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csr

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Posts posted by csr

  1. 4 minutes ago, stryve said:

    I am somewhat confused as to what this section means.  Especially the fourth bullet point with Psionic Armor.

     

    There is an indentation error.  It should read something like this...

    • Fixed power description for the following powers:
      • Dark Armor > Obscure Sustenance
      • Dark Armor > Soul Transfer
      • Dark Armor > Cloak of Fear
      • Dark Armor > Shadow Dweller
      • Psionic Armor > Precognition
    • Thanks 1
    • Thumbs Up 2
    • Electric Armor > Grounded
      • Fixed issues that prevented this power's KB protection from persisting for the intended time period

    This appears to be working now.  Though with the 10s window I can jump from the highest building in PI using Sprint, Athletic Run and Combat Jumping and won't stay in the air long enough to cause the KB protection to drop.  10s might be a bit excessive.

  2. 3 hours ago, macskull said:

    Why, though? The only reason these changes are happening in the first place is because tester feedback said making armor set heals resisted would complicate certain content (namely Hami raids). Kheldian self-heals staying unresisted means nothing changes for them.

     

    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.

    • Like 2
  3. 7 hours ago, Unrecognized said:

    Thank you for checking Wavicle.  I'll take it as it stands, Can't heal me but at least I can heal myself still as I Main Tank Hamidon in a Dwarf.

     

    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?

    • Like 3
  4. 9 hours ago, MC333 said:

     

    With you observing a bit longer duration, I re-tested on Tanker and Brute.  Result was Knockback Protection usually lasted less than 1 second after leaving the ground by any method.  Occasionally it lasted 2-3 seconds but it seemed random and I was not able to duplicate the longer duration (tried longer/shorter time on ground before jumping, and different kinds of jumps).

     

    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.

     

    15 hours ago, SomeGuy said:

    Is the intended KB protection supposed to be worse or better then the current iteration? I'm leveling a TW/ELE Brute in anticipation of these changes. I'd do TW/PSI but I can't make sense if that set is going to be worth it to me.

     

    It's supposed to be a bit more reliable.

    • Thumbs Up 1
  5. 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).

  6. 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.

  7. 17 minutes ago, MC333 said:

    My previous post neglected to address the flakiness, focusing only on the patch note which does not appear to be working. 

    • Grounded is not providing 5 seconds of KB protection on Brainstorm, instead resulting in 0 KB protection a fraction of a second after leaving the ground.  Same behavior as on live server.

     

    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.

    • Thanks 1
  8. 2 hours ago, MC333 said:
    • Total number of Bite attacks as % of overall attacks appears to be noticably lower than on Live server in combat logs for a handful of fights on each server.  (Caveat: limited sample, various different enemy groups)
    • The damage resistance improvements seem generally appropriate for a mostly ranged pet (or a bit on the low side if the pet will continue to charge into melee range).


    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.

    • Like 2
  9. 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.

  10. On 6/3/2025 at 7:16 AM, The Curator said:

    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers)
     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +Res(-Regeneration, +MaxHP, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Power now applies a 10% max HP buff in addition to it's other effects.

     

    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)

     

    ?

    • Like 1
  11. 4 minutes ago, Lazarillo said:

    The "scale" in Seeds means the Duration, yes?  So in exchange for a (potentially) longer Recharge, and a much shorter duration, it keeps the range and target cap it has on live?  Am I getting that correct?

     

    (Seems like a worthy compromise to me, if so.)

     

    That's correct.  Scale 8 matches the Scale (and duration) of powers such as Flashfire and Stalagmites.

    • Like 2
  12. 7 hours ago, The Curator said:

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    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.)

  13. 49 minutes ago, Riverdusk said:

    Numbers: Specifically for entangle it does 6.11 damage every 2 seconds for 9 seconds.  Even with containment and fully slotted for damage that is then 23.8 damage every 2 seconds, or about 11.9 damage per second.  11.9-10.7= a whopping 1.2 damage per second after their regen.  A level 50 boss has 2,570 hps.  It would take at least 30 minutes for a controller with a fully slotted entangle to beat one boss now using just that.  I realize they will have other powers and you can stack it a bit, but when it comes to a lot of controllers, honestly there aren't a lot of other options. That is also before you even take into account the damage resistance that a lot of bosses have.

     

    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.

  14. 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.

  15. On 5/27/2025 at 8:49 PM, TygerDarkstorm said:

    So far testing on a level 20 plant/marine controller, I still feel as if spore burst is skippable. I'm sure the sleep is stickier compared to before, but I still feel as if the mobs are waking up pretty quickly and I'm relying far more on Tide Pool and Vines to help with mob mitigation.

     

    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.

    • Thanks 1
  16. On 5/26/2025 at 4:57 AM, The Curator said:

    Dark Armor

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets

     


     

     

    For clarity it should probably be noted that the changes to Obscure Sustenance apply to Sentinels as well.

  17. 14 minutes ago, ghotistix said:

    if all versions of regen get to have an instant vs reactive option, sentinels should get it too. if reactive regen is better than instant regen then anyone who wants it can have it, but i don't like the idea of taking instant regen away from anyone who prefers it especially when other ATs get a choice.

     

    It is a bit ironic that the Sentinel power that Scrappers/Stalkers/Brutes wanted to make Regeneration better is now not available to anyone.

    • Sad 1
  18. 19 minutes ago, Wavicle said:

    Maybe a bug?

     

    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.

  19. On 5/28/2025 at 3:37 PM, Warshades said:

    Did some quick slotting of EA on a tank and it truly looks powerful. Able to relatively easily hit or get close to tanker HP cap, 60ish HP/sec regen with energize, 50%+ typed defense (excluding psi/tox, slightly lower on negative), around 65% DDR, and some mid-high resists to all damage types. Love the no crash Overload (although might still skip if build is tight on power slots). 

     

     

    I kinda have to agree. EA was in a very good spot of being a great armor set but not completely OP that it needed any nerfs on the other ATs. At least the nerf doesn't look terribly significant, haven't yet tested it on Sentinels or Brutes.

     

    Just doing some quick numbers, the initial hit on Energy Drain gave 0.75% def to brutes, 0.6% after nerf. The per target went from 0.38% to 0.304% if mid's values are accurate. With a saturated 10 target hit (slotting 2 lvl 50+5 def IOs in mids), the initial hit would give 0.9399% def post nerf (1.17% pre nerf) and 0.476% per target post nerf (0.59% pre nerf). At 10 targets, that's 5.7% def post nerf and 7.07% pre nerf on a brute. A difference of ~1.3% isn't terrible. Nerfing Power Shield should also have relatively low impact due to the rarity of fire/cold attacks.

     

    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.

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