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zenblack

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  1. So I thought I'd drop in with what I've currently tested up to. Both Scrapper ATO's work with all Epic Pool, Primary, and Secondary powers with the following exceptions. 1.) Obvious things like, defensive powers, pets etc. 2.) If the power has no damage (i.e. Dark Mastery's Petrifying Gaze) 3.) If the power uses a psuedopet (i.e. Lightning Rod, Irradiated Ground, Shield Charge, Weapon Mastery's Caltrops, etc) So far in my tests with the normal power pools and origin power pools they all have a fake "critical" entry @ 5% that states critical but is not tagged critical. The damage description (What you will see in your log) states it is a Critical but is not affected by things that affect Criticals. I haven't tested all Scrapper available pools yet but it seems fairly conclusive so far. There is zero indication (that I have been able to find) that this is intended and as I originally stated they should be correctly tagged. Suggested changes for right now would be to change the description of the 2 ATO's to reflect what currently the affect. Though I don't know HC's stance on talking about psuedopets in descriptions since there is no indicator that I've found in all descriptions that deals with psuedopets at all, however, in this case it should be addressed since it has an impact on gameplay.
  2. Ah good. So just conjecture and no reference or specifics to prove your ambiguous opinion.
  3. I'd prefer to have data rather than conjecture. Is there a reference of something that say which are and are not affected by ATOs? Since no AT has an ATO that can be slotted in a power pool and no other AT has a buff that applies to further attacks.
  4. Interesting. How do you know it is working as intended? The normal Critical rate of the base Scrapper AT functions with these powers but the ATO's do not. You are wrong. Today I just tested the Pyre Mastery pool and every single power, melee or ranged are affected by the Scrapper ATO's. This is why this needs testing and clarification.
  5. I believe the Fighting Pool powers are missing the Tag "Critical", Scrapper ATO Critical buffs are not applying their effects. This may also be true of any other Epic/Power Pools. I personally tested the Superior Critical Strikes +50% ATO with both Kick and Boxing and there is no increase in their Critical Rate. I am not sure if they are receiving the base Critical buff of Superior Scrapper Strikes since it is split into 2 categories. I am posting this here to see if more people would be willing to run diagnostic testing to see if their results can confirm certain behaviors per GM request. Thanks!
  6. It's a -1000 recovery debuff for 15 seconds.
  7. This is incorrect. It works as you imagine it would. Cloud Senses being the best bet, but for example, Touch of the Nictus only fires on the Twilight Grasp cast by the pet and Ghost Widow's proc only on the hold. Though I will admit they must have pretty good % since they fire fairly regularly. Edit: Only tested with Dark Affinity, Miasma may have different results.
  8. The problem with that is that the dev who made Tac Arrow said he made a huge mistake and they are nerfing it. This was dismaying to me to find out because I thought Tac Arrow was a huge step in the right direction and was excited to see more of what this type of design would bring. Though after hearing about the cottage rule lunacy I can certainly see the how making a well rounded secondary that really compliments any primary well something you absolutely cannot do for other sets due to the artificial constraints and poorly thought out rule.
  9. Trick Arrow. Worst Support set of them all... by a lot. Terrible Recharge on powers. Terrible Enhancement choices on powers. Crash T9. OH JOY! Has a sleep power, I guess I know what I'll skip. Pick any number of powers and improve them considerably. I would even consider trying to combine a few arrows (Entangling and Glue?) balancing their effects then add a personal (like Agility) or aura power that you can use to cover some of those very large holes in the set.
  10. You named it PopMenuTest.mnu instead of Window.mnu. You have to name the file the same as the macro you made.
  11. You need to first create window.mnu in your gamepath/data/texts/English/Menus with some sort of command. Pick any downloadable MNU here and rename it to window.mnu and it will provide options as long as you restart CoH after creating the customwindow. You have to edit .mnu files outside of the game with a text editor and restart CoH to get them to update.
  12. Someone needs to give Lord Recluse a web grenade.
  13. My feedback/opinion on T9 Armors may be simply +1's to what other's have stated but I wanted to provide a little reasoning behind the way I think/feel about them. 1. I look at every T9 from a Tanker point of view. Since it's the primary I look at this as the "wait until 32 to get this power that I anticipate, appreciate, and adds to my primary role". While they affect other AT's to a lesser degree to a Tank it should have more importance the same as Defenders have Support, Blasters have Ranged Attacks, etc. 2. Any T9 that has a hard crash should immediately be put to a "half crash" which is much more manageable and appealing as a player. There is an argument to be made that some should have no crash, that shouldn't be off the table. 3. Any T9 that is a Rez needs to look at the current playing environment that HC has established on their servers and take that into account. This means the availiablity of Rez and what it implies. I'll tick them off just as a reminder to some who may have forgot a few: Inspirations (high level ones are readily available, anything below a large is garbage to me unless I get it and don't happen to have a way to Rez (very unlikely). Rechargeable Badge Power (that can be purchased or earned), Temp power from Day Job, Temp power from Super Packs, Rez Other available to any player at P2W, Rez built into certain Support AT's as a part of their kit and as a secret runner in the race, Emailed Inspirations. You always have one if you want even if you didn't plan on having to rez! (I forgot Vengeance!) This is a huge number of options. Rez is not unique nor does it really appeal to a Tank (in particular) because when you die you are, through the mechanics of the game, left considerably weaker until you can get toggles up (and god forbid if you have some that have animations), lost buffs, and lost aggro. I propose any T9 Armor (specific to Armor, not other AT secondaries or Epic pools) instead prevent death and fire it's effects. At whatever point the power fires (1% of Health) you gain 1 second of Invulnerability and the effects trigger and the ability goes on cooldown and isn't triggered until off cooldown. This would be valuable as an Armor set because it would still allow a Tank to do his job even if he gets himself in trouble and picked the power to get back in the action. 4. I don't mind the unadjustable recharge on Armor T9's because it saves slots and allows a finer control of the effect without getting into the whirlpool of global recharge/IO's. However, I think this unadjustable recharge should feel fair considering the power of the T9 and it's intent on playstyle. Now I'll go into specific sets. (Note: I have no experience of any of these on Sentinels but I believe if they have the same current effects it shouldn't matter until Sentinels are adjusted as an AT whole) Meltdown - Great! It does exactly what you want from a T9 power. You want to take this, it's not a decision. It's effects are good enough that is usable on a number of different build styles. Parasitic Leech - Fine. You get to play with Recharge on this one. Some people skip it and I can see why they might, Bio is a very good and well rounded set it doesn't need it's T9 to have a large focus, it does things well on it's own. Tankers can choose to have someplace to slot set bonuses. Nothing to complain about here in the scheme of T9's. Soul Transfer - Rez, so see above. I think it's funny that lots of people (myself included) don't take this because Dark is a pretty good set and covers a lot of the bases even though there are some very lackluster powers. Perhaps this could be reworked to instead of having it be a rez it's a passive power that affects a proc chance of hits. It feels very thematic for Dark Armor to have an aggressive tilt to it's armor (as far as having dark magic in armor is portrayed in general). Rise of the Phoenix - Rez, so see above. It includes aoe damage so it's got merit because it's actually useful in general but as a Tank your goal should be not to die. I'd rename this one and separate it from it's clones in other Pools so it's the only one that gets a tanker friendly version. One with the Shield - OK, funny thing is the T8 of Shield actually feels like the T9 so it's an odd duck. Medium crash that isn't obnoxious, gives you a heal which the set is weak on and doesn't take forever to recharge but is still significant. Wishlist: adjust this power to provide a "Absorb" limit (example 400 Absorb) that is given regenerative ticks to it as the power is active. Feels like it would be more appropriate to have being One with the Shield but definitely not a priority. Strength of Will - Has a hard crash so I skip it, but Willpower by nature of it being a well rounded set doesn't lean on it very much. Unstoppable - The great ugly T9 that really shows. Doesn't help Invuln much at all since it's a heavy Res set. Doesn't bring much to the table and seems to want to be that "Moment of Glory" power that actually makes you wait on it to use it until usually the very end. Feels like this power should have a passive attached so you feel like you are getting something out of it even if you don't eventually use it because it's not needed or you've built around it. Funny anecdote, I love Invuln on Stalkers, it's absolutely ACES, but I still don't ever pick this power. Not a good feeling to have your T9 ignored so flagrantly. Power Surge - Little brother of Unstoppable. Everything applies to a one degree or another. Moment of Glory - Not on Tankers and I never played when "MoG was good" but it's fairly short lived and feels like it cuts off noticeably early. I think this set and it's history with changes muck about with determining what people feel this really should do. Ninjitsu - Really nice effect with a hard crash. No thanks. Feels like this could easily be fixed with crash and cooldown adjusted. Granite Armor - I am not a devoted Stone Armor player and because of the design of the entire set I don't feel qualified to go deep into it, but I think it fight's itself and the set creates a set of bad choices for the player by nullifying slot choices or curtailing the ability to Exemplar too low. I feel the restrictions are a little too harsh. Even being able to jump a normal jump max would be great. I wish this set could be brought to feel like it synergizes with it's different armor types and gave more options. I will state that I am a SS + SJ (and throw Jaunt in there) junkie. The movement of the game is one of it's huge enjoyment factors for me and so I feel things that inherently take that away are more punitive than someone who isn't in love with the travel option/powers, so grain of salt. Overload, Hibernate, Elude - No personal experience with these so I can't provide any help here, though I will say this stems from the sets not feeling good enough (by how they are balanced as a whole) to be considered or build a character around, so that isn't a good look on them either. I know it was a long read, but I think this topic has a lot of room to allow the game to grow if it's a focus of better/updated design and feedback and since I've started playing CoH with Homecoming I've spent a LOT of time in this game with different builds and such and think there are some things here that could benefit the game as a whole.
  14. Well. Part of the fun of War Mace is it can hit really hard even though smashing is resisted quit a bit. But if you like that slotting and think it's good enough, who are we, the people who have a different viewpoints on what words mean, to tell you anything?
  15. Sorry about that, thanks for the correction.
  16. As the developers know from the numerous bug reports both in game and in the forum there is a bug with Fade (Darkness Affinity) where certain graphics cards and certain in game settings of shadows those affected by Fade will strobe. After reporting this bug over and over I don't know if it's possible to be fixed by the HC team. I understand that this might be a video card/Gfx issue that cannot get the resources that HC has available to fix so I would alternatively like to suggest a MinFX option for Fade for those of us who don't like strobing on constant buffs. If possible, leave the eyes and only get rid of the buggy black overlay, but if the only option is to remove it all, then so be it for those of us affected by the bug and cannot get the shadow game settings to correct it even by setting to minimums.
  17. I was wondering if it would be possible/feasible to add 2 new options to the Calendar. (NOTE: These may already exist, if so, ignore.) #1 Have an option to have the Calendar appear on the front page of when you are logged in (like when the feature was initially launched). I found it very convenient to have it in my face that certain events were happening as opposed to going to the Calendar page looking for events. #2 Have a sort by Server option that only displays events on checked servers. I can appreciate all the servers having events going on but with the color coordination I'd rather just tick my preferred played server or server(s) that I care about so it's not confetti salad on weekends and such. Thanks in advance!
  18. It's actually 2 psuedopets. Another reason it procs like garbage.
  19. Liquefy is garbage even if you reduced the recharge. It is simply one of those T9's where you feel like someone hated the set and wanted to quit after they were done. Sonic Resonance has multiple letdowns, but this is by far the worst. Digging into the power to try to figure out how to optimize it just showed how lackluster it really was. You can't even proc the poor thing to semi-decency and it really has no place being the premier Sonic Resonance power. But this could be said for the entire representation of Sonic in the game.
  20. If you can't make Jawbreaker work with slots, you can slide in you T1 for your +res proc and accept you are not a scrapper and you are forced into a T1 pick. Whirling Mace is jank. It has a smaller than you'd expect radius and it is hardly worth the animation time while Crowd Control will always smash a good chunk of mobs. Edit: If you are looking for more endurance than the max you can get out of all the green and blue parts you can always go physical perfection. Focused accuracy isn't bad as a tactics replacer and gives you acc res which is good if you are actually tanking.
  21. Here is a little slice of my keybinds. You'll have to do the rest, but this uses all health types of inspirations in order of smallest to largest. F1 "$$inspexec_name Perfect Health$$inspexec_name Resurgence$$inspexec_name Invigorating Imbuement$$inspexec_name Greater Health Imbuement$$inspexec_name Invigorate$$inspexec_name Dramatic Improvement$$inspexec_name Rejuvenatating Imbuement$$inspexec_name Health Imbuement$$inspexec_name Rejuvenate$$inspexec_name Respite"
  22. Perhaps something along these lines? Assuming you use Hover in Combat (to get out of range, per your original testing) quickswapping to Ninja Run/Fly for movement. https://gyazo.com/de84ac0ad046933fa0312a9ac4f5a327 This uses a .97 End Drain with 2.48 Recovery and is sort of the middle of what we were talking about. Also uses a total of 8 slots between the toggles and Stamina. I had hoped it would make more of a difference on Rad but I can't say I'm much surprised, it's entire schtick (- Def and DoT) doesn't fit well with Blaster & the game is designed.
  23. I completely understand about forgetting about adding them. And with how much time it would have taken to run each 10 times it is not a trivial amount. My feeling is it won't turn Fire into a safe set. But it would impact how many deaths it received, along each. It may give certain sets more of an advantage over others and it would be a more accurate data sample in regards to safety since most blasters would have some amount of defense in a "real environment" which you are trying to simulate with your test. Good job regardless!
  24. My opinion is that I attribute more "Safety" in having 3 defensive toggles (with your base slotting, whatever you choose) based on the relative amount of defense that is available to a Blaster with with just Hover/CJ than you do.
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