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csr

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Everything posted by csr

  1. 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.
  2. 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.
  3. 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.)
  4. 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.
  5. That I know. It doesn't drop. That was specifically what I started testing - that the sustains all worked when mezzed.
  6. I forgot about that. I never turn the power off.
  7. 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.
  8. For me it will consistently push IO slotting from 22 to 27 with significantly more IO sets and less common IOs.
  9. 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.
  10. 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.
  11. 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.
  12. 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).
  13. 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.
  14. AVs don't resist the Regen Res Debuff in any way?
  15. I get the impression that Acid Arrow is as weak as it is because of fear of end-game stacking of the -Special.
  16. This is kind of what I posted earlier, but the Resist floor actually means Acid Arrow doesn't change your -ToHit vs anything but Minions and AVs (see Bopper's post and Capt P's earlier in the thread - I'm guessing Underlings get hit too). So that tends to make the criticism and conclusion drawn here even stronger.
  17. Thanks, wish I'd seen his post on that, it would have saved me some wasted testing. That's the problem with coming to testing a particular set late and trying to play catch up on the thread.
  18. The problem I'm seeing is three-fold: The -Special scales with the Purple Patch, meaning you get double-whammied by that scaling both the -Special and then what the -Special is supposed to make better. The -Special probably stacks from multiple casters (I say "probably" because I haven't been able to test that). Balancing for that is likely to make it weak in solo play. The -Special appears to be ignored in certain cases. So far everything I've found with ToHit Debuff Res simply ignores the -Special that should affect that. The -30% shows up in the Power Analyzer, but the total ToHit Debuff Res isn't changed and there is no alteration in the ToHit Bonus or Last Hit Chance numbers with or without Acid Arrow. The last of those is some sort of bug, which I'll test further and report [Edit: Not a bug.] The second seems the most difficult to fix. So far the best suggestions I've come up with are simply to change the cast to 1.16s and give it a 1.2x Acc modifier to make it a little better for using as a -Def tool and live with the highly disappointing -Special component.
  19. I haven't played the set yet on an MM. I think that's where Acid Arrow will be at its best though (discounting the proc-monster build mentioned earlier). Obviously those sub-level henchman can get value from the -Def. (I'm using Imps, which are themselves -1 level). Glue Arrow will be great for Ninjas. I may fiddle around with various procs in Acid Arrow after I've tested the -Special further.
  20. The power is flagged as unresistable (all -90%). In a brief spin I couldn't find anything that resisted it. Not even Arachnos Fortunata Bosses and Mistress LTs. It may be that nothing I checked had any PER Res to begin with. I'd probably need to find someone with Tactics to test it against to be absolutely sure.
  21. I believe Annhilation is actually -12.5% Res. With no Recharge in Acid Arrow they should fire off about 40% (Ann) and 47% (AH) of the time for 8s each. An average -Res of -117 percent-seconds/mob hit. By comparison, Entangling Arrow will do -450 percent-seconds per hit. You need to come up with a model of mobs hit and how long each lives to move on from there. To use the Pylon scenario you're probably better off attacking than using Acid Arrow. It will up your damage an average of 14.4% for 8s at the cost of roughly 2s of your normal DPS. If you're spamming it to try to keep it up that's 80% (Acid Arrow will eat about 20% of your cast time) * 1.144 ~ 0.91. Which is less than 1.0 - what you'd do without using Acid Arrow. For large spawns the procs would have more value, but I find the bulk of the spawn dies plenty fast and really only worry about -Res on Bosses or greater. Anyway, procs aren't part of the power, though they should to be taken into account in the second order consideration. But then the near certainty that procs will get nerfed should probably be considered as well. If global +Rech starts getting factored in to balance them... well, you get the point. Yeah, procs make Acid Arrow better. But it's sad to think that they may now be the best reason to use it.
  22. If you can tell me what mob has PER Debuff Res I could test it.
  23. As I said, the 1.83s is relatively slow. Slow compared to other TA powers, and slow for the weak effects it now has. Like DPA. In this case it's the EffPA I consider poor. I just find there's always some better use of those 2s than casting Acid Arrow. Maybe on an MM it would beat standing around. But on the other ATs you're apt to have better alternatives. Heck, I find casting Entangling Arrow on Bosses for the -Res is more useful. Another thing I just noticed in my latest round of testing is that some Crey have 10% ToHit Debuff Res, but when hit by Acid Arrow still have 10% ToHit Debuff Res (according to the Power Analyzer) despite the -30% from Acid Arrow. They have the exact same debuff when the debuffs are applied before or after Acid Arrow. I tried it on some Archnos with ToHit Debuff Res and they ignored Acid Arrow as well. [Edit: This was already reported earlier. It's a known design component.] The first pic below is without first casting Acid Arrow, the second is when using Acid Arrow before the debuffs. I waited for the debuffs to wear off between casts. The final ToHit bonus is 22.43% in each case.
  24. That's not just dependent on your build, but on the play context too. The -Def can certainly be useful in some situations. If you hit with it. It's not autohit like Radiation Infection. It has to hit and it has base Acc. So you're assertion that it's very helpful for poorly slotted teams has to assume that it's the one power that isn't poorly slotted for Acc. It's also relatively slow to cast (1.83s). If it had a 1.16s cast like many of the other TA powers, and a base Acc of 1.2x, then I might have found more use for it. But probably not. Because its three effects - tiny DoT, -Def and -Special - are just too weak or too infrequently useful. That you were able to find a use for it in a low-Acc proc-monster build fighting +4s doesn't make it good in a more general context. One of the things that really hurts is that the -Special scales with the Purple Patch. Also, half of Flash Arrow's -ToHit is unresistable, and so isn't boosted by lowering the target's -ToHit Defuff Res with the -Special. So against +4s on a Def my calculations say that's another 1.38% -ToHit from Acid Arrow before Flash Arrow. That's 19.2% from the -Special after the Purple Patch times the 9,375% resistable DeBuff times the 0.48 scaling from the Purple Patch on the Debuff itself times 1.60 for enhancement (just to use a roundish number). [Edit: add in that this bonus -ToHit only works against Minions.] Not exactly sterling.
  25. I tested some after posting. It appears that Wavicle is right. The odd wording appears to simply mean that it ignores buffs. It is enhanceable and does choose the location at cast, not at activation.
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