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StratoNexus

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  1. When editing your costume the zoom works great on the Head and the Upper Body, but when you zoom in on the Lower Body, it is actually higher than Upper Body. You barely see any of the Legs at all.
  2. Time? Adjusting RoP is something they have already examined in detail, especially with the other Tier 5s having the 60 second recharge, that lends itself to also already having a similar change out in live (sort of). Messing with the other powers in Sorcery requires time to examine the pool overall and brainstorm multiple ideas for how to adjust. Stuff I am sure they have thought about a little, but not enough to push the change to beta (unlike the RoP adjustment, which has already been iterated based on Unleash Potential and Adrenal Booster).
  3. 45 seconds is interesting with a 7.5 minute recharge. 450 base recharge - 45 second duration At 225 second recharge, uptime is 20% with a downtime of 185 seconds (vs lives 210 seconds). At 150 second recharge, uptime is 30% with a downtime of 105 seconds (vs lives 110 seconds). At 127 second recharge, uptime is 35% with a downtime of 82 seconds. (vs lives 80 seconds). At 109 second recharge, uptime is 41% with a downtime of 64 seconds (vs lives 55 seconds). The downtimes are very similar to live and my suggested 60 second duration with 480 second recharge (180, 110, 76, 56), but the overall uptime percentages match the 60 second duration with 600 second recharge and still keep it so that at max recharge it is only 50% uptime. I think being able to use it to get out of a bad situation requires 45 seconds. 30 seconds is a bit short (while 30 is enough for most bad aggros, 45 seconds covers a lot more). That said, with those downtimes, I think you could just go with 60 seconds and 8 minutes, which lets it work better proactively, while still less well than the live version.
  4. That is an interesting premise. As I stated previously, I think <50% uptime is good goal, although I disagree with premise that we should look at the recharge cap for that. I do think a power like this should have some downtime, even at the cap, but 50% seems more like a number we want to stay under in general, not absolutely. The vast majority of characters at the recharge cap are going to somehow have additional help beyond +recharge anyway, You don't get there solo for long periods of time. That said, even though my suggestion reduces the uptime percentage, it sought to keep the absolute amount of downtime similar to the current live version, and that downtime amount may have been the actual primary target of the change, rather than uptime percentage. At the 4 levels of recharge I used in my original post, live downtimes are 210 seconds for the generic build, 110 at mid-tier, 80 at the high-recharge, and 55 for the very high recharge (at the cap it would be 30 seconds). My suggestion (60 second duration/ 480 second recharge) ends up at 180 seconds down for the generic build, 100 at mid-tier, 76 at the high recharge, and 56 for the very high recharge (and 36 at the cap). If the goal of the change was to significantly increase the downtime rather than to make it a more active power with less overall uptime, then you are correct, they would have to reduce the duration if they would reduce the recharge. I am not positive increased downtime is the primary goal (they added the resists to the click break-free aspect, which tells me they would like people using it reactively more often and the reduced recharge encourages that too, while still reducing overall uptime). I do not feel that 60 seconds up and 110 seconds down (current test in a high recharge build) is necessary compared to my suggestion of 60 seconds up and 76 seconds down at that same level of recharge. Is that extra 34 seconds down an important part of the power reduction? Possibly, but not necessarily. Jimmy said As far as mez overall, my interaction with Mez is biased by my own gameplay, which heavily leans on my decent understanding of when and which mezzes are actually a problem. Mez is not a zero-sum game for me, I can usually choose not to take a breakfree for most mezzes and come through a fight OK, but I also usually know which mezzes I really need to get out of RTFN. And I sometimes am wrong. I have taken a breakfree, only to have my team back me up right when I needed it, thus "wasting" the BF. I have also chosen to wait out the mez and been wrong that I would survive through. That is not zero-sum; my choices generally make a difference while also not being absolute (sometimes I make the "right" choice and it ends up not right).
  5. I certainly agree on Combustion and Short Circuit. Fire Sword Circle and most of the Whirling powers feel OK to me. One problem with lowering Hail of Bullets down this far is it doesn't leave so much room for the other AoEs to still be flashy if it is ever decided to adjust them. I'd love to see those 3 second animations dropped down to the 2.5 to 2.67 like the Whirling powers, but that is still longer than the current HoB animation. I am all for a lower animation time. I still think they went too far. Please consider cutting one half to one second off, not 1.7 seconds. The more I play on live and then occasionally switch back to beta to test, the more I dislike the stutteriness of the new animation. The old one flows, with a really good rhythm. The new one is not long enough to set a rhythm.
  6. I like the idea of 60 second durations on these powers, making them more active. 600 second base recharge : 60 second duration vs 90 second duration comparison below. At 300 second recharge, uptime is 20% vs 30% (this is a base build, likely SOs or generic IOs only). At 200 second recharge, uptime is 30% vs 45% (this is a mid-tier build, likely Hasten up most of time, with modest Set bonus for recharge). At 170 second recharge, uptime is 35% vs 53% (this is a high recharge build, Hasten is perma or very near). At 145 second recharge, uptime is 41% vs 62% (my time defender reaches this level of recharge, my Grav/Storm gets close with his multiple Force Feedback procs, without Ageless). I think it is reasonable for this power to have uptimes below 50% in general. I also hate all powers with 10 minute recharge. Could it be considered to lower the base recharge on the power to 480 seconds with the 60s duration (and lower recharge on the other 600 second recharge powers this is being compared with)? I think the below uptimes make the power more usable for all players, while still reducing the overall uptime for higher end builds noticeably. It also allows for a slight buff to the other T5 pool powers. The extra time or two per mission the power can be used is also handy, while the shorter duration still allows the power to be more active. I also toyed with 500 or 510 seconds, which may be more appropriate, but I think the even 8 minutes was more elegant. 480 second base recharge with 60 second duration uptimes outlined below (using the same 4 recharge levels as above). At 240 second recharge, uptime is 25% (down from 30%) At 160 second recharge, uptime is 38% (down from 45%) At 136 second recharge, uptime is 44% (down from 53%) At 116 second recharge, uptime is 52% (down from 62%)
  7. I like the new layout for the description, changing the text color was a nice add (although Incendiary could be a bit more orange or red). In the special ammunition section, I would prefer to see the Ammo type listed at the beginning of the sentence rather than the end. Instead of: *A minor damage over time effect if 'Incendiary Ammo' is loaded. Make it: *'Incendiary Ammo' adds a minor damage over time effect. I really thought the Hail of Bullets animation time was going to be too short for my liking, but I was mostly OK with the overall look. After going back and forth between live and beta, I do significantly prefer the live version, however the beta version was not as bad as I had originally anticipated. Visually I would still prefer a longer animation; is it possible to go somewhere between 4.17 and 2.47? 3.17 or 3.33? Additionally, I find it somewhat odd that this very strong AoE power would animate faster than Fire Sword Circle, Combustion, Short Circuit, etc.
  8. I slotted mine with 4 Expedient Reinforcements (Acc/Dam, Dam/End, Acc/Dam/Rech, End/Dam/Rech) and an Acc/Mez Hami.
  9. StratoNexus

    Moonbeam

    Set up my target Concentrate for the big kill Denied by Judgement
  10. Did you ever locate this script or do you have another source of converting png to texture file? I would like to convert a png to a texture file and have no idea where to start.
  11. It looks like half this set is inappropriately set to allow slotting at level 7, rather than level 17. It is confusing having three of the set allowed at level 7, but the other three require level 17.
  12. The AoEs from Dual Pistols are granting their Defiance bonus for each target hit. Tested on a DP/Mental and a DP/Nin blaster. I tested Fire, Elec, and Radiation primaries as well, none of their AoEs were bugged as far as I saw. This behavior also did not occur with any secondary AoE attacks. Confirmed for Piercing Rounds, Empty Clips, Bullet Rain, and Hail of Bullets. HoB is like a mini Fulrcum Shift on yourself. 🙂
  13. You can definitely start attacking right after the rez; you cannot be buffed by friends nor hurt by enemies (although there is a very tiny window where you first rez before the protective buff applies that sometimes will bite you, but that is very rare). I usually turn on the sustain power as soon as I rez and then either attack or add more shields (or drop inspires if I have any left). I love the power personally. It is visually fantastic and a great way to shed debuffs plus it deals good damage in a very large AoE. The KB is big and I prefer it to KD on this power, but you cannot slot KB enhancers nor can you slot Knockback Set IOs. I do recommend getting at least 33% heal enhancing in the power.
  14. Elec Blast end drain on defenders is actually pretty potent, although it works fastest if you can combine it with an Epic that helps. Power Sink, from Electric or Mu Mastery is one option (and considering Storm can be an end hog, is also helpful to recover endurance from a series of pet summoning). Power Build Up and Power Boost from Power or Soul is the other option. I usually slot Short Circuit mixed between a damage set and an End Mod set. Short Circuit is the key, because not only is it the big end drainer in a very large AoE, but it also floors enemy recovery. Ball Lightning can be slotted similarly. for additional support in keeping whole spawns sapped. Musculature is an obvious Alpha, although Agility is also very good. Since snipes were buffed, Electric's single target output is not as bad as people think; and while Voltaic Sentinel is not great in big team spawn to spawn fighting, he does good damage vs single hard targets and helps when playing solo and small teams.
  15. Atomic is a solid Blapping secondary with some interesting utility/mezzing. The holds stack well with Ice primary, so a good combo.
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