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Keleko

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Posts posted by Keleko

  1. When testing with a Trapdoor mission test (killing all as fast as possible), my electric/time blaster was about a minute slower than my stone/earth blaster (7ish minutes vs 6ish).  However, the END draining and other soft CC in electric/time actually meant I needed to use fewer purple inspirations to stay alive.  The weaker single target damage really became noticeable at the end when hitting on Trapdoor exclusively.  However, I was able to completely drain him of END before finishing him off.

     

    In the groups the boss killings took longer because of the lower ST damage, too.  Voltaic Sentinel doesn't focus fire so well in a group setting, so the additional damage it brings is spread out more.

     

    Overall the set does feel a lot better than it was before changes.  It is like a soft control with the draining and Tesla Cage usage, so it seems to have more survivability due to that. It will probably work better when paired with a secondary that does more ST damage.

    • Thumbs Up 2
  2. Electric Blast is almost there.  VS is worth taking now.  It's a different take on a damage aura, and I like the new version.  Shocked is a good and flavorful mechanic for the set.  It's certainly more interesting than just adding more damage.

     

    The one thing missing is a good ST non-snipe attack.  It only has one high damage ST attack, and that is the snipe.  Outside of that you have the T1 and T2 blasts and Tesla Cage.  While TC procs well, it is very weak compared to other sets with a ST hold attack (Dark, Ice).  Yes, Tesla Cage is "different" now with the chaining, but I really didn't notice it when I tested it out.  I feel it should get bumped to do high damage to the primary target to match up with the Dark and Ice attacks.  Electric really could use that one more high damage attack above the T1/T2 damage rate.  Every other blaster set has 2 high damage ST attacks, and Electric is hurt in single target by not having that.

     

    An alternative to boosting Tesla Cage damage is to boost Lightning Bolt damage instead.  Dark Blast has that with Gloom (though it is DoT).  But, Dark Blast gets 3 bigger ST attacks, too, because Petrifying Gaze also has good damage.

    • Like 2
  3. On 3/28/2021 at 5:05 PM, macskull said:

    I'm not entirely sure I follow your argument: you're saying a team that's trying to group up mobs is going to get pissed off by a power that groups up mobs? It seems to me the correct response to this situation by any melee character who wasn't running around with their pants on their head would be to simply... go to the Singularity and let the mobs come to them.

    I'm playing a ranged Grav/Storm controller.  I don't get into melee range.  So the Singularity is going to be back away from the group, and it is going to be pulling mobs from the group toward it.  Then they will get knocked flying (I don't have KB-KD slotted, no room for it).  So this makes Singularity more difficult to work with in a team setting with this pull towards it power.

     

    Also, I can't direct and control Singularity, so it's gonna do what it's gonna do.  If it causes problems for the team, they're going to want me to dismiss it.  I don't like being told I can't use my powers, particularly the capstone power of my primary set.  There are times when it makes sense to dismiss it, but not just because it pulls apart a group by existing.

  4. 1 hour ago, ScarySai said:

    gravitycontrol_singularity.png.93725e305afe5288447a739c9840b451.png Gravity Control > Singularity

    • Singularity will now slowly pull enemies towards it, allowing it to make much greater use of the Repel effect

    You maniacs made the strongest pet even stronger. I approve.

     

    You can't buy me off from criticizing the rune change that easily though, Powerhouse! *shakes fist*

    After testing on beta, I like this. I also think it should either have a way to turn it off. If not, then I recommend it be removed. In a team situation grouping up mobs this will piss off other players. They’ll tell me to unsummon my pet or I’m kicked. Not having my pet is not at all fun. As cool as it is, we can’t control it, and it will pull apart mob groups that the tank has gathered. I foresee a lot of grief from other players teamed with a grav controller or dominator as it is now. 

    • Like 2
    • Confused 3
  5. 2 hours ago, Replacement said:

    Just for clarity: I assume you mean toggling Shinobi, here?

     

    Do you happen to remember what your Ammo Swaps were set to, at the time?

     

    Yes, I had to toggle on/off Shinobi after transferring the character to beta for crits to work.  I had fire ammo selected.  It's working now that I've done that.  Just zoning alone didn't work, though.

    • Thanks 1
  6. 3 minutes ago, crowdyholman said:

    So on Tactical Arrow, the bow uses the overlapping weapon slot that the bow does on archery, as well as the left pistol in dual pistols primary. Trick arrow for defenders uses a different costume part, so it doesn't glitch out when you use a set like dual pistols, but blaster's bow glitches out and is invisible if you use tactical arrow mixed with any primary with a left hand weapon. This has been a problem since the birth of the Tactical Arrow set, and I figure now is a good time to bring up the visual glitch. My second fav build to play (second only to Trick Arrow/Dual Pistols) is Dual Pistols/Tactical Arrow, but the bow is invisible in play, and glitchy in the costume creator.

     

    Please help! Thanks!

    Don't bring a bow to a gun fight?  ;)

  7. 1 hour ago, csr said:

    I just tested this on three toons; my original /Martial test toon, a newly created /Martial Blaster and a toon copied from Indomitable.  I got the same results as Keleko on all of them.  I tried zoning, toggling on-and-off, removing stealth from the equation, turning off all other toggles, and even removing enhancements.  The listed Reaction Time +Rec was never added to the total.  (I updated my previous test post to reflect this - serves me right for only looking at the buff itself to see if it was suppressing.)

    As an aside I tested the stealth suppression of the power the other day, and that is working in all cases of stealth I was able to try.  Invisibility, Stealth + SS, SS + Celerity Sprint, Stealth + Celerity Sprint, and iterations with the Base Empower stealth as well. Turning off any mixture to remove full invisibility activated the power, and I was immediately noticed and the power affected them.  Power Analyzer confirmed the mobs were not secretly affected while invisible.

    • Thanks 1
  8. I have a bug report for Reaction Time.  It appears the power is not adding into the total recovery for the character when active.  It shows the value in the list of END recovery, but it is not added into the total.

     

    If you add up the numbers in this screenshot the total is short by exactly Reaction Time's value.

     

    This is not the case on current Live.

     

    It also is felt when playing the character.  I run out of END in a fight very fast.

     

    Screen Shot 2020-11-04 at 5.15.40 PM.png

    • Like 5
  9. 5 hours ago, Nemu said:

    Seems to be triggering off certain procs. I noticed the animation going off every time a FF proc triggered off golden dragonfly, as well as defiant barrage proc, guassian's proc and I bet any of the other procs that grant a passive buff.

     

    On the other hand /Nin feels very good now for melee blasters now that the damage is balanced against blaster formulas. The 20% chance for critical might be a bit overtuned when applied to all attacks, Might want to consider relegating it to /nin attacks or upping the crit rate on select sword attacks to add more incentive to go into melee.

    Remember you're not getting a Build Up in exchange for playing /Ninja.  So 20% of the time for 80% extra damage is about equivalent to having Build Up and pushing it every time it is available.  It just procs the extra damage randomly instead of when you push the button.

  10. 20 minutes ago, Replacement said:

    @Keleko 1. Are you advocating for keeping everything but the damage cut?  Less end, less recharge, but keep damage?  You understand why that won't fly, right?  That would be even stronger than Live TW, which (checks watch) is not what we're trying to achieve today.

    2. - keeping momentum as long as you keep swinging -- this also results in significantly better performance than Live.  More importantly, it also undermines the entire schtick of the set.  The current changes make the momentum cadence less cludgy, but they still maintain the spirit and expectations of TW's gameplay loop.

    1) No, not really.  I didn't pick the faster recharge and less END to be there.  I just don't understand how getting over the initial Momentum cost results in the damage becoming less after that.  That's exactly counter to how combos work with other powers in the game, and they can ALSO get faster recharge, less END cost and GAIN damage as well (see Savage Melee).

     

    2) Does it?  With the new lower damage scale?

     

    I guess I don't understand now why Momentum even exists.  It's still a penalty to pay upfront, but now the payoff is... less damage than before the cost is paid.

     

    I have one TW character - fire/TW tank.  I built it without hasten.  Before these changes I could go through all my TW attacks before Momentum drops.  Post change I go through all my attacks and then Momentum wears off.  I don't get any benefit from the extra recharge because I have to start over with the Momentum tax.  Lower END I do benefit from of course.  So the end result that matters is lower END and extra lowered damage.  I'm okay with the damage bonus removed since it was obviously overpowered.  It just seems the extra damage nerf is a bit too far the other way.

    • Like 1
  11. 1 hour ago, Galaxy Brain said:

    You are 100% right here when it comes to buffs and enhancements.

     

    However, the way TW works is that you actually switch to different powers entirely when momentum is active. The set has the standard, slow version of each power and then when you activate momentum you swap to the "Fast" version, which not only has different animation time but now has different BASE recharge/end cost and damage.

    I thought that might be the reason.  However, the technical aspects of how the power is implemented are completely irrelevant to the argument.  A player's perspective is that it is the same power.  How it is implemented does not mean it should break the rules every other power follows.  As a player I don't care at all how a power works technically.  I push a button, and that power goes off with the defined effect.  It shouldn't get worse because of some technical hackery I can't see to make the power work.

     

    Don't punish the player for using the powers.  Make an exception for this case.  TW is already an exception in that it has two different powers for each slow/fast attack.  It was already there before this change.  It didn't have to be normalized to the formula.  Undo this portion so the powers are consistent with every other power in the game and not weaker because I use them.

     

    This is also counter-intuitive to actual physics (yeah, it's super hero game - physics?).  The initial strike is slower and by physics should do less and the Momentum versions should do more because they're faster.  A faster heavy weapon hits harder because physics.  I'm not advocating for this, but it speaks to the formula for damage being completely detached from actual physics of how the weapon should work.

     

    It also seems to run counter to every other combo power system in the game.  Combos give bonus damage/effects.  Savage melee gets bonus damage, endurance reduction, and recharge reduction with blood frenzy stacks.  TW should get a bonus without being penalized for it.

     

    Also, how does this work for the two attacks that can only be used when Momentum is active?  Are they always weaker damage and faster recharge since they have no slow version?  Is this reflected in the descriptions of the powers?  Or did they not change beyond removing the bonus damage?  If they were made weaker, then why do they still require Momentum to activate?  They're restricted already in that you can't just open with them, so they should provide greater damage/benefit because you can't use them outside of Momentum.

     

    I see two solution options:

    1. Ignore that it is implemented as a separate power behind the scenes.  No other attacks in the game work this way.  I never see this separate power in the build tools of the game.  I can't change how this other power works with enhancements separate from the slow version.  If the fast power is indeed separate then I should also be able to enhance it differently than the slow version.  I may want different effects in the faster version.  I don't expect that's going to be possible, and I don't really want to do that.  Just make the damage the same no matter if it is slow or fast version.  It should be consistent like every other attack in the game. 
    2. If the damage calculation MUST stay then I propose a further change to Momentum.  Momentum should never drop as long as I continue attacking with TW powers.  That has never made sense to me.  Once the weapon is in motion it should remain in motion until I stop it to do something else.  So I propose that each TW attack resets the Momentum countdown timer for when it wears off.  Perhaps make it long enough that I can apply one other non-TW power between attacks to say heal, or taunt, or hasten refresh, etc.  The 25% endurance/recharge are not enough when Momentum is going to drop soon after I start.  Currently I can rarely (and almost never without perma-Hasten) get a second attack with a power I just used before Momentum drops, and I have to start over.  The bonus recharge reduction is lost because a second use is difficult to benefit from.  At least this way I can make up the lower damage with faster attacks consistently until I stop attacking.
    • Like 5
  12. 20 hours ago, Jimmy said:

     

    Powerset Revamp: Titan Weapons

     

    • Whilst Momentum is active, all Titan Weapons attacks will:
      • Recharge 25% faster, with proportional damage and endurance cost reduction per the standard damage formulas
      • Have an additional 25% endurance cost reduction

    The more I think about it, the more I become convinced the damage recalculation portion is the wrong thing to do.  Why?  It's simple.

     

    While Momentum is active, these powers are granted a temporary 25% recharge and endurance reduction enhancement.

     

    When I add a recharge or endurance reduction enhancement to a power it does not recalculate the damage of the power "per the standard damage formulas."  When a global enhancement bonus to recharge/endurance is applied to all my powers, my attacks do not recalculate damage "per the standard damage formulas."  When another activated power that reduces recharge/endurance costs to all my powers is applied (by me or another player), my attacks do not recalculate damage "per the standard damage formulas."

     

    Across every attack in the game an attack's damage is calculated from the original power numbers per the standard damage formulas.  They are never recalculated because of some change to the power's recharge/endurance cost when using powers or enhancements that modify those values. Correct me if I'm wrong and provide examples because I know of exactly zero instances.

     

    It's fine if you want to add that recharge and endurance reduction as a benefit to having Momentum.  But, it should not change the damage calculation as it is fully inconsistent with the rest of the game effects that also apply similar reductions.  Damage calculation is not a sliding scale based on changing recharge and endurance costs.  It never has been.  It never should be.

    • Like 3
  13. I tested out my lvl 50 DP/Ninja today, and I never saw any critical hits show up after two missions worth of running it.

     

    Including my chat log that includes some of that time, though not all because it wasn't turned on.  The beginning of the file is the DP blaster before I switched to some other chars to test them.  Let me know if I should try again or run some more examples.

    chatlog 2020-10-24.txt

  14. 3 hours ago, ScarySai said:

    It really takes no time at all to get a majority of the exploration badges, there is no validity to this stance.

    Multiply that "no time at all" across 20 lvl 50 alts.  That's a lot more time than I can reasonably spend to unlock them all.  That gets very tedious to do it over and over again.  I'm already doing it for the other accolades as it is.  I'd rather not have to add another accolade to get.

     

    How about getting one map accolade gets the power and then unlock every other zone map with at least one exploration badge instead?  That would be a more reasonable task than accolade for every map you want.

    • Like 3
  15. 4 hours ago, Killerhawk said:

    1) Add a minor Defense buff to combat teleport - (Matching the bonus from Combat Jumping/Hover).  I know, I know, - power creep....but hear me out.

    Right now, it's a "fun" power to be sure, but I don't see it as a competitive alternative for defense builds.  To have tamp down "softcap everything!" maybe we could have Hover, Combat Jumping, and Combat Teleport changed so that instead of granting a defense buff on their own, they apply a separate buff power to the caster (name suggestions: "On the Move", "Float Like a Butterfly") with a 20 second duration that doesn't stack with itself.  That way, having any one of the toggles would constantly refresh the duration to keep it up, and jumping around in a fight would have more purpose. But you'd get the same defense benefit with either one or all three Combat Movement powers in your build, so there's less reason to feel like you *have* to get leaper, or flight.

     

    This.  Please this.  The thing stopping me from getting into the teleport pool is the lack of Defense IO capability.  I have to take CJ on nearly every toon because of that cheap DEF bonus it gives.  It's just such a perfect mule for some of those DEF bonuses to pass up.  Hover works if I'm going for a flying toon.  But non-flying means CJ always.  If Combat Teleport had it that would allow for more diversified builds.  Trade out the +tohit for DEF for pool diversification please.  I would love to go 3 deep for Fold Space, but I can't justify it with needing CJ and some other movement besides Teleport for normal travel because it still sucks as a standard movement power (too clicky/active for between mission movement).

    • Like 2
  16. I can't tell if the critical hits from Shinobi are working.  I don't see any indication in the damage when hitting that a critical hit has occurred, and the damage doesn't seem any different when hitting things.  I'm using a Dual Pistols/Ninja blaster.

     

    How is it supposed to indicate in the chat log?  I was expecting it to show like Stalker/Scrapper critical hits as an extra damage entry on screen and in the log.

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