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Booper

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Everything posted by Booper

  1. The cast times for the Dominator version will match the Sonic Attack version, but the damage from Dominator version doesn't always match. Shout and Shockwave have higher cooldowns and do higher damage than their Sonic Attack counterparts. Shriek and Scream are the same.
  2. Correct. Shriek, Scream, and Shout each do -7.5% resistance debuff and multiple applications from the same power will not stack. Instead, it will replace (refresh) its debuff. You also have Disruption Aura which does another -15% debuff in an area around you. In total, you can achieve -37.5% resistance debuff against a single target.
  3. The sustains use Activation Effect Groups which ignores the suppression. The effects not using AEGs will suppress
  4. I will pass the suggestion along. I understand the desire for preserving the option with limits over not having any option at all. Those limits may not be an 18 hour lockout, per se. Perhaps the lockout is only 8 or 12 hours, perhaps the character also needs to be level 50 to do the conversion. It may also result in a re-evaluation of providing extra reward merits for iTrials (those rewards were calculated from the Emp Merits that are awarded but no longer had a convertable Reward Merit value). Either way, this is still in beta and is still being worked on and discussed internally. And before I get quoted again, I will let folks know I just write patch notes and feedback threads, otherwise the only development I get involved with is powers development. I probably can't answer any of the questions regarding this change. Everyone, feel free to make alternative suggestions but remember to be kind to each other. Don't argue with eachother over suggestions made by others. Constructive criticism is ok, but abuse will not be tolerated.
  5. Your request is to allow an EMP to 10 Reward Merits conversion once every 18 hours per character?
  6. Everyone, please direct all your feedback on Reward Merit changes to this area of the mall:
  7. Merit Rewards The Empyrean/Astral Merit to Reward Merit conversion has been removed from Reward Merit vendors. For Incarnate Trials we'll be adding a completion bonus reward of Reward Merits on-top of the current standard Empyrean/Astral Merit rewards valuing the total of what the standard conversion would've amounted to. Meaning you'll get the same number of Empyrean/Astral Merits as you were before Page 4 but also get the following on-top: Behavioral Adjustment Facility Trial = 18 Reward Merits Lambda Sector Trial = 20 Reward Merits Keyes Island Reactor Trial = 18 Reward Merits The Underground Trial = 40 Reward Merits TPN Campus Trial= 30 Reward Merits Minds of Mayhem Trial = 30 Reward Merits Dilemma Diabolique Trial = 30 Reward Merits The Magisterium Trial = 22 Reward Merits The Reward Merits listed above are subject to the standard 18 hour cooldown on the same character, per trial. The Astral Merit bonus reward that is granted to everyone in the League for each badge challenge completed in all Incarnate Trials now includes an added 2 Reward Merits.
  8. Bumping this from Page 2 so more eyes can see this and hopefully more test feedback can be provided. Folks, please take this opportunity to test all new game content so bugs can be squashed before it is released to the Homecoming servers. Take some of the new powersets out for a spin and knockout two birds with one stone.
  9. Can you post steps to replicate and post this in the Beta Bug Reports forum? If it is true that you weren't mezzed but suppression still happened, then it would be a bug that needs to be solved.
  10. Thank you, this has been fixed internally but may not come in the next patch.
  11. You might notice more of a jump in damage if you take the other powers. Screech in particular will be a heavy hitter and provide additional resistance debuffs. Siren's Song will help considerably in the AoE department.
  12. Sonic Assault and Sonic Attack are different sets and have different rules. In the case of Sonic Assault, since it only has 3 -res attacks (Shriek, Scream, Shout), all three individually stack with each other. You also have Disruption Aura as a 4th source of -res in the form of a toggle. If you have more questions about Sonic Assault, they can be answered in its Focused Feedback thread.
  13. It may add some tedium to testing, but take a look at it in game too. We can't always assume what is seen in costume creator translates to in game (this goes both ways, things that look right in costume creator may not in game)
  14. Is choking cloud the only toggle you use for Radiation Emission? No Enervating Field nor Radiation Infection?
  15. Thank you for testing and providing your feedback. It's refreshing to read it and I want to pass along my appreciation. Powerhouse mentioned previously on the target caps, but I'll reiterate it here. The only reason why Sonic Attack had the blaster standard of 10 tgt caps on cones was because the set lacked a target AoE (which blasters would have a 16 tgt cap and sentinels would have a 10 tgt cap). It also probably was helped by the fact Sirens Song used to hit for a meager 0.5 scale damage (now 1.19) and shockwave hit for 0.64 scale damage (0.8652) and were incredibly slow to cast. Howl had a 2.33s (now 1.6s) animation, Shockwave had 2.17s (1.67s), and Siren's Song had 2s (1.86s). Paired with the overall damage increase it should prove out to do more AoE damage in typical gameplay despite the drop in max tgts. For that reason, I would not want to have a revamp to their AT preventing them getting this version of Sonic Attack.
  16. There is an AT modifier. The 12% and 8% are defender values.
  17. Not quite. Notice Shriek and Scream have the same debuff. So it's a cap of 44% (not counting dreadful wail). This may seem unintuitive, but I'll explain my understanding for this change. One of the concerns from early testing was involving the power tax, which means you had to take (and use) every power to reach max resistance debuffs. Another concern was the nerf to resistance debuffs themselves, as it results in a slower build up of resistance debuffs. So a compromise/solution was made. The debuff stacking from Shriek and Scream was removed from each other, but it was replaced by a 12% resistance debuff that all powers would get. This allows you to get 2 stacks of debuff on the first attack (faster application of debuffs) and you no longer have to take both Scream and Shriek (power tax lessening). Here is a hypothetical break down of what the chains could have looked like without this change: Example where all powers grant 10% Shriek>Scream>Shout>Screech>Howl 10%>20%>30%>40%>50% This implementation: Shriek (or scream)>Shout>Screech>Howl 20%>28%>36%>44% You can still use them both together, but you won't add more debuff. Still, we feel it is more desirable to only feel the need to take 4 powers instead of 5 to reach maximum debuff capability.
  18. Multiple sonics do fully stack. You're thinking of a different implementation. One that allowed a solo sonic attack user be able to build up more resistance debuff, but dampens the amount other sonic attackers stack on the same target.
  19. That's why we're here. Test changes and provide feedback based on the results of those tests.
  20. You aren't understanding the change. The damage only went out to 10 feet, the extra 2 feet were doing nothing other than weakening your proc chances
  21. Cross Punch does double damage from Containment.
  22. It is intended. We wanted to allow for converters to be able to convert into and out-of these single enhancement categories so "Running" and "Running and Sprints" use the same conversion group (I believe it's called ECRunning, but my memory is fuzzy on that). Outside of using the same category conversion group, these categories are treated as different.
  23. Thanks for testing. I misspoke earlier when I said it would be a bug if it didn't snapshot the stats at the moment of cast, I misinterpreted the flags being used throughout the various pseudopet summoning process. What you are seeing is expected behavior and it is working as intended per the developer's design. This design is also why summoning meteor will benefit from its own defiance (if you're a blaster) which I believe is 17% (it has an Area Factor of 1, since the pseudopet summoning isn't an AoE). FWIW, I did pass along your concerns of this implementation.
  24. Nope. Your stats at the moment you cast the power should be preserved throughout the animation process. Those stats are used when the hit roll happens, which is at the time of impact.
  25. It was discovered that Shockwaves isn't procing if you are exemplared (you still build pressure but it does nothing). A fix is already made internally and will be in the next patch.
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