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csr

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Everything posted by csr

  1. The mouse-over tool-tip info for Brute Unstoppable in the Enhancement Management screen does not include Psionic Resistance in the list for Buff/Debuff. It also still lists "All DMG but Psionic" in the description header. The Psi Res appears to be unenhanceable. In the Detailed Info it shows the Psi Res as 33.75%, which is the base Brute value, despite my having +15.9% enhancement in it. When I use Unstoppable I get that base, unenhanced 33.75% listed in the Combat Attributes.
  2. I'd like to point out that the debuff durations on Shriek and Scream have gone UP from Live. They are currently 5s and 7s respectively. (Of course, most of the debuff doesn't stack now and the rest has limited stacking, but that's the payment for the buffs elsewhere.) Shout and Screech have gone down from 10s and 12s. However, Shout casts nearly 25% faster and so applies pretty much the same -Res*Dur/Cast as on Live (ignoring stacking). So the nerfs to the -Res of Shriek, Scream and Shout are all now pretty much entirely in how they stack. I can even get -30% Res from just using Shriek as a filler on a busy Corr, down just 2% from what I get with that tactic on Live. The build flexibility is now far better than Live. And I might now even be able to use Shout in MoM iTrials without dying The Pink Death.
  3. If possible it would be nice if a "Warning" tag was added 3-7 days prior to name release. Maybe just a yellow version of the current exclamation point graphic and "This character will soon be subject to..."
  4. I only tested briefly, but 8s seems awfully long. I rarely take that long to get offensive toggles back up on Live. What I particularly don't like is that it seems to make avoiding mez to begin with more important, rather than less. It would be nice if a BF somehow reduced the period, but it would be simpler to just reduce the duration. On Live I think BF use and retoggling takes me less than 4s on average. My Rad Defender with the old cast time probably took close to 8s, but at least she would have Rad Inf back up in about 4s (faster now with the new cast time) and EF added in at about 6s. Now she has nothing at all for 8s.
  5. I think both PBs and WSs need more thorough revamps, including the addition of Patron Pools for each, more powers (particularly pool powers) usable in forms and probably a damage increase in general.
  6. The only Psi Res I see on PBs is in Cosmic Balance (10% per damage dealer teammate). I think Light Form getting it would be awfully nice, but it's a perma capable power with a reasonably manageable crash, so I don't think it's going to get it. With the self-heal and Cosmic I doubt PBs are in line for a buff at this time.
  7. I think for hard-content min-maxers that's where Sonic Attack already sits on Live. Buffing the DPS without changing the -Res would simply make it more of an outlier.
  8. Trying to take a new look at this, if I were to start with the idea of different debuffs as in the current implementation, then what I would have done was make the splits 8/12, had Shriek, Scream and Dreadful Wail have their own debuffs and have Howl, Shout and Screech share one. That gets you the same -44% sans DW, but it removes the issues of T1+T2 that Blasters, Sentinels and Defenders (at lower levels) have, and it also reduces the time it takes you to get to -44% to about 4.62s (Shriek, Scream and Screech). Anyway, I still like the basic idea of the changes, I just think the nerfage to the -Res component needs some tweaks.
  9. The use time really is a key comparison. On my relatively high recharge Defender builds I can get around -25% stacking Piercing Rounds and Piercing Beam. On my /Sonic I can maintain an average of about -48%. However, it takes me about 35% of my time on the DP and BR toons, and about 70% of my time for Sonic. It may seem like that should be higher, since the total cast time to get 4 -8s is 6.976s vs the 2.508s to 2.64s for the other two sets to get to -20%. The reason it isn't is because there's no point in trying to stack buffs from the same power with Sonic. However, it also means you have to be aware of when it is worth casting a power again or not, and if you aren't running the Power Analyzer, as I was in my testing, that isn't so easy to do. Here are the Defender Minus-Res-seconds / ArcanaCast for all the relevant powers. I include these simply because I had the Sonic ones for use in setting up my attack priority queue for my log parsing experiment. Beam Rifle Piercing Beam -20% Res 10s dur 2.508s cast -79.7% Dual Pistols Piercing Rounds -20% Res 10s dur 2.64s cast -75.6% Sonic Attack Shriek -12% & -8% Res 8s & 10s dur 1.188s cast -157.4% Sonic Attack Scream -12% & -8% Res 8s & 10s dur 1.716s cast -102.6% Sonic Attack Howl -12% & -8% Res 8s & 8s dur 1.848s cast -86.6% Sonic Attack Shout -12% & -8% Res 8s & 12s dur 2.224s cast -86.3% Sonic Attack Screech -12% & -8% Res 8s & 15s dur 1.716s cast -125.9% Sonic Attack Dreadful Wail -12% & -8% Res 8s & 20s dur 2.112s cast -121.2% Notes: Because of stacking the comparisons are not like-to-like. Howl and Dreadful Wail are AoEs.
  10. The funny thing is that the last Rage change allowed it to be stacked, just with the bug that prevent the crash fixed. What we ended up getting was the crash fixed anyway and the method of avoiding that the changes provided removed.
  11. But you see... it's not a Support set, it's a Blast set. When these changes first hit beta I had the initial reaction that it really wrecked a bunch of my builds. Then I quickly realized why; because my Sonic Attack builds were all made with the idea of maximizing the -Res (i.e. the support element) and using other powers to mitigate the short-comings (i.e, the DPS and cast times) of Sonic Attack. So naturally they didn't fare well with the new version. I still don't like that the mechanics of what stacks and when are a bit hard to explain to the uninitiated. And I don't like that the T1 and T2 share a debuff because those 2 powers are tied to the inherent abilities of both Blasters and Sentinels (2 of the 4 ATs that get the set). I also think the set has become a bit of a power pick and slot pig. But I don't think any criticism that is based on the idea that the set is supposed to be a Support set really is going to hold much water with the devs. A "support-y" Blast set, sure, but not an outright Support set.
  12. This is in response to kingsmidgens' post: The cap would actually be -21.6%, as you're missing both the 'Extended' and 'Extensive' debuffs from your second set of numbers. Since Dreadful's debuff can't be kept up more than about 50% of the time, let's call that 18.4%. But we also have to yank 8% off the previous set for the same reason. That's taking damage from 80% to 118.4% or a 48% increase in damage. The previous test takes you from 80% to 168%, or a 110% increase in damage (EDIT: In reality you can't do that. It caps out about 92-97% re Bopper's calculations and 92% in my tests due to missing, ArcanaTime, etc). That's for the entire team against a single target. 62% of a team's or league's damage is almost certainly going to swamp the increase in DPS for the set. So there's no way the buff to the set's DPS is going to match that against a single hard target with teammates also hitting that target. That's a corner case - one target, many attackers. It's a small part of the game's overall content, but looms large in the minds of many because it is almost always present at some point in end game content and is often the key encounter for success in those situations. Because I have lots of logs I parsed them and compared actual results with the estimated result using the new set. In this theoretical construct the new set clearly performed better for all ATs solo (yes, even Defenders). It was about break-even on other teams where there was no AV or GM. It performed perhaps bit worse with a single AV such as Maria Jenkins arc missions. However, that may be due to too many of my logs for those missions being on full 8 person teams; I generally don't solo AVs or GMs (though my Cold/Sonic Def can do that, it's just too much work). The new set performed much worse in AV heavy environments such as the Summer Blockbuster. My iTrial and Hami logs have leagues that are too variable in size and composition to be good for any sort of theoretical comparison - there's just no way to claim 'all other things being equal' (ceteris paribus). I can compare individual iTrials and get a sense how that iTrial might have changed, but I just can't generalize from that (btw, it turns out very little of the time spent in a UG trial - for example - is spent on the big AVs fights). Yes, the set is no longer as good an AV/GM melter, but it's still about as good at producing -Res on a single target as true support sets. And as a Blast set (which is what it is supposed to be), it seems much better designed to me.
  13. Overall my experience has been that all three ATs solo a bit better. I haven't been able to team with them, but I can do math, so I know they'll be less effective in large team play and MUCH less effective in large leagues. But I think -Res is grossly OP in those Big Bag O' Hit Points fights as is, so I'll live with that nerf. What I don't like... The two best powers in the new set (Screech and Siren's Song) are two of the most skipped powers in the Live version. This means that most Sonic Blast toons will need to respec to see much of the benefit of the changes. Blasters who take both T1 and T2 to use while mezzed may have trouble finding enough picks and slots to maximize the buffs and minimize the nerfs. Sentinels who take both T1 and T2 to use their inherent fully have the same problem. None of these are major problems, IMO. The last two are the consequence of a choice in Max -Res. Allowing 8% more would get rid of both of them and at the same time simplify the explanation of how the set works.
  14. The problem with guiding it through is that many of those sewer arch "tiles" have two arches on opposite corners of a small room. It's easy to lead it through the first, but hard to get it over into the corner so it's lined up for the 2nd. At level 33 the recharge time on my Singy is 4 minutes. It seems as if it's an AI problem rather than purely a beacon problem, as other pets don't appear to have the same issue. I just tested similar maps (Sewers_30_Layout_05_01, Sewers_30_Layout_06_02 and Sewers_30_Layout_02_01) with a Fire Dom and my Imps had no problems. I don't recall Singy having this issue before the Mapserver event either, but I may just have never taken it in sewers before then.
  15. I tried multiple sewer maps: Sewers_30_Layout_01_01, Sewers_30_Layout_01_02 and Sewers_30_Layout_03_02 all had the same issue. It's odd that it doesn't try to move to the wall or anything, it just stops dead the moment I go through the arch if I'm not in line-of-sight, even if it's trailing behind me two rooms. If it just didn't know how to go through those arches that'd make sense, but it will go through if I'm in line-of-sight. Ah well, I'll just avoid sewers maps as much as I can.
  16. Resistance and Damage are close linked internally. The +Dmg in Fortitude ignores enhancement (and buff), that's why Power Boost works there. I can't think of a +Dmg buff that doesn't though. So it would only be in theory that +Dmg would be blocked. A power with unenhanceable +Res would presumably also be able to be Boosted... in theory.
  17. I've had some odd behavior from my Singularity on a Grav Dom today. In sewer map Radio missions in FF it stops following me if I break line-of-sight on the small open archways in the sewers. It continues to follow if I'm out of line-of-sight elsewhere, but stops dead the moment I break sight through one of those doors. This happened on 3 missions. They may have been on the same map. I didn't think to take note until the 3rd one. Is there a way in game to identify which map you are on in an instance?
  18. Powers with +/- Res (and I think +/- Dmg) don't get Power Boosted. Fade has +Res, Farsight doesn't. I believe the devs has said that some sort of change will eventually be made with +Special powers and long duration +Def buffs.
  19. I had that a version or two back. Make sure you're up-to-date and that Incarnate abilities such as Ageless are not active.
  20. Checked this and what I'm seeing is that what is broken is that it doesn't add the Def to the Totals when the power is selected. Is that what you saw?
  21. Well, the uninstaller may not be updated with the app, but I'd think it would be. I may still just wait until after Xmas to give it a try. The annoyance is minor except when making a new build. It's mostly the button3 set fills and drag-and-drop power order changes that get to me.
  22. Is anyone else having performance issues with this build? Builds are taking longer to load (2s or so instead of instantly), if I click things quickly sometimes the clicks don't take (this happens on the Show Totals window tabs for instance) and the graphics are just plain slow to render. Anyway... has the desktop wipe on uninstall bug been fixed? I'm thinking of doing a complete re-install and am leery about running the uninstall after what that did to me last time.
  23. I'm still getting the graphics performance issues with 3.1.2.5 (DB .1215).
  24. I'm having some graphics issues with the new version (3.1.1.2 with DB .1213). When I use button3 to add the next IO in a set the icon doesn't render most of the time. I have to flip to the alternate slotting and back to get it to draw. Mouse-over gives the context info on the IO, so it's slotting, just not rendering. Also, when I drag-and-drop a power to a new place (level) in a build it sometimes (rarely) fails to draw the powers in their new positions.
  25. The power includes a Taunt component that will break stealth and stealth related Defense. If you have a power with a large Defense bonus of that type it would explain the behavior.
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