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Trickshooter

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  1. I also want to make sure it's clear that using Amp Up on an ally will not make the heals the caster uses on that ally stronger or the heals that chain off that ally stronger. Amp Up used on an ally will only boost the heals the ally uses themselves that don't have enhanceable +Resistance to damage. For clarity, Amp Up, or really any Power Boost/+Special power, enhances the strength of effects, it does not provide the effect. By that I mean, Amp Up will not grant Absorption or Endurance, or increase ToHit or RunSpeed on it's own. Rather, if you use it on an ally and they use their own power with those effects, they will most likely be much stronger than usual. Think of it as granting them temporary Enhancements in their powers.
  2. I missed it, but in the OP, the power does show "strength to absorption", so that's why Absorb is buffed. I didn't notice it because it wasn't green lol. Still, I just wanted it to be clear that the "strength to healing" line only affects actual heals.
  3. The "strength to Defense" is only to the Base Defense attribute, which is only used by Defense Debuffs and Defense Debuff Resistance. If Amp Up worked on Defense buffs, you would see "strength to defense" listed an additional 10 times, one for each of the other 10 Defense attributes (Melee, Ranged, AoE, Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic). "Strength to Healing" only affects true Heals; not Absorb, not MaxHP, and not Regeneration. This has always been the case with Power Boost/+Special powers. Admittedly it's a bit confusing because all 4 attributes are improved by Healing enhancements, but in this case it just means Heals. If it buffed the others, it would say "Strength to Regeneration," "Strength to Absorb," etc. Power Boost/+Special powers also do not work on heal powers (or any powers, really) that also have enhanceable +Resistance (such as Healing Flames or Reconstruction).
  4. Trickshooter

    Castle

    I'm pretty sure Castle was a Fire/Fire Blaster, since part of the reason he was hired was his ideas for a Fire Manipulation revamp.
  5. It makes sense for Defender Elec Blast to drain more, sure, and according to the Issue 4 Patch Notes, it's intended. However, I don't think it was ever actually implemented. This was something brought up many times back in the day, and the old devs never commented on it and left it as is for 7 years. And I know that it was an issue presented to them, at least twice, by me, personally. Now, I've said myself that this doesn't necessarily mean that they felt one way or another about the performance of a set, but this is a little different. This isn't a debate of whether Elec Blast underperforms or not; the issue here is that Elec Blast specifically does not perform as we've been told it should, which would make this a bug. But they never acted like it was a bug that needed to be fixed.
  6. Not sure what being solo has to do with the point you're trying to make? Corruptors are already where they're intended to be: in-between Blasters and Defenders in both Damage and Survivability. I don't think you're going to convince many people that Corruptors need to be more survivable than Defenders (just like you wouldn't expect them to be more damaging than Blasters). You could make an argument about where exactly they fall in-between Defenders and Blasters, and if they should be buffed in one way or another, but how well they perform is pretty much always going to be clamped between those two. For reference though, Corruptors already have Scrapper-level Self-Damage Resistance values, and better-than-Scrapper-level Self-Defense values.
  7. I don't know about the Discharge effect, but +Special/Power Boost effects will only buff attributes that are already enhanceable. Animate Stone does not accept Hold Enhancements, which likely means his Seismic Smash cannot inherit the +Hold Duration from Amp Up. It should be able to affect the Stun Duration of his Stone Fist, though.
  8. There are EndDrain modifiers, but for some reason, Electrical Blast doesn't use them in PvE. It's a longstanding issue and it's never been clear if this was intentional or a bug.
  9. Adrenal Boost only buffs the "Base Defense" attribute, which is only used by Defense Debuffs and Defense Debuff Resistance (and technically PFF). This is intentional.
  10. You're on a Corruptor, so that second 30.26 damage line is just the damage Scourge will do when it happens.
  11. Defender's have a 1.25 modifier, Corruptors (and Controllers) have a 1.1 modifier, every other AT has a 1.0. Edit: This is for Ranged EndDrain. The Melee table for EndDrain has Masterminds and Corruptors reversed (along with several other melee table mods, as mentioned in the last thread, and I hope that wasn't missed). Doesn't really come in to play really, these ATs rarely use the melee tables for support mods. Edit 2: Also, Dominators oddly have a 1.1 modifier, but only on the Melee table.
  12. It should take Hold sets. What set are you trying to slot? And what level is your character?
  13. I have checked none of these in-game, they're just based on what I know of the AT modifiers: -Regeneration: There are no modifiers for this. -Damage, -ToHit: These already followed the AT modifiers, only the heal didn't because it was the only part handled by the psuedopet. Heal: IF it follows the modifiers now, and the scale is kept the same, Controllers and Corruptor's should Heal for 210.15 at level 50 (down from 238.81), Masterminds should Heal for 191.05 at 50 (down from 209.9). -Speed/Jump/Fly: Controller's should remain the same (-90%), they share Slow mods with Defenders. Corruptor and Mastermind would be -72%. -Resistance: Controllers, Corruptors and Masterminds should be at -22.5% (down from -30%). I don't know about Dark Servant. I guess someone should test him. He has several powers that could be affected by inheriting caster mods, but only his Twilight Grasp is mentioned, so maybe his powers stay the same and only the Heal changed to match the caster's version. In my old spreadsheet, I have his powers at the following values pre-Sunset: Chill of the Night: -30% ToHit Darknest Night: -30% Damage, -15% ToHit Twilight Grasp: -5% ToHit, -10% Damage, -50% Regeneration, I don't have the old Heal value saved Petrifying Gaze: 11.92s Hold (Mag3)
  14. Let's wait and see the big picture before we start thinking like this. It seems clear that support sets are getting the next big balance pass, so buffs for Poison could be part of that already.
  15. Every set is internally considered an enhancement type, and if a power doesn't accept that enhancement type, it won't accept the sets associated with that type, even if it says those sets are accepted. Ice Patch does not accept damage enhancements, so it won't accept Assassin's Mark, even though it says it's an accepted set, because internally the enhancements of the Assassin's Mark set are considered damage enhancements. So you say, hey I wanna slot this: But Ice Patch sees that as this and is like Absolutely! One of the oldest bugs in the game, still going strong! lol
  16. Freezing Rain is only -35% on Defenders and -30% on everyone else, so it also does not correctly follow modifiers. But like, Defenders had Dark Miasma first, so we can assume they should be the base value to determine what everyone else should be at. How is that handled with Freezing Rain? Should the Defender version by -40% and everyone else -30%, or should Defender stay -35% and everyone else be -26.25%?
  17. The effect of the enhancement doesn't really matter; what matters is what type of enhancement it's considered. Assassin's Mark enhancements are all considered Damage enhancements, even if any one of them doesn't include any actual Damage increase. Ice Patch does not accept Damage enhancements, so it can't accept the Assassin's Mark set. This is not necessarily an explanation for you, but for anyone who reads this thread and might be confused: Enhancements a power accepts and IO set categories a power accepts are two different things, and flagging a power to accept one doesn't automatically make it accept the other. That's why there are examples like this, where a power doesn't accept an enhancement type (like damage), but is contradicted by saying it accepts sets for that type, when it actually won't. There are also examples of the opposite, where a power does accept an enhancement type, but nobody has activated the associated IO set categories for that enhanceable effect. The reason this isn't an automatic thing, where enhancement types accepted will activate the associated IO set category, is because the IO sets can get more specific than the powers system can understand. By that I mean, the powers system itself doesn't know when a power should be considered, for example: melee damage, ranged damage, pbaoe damage, targeted aoe damage, sniper damage, pet damage, or recharge intensive pet damage.
  18. The pet lasts 15 seconds, but I think the debuff lasts 30 seconds total on anyone hit. That means if they're in the patch for the full duration of 15 seconds, they could be under the effects of the -Res/-Def for a total of 45 seconds. Freezing Rain is powerful, but costs nearly 2.5 times the endurance of Tar Patch. You can also fly or jump out of Freezing Rain, but I don't think you can do that with Tar Patch.
  19. From what I understand, it was thrown together last minute to replace what was the original replacement power: a PBAoE ally intangilibity. This power turned out to be extremely unpopular. Edit: I wasn't in the beta when Dark Affinity was introduced, so I don't know if this is completely true, it's just what I heard.
  20. I just want to make something clear before it gets out of hand: Mastermind Twilight Grasp has never been Defender-strength. Twilight Grasp is a scale 1.784 heal, so for Masterminds, it should have been doing a 191.05 Heal, unslotted. It currently does a 209.9 Heal or about 18.85 too much. If this is the new value it will operate at, then this is less than a 9% difference. It's also worth pointing out that even with this change, Twilight Grasp remains one of the strongest AoE and ST heals available to MMs. And at an extremely discounted endurance cost! They can heal all 6 of their pets for 9.75 endurance, for a value which a Pain or Thermal MM would need to cast their AoE Heals twice to come close to, for a total of 32.24 endurance, or their ST Heal 6 times, for a total of 96.72 endurance. Edit: I forgot about Controllers and Corruptors! Their Twilight Grasps DO function at Defender-strength. Unslotted, they should be going from 238.81 Heal down to 210.15, a difference of about 12%.
  21. I am no fan of nerfs, and if it were up to me I'd probably have done thing a little differently, but honestly I feel the opposite of this sentiment. It's always been unfair that Defenders have had to share these powers with ATs that were specifically designed to be weaker with buffs and debuffs. There is almost no similar stepping-on-toes between Defenders and Controllers when it comes to mez, or Defenders and Corruptors when it comes to damage. Even when Defenders and Corruptors shared a handful of psuedopets with Blasters, Corruptors still had a leg up on Defenders because their versions always made sure to include Scourge. Most of the passion surrounding all of this in this thread is frankly a bit surprising to me. I know no one likes nerfs, but for years there were weekly "Why would you pick a Defender over..." threads on the old boards, and the point you would frequently see mentioned was "the difference between Defender values and [insert AT] values are so minimal that it makes almost no difference." You would not think those threads could have ever existed reading this thread. To me, this does not seem like Homecoming messing with powers just because they're technically wrong. To me, this seems more like they have bigger plans, and implementing those bigger plans involves fixing/streamlining old systems, and some of these powers got away with things because of those old systems, and the new systems just happen to reveal that these powers were technically wrong.
  22. Paragon's decisions, despite how much they did care about the playerbase, were almost certainly 90% corporate-driven. Most of these powers ended up just copy/pasted without any adjustments simply because they had limited time and it was just faster to do that. And they stayed the way they were for so long typically because they just weren't allotted the time to fix them, usually because time spent fixing things was time spent not working on something profitable. For example, I can tell you Trick Arrow was considered a set "in need of work" by the developers from as far back as 2008 (that's at least the first time it was acknowledged to me), but there was never time on the schedule for it. They couldn't really publicly comment on this kind of thing, because then it would be expected sooner rather than later. For a lot of people, this silence was "proof" that the devs felt it was fine. But the reality was that fixing these sorts of things was often more involved than turning a lower number to a higher number. Multiple departments had to be involved (powers, art, animation, QA, etc.), which meant time had to be scheduled, and that wasn't always possible. That's just how it is in a corporate office. Even when Synapse was finally able to semi-commit to working on TA (12/14/2011, I still have the message), it was still at least a year away before it could be put on the schedule. tl;dr: It makes sense that we would think maybe these powers went unchanged because they were okay as is, but most likely it was just because taking the time to port things correctly was often at odds with the amount of time the old devs could actually work on them.
  23. It was -30%, I have it in a spreadsheet I was keeping with bugs (because if Corruptor was the base version, Defender version should've been -40%). I don't know when it was changed, though; it's possible it could have been done internally by Paragon. They had already gone through and fixed pseudopets in the Blast sets in Issue 24, so it's possible they were already in the process of correcting the Support set pets, too, when the sunset announcement was made and all development had to stop. Edit: I literally don't know why I have those number corrections for the EndDrain on Heat Loss. Assuming Corruptor is base, Mastermind would be -30, Defender would be -37.5. P.S. I hope, in addition to reviewing these pseudopet powers, some of the modifiers between Masterminds and Corruptors are reviewed as well. Almost all the melee tables for support effects for them seem to be reversed. Some ranged ones, as well. They aren't normally things that would come up, but might now if the pets will inherit modifiers from their caster soon. Melee Buff_Def (might not be reversed, seems strange that Corruptors would be the worst with Self +Defense, though) Melee Debuff_Dam Melee Debuff_Def Melee Debuff_ToHit Melee EndDrain Melee Fear Melee Heal Melee Immobilize Melee Res_Dmg (might not be reversed, same as Melee Buff_Def) Melee Sleep Melee Stun Ranged Stun
  24. Holy smokes, a review of the shared pseudopets in the support sets!? 😮 I hope if this is a sign of future plans, that Trick Arrow is included and it comes with buffs, otherwise I worry some powers will be too weak for Controllers, Corruptors and Masterminds (since they're generally already considered weak for Defenders).
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