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csr

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Everything posted by csr

  1. v20.1225 has the duration of some long duration self-buffs wrong. Some powers, such as Blaster / Mental Manipulation / Drain Psyche are listing the duration of a secondary effect (in this case the Defiance buff) instead of the primary effect(s). Blaster / Dark Manipulation / Soul Drain has the same problem. I didn't search out all of these. Force of Will / Unleash Potential is listed as 10.25s instead of 60s. Speed / Hasten is listed as 30s, instead of 120s. Most Armor set T9s appear to be listed with a 30s duration for all ATs. Most of these powers should last 180s. Electrical Armor / Power Surge is listed at 30s instead of 180s (Brutes, Scrappers, Sentinels, Stalkers and Tanker) Energy Aura / Overload is listed as 30s instead of 180s (Brutes, Scrappers, Sentinels and Stalkers). Invulnerability / Unstoppable is listed as 30s instead of 180s (Brutes, Scrappers, Sentinels, Stalkers and Tankers). Ninjitsu / Kuji-In Retsu is listed as 30s instead of 180s (Scrappers, Stalkers and Sentinels). Radiation Armor / Meltdown is listed at 10s instead of 60s (Brutes, Scrappers, Sentinels, Stalkers and Tankers). Shield Defense / One With the Shield is listed as 30s instead of 120s (Brutes, Scrappers, Stalkers and Tankers). Super Reflexes / Elude is listed as 30s instead of 180s (Brutes, Scrappers, Sentinels, Stalkers and Tankers). Willpower / Strength of Will is listed at 30s instead of 120s (Brutes, Scrappers, Sentinels, Stalkers and Tankers). Night Widow / Elude is listed as 30s instead of 180s. Peacebringer / Light Form is listed at 30s instead of 90s. [Edit:} I have so many Blasters to respec it isn't remotely funny.
  2. In version 3.0 / database i27 v20.1225 the new Teleport / Fold Space power doesn't accept Accuracy enhancements as it does in game.
  3. I just tested all the bases listed to be sure: As expected, they're all gone.
  4. I did a bunch of speed tests in the Open Beta and finished it far faster than 45 minutes. The posts appear to have been consigned to oblivion, and I don't recall the exact times, but I believe I was able to get down to around 15 minutes by using auto-complete and was only about 6 minutes slower not using it. Right now it's 40 merits for the 1st run through and 20 thereafter. Anyway, they'll data-mine the times to get a better value eventually.
  5. I currently have 175. About 65 of which will need it unlocked. I'll pay the 65M in a heartbeat rather than spend about 6 hrs doing nothing but laps of AP.
  6. It took me several play-throughs to realize that myself. The buff being applied is easy to miss when you're fighting a lot of bad guys, especially ones that are blowing up.
  7. I suggested that it be added to the P2W during testing, but wasn't sure what it should cost. 1M seemed too low to me so I didn't suggest that, but 10M seems too high, so I didn't suggest that either. In my opinion the idea that these sorts of things should be either 1M or 10M needs to be abandoned. 2.5M or perhaps 5M seemed more appropriate to me. Honestly though, I've found that with my toons that don't have it yet, it's often easier to just leg it to base portals than to take the time to get the LRTP. The reason being that those toons often don't have many locations that would be opened up by taking the time to explore a zone and would really need to then run around zones getting more zones added for it to really be worthwhile. So maybe 1M is the right price. Still, better to start with it too high than too low to avoid negative feedback if it changes.
  8. The last I checked Barrage was inappropriately counting the Fiery Embrace damage in its Detail Info calculations.
  9. I just ran the Pathogen mission on a level 29 MM (copied from Live, so decent slotting this time) I had parked before it. What a difference the reduced damage from the fires makes for an MM. The bombs and Pathogen's Lightning Rod/Whirling Hands combo is still a pain, but the rest of the mission is much more manageable. One odd thing though... when I told my pets to attack a Medical Research destructible in the final room, they attacked all four of them instead of just the one I had targeted. I chose the heroic path this time, and things proceeded as expected. The VC reappeared when I entered the finale. Cortex as a +1 EB is just plain hard. On this Demon/Thermal MM I didn't really need the blues (which I brought for once), what I needed was Slow Resistance. The stacked attacks from the Illusions turned me into a bystander. I had to use the elevators twice to buy time to resummon when my heals were turned into pinpoints and I was down to 1 or 2 pets. All the AoE in this arc is just not MM friendly. At least not on the two I used (Demon/Thermal and Necro/Elect). MMs with a way to prevent the Embalmed from exploding will do much better now that the fires in the Pathogen mission aren't murderous. The disease went away when I exited the last mission as expected. The great thing about this arc... it can teach even L20-29 to hate Vahz just like lowbies do.
  10. I finished a run I'd previously started in RC1. I used a test-server only toon. A level 24 SOed En/Nin Stalker. He was parked before the Pathogen mission. I followed the Vigilante path. I forgot this guy had Combat TP and TP. The Pathogen mission probably would have been a touch easier had I remembered and used those. The Pathoden mission was easier than before with the lessened fire damage and longer buffs. But it was still fairly hard to deal with Pathogen with the Cocktail. I had to run down the elevators to rest once. With slotting such as I had here even +0x1 with Bosses was a bit of work. It seemed a much more reasonable level of difficulty surviving. The disease disappeared when I took the hunt mission then reappeared when I entered the last mission. I then got the epilogue cure mission, though the disease was already gone as soon as I exited the Cortex finale. The Cortex mission remains hard. If I do it again on an SO only toon I'll probably turn Bosses off. I finally got tired of running off and killing left over spawns to try to get insps. So I let Cortex kill me so I could blood-port to the Hospital and get some blues. Once I did that it wasn't too hard. Having extra inspiration slots - even L25 instead of 24 - and taking the time to get blues (and perhaps purples) would make this mission less of a challenge. That Viral Cocktail is just brutal. This is definitely an arc where you want to do at least one of three things if you're not using an exemped L50: (1) Turn down the difficulty, (2) bring friends and/or (3) make sure to get a proper load of inspirations/buffs for the Pathogen and Cortex missions. Once you have that Viral Cocktail you're almost certainly going to need a few blue inspirations to deal with those two EBs.
  11. I've been getting this since they did the tweak to allow Pool and Secondary travel powers such as CJ and Shinobi to be on at the same time.
  12. The power customization options for Sonic Manipulation in RC2 are wrong. It lists Original, Show Floaters (this is actually Bright Sonic), Dark Sonic Attack (should it be Manipulation instead of Attack?) and Show Floaters (which is Bright Sonic with Floaters). There is no option for Dark customization with floaters.
  13. The Blaster secondary power Reaction Time from Martial Combat builds up to only half as much maximum total Absorption when you select either Show Floaters or Show Floaters Dark than it does when you select the other power customization options. (Image from Bopper below.)
  14. Not in general. Straight damage slotting won't make a difference, procs might. I only tested an Eradication damage proc in Cauterizing Aura. I didn't check other powers or procs to see if they broke stealth. All of the sustains with foe affecting powers have the latter suppressed when the enemies can't see you. There are some surprises with foes far below your level being hit without having been aggroed (36' of stealth seems to avoid that, while 35' typically does not), but versus on level stuff you basically have to aggro either by being seen or by attacking before the offensive components of the power take effect.
  15. That I know. It doesn't drop. That was specifically what I started testing - that the sustains all worked when mezzed.
  16. All the auras that effect both the caster and enemies should probably have the same cap one way or another. The Detailed Info is pretty inconsistent too. Dynamo and Cauterizing Aura both list the self-affecting components. Frigid Protection lists nothing at all. Reaction Time's Detailed Info may be bugged. I didn't notice before, but it actually lists self buffs to movement and Recharge instead of foe debuffs.
  17. For me it will consistently push IO slotting from 22 to 27 with significantly more IO sets and less common IOs.
  18. I tested the Blaster sustains systematically again. There are now only a few things of note that I found. I didn't list sustains that are working as expected, just those where something caught my attention. Anything I consider to be a definite bug is in orange. Dark Manipulation / Touch of the Beyond: Seems to be working as intended now. The Terrorize Protection scales from 3.15 to 7.27. Kuji-In Toh's in Ninja Training scales from 3.6 to 8.3. The Stun Protection in Energy Mastery's Energize also scales from 3.6 to 8.3. Plant Manipulation's Wild Fortress grants the same 3.15 to 7.27 Mag scale for its Confuse Protection however. The Sleep Protection in Sonic Manipulation's Sound Barrier is 3.6 to 8.3. I'm not sure if there is a reason for the differences, they just caught my eye. (Part of being systematic.) Electricity Manipulation / Dynamo: The right-click context information only lists the old offensive components and makes no mention of the +Reg or +Rec. The "Info" and "Detailed Info" sections are correct, it's just the short help on the initial right-click that is wrong. The stealth suppression now appears to work as I'd expect. Dynamo's offensive abilities suppress when stealthed until you actually aggro. With on-level foes I was able to sneak up behind them with only 36' of stealth and didn't aggro until I moved to where they could see me. Very low level (-39 levels) foes wouldn't aggro at all until I dropped stealth entirely and the toggle hit them. (Previous builds had me aggroing as soon as I came within range at less than 55' of stealth.) Fire Manipulation / Cauterizing Aura: Has an 11 target cap. Dynamo has a 10 target cap. I assumed the latter was correct. In either case, they should probably hit the same number of targets. Cauterizing Aura would also hit -21s even at 36' of stealth while Dynamo wouldn't against -20s. Lastly, only an 8' radius on Cauterize Aura compared to 20' on Dynamo. Ice Manipulation / Frigid Protection: Has an 11 target cap. Will aggro -20s at 35' of stealth. 30' radius, but no damage, just debuff. Martial Combat / Reaction Time: The +Recovery is now working properly. 10 target cap, 30' radius, debuff only. Won't aggro -20s at 36' of stealth, but will at 30' of stealth. The absorb of Reaction Time seems lower than that of Frigid Protection, which appears to tick for the same amount but faster. Sonic Manipulation / Sound Barrier: The first "Show Floaters" option in the costume creator actually appears to be the "Bright Sonic Attack" option. The absorb in this power appears especially weak; even weaker than for Martial Combat's Reaction Time. I'm presuming this is because of the included Resistance. Temporal Manipulation / Temporal Mending: Now working properly.
  19. Sorry, was away from the game for a few days, so this is a late response. I had an onset of Meniere's vertigo right as I was finishing that post, which was why it was so terse. Anyway... I was referring to the spreadsheet posted earlier in this thread arguing that TA is arguably the best all-around debuff set, around post 200 or so in this thread. As for procs. I think those are apt to get a major nerf sooner rather than later. AA definitely works well as a proc bomb. But if you're going to balance on that, you should balance on what you expect procs to be once nerfed, rather than what they are now. My assumption regarding proc changes is that something on the order of counting Global Recharge in the formula is going to happen. If you're running around with perma-Hasten or close to it, that would mean your procs would be worth less than half what they are now. This is a feedback thread. My feedback is that I don't like this version of Acid Arrow. Specifically... I think that powers with -Def as their primary effect should have better than base accuracy. I also find that the cast time of Acid Arrow makes it too weak to use except as a rare emergency power against things such as CoT spirits or immediately before using EMP Arrow against AVs and GMs. The -Special simply doesn't do enough for the -ToHit in Flash Arrow to make it worth the extra time there. I was hoping the -Special was good enough for general use, but the fact that it can stack seems to hold down it's magnitude and then that is affected by the Purple Patch. So it seems pretty weak in solo PvE. What I dislike most is that these changes take Acid Arrow from arguably the best power in the set to arguably the worst. Things in Trick Arrow that I find a bit OP? EMP Arrow, which appears balanced for the long Recharge and therefore - like many powers - becomes OP at high levels of +Rech. I also think Disruption Arrow is a bit OP at this time. The set as a whole is, IMO, now on par with most debuff sets.
  20. I think you've got an exaggerated idea of the value of -Def. Your spreadsheet assumes all debuffs are of equal value (save -Rec, which you left out). They aren't.
  21. Perhaps. I see the value as an end-game anti-AV/GM tool in large teams. It's the lack of value outside of that context that I find disappointing. -Def just isn't worth all that much and Acid Arrow's is made less valuable by the base ToHit required. It's just not worth the cast time in most game play situations to me (anything that casts fast can have a use, since the opportunity cost is so low, but once you start getting up around 2s the alternative opportunities branch out and the attendant cost of picking Acid Arrow over those options goes up).
  22. That's not what I meant. But I see the point. You just reordered the equation from what I was thinking of. The Regen Debuff Res cuts the Acid Arrow from 40% to 6% which reduced the Regen Res from 85% to 79% and gives the same 105% final result. 500% * (1 - 85% + 40% * (1 - 85%)). It was that second 85% - the resist of the Acid Arrow -Special - that I was asking about.
  23. AVs don't resist the Regen Res Debuff in any way?
  24. I get the impression that Acid Arrow is as weak as it is because of fear of end-game stacking of the -Special.
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