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tidge

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Everything posted by tidge

  1. Thanks! I certainly got the feeling (from a Citadel TF) that extra KB protection beyond Bo Ryaku wasn't going to be necessary, but it was more-or-less going to be near level 50 when I could do more serious testing. I appreciate the heads-up that I can very likely make some different choices along the way and at end-build.
  2. I haven't used this primary, but my instinct would be to treat it like Caltrops... for which I have two (and one-half) weird strategies, and then a final likely approach Single-slot wonder, focusing on recharge... possibly 2 slots if it is being really useful. (moar recharge) Mix/match set bonuses and %proc, which out to reliably trigger on cast, something like: (A) Annihilation - Damage/RechargeTime (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime (*) Ice Mistral’s Torment - Damage/Recharge (*) Ice Mistral’s Torment - Accuracy/Damage/Endurance/Recharge (*) Ice Mistral’s Torment - Chance for Damage (Cold) (*) Javelin Volley - Chance of Damage (Lethal) Because it is a 'puddle' it might work better with the sort of slotting I use for Corrosive Vial (more accuracy, more recharge, less endurance concerns) (A) Positron's Blast - Chance for Damage (Energy) (*) Bombardment - Chance for Damage (Fire) (*) Javelin Volley - Chance for Damage (Lethal) (*) Ice Mistral’s Torment - Chance for Damage (Cold) (*) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5 (*) Ragnarok - Accuracy/Recharge: Level 50+5 As a practical matter... I think ultimately the best use of slots in Liquid Nitrogen would be to hold a useful set for a set bonus. The base recharge time is a little long (90 sec) for my taste to try to use it as a source of %damage, although I can see the appeal for a Controller if it were available every 45 seconds.
  3. Ah memories! Looking back at the 'roadmap' much was offered in 2020... although I still confused what the 'endgame' meant. I took it to be 'content for 50+', which we got... and which is playable by pretty much most ATs, although some perform 'better' than others... we did get a lot of what was else was hinted at, especially in Issue 27p1. I won't rehash my position that PPM/procs do far more for game balance (across ATs and builds) than they upset balance, but I don't really see how any choice on that spectrum has much to do with 'endgame.' I'll continue to hope that TPTB calmly looked at the PPM system and agree with me... or at least recognize that in order to believe the PPM system makes the game unbalanced there has to be an extraordinary level of precise examination of very specific player choices.
  4. Here is something that is on my mind, that isn't directly related to the (static) builds: are the attack chains used in the fights for both builds exactly the same (specifically the timing/use between single-target and AoE)? There is a very subtle sort of RNG effect I'm convinced I see but is very hard to completely believe (in hypothesis testing this would be "high confidence, but with low power") between performance of different chains (AoE, ST)... see below. This could manifest itself in the %+Res in a marginal way for the extreme content here. My attempt to explain my thinking, because 'streakbreaker': Normally this sort of thing kinda washes itself out, and is highly annoying to check (for high power, see my hypothesis test comment above) because so much has to be controlled for but for this more extreme sort of content that has been run repeatedly with similar results... I think it may be possible that the reliance on a %proc in an attack for more resistance... could be falling in the margins for this (unfortunate) build. To first order, if a log-parser is used, you could take a look at the total number of streakbreaker calls for each case. This won't be super-informative, but if the number is consistently different between the builds while being consistent among both builds, this could be a clue. Like I wrote: this is a PITA to test for many reasons. (1) we don't see the roll that was tossed (if it was!), (2) we don't get told in the logs which streakbreaker (AT, AoE) was used (but we can tell by power choices, so not impossible), (3) we have to take all other sources of player RNG calls out of the mix (including %procs).
  5. I can understand the thinking, but Blaster's are the last AT that need any sort of 'buff' across the archetype.
  6. I started a /Ninjitsu Scrapper to try out a new-to-me secondary, and as I was planning out the build, it looked as if it would be pretty easy to add enough extra KB protection (via set bonuses from sets I was going to be using anyway) to cross some major thresholds (20+, because FREEM!). Don't judge me (yet), as this was just the planning.... Bo Ryaku is an Auto power that provides a scaling resistance to KB (133% at level 30, 173% at level 50), as well as a scaling protection to KB (3.99 at level 30, 5.19 at level 50). I know that KB resistance can mitigate KB without (much, any) need for KB protection, but I was more familiar with the ginormous amount of KB resistance from something like Super Reflexes' Practiced Brawler (10000% Resistance). In game so far, from some limited testing, it looks as if (at level 30) that I'm not taking FREEM! KB with just Bo Ryaku and 3-point KB protection from rando enhancement slotting (so 7 points on top of resistance). Normally, FREEM! is the KB I worry about (for melee) beyond something like 4 points for CoT/BP baddies... but I don't have to dogpile more KB Protection into a build I won't... ...so can anybody offer some clearer insight about the level of KB Resistance and KB Protection specifically for Ninjitsu? The KB resistance is orders of magnitude lower for Ninjitsu than SR or Invulnerability, but maybe 130+% is good enough? I'll eventually test, but I don't quite have the build where I need it to be to do deeper testing.
  7. The utility cutoff (for rewards) at 100 Vet Levels is a somewhat new thing. Of course running other content that offers rewards, including fun times, will keep earning XP... so it isn't exactly only "vanity".
  8. With a Gaussian's %Build Up in play, and the rest of the slotting, I can't imagine the +6% ToHit doing all that much for +1 content... except possibly on Brine... which still should have teh global Accuracy bonuses from the slotting elsewhere.
  9. I'm not crazy about the henchmen slotting. For example, 3x Nucleolus in the T2 is probably hard to justify. I can sort of understand why the O-Force piece is in the T3, but in my experience it doesn't need to have a KB->KD piece any longer. One of the Henchmen should have the Soulbound Allegiance %BuildUp piece... I prefer it in the T1 for robots, others feel differently. Stamina seems over-slotted. Soothing Wave is probably not going to perform well enough (or be as necessary) to justify having it, or investing those slots in it. Brine probably wants 2x Siphon (Heal/Accuracy) instead of 2xGolgi. If you think the ToHit is fine for Golgis, just make them Health IOs or Heal/Recharge What do you think you need Hasten for? Some of the choices of enhancement sets appear to be chasing more global recharge, but alternate slotting with Mark of Supremacy is probably more efficient. Hasten is a sort of double-trap for MMs, because of it's own (eventual) endurance cost and the Endurance tax that MMs pay. Equip Robot should probably have a Resistance set... perhaps 2xUnbreakable Guard to help with Endurance?
  10. I am also confused if this is a complaint that the price(s) of whatever are too high or too low? FWIW, It strikes me as irresponsible to bid on a level 50 PVP %damage piece's recipe, as the crafting prices of level 50 recipes are much higher than for lower levels... and the %damage of the same but lower level piece is going to be the same as for a level 50 piece. The last time (years ago!) I did a personal back-of-the-envelope estimate comparing buy-with-merits-and-craft or convert-merits-to-sell-and-buy-with-inf The level 50 PVP pieces had to have AH prices above something like 16M to be more economical to buy-with-merits-and-craft... and I don't think they've been at that level for years. That is roughly the same price for Very Rares (which only exist at level 50, typically require more rare salvage, and I think have a larger default crafting cost than other level 50 recipes) and ATO/Winter pieces. IMO PVP set pieces are somewhat unique as for me they pretty much only exist at level 10, catalyzed, and level 50 (to be boosted). The fungible market allows easy disposal/catalyzation of the pieces/recipes from levels 11 thru 49. I have some of these floating around, but generally they either get converted or catalyzed for personal use.
  11. Setting aside what "design intent" means in a game with this much freedom of choice, Null the Gull remains an excellent compromise.
  12. For active solo farming, I am of the general opinion that there isn't much need to turn up the level of opponents (above even, modulo Incarnate levels and content) to the point where defeats are less frequent than they would be at even level. Drops (specifically level 50 IO, PVP and Purple recipes) will be the same for a level 50 spawn as a level 53 spawn. I'm liking that you skipped Water Jet. The set got a slight rework to remove what was a core defect (consuming Tidal Power on a miss) but it is still a single-target attack that I find breaks up attack chains against large spawns, and remains a single-target. MMV, but if two AoE can take out eight enemies with three casts, this is more efficient than one AoE cast and four ST casts. Does the build not include Reach for the Limit? Normally Water Blast as a primary allows for a secondary's clicky Build Up, Martial gets it essentially baked in. I go for Ki Push over Storm Kick, but neither will make or break a farming build... although the repel from Ki Push is something I find to be a good control for a Blaster. If you are self-challenging with +4x8 content, there is no shame in having Rise of the Phoenix from Fire mastery. Melt Armor can be useful as well, although it needs Recharge (and likely Accuracy). If it is the bosses you are struggling with, Melt Armor can help (and I suppose Water Jet, but again MMV depending on strategy). I don't use Hasten on my /MC blasters; I have inner Will on auto.
  13. Perception bias: I've probably had the "Auction House is too Busy" message once in the last 12 months, and it happened to be last week... and I was rapidly flipping between alts to clear out inventory and transactions. This instance was not a queuing issue for purchases, as I was trying to claim inf for sold items. I'd be surprised if there was much of an affect based on folks trying to purchase seeded items for the same price... I've put it a lot of the identical bids for non-seeded items (10xconverters, 10xsalvage of same rarity) and the AH doesn't fill one bid before starting to fill a second. I think it is just the queueing of the database at play.
  14. I haven't tried it, but I'm curious to read the thoughts of others. The graphics would likely be pretty cool to watch. Full disclosure: I recreated a Gravity/Kin controller from Live on HC Day 1 (or 4, depending on how you think about that first week), took it to 50+ and then it took me 5+ years to revisit Gravity (the second time as a Dominator). The Dominator is my current 'flavor of the month'... I think it offers me more to do than the Controller, and leveling was slightly easier (although I didn't have permaDom until I could slot Purple sets) but even so it was somewhat slow to level (doing typical content). The primary gauge of leveling speed for me is that once I have some AoE I like to set the solo missions to -1x3... and the Dominator did take a lot longer to clear those than I'd expected... see @SeraphimKensai comment above about not winning any damage races.
  15. I getcha, but considering the general level of activity in the Suggestions subforum I accept that it is a forgone conclusion that the forum user base would appreciate an AMA. If TPTB don't want to engage (or have a low tolerance for the absolute level of engagement), the thread would have somewhat low levels of utility anyway. The main driver behind my areas (posted above) is that my general experience with AMAs is that they end up being somewhat highly focused on the individuals who show up to answer the questions. I have different levels of engagement for different things that I know interest TPTB (at least a little, including topics like "content", "currencies", and "costumes")... but if the AMA is going to be focused on something like art assests... well that would be a different kettle of fish than one focused on the powers.
  16. I'm not going to watch the video (I'm really not that interested in that many MMORPGs)... but where did City of Titans or Ship of Heroes land on the list (if they did)?
  17. My questions would be in two areas. Power Pools Personally I have no real interest in the missing/incomplete 'origin' pools, but that would need to be asked just to get it out of the way. What if any plans exist to revisit the original pools that still have peculiar level/pre-requisite choices (Medicine, Healing, Leadership, Fighting), unlike the revamped 'travel' pools... specifically, any thoughts on making each of the 'first three' powers available at level 4, so as to make choosing a third power from the pool at level 14 (or 20, for consistency) a little more organic? Any plans to update 'clumsy' powers in pools like Presence, Medicine, Flight? (I'm not interested in revamps to Group Fly, but folks do ask about it a lot... the clumsiness *I* see in the Flight pool is the mechanic of 4+1 (Afterburner) toggles... I kinda think Evasive Maneuvers could be the level 20 power and simply made Auto... like other (Epic) pool powers. I'd open the discussion for thoughts on Epic/Patron pools... honestly I've been somewhat surprised at the amount of tweaking those have gotten... I can absolutely accept the balance passes, but the effort seemed somewhat disproportionate considering all ATs have access to the same power pools. Enhancement Sets The new sets for EndMod and Travel, as well as new combination pieces via Hami-O/D-Syncs were welcome additions, what is standing in the way of getting some new sets specifically for Fear and Treat that include attribute combinations we don't really have (or have only one)... Threat powers do require Accuracy, so Accuracy/- would be welcome, and the existing Endurance Reduction/- options are limited. There is also a corner case where no set (or HO/DS) includes a piece that boosts both Health and Endmod, despite several powers taking both types of enhancements. Any plans for modifications to any of the ATO sets? Finally, even though I think the game is in a GREAT place with balance among all the ATs (*I* don't want to engage discussions about ~2% differences between only two or three specific ATs) I would like to know if the TPTB see things the same way. For example, if they were to somehow think that Blasters were under-performing... I'd kinda like to hear that sort of thing directly. While I can imagine potential ideas for (somewhat radical, depending on PoV) changes for ATs like Kheldians and Brutes if TPTB are imagining changes to any AT, they ought to share that idea publicly (about potentially changing an AT, not necessarily the specific changes).
  18. If someone were to go this route, I would almost certainly opt for Force of Will over Sorcery... the primary selling point is Wall of Force, but there are two ranged 'attacks' (one is actually a debuff, but it can either be minimally slotted or slotted with some tricksy pieces) that can be taken as pre-requisites for Wall of Force, plus a very good travel power.
  19. This feels like a misfire of a suggestion, and I think it would have been a misfire to suggest/implement on Live as well. The "misfire" is that we can sort of already do exactly this, just not purely automatically. Inspirations kinda work-as-originally-intended for certain content to help a solo character cross some threshhold to deal with particularly difficult content for (essentially) the duration of the inspiration's effect. [Obviously there are team inspirations, but let's set those aside for now]. With access to a lot of inspirations, the threshold is raised for not just longer periods of time, but the threshold is probably raised as well. The suggestion would be a trivial mechanism for making a not particularly difficult game even easier, for no real improvement for the player base. Anyone who played the game on Live (and certainly on Homecoming) and exemplars down can see that having as many as 20 inspiration slots makes a HUGE difference (beyond simply having more slots in powers) makes for some content. Those who choose to farm in AE can get a sense of performance increases by constant burn of inspirations. I've been using macros for my non-farm characters to combine inspirations for quite some time, and sometimes I have to 'burn' inspirations if I'm not getting the ones I desire. I usually have macros for making healing and 'breaking' free out of blue/red/yellow inspirations, because taking damage and getting controlled are typically the circumstances that bother my squishies the most.
  20. You are not offering a deep insight. Nobody who has played the game believes that pets/henchmen benefit from set bonuses.
  21. The henchmen ARE the damage for the MM! Boosting the henchmen damage via enemy debuffs is getting more damage from however many attacks six henchmen can make in the window of -Resistance. Set bonuses like global Recharge, Endurance (recovery, MaxEnd, Discount) all make the MM more effective than rando single-target 70 damage against whatever... especially for 'bots, which are AoE focused.
  22. For me, it was the option for Defense slotting, plus the AoE cone attack I wanted.
  23. I get this, but I feel like burning all that extra Endurance from a %proc-focused attack is something of a losing battle. I suppose if the Mastermind doesn't have a full suite of henchmen I'd feel differently. My Robotics' MMs attacks (which I'm basically spamming) are slotted like this: Level 2: Pulse Rifle Burst (A) Sudden Acceleration - Knockback to Knockdown (*) Sudden Acceleration - Knockback/Accuracy/Damage (*) Sudden Acceleration - Knockback/Accuracy (*) Sudden Acceleration - Knockback/Damage/Endurance (*) Sudden Acceleration - Knockback/Damage/Recharge (*) Sudden Acceleration - Knockback/Recharge Level 8: Photon Grenade (A) Annihilation - Accuracy/Damage (*) Annihilation - Damage/RechargeTime (*) Annihilation - Accuracy/Damage/Endurance (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime (*) Annihilation - Chance for Res Debuff (*) Annihilation - Accuracy/Damage/RechargeTime Level 38: Mace Beam Volley (A) Sudden Acceleration - Knockback to Knockdown (*) Annihilation - Accuracy/Damage (*) Annihilation - Damage/RechargeTime (*) Annihilation - Accuracy/Damage/Endurance (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime (*) Annihilation - Chance for Res Debuff So... healthy set bonuses to help with the Blue Bar, some more Global Recharge, some positional defenses, etc. The single-target Pulse Rifle Burst isn't going to be a great net source of damage from %damage, so it has a little bit of soft control (KD, obviously still single-target). The AoE attacks are better for %damage, but keeping a -Resistance up (in an AoE) is a net boost for the squad's damage. The KB->KD in Mace Beam Volley is there to help keep targets in the patches put down by the Robots... the character already has crazy good AoE defenses and doesn't need a second 6-slot bonus there. There is obviously a sort a shell game with slots and bonuses... The MM ATO sets can get 40% global recharge from just 10 pieces, with global recharge being the #1 reason why I normally go for set bonuses (using Purple sets at 50), MMV... I mention this because for me, this basically takes Purple sets in the attacks off the table... and opens up the build space. I have Maneuvers and Tactics somewhat minimally slotted, and a 6-slot investment in Scorpion Shield (Reactive Defenses) and a 5-slot Investment in Tough (for mules). In the open world, the only toggles I typically keep on are Maneuvers and Tactics, if I think of it I'll toggle on Scorpion Shield for some fights... I probably should use Tough and Weave more often but in practice I almost always keep them off. Having written all that, I do have one power in the secondary a very reliable large AoE Hold that has two %damage plus the %+Absorb Winter piece in it, and another large AoE that has good on-cast %damage chances, so it's not as if I am allergic to %damage on MMs. Some of those %damage pieces are providing set bonuses, the ones that aren't would only be providing minimal (in my estimation) quality-of-life improvements if used elsewhere, such as Endurance reduction in some toggle, a little more KB protection (but not above any important threshold), etc.
  24. I don't use the Changeling exploit... although for certain solo content I can 100% understand why it would be appealing. On teams I find it a lot less important to maximize DPS for a Kheldian... this is just me, but I try to be engaged enough with the team and the content being played so that I don't feel like I'm "dead weight". I feel like I can generally swap forms quickly enough to do different things without leveraging the exploit. As for when/if the "changeling exploit" would ever be prevented: I'm not entirely certain that it could be... perhaps by introducing some extra level of "handshaking" between the client and server? This is the sort of thing that strikes me as being a serious amount of work! I'm also not sure what the power's team's consensus is for how to scale up the (spawn clear times, at certain levels) performance of Kheldians without using the changeling exploit... so I feel like its the sort of thing we'll pretty much always have. I have ideas how the Kheldian DPS (and thus clear times) could be improved (mostly by subtle tweaks to the Nova form powers) but my ideas would simply improve the Changeling Exploit.
  25. I do wish there was some (public) conversation from the Homecoming "powers team" about possible tweaks to some of the (mostly older) Power pools. It's all well and good for we hoi polloi to throw out ideas, but I have no idea what the team's thoughts are... and they could certainly be radically different than my own. Keep this in mind: I feel like I can make most of the following sets work, but there are things I find clumsy about them that I think turn off many others. The main thing about certain older pools that bothers me is the level's when certain powers open up and which powers require how many pre-requisistes. I don't like the (level 4, 4, 14, 14, 14) progression of legacy pools (like Presence) compared with the (level 4, 4, 4, 14, 20) progression of "modern" pools (like Sorcery or revamped travel pools). I find it especially clumsy when the final two powers in a pool require two other power picks, so as a practical matter it is rare to be able to choose one of the "final two" at level 14... this is just silly IMO. I won't repeat specific criticisms or suggestions in this thread,
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