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Everything posted by macskull
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PSA: New set IOs Power Transfer: Chance to Heal Self
macskull replied to Caulderone's topic in Tanker
Panacea's 7.5% endurance. The Superior Scourging Blast proc does a 7.5% heal though. -
PSA: New set IOs Power Transfer: Chance to Heal Self
macskull replied to Caulderone's topic in Tanker
The big difference here is that while of course heals aren't affected by regen debuffs, it is only a chance for a heal which means it isn't consistent. Regen is a reliable, known value - even after factoring in debuffs you can see exactly what your regen rate is at any given moment and you know that you will get that much HP/sec back. The heal proc, while mathematically superior over time, isn't always going to give you that amount of HP/sec. Sometimes it'll proc more often, and sometimes it won't proc at all for a minute or two while your regen is returning hundreds of HP. Re: tanking Hamidon, Hami does -regen and -heal so it won't make as much difference as you'd think. -
The non-Panacea heal procs say "max life." I suppose Panacea's wording makes sense considering it's a little different than the rest of the heal procs in that it can be slotted in heal powers and won't always necessarily be affecting the caster. That being said, this leaves a few issues: The heal values of any of the heal procs are probably not supposed to be affected by +/- heal. Either the non-Panacea heal procs should be scaling with max health per the IO description or the IO description is wrong and should say "base HP" and not "max life." The +end procs (Performance Shifter, Panacea, and Scourging Blast in both regular and superior flavors) scale the end bonus off the target's max endurance and I don't see any reason why the same shouldn't be true for the non-Panacea heal procs considering they are a low, unenhanceable value or the behavior of the +end procs is inconsistent and should be based off base endurance or +HP and +end procs are just two different beasts for reasons that aren't even remotely clear.
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Intended.
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reeeeeeeeeeee uploaded videos
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[Beta] Patch Notes for April 4th, 2020
macskull replied to Faultline's topic in [Open Beta] Patch Notes
This and catalyzing would be awesome. -
A mostly soloing Controller in PvP... Build?
macskull replied to Nerhesi's topic in PvP Build Discussion
The Issue 13 changes sort of wrecked solo Controllers to the point where they're pretty much a non-threat in a 1v1 situation these days. -
The heal from the Panacea proc and the heal from the new Power Transfer proc (and I also assume the Call of the Sandman and Entropic Chaos procs but haven't had a chance to test those) have two issues: The heal from these procs is not flagged to ignore enhancements and buffs so powers like Field Medic and Incandescence can affect the heal. The heal is a fixed percentage of base HP, not max HP, even though the IO description says "max life." Contrast that with the +end procs which give you a percentage of your max endurance. (Surprise third point!) Panacea's heal ignores AT scales and heals for a fixed value instead of a percentage (though this may be working as intended but I have no way of knowing this). Panacea spams the "healing given" channel when the proc fires on the caster. Power Transfer doesn't. The heal correctly shows up in the "healing received" channel for both though. Additionally, the info text for the Panacea proc still incorrectly states that the heal portion is +regen in a PvP environment (and multiple powers in Nature Affinity, Pain Domination, and Time Manipulation still do +regen in PvP instead of the correct heal-over-time).
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How does this thread have 2 pages already
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March 31 patch and its effects on the marketplace
macskull replied to Yomo Kimyata's topic in The Market
I don't see what an email or AH wipe would accomplish other than piss off a lot of people. There seem to be hoarding concerns which I legit don't understand because it's not like any resource in this game is finite - you generate inf, salvage, recipes, enhancements, etc from thin air just by playing the game so keeping a whole bunch of inf or super packs or recipes in email isn't a big deal. A thought exercise here is to look at what happened back on the live servers when the hero and villain markets were merged. Transaction history was wiped and prices ended up stabilizing around where they were on the hero market within short order (minus some exceptions which were biased redside like pet IO sets). -
Only the Smash/Energy resist applies to any entities that aren't the primary target. The mez protection, knockback protection, teleport protection, and slight movement debuff only apply to the primary target. This isn't just a Clear Mind thing - every single-target ally mez protection power remained single-target when previously single-target buffs got the AoE treatment.
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Individual -res procs do not stack with themselves, even from different casters, but the three different -res procs will stack with each other.
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Random-effect procs don't have any associated limits, unless they're unique IOs, because they don't count as set bonuses.
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Power Boost (and Clarion) with defense click powers
macskull replied to Papaschtroumpf's topic in General Discussion
Power Boost will buff click-type defense buffs for the duration of the buff and toggle defense buffs for the duration of Power Boost. The exception there is defense powers that also have an enhanceable +res component (the most common of these are Fade and the Cold shields) because those powers are flagged to ignore buffs like that. -
The Experienced temporary power is what you're thinking of, I think? Characters that were created during the anniversary window last April/May timeframe got 5 charges, wouldn't be surprised if they're doing the same thing for the 16th anniversary next month. Other than that you can get them as character items in super packs.
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Weekly Discussion 43: Badges/Badge Hunting
macskull replied to GM Miss's topic in General Discussion
Yikes, no thanks. While I agree that a badge that is easiest to get by AFKing is not great design, it's about the same difficulty for any character to obtain. Lower-damage characters would have a much harder time getting the damage dealt badges. -
Was Mind Link Ever Nerfed?
macskull replied to selfunconsciousness's topic in Arachnos Soldier & Widow
That wasn't a nerf specifically targeted at Mind Link but was a nerf to Hami-O's in general. I kinda miss those days because of the absolutely silly things you could do with Hami-O's and some specific powers. -
+End/-End shows up in the (oddly enough) healing given/healing received channels of your combat tab. Performance Shifter doesn't actually affect anything that combat attributes monitors except current endurance but it won't show up there because that's just showing you a fixed value.
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If this was really a PvP concern they would've returned it back to its original state as soon as they were able to separate out PvE and PvP effects on powers. The "blame it on PvP because it wasn't originally in the game" argument is tired and incorrect - it was stated from the beginning that this game would have PvP and the game had PvP for 7 years of its original 8.5-year run (so really, it's had PvP for 15 of the last 16 years). Phase Shift has worked the way you describe since 2009 or so. I think the auto-shutoff and long recharge are fine but the "nophase" power needs to go away.
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Enforced Morale is supposed to provide its target with a small, stacking +rech/+spd buff in addition to the mez protection and +percep but this is currently somewhat broken. From what I can see on City of Data the +rech/+spd buffs are defined in the power but they will only have an effect if the target's total recharge buffs and movement buffs are less than a certain value, which pretty much means if the target already has some sort of movement or recharge bonus Enforced Morale's additional bonus does nothing even though the power description says it's supposed to provide those buffs, albeit with reduced results for each cast.
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Focused Feedback: Invention Procs (Release Candidates)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Does this mean the changes from last patch which made it only trigger once in an AoE are reverted, or is it still "trigger once but 15%?" I can't get on to test but this seems to be a reasonable compromise. -
Reduce End Drain of Defibrillate in PvP
macskull replied to Monos King's topic in [Open Beta] Bug Report Archive
This is likely because of two reasons: Shock, Galvanic Sentinel's Discharge, and Defibrillate do not follow normal rules for end drain. Instead of draining a percentage of a target's end as is typical for end drain powers, they drain a flat amount (this is not how it normally works in PvE). Those three powers do not have separate PvP flags and this is the big difference - normally PvP end drain is a fixed value instead of a percentage but is usually about 1/2 to 1/3 of the PvE value. For example, Transference on a Defender drains 56.25% end on PvE targets but 20.84 end (note that's a fixed value and not a percentage) on PvP targets. Shock and Defibrillate for sure need separate PvP flags for end drain that follow the normal rules. Discharge is less an issue since it's only 3 end. -
Math got me again, it seems. I guess a better way to put it would be "the debuff is 25% less effective."