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Adeon Hawkwood

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Everything posted by Adeon Hawkwood

  1. That is correct. Damage scales at low level are a lot closer together. You cna find the full list here: http://web.archive.org/web/20161103150217/http://tomax.cohtitan.com/data/powers/tables.php?mod=Ranged_Damage
  2. Also consider getting a base with an empowerment station (super-collider or arcance crucible) set up. Adding drain resistance and a recovery buff makes both TFs a lot easier.
  3. That's kind of my point, you're over-debuffing. I've got a Time/Elec Defender and I probably spend about 50-70% of my time blasting. In fact, Time is probably one of the least time-intensive support sets out there. For regular enemies, you just toss down a Distortion Field at the start and then jump into the middle of the group so that Time's Juncture can debuff them and toss out Slowed Response before you start blasting. Total time elapsed: less than 5 seconds. Farsight, Chronal Shift and Temporal Selection take barely any time to apply, maybe a few seconds every other spawn. Time Crawl and Time Stop just aren't needed against most enemies, maybe take the time to hold the Sapper if you're fighting Malta but that's about it. Similarly Temporal Mending isn't really needed very often if you're properly applying your debuffs, sure sometimes a Scrapper or Blaster will pull more than they can handle but that's what Vengeance is for. Similarly against AVs you're over-debuffing. Keep in mind AVs resist regen debuffs pretty heavily, I'd have to run the numbers but I'm pretty sure you'd contribute more DPS by attacking than the regen you're preventing with the pretty weak regen debuffs in Time (150% max compared to 500% in Rad and Dark of 1000% in Traps). AVs have about 85% resistance to most debuffs so that 150% regen debuff is reduced to 22.5%. Even if you do want to apply the debuffs Time Crawl and Time Stop take about 4 seconds out of every 20. Distortion Field is pretty much useless against AVs since they have such a high recharge resistance but again even if it isn't it's a 2 second cast time every 20-30 seconds. As for defender attacks not dealing damage, my Time/Elec Defender can easily solo at x8, the minions die in a couple of cycles of my AoEs. The Bosses take longer to kill but I can definitely see them taking damage. Plus I can one-shot most minions if I've got Thunderous Blast up.
  4. If I'm remembering the discussion back on the original boards about this, there are several 'paired' enhancements like damage and resistance that are actually in the same 'box' in the database, just with opposite sign, and that this is one of the things that constrains what kinds of powers the game can have -- you can't have an attack power that boosts your Resistance on every hit, because the game wouldn't be able to distinguish between Damage and Resistance enhancements slotted in the power; it's a trait of the power that determines whether the enhancement is treated as Damage or Resistance. Yep, this is why it used to be possible to use Defense Debuff Hamidon enhancements to enhance Defense Buff powers. I know the devs fixed that, but I don't know what that fix means of possibly fixing this issue.
  5. So I went on the test server last night to check this myself (since someone else was complaining about it in the Corruptor forum). I rolled up a level 1 Beam Corruptor and went around shooting some level 1 hellions. My Single Shot was doing 9.49 damage per hit. If you open the detailed power description window and scroll down to the detailed section you will see that the power lists two ticks of 9.49 damage. What's not listed is that one of those ticks is the regular damage and one is the scourge damage. So as far as I can tell everything is fine, this is purely an issue with how the power display window calculates damage per attack. As for your specific example, it's hard to parse it accurately because you're mixing a bunch of variables (level 40 rather than 50, and fighting much lower level enemies) but I'll give it a go. Single Shot is a damage scale 1 power (like most T1 blast sets). So at level 40 a Blaster should deal 57.265 damage while a Corruptor should deal 38.177 damage. You are 38 levels above the NPC which applies a 4.90 damage modifier. This gives us a final damage of 280.599 versus 187.067 which matches your results. So the damage dealt matches what I would expect to see. As for the display numbers, all I can tell you is that when I tested it last night the listed damage matched what I would expect to see (i.e. double damage for corruptors regular damage for blasters). Most of the powers you've listed seem to have the right stated damage, the corruptor is about 33% higher than the blaster which is consistent with the corruptor damage being erroneously doubled. Charged Shot is off as well but I suspect that's due to it calculating the extra hit on disintegrating enemies in a weird way (which I can't easily validate). I'm not sure what's happening with the stated damage for Overcharge either, but agian the relative damage seems to be correct.
  6. Market price listings are a bit wonky for a number of items unfortunately. It's not quite clear why. As a side note (since you mentioned being new here) the market here is VERY different from live. Enhancement Converters are incredibly cheap so for rare IOs the crafted enhancement is often cheaper than buying and crafting the recipe. Additionally IOs are bucketed across levels and attuned so all levels of an enhancement use the same listing and thus cost the same as does the attuned version of the IO.
  7. So the idea behind Sally is that she's a Cryptid, the badge isn't for killing her it's for spotting her. That being said, I'd like to see the badge requirement reduced to 1 "kill" and her respawn time decreased since needing two is a pain. Actually what I'd really like to see is have her changed to be immune to all damage. Then add a Cryptid Hunter character somewhere in zone. Talking to him gives you a Camera temporary power, using the Camera on her awards the badge and causes her to dive underwater.
  8. So there's good news here. Enhancement converters mean that all purple sets cost about the same nowadays.
  9. It's like a car wreck. You know you shouldn't but you just can't look away.
  10. Actually SCORE changed it so that you can slot the Recharge Intensive pets sets in all Mastermind pets now. So while those sets have a slightly easier time slotting all six auras all pet sets can do it. As a side note, if you've got a pet that only needs Dam and and Accuracy, slotting either Dam/Acc HOs or IOs that have been +5'd is an easy way to max out those stats while leaving 3 slots for auras.
  11. Another good options is the Nemesis War arc in Ouroborus. If you set it to -1x8 you get about 25 fake nemesis per run.
  12. No. Power Boost basically functions like putting extra enhancements into your powers for certain secondary effects. So it will increase the defense debuffs in Cutting Beam and Overcharge as well as the stun duration in Lancer Shot but it won't impact Disintegrate.
  13. Well having maxed defense isn't that useful if you can't attack due to Afterburner. That being said I'd forgotten how good Weave is on Defenders. I always forget that Defenders actually use the same modifiers as Tankers for their personal Defense and Resistance buffs.
  14. No, that's not what he's doing at all. He's blasting custom mobs in an AE map to see how much damage they take, and writing down the numbers without Scourge. Seems to be an unintended change on the beta shard. Well if that's the case then I believe that the honorable gentleman is mistaken. I logged onto the test server rolled up a level 1 corruptor and tested the damage I was dealing both in the open world and in AE. In both cases the damage I dealt was what I would expect from a Corruptor. I used Beam Rifle and dealt 9.49 damage per shot which is indeed half of the total damage listed in the power display window. SO yes, this is a display issue, and I believe it's one that was around on live as well.
  15. Those numbers look about right to me, the Corruptor is doing two-thirds of the Blasters damage which is what I would expect (0.75 damage scaling versus 1.125). As for the displayed total damage, the displayed power is showing the total damage if scourge activates, i.e. it's showing double damage. This is a common problem with critical hit type effects in the power display and I believe this was the case on live as well.
  16. Actually people tell Defenders all the time that they should not try to do meaningful damage, and that they should regard their Blast set as almost entirely for debuff, not for actually doing damage. I agree with that, personally. My signature should tell you my opinion on the subject. Yes, the debuffs on Defender attacks are useful but if you aren't using them to deal damage you aren't doing your job. I always have options that would be better than dealing miniscule Defender damage on my Defenders ;-) I find that very hard to believe for pretty much any Defender primary. There's no set that needs to spam buffs all of the time and in general if you're debuffing in the latter half of a fight you're wasting those powers and enemies that are about to due and would be better of just killing them. Keep in mind Defenders do about half the damage of a Blaster so a Defender who's blasting away is like having an extra half-blaster on the team.
  17. Actually people tell Defenders all the time that they should not try to do meaningful damage, and that they should regard their Blast set as almost entirely for debuff, not for actually doing damage. I agree with that, personally. My signature should tell you my opinion on the subject. Yes, the debuffs on Defender attacks are useful but if you aren't using them to deal damage you aren't doing your job.
  18. It sounds like I missed something good there. Too bad I was taking one of my many breaks to play WoW at the time. Well, most things in the Incarnate trials were +4 and had a lot of AoE. Before the devs addressed this, mastermind pets were -1 and -2 relative to the player. So your pets were facing +6s spamming AoE damage. This made most mastermind pets into instant roadkill. Masterminds were, I think the polite word is "unhappy." Yeah, I can see how that's a problem. How did the devs correct it? Basically they gave the Tier 1 and 2 pets additional Incarnate shifts so all of your pets are your level during incarnate trials.
  19. I don't know how the numbers work out but I think you're correct (not that I'm complaining). A high recharge build always gave AR a lot of AoE damage, and adding the Alpha Slot made it even better since Cardiac or Intuition let you boost the range of the secondary cones. Fast snipe definitely pulled up the single target damage as well, back on live I was using buckshot to fill out my attack chain whereas now I can go Sniper Rifle > Burst > Slug > Burst
  20. All of my Masterminds have taken at least some attacks to give me something to do if nothing else. My current MM has 3 (Pulse Rifle Burst, Photon Grenade and Explosive Blast). Burst is useful for picking off runners while both Photon Grenade and Explosive Blast provide additional AoE damage and damage mitigation via knockdown (I've got the Ragnarok proc in Photon and the Overwheming Force proc in Explosive Blast). Additionally my Mastermind has Provoke and Taunt + Damage is more effective than Taunt alone for pulling aggro off my Bots. Personally I think people underestimate Mastermind's ability to deal personal damage. Masterminds deal approximately 84% of the damage of a Defender and no one suggests that Defenders should skip all of their attacks. Masterminds anemic personal damage isn't really because their damage is low, it's because they don't get that many attacks in the first place and about half of their attacks that they do get come from Epic pools which have double recharge. So yes, I think taking attacks to supplement your pet's damage is an excellent idea. In particular I recommend taking the AoE attacks. Pets don't have that many AoEs and the ones they do have tend to have quite long recharge times (since pets don't benefit from recharge timers) so a bit of extra AoE damage can help clear minions faster letting your pets focus their single target attacks on bosses. Most MM sets have an AoE attack at level 8 (except for Necromancers) and most Epic pools have another one (except for Chill Mastery), why not give them a go? Lob Fireballs alongside your demons. Shoot grenades with your mercenaries. Summon tentacles from the netherworld with your lich.
  21. It's ok, I've got a ward to protect me against math, my eyes don't melt but I do get gas. If I recall correctly one set that was pointed out as possibly overpowered was Assault Rifle due to the incredibly short cast time on Sniper Rifle with the interrupt removed. I know that was fixed here by giving Sniper Rifle a more reasonable cast time even with fast snipe.
  22. It sounds like I missed something good there. Too bad I was taking one of my many breaks to play WoW at the time. Well, most things in the Incarnate trials were +4 and had a lot of AoE. Before the devs addressed this, mastermind pets were -1 and -2 relative to the player. So your pets were facing +6s spamming AoE damage. This made most mastermind pets into instant roadkill. Masterminds were, I think the polite word is "unhappy." I felt the funniest Incarnate related meltdowns were the ones from some scrappers and other melee classes when the Apex TF was released. Suddenly they had to *gasp* move during a fight. The horror.
  23. The Hybrid ability auto-toggles-off after 2 minutes, this is by design. Or is it toggling off before that?
  24. So this isn't technically a bug, it's an unfortunate consequence of the fact that the Cold Shields have an enhance-able resistance buff. You see, any power than accepts Resistance enhancements will not benefit from most types of global buffs (they do benefit from recharge, I'm not sure about endurance reduction). If you think this sounds absolutely crazy you're right, but it's an unfortunate consequence of a coding decision made when the game was first released. So the key problem is that resistance enhancements and damage enhancements are (as far as the game is concerned) the same thing. This means that by default if you have a Damage buff on your character that damage buff will also increase the effectiveness of any powers you have that buff resistance. Now obviously this would obviously be insanely broken so the devs took steps to prevent that from happening. Unfortunately they only had two options for doing this. The first is to tag the entire power as "Not affected by outside buffs/debuffs." while the second is to tag an individual aspect of the power as "Ignores Enhancements and Buffs". Now in Force Field the resistance buffs in their shields aren't enhance-able so they used the second route and tagged those aspects to ignore buffs but let the power as a whole benefit from buffs, so Power Boost increases the effectiveness. However for Cold Domination the devs wanted the resistance buff to be enhance-able which means that the entire power had to be tagged as not benefiting from external buffs and debuffs so Power Boost doesn't enhance the defense. So basically the answer is that this isn't technically a bug, it's a known feature of the power system. Now is this changeable? In theory yes, in practice maybe. The ideal solution would be to fix the behavior I described above but that's probably not practical, from what I understand it's a pretty major overhaul to the powers system which is probably a lot of work. On the other hand the old devs managed to fix the Hamidon mis-slotting bug which I thought was to difficult to fix as well so maybe this one is fixable. The shorter term solution would be to change the Cold Domination shield so that like Force Field shields they don't accept Resistance enhancements. While this would probably be welcomed by a lot of players it is a violation of the Cottage Rule so I don't know if the devs would want to do it.
  25. Invulnerability is a good all-round choice. It's got strong resistance and a good base level of defense that you can build on. It's main weakness is that Psionics chew it up but you can compensate for that with IOs if you want.
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