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csr

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Everything posted by csr

  1. Whether the heals are resistable or not is separate from the Heal Res cap. The reason I think the latter should be changed is simply to be consistent. PBs and WSs are listed as "Tank" playstyle ATs. They clearly include armor powers in their sets. If the change is for all "armored" ATs as the notes state then I think PBs and WSs should be included. As a side note I saw one Kheld self-heal that can be resisted (both on Live and on Open Beta)... Stygian Circle.
  2. It is odd. Kheldians probably should have their Heal Res cap lowered so others can heal them if they're tanking (both ATs are listed in the "Tank" playstyle category during character creation). [Edit:] The Patch Notes say... Armor Sets > Self heals (all) Self heal click powers no longer are irresistible I don't think it should be left to interpretation as to whether Kheldians are affected by this or not. Given that parenthetical "all" after "Self heals". Why not just make it clear what was changed and what wasn't?
  3. 2-3 seconds is what I'm seeing too. As stated I don't even see the 5s of Build 5, let alone the 10s of Build 6. I think something must be working differently than it is expected to. Even on Live the power doesn't match what I would expect from its CoD power details. There it should be able to last 10s... or be off for that long as well. And it doesn't do that. It works pretty much the same Live, Build 5 and Build 6 as far as I can tell. This may be an artifact of Combat Attributes lagging, but I doubt it. It's supposed to be a bit more reliable.
  4. Well... the Patch Notes say it may last up to 10 seconds. The power Detailed Info says you get the KB protection "if grounded in the last 10 seconds". That is definitely not happening. If that was true a little hop would never cancel it. It's hard to say what the reality is, since testing it in a way other than watching Combat Attributes is nearly impossible. But as far as I can tell it never lasts as much as 5 seconds (which is what the previous Notes had it at), let alone 10. [Edit:] Tested on a Tanker, Sentinel and Stalker and saw the same behavior as on the Brute (I didn't have a Scrapper handy).
  5. With Build 6 the KB protection seems slightly better. There doesn't seem to be much difference (if any - it could just be random small sample variance) on this Brute from Build 5 to Build 6. I will often still lose KB prot even on an 18" hop up the curb onto the grass by Det. McLord in PI. Maybe 1/3 to 1/2 the time. Using Super Speed and running down the stairs outside radio mission doors in N PI also causes KB prot to drop most of the time. It most definitely does not last anywhere near 10 seconds when lost. At least not according to the Combat Attributes display. [Edit:] I should add that I don't think the behavior is terrible. It's just not what the Patch Notes lead me to expect.
  6. The Patch Note states "up to 5 seconds". Though in testing on a Brute I never saw it last more than about 3 seconds. It also seems to take up to 2 seconds to reapply when you drop back down to the ground. I'd say the tick rate and duration need reconsideration.
  7. This was basically the same as I saw in testing. The increased inclination to stay at range has helped with survival, but lowered its DPS since Bite does nearly 40% more DPS than its other attacks. Then even when it does decide to run in and Bite it doesn't use Bite every chance it gets. So Fly Trap is a poor DPS pet with lousy CC, below average survivability and average mobility (at best). Its only real plus compared to other pets is the -Def. I'm not sure if that's really enough.
  8. Testing on a Scrapper I noticed that once Devour Psyche's status bar icon starts blinking it doesn't stop even if refreshed. It also doesn't expire until the last refreshed stack does. I've got the "Grandpa's VCR" effect of having constantly blinking "11" until I zone or let it expire. [Edit:] The number of stacks is wrong still, showing 11 when there are actually only 10. I believe this is a known bug, but thought I'd mention it anyway. The phantom stack doesn't appear until the power would exceed the cap.
  9. I think this Patch Note is wrong. The +MaxHP is inside the +Res parenthesis. Shouldn't it be... Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance) ?
  10. That's correct. Scale 8 matches the Scale (and duration) of powers such as Flashfire and Stalagmites.
  11. Smash? My Fly Trap doesn't list a power by that name. And unleashed on a Practice Dummy it never used one. Do you mean Bite by any chance? (I'm hoping it's supposed to have a new attack.)
  12. This is the case where you sit and do nothing - not even recasting Entangle when it recharges - for up to 7.7s while one cast of Entangle does its damage.
  13. Re Deep Sleep powers: I believe the tech involved requires that the power be autohit for any portion of it to autohit. Then those parts that aren't autohit are tagged as requiring a hit roll. And those subsidiary rolls don't show up in the logs. Anyway, I don't think that's bad design. I believe the autohit Sleep portion was left in so that people who had taken the powers already could keep using them the same way they are now. It's merely a courtesy fallback.
  14. I had that same experience when Deep Sleep was first tested. It needs two things to shine. Accuracy, since Deep Sleep is not autohit like Sleep. And Duration, since that makes it take more hits to wake foes. With even average slotting it gets to be pretty good.
  15. For clarity it should probably be noted that the changes to Obscure Sustenance apply to Sentinels as well.
  16. Are Darkness Control / Shadow Field and Earth Control / Volcanic Gasses going to get a recharge reduction to match the 180s of the new AoE patch Holds?
  17. He said "an instant vs reactive option". Sentinels had Instant Regeneration.
  18. It is a bit ironic that the Sentinel power that Scrappers/Stalkers/Brutes wanted to make Regeneration better is now not available to anyone.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. A quick test using Envenomed then Mesmerize then TK did not wake the slept foe.
  24. 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).
  25. 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.
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