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csr

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  1. He said "an instant vs reactive option". Sentinels had Instant Regeneration.
  2. It is a bit ironic that the Sentinel power that Scrappers/Stalkers/Brutes wanted to make Regeneration better is now not available to anyone.
  3. It's Energy Cloak v Power Armor. Brutes get that extra Defense, Tankers get HP and Res. If you remove those two powers from the comparison the 1.33:1 ratio should be maintained.
  4. I'm not sure. I'm testing a Scrapper to see if it is there too. [Edit:] It's capped on Scrappers too. I was able to get to 24 stacks on Live. The max difference in Def was about 6%. [Edit 2:] Stalkers too. 20 stacks on Live on a mere L37 /Ice Stalker. Only amounted a bit over a 2% loss on OB with the 10 stack cap due to level and slotting. I'm going to say that it's probably not a bug since it was changed on multiple ATs while nothing else in the power appears to have been touched.
  5. One thing not mentioned in the Patch Notes is that the number of stacks of extra Defense you can get from Energy Absorption is now capped at 10. On my Tanker I was seeing up to a 9% reduction in his Def as a result of this.
  6. Keep in mind that you can go over 10 stacks of Energy Drain. In quick testing I was running 18-26 stacks on my Brute on both Live and OB. He still goes over the Incarnate soft-cap on everything except P/T.
  7. A quick test using Envenomed then Mesmerize then TK did not wake the slept foe.
  8. Because of this it might be useful to do an OB v Live time-to-clear comparison for something that wasn't changed (a Brute, for example).
  9. The "Notes" in the character creation screen say 20s and 18.5s for the adaptive recharge times instead of 25s/20s. This is for all melee ATs.
  10. The -Regen is still -150% on the Tanker I tested. The heal (again on a Tanker) is 70% of the first target on all subsequent targets. Not X, then 0.7X, then 0.49X and so on. The END gain scales the same as the heal.
  11. That looks like a bug to me. It should be the Bruiser that accepts Hold enhancements and sets (for Knockout Blow), not the Enforcers.
  12. I've seen it. I thought it was a new effect from Marine Affinity.
  13. There are probably some really weird edge cases that happen rarely that we don't notice. For example having a Speed Boost take you to the recharge cap and then the old boost being removed giving you a lower value than would be expected. It's the cap that causes the problem. If the Absorb cap were twice what it is then we wouldn't see this. For example, my Rad Tanker would get 1057 then another 1057 taking her to 2114 (which would now be below the cap) then the old buff would be immediately removed dropping her back to 1057. So she'd just refresh the 1057 she had. If either the old buff was removed first or the cap applied last there wouldn't be a problem, it's that the new buff is applied and the cap enforced before the old buff is removed that seems to be the issue. [Edit:] This isn't quite right, since Absorb can be lost. The fix seems to be to remove the old buff first, then apply the new one and apply the cap.
  14. What I think it's doing is adding the new Aborb buff, stacking that with the existing buff to hit the cap, then the "replace" immediately removes the previous buff, which has a fixed value, which leaves you at that (Cap minus that fixed value) remaining. At no point does the mouse-over actually show the Aborb go up to the cap though. If "replace" removed the existing effect first you'd simply get a new buff of the normal value. Which I suspect might be what was intended. In any case, I don't like how it works now, but I'm not sure its behavior counts as a bug.
  15. I don't see a stacking effect. I just logged my Rad Tanker and on repeated casts she got 1057.4 (the amount from the power) the first time and 816.7 (the cap minus the buff that was removed) each time thereafter. A Rad Armor Scrapper I tested had the same pattern. I tested 6 Bio toons before and also saw the same thing. These were all on Live though. I'll try to test on Experimental later if no one else does.
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