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AustinSmith

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About AustinSmith

  • Birthday 01/01/1004

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  1. I ran a GM team today on Brainstorm that was initially two Brutes, then a Brute/Crabbermind, then picked up a third and went Brute/Crabbermind/Corruptor. In terms of difficulty, the duo brutes were able to take down Kraken, although it was a hard fight, and then when we turned to Babbage, did alright for the first half of his health, but then once Coil Pulse was online we couldn't get him down more; I was on a Savage/Fiery brute, so I couldn't resist the inverse repel and was constantly getting fully drained. Once the second Brute got traded for a Crabbermind, we were able to push through and take down Babbage; he definitely felt like the nastiest of the GMs we encountered from that point. After that we picked up our third for a 3-man team and took down Jurassik, Babbage, Eochai, Jack, Council War Walker, Adamastor, Lusca, Deathsurge, Caleb, and Ghost of Scrapyard no problem (Flyer didn't seem to be up in Grandville). In terms of the reward payout, from all those defeats I got the Eochai mini recipe naturally, and enough unstable aether to craft another mini pet recipe and the 2 prismatic aether to craft each of them. All in all felt rewarding for one GM team run. My two gripes not necessarily related to the changes but the GMs in general; the Arachnos Fliers in Mercy con enemy but aren't actually engageable, which is confusing; should they con ally to the villain player instead? And then Caleb is still incredibly annoying to spawn; we had to go to the wiki, and it looks like 100 nerva daemon defeats during specific hours of the day, and then you have to wait until nightfall for him to actually spawn. Can it be changed to either 100 daemons then spawn regardless of time of day, or just consistently spawn at dusk, no street sweeping gray mobs required?
  2. Running around in Atlas Park getting for a feel of some of the new sets + testing out sybil robes, I can say that the Tesla Knights I encountered were definitely using their Lightning Field, so that's working
  3. Okay, yeah, hopped on Brainstorm and it looks like no redraw was changed since the last time I played with it; if I'm not in combat stance, I'll have to bring out the sword the very first time even if the power is already in melee range. This is a downgrade for sets that had straight up No Redraw before, but still an upgrade for VEATs/Spines characters over the course of the total fight that didn't have the option before. To be honest, I don't see this affecting steamroller teams, or even moderately paced teams much, since you'll basically be in combat the whole time and 1 draw at the very start is negligible, even if it is a slight downgrade. It takes a while for my character to go from in combat stance to out of combat stance (about 30s of standing around idle) before I have to do another redraw. IDK. I totally get the complaints around this implementation, but I'm still overall for it, bc the sets that were suffering with forced redraw were SUFFERING.
  4. The design intention of this change I believe IS to make all the weapons sets like Katana. Katana worked this way on live; drawing the weapon while out of combat/out of range but instantaneous in-combat + in range
  5. Messing around with texturing the set in the creator, it looks like Enfeebling Lullaby still has this bright white blast vfx even though I have the power textured completely red. Additionally, Melodic Binding and Aria of Stasis' swirly notes will be pretty much white no matter what color I set them to (I do notice there is a slight hue difference to them, but they still look white). Since I know these powers were reused from Talons Sirens and I'm not sure how the vfx works, is it possible to get a dark color tintable customization option, or is color tintable/light currently the only possible availability?
  6. Can't speak for Illusions or Fortunatas, but Mind Control per the patch notes is intended to ignore positionals by the devs, so that won't have been changed for players, either.
  7. The test was not solo; this was a sonic defender paired with a blaster in all of my test cases. Yeah, a duo is the smallest "team" size and barely is equivalent to the example of a full 8 person team, but I need more testers to be able to contribute to better data on live + Brainstorm.
  8. @Myrmidon and I spent a couple hours on Excelsior and Brainstorm with a Beam/Energy blaster and a Kinetic/Sonic defender in a variety of content to determine how the -Res for defenders has been affected, and whether the DPA increase was enough to make up for the loss in utility. In each test case, a macro was used to mark a time in local chat and signal for us to engage, and when the map was cleared (or the pylon was destroyed), a second macro was used to mark another time in local chat (or in the case of the pylon, the time shown on death). Identical builds were used between the two environments; no incarnates were used other than alpha, so no destinies, no hybrids, no judgments. Firstly, we tested +4/x8 Council PI radio mishes just to test trash mob clearing: Live Times (Old Sonic): 4 minutes 5 seconds 4 minutes 7 seconds 7 minutes 2 seconds 11 minutes 11 seconds 9 minutes 56 seconds Average Time: 7 minutes 16 seconds Brainstorm Times (New Sonic): 6 minutes 40 seconds 9 minutes 23 seconds 7 minutes 43 seconds 7 minutes 14 seconds 7 minutes 7 seconds Average Time: 7 minutes 37 seconds Given that mish maps can vary, and that the shortest times and longest times overall belong to live, I'm going to conclude there isn't enough evidence to conclude in terms of general mish sweeping, that defender Sonic has been negatively affected by these changes. Then we tested killing pylons in RWZ to see how higher damage with lower -Res vs lower damage with higher -Res fares in a duo environment (and here's where the numbers are more interesting: Live Times (Old Sonic): 1 minute 38 seconds 2 minutes 11 seconds 1 minute 37 seconds Average Time: 1 minute 49 seconds Brainstorm Times (New Sonic): 2 minutes 18 seconds 2 minutes 2 minutes 1 second Average Time: 2 minutes 6 seconds None of the Brainstorm times were below 2 minutes (although one was right on the mark), whereas Live tended to beat the Open Beta times by around 17 seconds. I'd consider that a fairly substantial gap, it's not like radio mishes with varied maps and encounters, this is a pylon that is engaged practically the same way every time (as the blaster, I was doing my best to keep my attack chain identical between all tests). Final conclusion: the changes to Sonic (on a defender at least) make little difference in engaging general mob spawns or clearing through missions, however, the -Res has dropped noticeably enough that the DPA cannot compensate to the degree the -Res was worth before against harder targets such as a pylon, and through inference, an ArchVillain.
  9. Actually, Incendiary Round and Liquid Nitrogen Round have always been using exclusively Fire and exclusively Cold typed defense. The only one that got changed is Explosive Tip, which went from lethal/smashing to fire only typed defense. It's also worth noting that the Malta ARs do -Defense that squishies don't have DDR to mitigate, AND Gunslinger pistol attacks all have always had 2.0x base accuracy.
  10. Can confirm after doing some data digging the patch is still autohit and it's only the damage that's flagged to require a tohit roll.
  11. What you're referring to is Sonic Assault, the dominator set; this thread is for Sonic Attack, the blaster/corruptor/defender set.
  12. "Slightly" increased the damage? I don't think you get what damage scales translate to. 0.2 to 2.28 is a 1,140% damage increase. That is anything but slight. Yeah, the -Res in the set took a hit, and to be honest it may have been overnerfed. IMO, the 12% debuff is the part that should stack and the 8% debuff should be the replace effect. All in all though, this is a massive upgrade to the set, even if it doesn't play quite the same way it used to.
  13. Original ITF isn't going away or changing, you just don't set it to a challenge mode when you talk to Imperious
  14. Y'all are straight up ignoring the massive DPA buffs to the set, huh? Screech alone is a MASSIVE damage buff; 0.2 damage scale all the way up to 2.28s.
  15. Has in part to do with evaluating the power level of your team. Some teams compositions are simply not capable of completing 4-star mode for instance, if they don't have all their incarnates maxed or completed builds. The lower difficulties allow characters that aren't fully built to still have access to accruing rewards even if they can't handle the higher difficulties.
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