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Zepp

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Everything posted by Zepp

  1. Not ignorant, I just ran the numbers, and most DPS toons can hit optimal DPS in attack chains with global recharge <122.5%. Furthermore, I am opposed the nerf and it would have major consequences for fenders, trollers, corruptors, crabberminds, some Doms and a small handful of DpSers... (Inferno with 120% Global Recharge ~45s, with Hasten ~37s [you need 122.5% global recharge to two-slot hasten pre-incarnate])
  2. Sorry, you are correct that Crabberminds do need hasten. And I did say that most DPS are sub-optimal with hasten, in other words, they can do more damage without it than with it. There are situations, however, where certain builds can use hasten.
  3. Overall the set is more endurance-intensive than other defense sets and the layered approach is difficult for some players to get into. There is a need for more mez protections in the set. The mez toggles need a rework, CoF needs its endurance consumption cut in half & mag increased to 3 and the HP drain may need to be cut as well as adding a chance for mag 3/4 stun in the OG aura. I like the idea of the set, but it just needs some love.
  4. Control and Support are hit hard on team high-level content. That being said, Control and Support sets tend to be the ones that need Hasten to not be lumpy in performance. That being said, some people solo with Trollers and Corruptors especially, but also some Fenders. Their ability to solo would be hit the hardest by Hasten nerfs - even lowering Hasten to 50% may have a major impact on some powersets.
  5. Perma-Dom requires 122.5% Global Recharge. Two-slot Perma-Hasten requires 192.5% Global Recharge (122.5%+Hasten).
  6. DPS and Tank classes will have minimal effect as they are generally sub-optimal if they use Hasten. Trollers, Fenders, Corruptors, & some Doms or Khelds are the ones that would feel the hit.
  7. What primary/secondary powers provide flight? superspeed? superjumping? That being said, there are several powers that provide +30-50% recharge with other additional benefits. Accelerated Metabolism is a PBAoE team buff that also adds speed and recovery, Chrono Shift is 50% and also adds heal, recover, and endurance. The peripheral benefits make those powers far superior to Hasten (although Chrono Shift's cooldown could be cut by 25%...). I'm a pompoms from hell era user of Hasten, but now I only have it on 3 of my 23 builds. My perma-dom doesn't use it, nor does my perma-LF PB. So coming from a person who has an irrational level of attraction to the power, it is not on the same level as Tough, Weave, or Combat Jumping in terms of top tier Pool Powers. Also, to reiterate a point I made previously, having Hasten is often a sub-optimal choice. A lot of Fenders, Trollers, Corruptors, and some Dom builds need it, but for the most part, it is not worth it. Hell, if they dropped recharge times on Control and Support sets it may not be needed in any of my builds.
  8. popular ≠ good As I have stated on multiple occasions. Most builds do not need hasten. Most dps builds maximize their need for recharge around 70-100%, meaning they would have to sacrifice enhancements and a power slot to hit the 120ish recharge needed for perma-hasten to have a build that doesn't feel lumpy. Hasten is a good power, it is better than many of the pool powers. That being said, it does not perform better than a primary or secondary power, and it is not a necessary power.
  9. Just some perspective. Hasten is a good power, but the reason so many people take it is that it is perceived to be a great power. Combat Jumping is in almost all of my builds, but nobody complains about Combat Jumping. An example, 122.5% global recharge is needed for perma-dom, 122.5% global recharge + hasten is needed for two-slot perma-hasten. In other words, most doms that can get perma-hasten can get perma-dom without hasten...
  10. Only if I can have this K9:
  11. Interesting, how is it going to be different from your Tier 2 Webbing power (graphically, mechanically, feel)?
  12. The rule of five is based on bonus type, not bonus number... which is why you can have 5 7.5% global recharge in addition to 5 LotG.
  13. Except they were willing to do it for the Huge bodytype and to give male bodytypes toning...
  14. Two possible reasons: the original devs didn't believe female body builders could be sexy/attractive for a superhero sexism
  15. I made some of the adjustments. I also re-ordered the sets to make them more rainbowy... Looking at Assault sets, there tends to be a slight bump in melee attacks over ranged. This (and a desire for separation) is why I adjusted melee support up. Mitigation, CC + distance, is going to be slightly higher for ranged.
  16. That is correct, that made it impossible to get perma-hasten just by slotting for it. IO set bonuses, however, more than made up for this difference.
  17. There is Spooky from Illusion and Terrify is a cone, but fear is a less common control type. Too bad it doesn't create containment...
  18. Control is 30% support 70% mitigation, from my perspective. It is about removing or reducing the ability of enemies to deal damage, but also about creating strategic advantage. Archery is a ranged, Atomic Manipulation is in manipulation, so they are in different categories. The health and other AT specific modifiers are separate from the powersets themselves, and if we are talking about AT proposals, it is important to consider those in separate camps.
  19. For them to function as landmarks they need some degree of separation. I'd have to check to see about the difference in debuff strength between melee and ranged. Ranged, on the other hand, allows for mitigation via reduction in the number of enemy attack options. I may have to play with those numbers. I the support numbers are in there for pet-buffs within the set. They are intended to serve as visual landmarks for the powersets in a large compilation thread I am preparing to make. The reason for the breakdown is to give some sort of objective meaning to the colors. Redder powersets are more damage oriented, bluer ones more mitigation oriented. Green sets are more support oriented. That way when you look at a proposed archetype you already have a significant amount of information before you even have to read a word. Or, if you are scrolling to find control proposals, you can spot the fuchsia-esqe tone while scrolling. Makes searching long threads more manageable.
  20. @Lines Colors on computers are written in hexcode, a six digit number (actually three two digit numbers) in base 16. As we all know, 100 in base 16 is 256, so a score of 0 to 255 gives you 256 digits, from 00 to FF. I am planning on compiling archetype and powerset proposals in the suggestion forums. Using a different color for each powerset would provide a visual cue to search for a specific type of powerset either for powerset proposals, or for archetype proposals with that powerset. @BasherBot First off, the score from 0-255, as I explained in the post you quoted, is related to hexcode, for coming up with colors. In terms of support, that is the area for buffs and debuffs. CC and healing fall inbetween support and damage mitigation. Healing is closer to support, CC is closer to mitigation. Also, the reality is that the damage:support:mitigation ratio for powersets does not change based on archetype, with the exception of ranged on defenders who see the support increase while the damage decreases. That being said, there is more variation within a powerset than between iterations of the powerset in different ATs. Does the melee powerset offer mitigation on a Tanker that isn't there on a Stalker? Anyway, I was just hoping for some help in coming up with these colors. I added color to the OP so that you can see what my proposed numbers look like.
  21. There are three possible positions I can see. Keep things as they are. Eliminate the need to run the mish and have them basically the same as other Epic pools. Eliminate the need to run the mish, but lock the summons unless the toon runs the mish. I would be open to any of these solutions.
  22. I understand that, but that is the AT, I need to break down the powerset balance. The AT breakdown involves three factors, Primary Powerset, Secondary Powerset, and modifiers. That doesn't help me with this current project. Basically, what I am trying to do is come up with a hex code for each powerset. This will allow me to give each powerset a unique color for a thread I am working on for the suggestions forums.
  23. Alright, this may sound weird, but I'd like to know how everyone rates the powersets on three factors: Damage / Support / Mitigation. What I would like is a number from 0-255 for each factor for each powerset. I'm placing an initial set of guestimates in my grid to begin with, but will update as I get feedback from all y'all. Damage Support Mitigation Ranged 255 50 100 Assault 255 75 75 Melee 255 100 50 Pet 200 150 50 Manipulation 100 200 150 Support 50 255 150 Control 100 150 200 Armor 75 75 255
  24. I'm preying man, 'tis time to quit. But, err, flying off on a tangent, and I don't want people to flea from this discussion, the original pos-ter mite have some ideas about low particle effects now it might beet all other options for implementation on low end systems. Just to weeve all of these puns back into the discussion. Seriously though, trying to figure out a pun for lepidoptera is going to take some more time...
  25. I hold back... I don't go there, but someone had to storm the gates... Hope this back and forth doesn't bug anyone...
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