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csr

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Everything posted by csr

  1. My quick test earlier on a level 33 Necro / Elect lead me to believe that the HP buff was a fully enhanceable 5% of the base HP for the henchman's level. Not the henchman's normal HP, but the base HP before AT/class multipliers. So for the Lich at 33 the buff appeared to be working off 811 HP, not the 730 the Lich started with. And the level 31 Zombies worked off 757 HP instead of 409. Due to the different levels of the pets the buff isn't the same amount for all. And it's not a straight percentage of starting HP because the buff is additive, not multiplicative. That is, it effectively adds 0.05 * (1 + enh) to the class multiplier for each henchman tier (0.9 for the Lich, 0.72 for the Knights and 0.54 for the Zombies). Scrap's numbers are odd though. They don't quite fit what I saw in my test. The Zombies are 2 pts low and the Lich 8 pts. [Edit:] I don't care enough to hunt down the discrepancies, as the answer I got fit with the sort of implementation I'd expect. But if you're going to start trying to figure it out, you should start with the Wiki page for pets. [Edit 2:] Or maybe just get Booper to tell you what it is.
  2. It does move the -Regen into the list of options instead of just having it as something you would get with a power you will always take and slot. In exchange we get more DPS, a much improved power over Repair and the ability to slot up the enhancement powers to make our bots better. It leads to a tougher build to be sure. And this isn't the first time a change has done that. The Stone Armor revamp turned it into an absolute slot pig if you want to get everything you can out of it. But you can get a very good Stone Armor build without going to that extreme. The Sonic Blast revamp had some of the same problem, but it was muted considerably by the final iteration and it basically became a -Res nerf for more DPS. I think any time a Dev wants to make a power difficult to pass up - which I think should be the case for almost all powers - we're going to get this. Take the buffed powers? Slot the buffed powers? Or just keep doing what we're doing and live with any nerfs that may have come along with the buffs. With the current Bots build the last option actually doesn't even appear to nerf you, as the DPS seems to offset the lost -Regen even against the foes most hurt by -Regen.
  3. I believe Capt P said he was going to look into this. And can't recall, do Gang War Thugs block doors?
  4. The note regarding KB2KD in Repulsion Field should probably be spelled out more completely. Something such as "Note: Placing an enhancement that reduces Knockback to Knockdown in this power will disable the Repel component as well."
  5. This is a deliberate change, not a bug. The Defense has been moved to the 1st upgrade power (Train Ninjas) and made enhanceable there.
  6. The Fiery Aura powers for Tankers are set to those standard for a Secondary set rather than a Primary.
  7. Thanks. It's odd that Tequila works for access to Paragon, but not for access to Brainstorm.
  8. As the subject says. I can only get Tequila to fetch and validate client 20221003_5194 while the Brainstorm server is on 20221004_5209. Any ideas?
  9. csr

    Doors open?

    These are the newer bio lab maps, such as you see in Lambda iTrial. One example is P_TECH_BIO_30_LAYOUT_01_01 - I only had to open 2 doors to get to the end of that map. Which was a boon. But the 3 Vanguard NPCs went nuts chasing into side rooms that my memory says used to be behind closed doors that are now open. It was the behavior of the NPCs and my having to rescue them that made me think "this is different". I'm running through the arc again with a different toon to see if I get the open doors again. P_Tech_30_Layout_03_01 - Only about half of the doors were open on this one; I had to open 3 to get to the end. I may have just run the arc so many times that I stopped paying attention to the details.
  10. I've been running Tina MacIntyre's arc "The Instant Army" and I'm noticing that in the Clockwork Lab mission maps most of the interior doors are now open from the start of the mission. I'm fairly certain most (if not all) of these doors were closed before. Has anyone else noticed this? Is it an intentional change?
  11. You survived the recharge period because the mobs were savaging your teammate(s) [and because you are a Rad Def with AM and Hasten]. My estimate for Rad Infection on my top Rad Def is around 2.8s [max(Rech, BF use)+TimeToEffect] on Live and 5.7s (BF use+SuspendDur) on Brainstorm. Another thing I noted in my testing but didn't mention: Hurricane's debuff lasts 10s. My Fire/Storm on Live can have it back in action in about 3.4s. On Brainstorm it's about 5.7s again. So it actually gets back into action before the debuff wears off in either case. Yes, Hurricane loses the Repel/KB for a couple of seconds with this change, but that debuff just keeps on giving. Choking Cloud may also last long enough to do that too. On the other hand, most of the other debuffs only last 0.75s (with a 0.5s tick rate). Time's Juncture lasts 1s (and ticks every 0.75s). Those powers go down and out pretty fast.
  12. These two statements are inconsistent. If you were very aware of the time to effect then why did you state that you'd be losing 2.X seconds of effect instead of the correct 4.X seconds? The second part of the second statement about being a sitting duck for over 3 seconds (instead of the 0.5s it takes for DN to kick in) also belies that claimed awareness. Oh well, not important. I would agree that Fearsome Stare is often a better choice than DN for #1 priority for a Dark Corr, but not always. It's recharge is 4 times that of DN, it takes nearly twice as long to take effect, it is a 30 deg cone which requires you to back up to hit much of a spawn if they've closed in, it doesn't debuff DAM (-30% on a Corr is not trivial) and it doesn't Terrorize Bosses or higher. But in any case this change isn't only about Dark Miasma on non-Controllers. There are sets that don't have better mitigation options than their debuff toggles. Yes, you can do other things instead, but you can already do every one of those things on Live now. The only gain is the eventual saved toggle activation time and effort. And there is a point there I don't think anyone has brought up: Many debuff toggles are anchored on foes and expire when that foe's body derezzes. Which means you end up having to retoggle them again in the not too distant future anyway. So those anchored debuffs are really in a different class than the always on ones which pretty much universally benefit from this change. Anyway, I'll reiterate... at 5s I think the giant heap of very minor QoL improvements from this change are balanced against a small number of sets that are getting a minor nerf. I use the term "minor" twice deliberately. This change is a whole lot of "meh" to me and I wonder if it's worth making such a change for that. As far as I can see Capt P had to add a "Target Requires" expression and a "Target Ignores" tag to every affected power.
  13. 1) Those debuffs aren't just protecting the user. They debuff the foes attacking the rest of the team too. And as the team starts dropping the danger to whomever is left increases. I may be perfectly safe until that Fire Blaster bites it and all his aggro starts looking for a new home. It's not all about you. And it's also not all about Incarnate teams. At lower levels Darkest Night is often great mitigation. 2) Darkest Night only takes 0.5s to take effect, not 3.432s. People keep mentioning the Arcana cast time, apparently unaware that the power starts working well before that is finished. 2.9s of DN's activation is just hand waving after the fact. I believe every one of the powers on that list above starts working at 0.933s or less.
  14. One more comment... there is a small QoL issue with this change as well. You need to be more aware of where your toggle anchors are. I had an instance with a Beam/Cold Corr that used Snow Storm to bring some flying Freaks down, then hit them with Freezing Rain (EDIT: Sleet) and was slept briefly. It didn't occur to me to keep track of the Snow Storm anchor. I saw he wasn't there, but assumed he was in the mess on the floor in the rain. He wasn't, he was off getting 2 more spawns for me to fight. So when you get mezzed now you need to remember that maybe you want that debuff detoggled before those 5 seconds run out.
  15. It's not the "first two or three seconds", it's the full 5 seconds it takes for the Suspend to expire. And the debuffs are typically back in less than 1 second after getting free of mez (some take longer if I get a BF used quickly and have little +Rech) even if the rooting and animation take longer. To me, the QoL gain just isn't that huge. Most of the retoggling time for offensive toggles for me is done outside of combat and is of little concern, while that done in combat tends to involve important powers that I now get back later in the fight than before. Do I really care how this change affects Blazing Aura on my Tanker? No, because it almost never detoggles/Suspends at all. Do I care how fast I can get Hot Feet back up on my Controller? Not really. The gain for most of my toons is that their offensive toggles come back without having to worry about it. And in some rare cases they get them back in long fights without spending fight time on retoggling. So those advantages to the change mean very little to me. It's the critical debuffs that carry the most weight to me with regards to this change. The powers in question are the key survival tools for some toons. Radiation Infection takes 0.5s to get back into use with 1.5s of root and ~1.7s of ArcanaTime used. Venomous Gas is 0.833s, 2.03s and 2.244s respectively. Hurricane is the same. Darkest Night is one of the worst at 0.5s, 3.17s and 3.432s. Time's Juncture is only 0.567s, 0.67s and 0.924s. The balance point for me actually hinges on Recharge Time, the likelihood of the toon having inspirations handy and the likelihood of my having a bunch of dangerous aggro. And that in turn depends heavily on build, level of difficulty and team size and composition. The way I build toons and the fact that I solo a lot and often on higher difficulties means that I find that not having my key debuff toggles is life threatening for a number of toons. As I said, this will just require a change of tactics for those toons. More stopping into the base to get inspirations, lowering diff, more use of Clarion or whatever.
  16. To me this is now in the neighborhood of a wash. I'd be happier with a 4s, window since then it would be only a minor nerf to a few toons and be a net gain overall. In either case my Rad Defender will probably get more use out of Force of Nature. And I'll probably keep more purple pills handy for various toons. A slight change of tactics can help cover for the nerf element of this. So at 5s I think the nerf to toons reliant on offensive toggles for survival and the QoL improvement for those that aren't is close to the balance point. I'd just prefer the change to be a net gain, instead of this "why bother?" middle ground.
  17. Out of curiosity... which version of Dark Regeneration is a toggle? I thought they were all clicks.
  18. I could not get that post to work. It simply wouldn't let me edit outside the quote box. There are math errors in this post... First, the times should be 5.2s, 6.9s and 8.6s as the first toggle was listed as taking 1.7s but only 0.7s was added. Second, Bopper's should show that you had 5.1s to do other things; the amount of time spent on retoggling. Of course, you didn't have to redo all three toggles. In the end it still comes down to losing your toggle powers for 8s. If those are significantly more important than what you could do otherwise then it is a net loss. For debuff-reliant squishies it almost always is. For others, it usually isn't. Truly offensive toggles typically just reduce the length of a fight, while the defensive toggles being lumped in with them can frequently mean the difference between winning and losing; at least, far more often than is the case for the truly offensive ones. One fix would be to go put all of the defensive elements of the debuff toggles into Activation Effect Groups a la the Blaster sustains so they'd keep working. Messy. Personally, I just think the Suspend period needs to be shorter.
  19. I think it's technically feasible, but I believe there would be a significant issue: The Suspension appears to check a "Target Requires" test each tick, and each check would have to use your Mez Res at that time, rather than at the time you were mezzed. This could result in the Suspension coming back if your Mez Res dropped. It just doesn't seem like a good idea based on my understanding of how this is implemented. I'm inclined to the good old KISS engineering principle. This game most assuredly doesn't need any more kludgy code. Of course, I could be wrong about how it works.
  20. I think 8s is too long, mostly because from what I'm seeing there's sort of a Catch-22 going on: my toons that get the most QoL benefit from Suspension instead of retoggling are those least likely to get mezzed and least likely to need their offensive toggles back quickly, while those most likely to get mezzed lose the ability to prioritize getting their protection back after getting free of the mez. Anyway... Cap P has stated the number has already been changed, so at this point it's probably best to see what's in the next patch before testing further. At least for me.
  21. Spirit Ward detoggles if mezzed on Brainstorm. It appears to be unchanged from Live. Enflame appears to Suspend.
  22. Does that means all the Child Effects in the AEG don't suspend? According to CoD2 many of the sustains that do similar things show as being implemented in oddly different ways. And quite a few don't show the use of an AEG at all. Only those with an offensive component appear to. If the AEG Child Effects don't suspend (I assume that's sort of the point of an AEG... so that things like that apply to the whole group), then it looks as if all the sustains should continue working. I wonder if I still have my AE mission for testing Blaster sustains on Cryptic...
  23. Wait... are Blaster sustains with debuffs going down for 8s? I guess I have a few things to test out tonight once Live iTrials are done.
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