get boosted to 15ft radius. I hit entire x8 sized spawns with that if I am centered well enough. So... I think I was right the first time and radius doesn't actually have anything to do with cone area (or at least melee cone area) even though a radius is listed. I don't know what it's for. And it makes sense now that you've brought up Ranged AoE cones as well. Frost is a Ranged AoE cone and accepts both ordinary range enhancements and Ranged AoE damage IO sets (which can include range enhancement). Range enhancement extends the range of a cone but outside of the Tanker inherent, I don't think "Radius" strength enhancement exists anywhere. The radius would not change.
  3. Ah yes... Age of Empaths. Last year's HC numbers no doubt mirror early Live in this respect. You had a lot of people coming over from other "Holy Trinity" MMOs (not naming any names) and wanting their tank, heal, dps. But, and this is obviously anecdotal, I don't think I run across Empaths any more often today than I do any other type of support player. Same thing, in my feeble memory at least, happened on Live. Empaths who were braggy about it and who advertised themselves as "healers" would often enough catch flack for it in global chat channels because there really was just as strong a sentiment going around that this WASN'T a game about the Holy Trinity. This was already a game where individual players were more self-sufficient to begin with than in some other MMOs and IO sets and Incarnates only made it more-so.
  4. I don't know about purples, but I am pretty sure my Journeyman's Boots were nerfed in the last patch!
  5. If you stare too long into these forums you will end up believing not just FF bubblers, but everyone who isn't a soft-capped incarnate Blaster is irrelevant at the endgame.
  6. ZemX

    Tank damage buff

    Not a Brute player but I would guess what you've heard has to do with damage caps. Ordinarily, the pet inherits your damage buff, wherever that comes from. So Build Up + Shield Charge works. Fury + Shield Charge should work too. But... Minion Pets have a 400% damage cap. Scrappers have 500%. Brutes have 700%. So I guess a Brute and Scrapper who both are at their respective damage caps will end up with the Scrapper doing 50% more damage with Shield Charge just due to the difference in their damage modifiers. Unless somehow the pseudo-pet can inherit the owner's damage cap. I don't think so though. I can see it using Minion Pet damage scale in City of Data so I would assume it also is limited by the Minion Pet damage cap. I'm sure someone in the Brute forum would know for sure.
  7. ZemX

    Tank damage buff

    Hmm... I didn't notice that before but yeah, cones seem to have both range and radius properties in CoD. What I was noticing in game was that I couldn't target cones farther away than their listed ranges, but I didn't notice if enemies up to 50% farther away past the target were also being hit. Makes me want to play an Ice Melee tanker now. Frost would be a 15ft, 135 degree cone. And Frozen Aura becomes Foot Stomp... with ice.
  8. ZemX

    Tank damage buff

    It's +50% radius for sphere AoEs and +50% arc width for cone AoEs. So 10ft PBAoEs like Frozen Aura or Eye of the Storm, become 15ft. There are some exceptions, like Foot Stomp, which was already 15ft. You can see this in City of Data: https://cod.uberguy.net/html/power.html?power=tanker_melee.super_strength.foot_stomp&at=tanker. Look at the black bar that says "Activation Details" on the left a short ways from the top of the page. There are three icons to the right for Foot Stomp. If you hover over the one that looks like a red exclamation point you can see it says "Strengths Disallowed" and lists "Range" and "Radius". This what prevents Foot Stomp from being boosted by the Tanker AoE inherent. It is a global buff to "Radius Strength" and "Arc Strength". And Foot Stomp ignores Radius Strength enhancement. Any sphere AoE power you DON'T see this on though should be boosted by the Tanker inherent. Note that cone attacks only get wider. They don't hit targets that are farther from you the way sphere AoEs do because that is considered a "range" enhancement on cones, not a radius enhancement. And melee cones generally ignore range enhancement anyway.
  9. 30-something sounds right to me too. I am not sure because I don't plan or farm for it. I just play. The threads and vet levels eventually result in 6xT4, but they VERY quickly result in 6xT3 and probably a T4 alpha within the first ten or so vet levels. Just don't see the urgency to push to T4 any faster than that.
  10. I know the topic isn't ABOUT redside, but just so people are aware: The Dean MacArthur and Leonard arcs (Sharkhead) on redside are just about prequels to the Nance/Adair arcs on blueside. The latter even recognize that you've finished the Leonard arc with an extra dialogue choice talking to Adair regarding the main villain she's after. It's all the same 20-29 level range though so you might have to stop XP to see it all. It's by no means a huge link, so you're not missing anything Earth-shattering by not doing those redside arcs but... do it at least once if you haven't already. It's fun! You can play it as going undercover in the Rogue Isles (go Rogue at Null) to run the arcs and then return to blueside. Also... trying to spoil as little as possible, some hints for Leonard's arc:
  11. What is detrimental to your toon is detrimental to the team. Especially for a support AT. Panacea does more for your team slotted in your Health than it does for anybody slotted in this power. Even in situations where this power is of any use to begin with, the proc rate is so slow the effect is barely noticeable.
  12. It's popular because it's fast XP in the low levels but also because you get your pick of one of four buffs that remain with you until level 22. So run it four times and get all four. Then when you're 15, run DiB and get another four that last until 30. It's not going to compete with a farm for speed, but then again neither would you care about the buffs if you were door-sitting a farm. It's for people who want to play their characters in the low levels. In that case, the buffs are nice. Especially the accuracy and recovery ones.
  13. I think the bigger problem with it is simply the recharge time. Even if you got to the recharge cap, you're only going to lay this down once every 40s (and realistically it's 50s or worse for most people). On a good team even at +4/x8 that's probably still every other spawn at best or every third spawn at worst. So cut whatever this does do in half or a third. And that's a best case. AVs/GMs are maybe the only place it sticks around long enough to be useful, but how often is that? And the idea of proccing this is... questionable. Far as I can tell, the 40ft radius absolutely murders the proc chance. It's a 9% chance every 10 seconds. The heal is something like 71hp (if it follows Minion Pet modifier) or 90hp (if it follows Defender values). Either way it is less than 1hp/sec per person in the field on average. Panacea is by far more useful in the character's own Health inherent. This is my impression browsing that link from @roleki. I know Stalkers more than anything else, so I went browsing through and was astonished to see anywhere from 50 to 90% of Stalkers taking Placate depending on the powerset. Nearly any veteran Stalker these days would tell you it's the most skippable power we have. Not entirely without use but just... there are so many better choices. Placate hasn't really ever enhanced a Stalker's DPS vs. just continuing to scrap but Issue 22 buried any doubt of that with the addition of Quick AS. Still, it must be that many people still feel it is thematic or iconic enough that they should take it. Placate, having been made irrelevant for any DPS boosting use, is now just a single-target "don't hit me" control power on a 60 sec timer. Not useless, just not nearly as useful as almost anything else you could replace it with in a build.
  14. Yeah, I think people can put down the torches and pitchforks. If they do revisit this, I have little doubt they will remove the exclusion from Infiltration since it is no longer primarily a stealth power. It is primarily a travel power with a stealth component, just like SS or any other power with a Stealth IO. Per ParagonWiki, here's how it used to work (emphasis mine): The only thing that needs to happen here is removing Infiltration from the exclusion group called "Stealth_Group". This is what makes these powers toggle each other off when they are activated. Since Invisibility's stealth strength was moved into Stealth and replaced by the lesser 36ft StealthRadius, it is functionally the same type of power now as Super Speed. i.e. Travel power with secondary stealth effect. It is not primarily a stealth power and should not exclude other primary stealth powers. Edit: Removed the entire paragraph about stacking Infiltration because I just noticed it also has the "highest value suppresses others" tag, which means it doesn't stack with the StealthRadius of SS. Quantum Flight however, does stack stealth.
  15. No, if it's absolute easiest I would go with an SR Brute or Tanker probably. Just as able to stealth missions as a Stalker, it's just that their "stealth" involves not having to care about who sees them. 🤪 And they don't have to worry about Hide when dragging a hostage. They cannot climb stairs. Makes me want to claw my own eyes out sometimes watching them try to go up or down a flight of stairs. End up spinning in place or getting stuck on one of those railings... agggghhhh! I had one of them do that while a timer ticked down towards a police ambush if I didn't get the hostage out. Nope... spinning on the stairs. *checks watch* Okay... I'm leaving without you. Interesting about CT. But I rarely take that power.
  16. Did they actually make this decision or did they just forget to remove the exclusion from Invisibility when they put Infiltration in its place? Because Invisibility used to be exclusive with other self-affecting stealth powers. I haven't read back through BOTH of the focused feedback threads (just some of them) to find out if this has been asked and answered before but yeah, it doesn't seem to make sense why this power is exclusive with stealth powers and SS is not.
  17. One solution for those who hate it is to Hover while doing it. Less break-dance. More triple-axel.
  18. Ugh.. good point. A fair number of them are that awful horse stance. But Elec Melee's AS is awesome too. As is Ninja Blade.
  19. Yeah, I can't ever seem to justify taking it. If I really was willing to go without a real travel power... I might. It's nice that the speed doesn't suppress, even if the defense does. And of course nice that it takes a LotG, if you need more spots to put them.
  20. Can't say I have. One of my favorite characters is a Ice/Shield stalker and emoting at all with a shield in hand is a pain. You have to do something like "/em idle1" first or most emotes won't even play. And then some get mixed up with others it seems. Unless I want to turn off all shield defense powers which... bad idea in the middle of combat. 🤪 Ah well. Sounds fun tho.
  21. Played a Sonic Blast corruptor once.... once. Also Kinetic Melee. Although with Sonic, it's probably just the audio, which might be fixed with a mod maybe. Kinetic Melee also has awful sound effects. Now that I've heard it called "NASCAR Melee" I can't think of it any other way. But the animations are awful too. The one character I made with it was a mime. Because that's what it reminded me of. Other than that, I tend to just stay away from VFX heavy powersets. Never have, and probably never will play a Stormie. I don't care how good it is. And MMs. Can't play MMs. Visual spam fest. Ninjas and Thugs aren't too bad but I don't see them nearly as often as robots or demons or wolves. Would love a minimal option for Rad Armor. I can tone it down decently well with color choices but I still have spinning ping pong balls I'd love to lose. I can put up with it though.
  22. Looking into it some more... It looks like the radius and arc buffs weren't done by editing the arc or radius in the power details. But by this line in Gauntlet: "+50% Radius, Arc Strength for 10s (self only) for 10s." So it's an enhancement. Powers like Foot Stomp, that aren't supposed to be affected, have an icon near "Activation Details" on the left that says "Strengths Disallowed" and includes "Radius" or "Arc" if they are not meant to be affected by the Gauntlet buff to those attributes. Played around in game a bit and it certainly seems like things like Sands of Mu are wider than I recall on other toons. Way easier to hit three targets in front of me without sidestepping and trying to line them up. Unless it's my imagination. The max targets hit cap increase WAS done just by editing all the powers affected. So while Sands might be wider (if it really is) it won't hit more targets like Tanker cone powers.
×
×
  • Create New...