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Posts posted by Auroxis
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Self affecting procs are good on powers that regularly affect multiple targets at once, even with a low proc rate. The Tanker slotting I recommend trying is 4 pieces of Might of the Tanker (proc, and the 3 pieces with Acc), Entomb Absorb proc (winter hold set), and Sandman Heal proc (sleep set).
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Can you confirm there is a lockout period before each instance of damage can reduce deep sleep duration? I believe it's 0.35s or something adjacent to it?
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Tesla Coil's AoE damage is different, as it chains and has reduced effectiveness per chain.
It currently hits 7 targets over a few seconds of chaining:
First target takes 100% damage
Second target takes 75% damage
Third target takes 50% damage
Fourth through seven targets take 25% damage
So if you adjust your numbers to Tesla Coil dealing about 60% AoE damage, while keeping in mind the single target edge, it comes down to roughly the same damage as Gravity Distortion Field.
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Yeah this is a big deal, "yield a weaker effect" didn't register to me as also reducing the damage you inflict.
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5 hours ago, Uun said:
Trapdoor: +2/x8, defeat all, Alpha & Interface active but no other Incarnate powers used, no Inspirations. As you can tell by my pitiful times, none of these builds have a meaningful number of procs slotted.
Stone/Elec brute: 9:50
Fire/Fire tank: 10:07
BS/Shield scrapper: 11:10
Psi/SR scrapper: 12:13
SR/Staff tank: 14:20
Dark/Dark tank: 14:56
If these were characters you copied from live, could you run trapdoor with those tankers on live to compare?
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20 minutes ago, victusfate said:
Ugh, yeah tried it when I got out of bed. Also procs were hitting for a small fraction of their damage, is that a chain logic thing (odd that aoe procs hit for full damage right?)
There is a bug with damage procs on the latest beta build but that's being fixed soon. And yes proc damage is affected by the reduced damage multiplier per jump, though the power has minimal damage proc rate so i wouldn't use those regardless. Also the only one that can even proc on the chains is explosive strike.
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One thing that hasn't been mentioned I believe is that the radius increase also affects damage auras, and carriers with it the damage reduction. So tankers can also expect a DPS decrease from damage auras via this change.
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12 minutes ago, victusfate said:
Excited about the increased speed that jolting chain and synaptic are receiving. These feel more like solo (slow) powers on live, and more geared towards group play on beta although jolting chain will require new slotting. Haven't tried the most recent build yet but will try this morning.
The latest build basically doubles the number of jumps (with halved targets per jump), so it takes twice as long to complete and due to reduced damage per jump it also reduces the overall damage by half on a full pack.
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I wouldn't get discouraged. In fact Marine has unique synergy with Symphony with the +Range from Power of the Depths, which gives you more cone coverage. Your opener will be Tide Pool ->Dreadful Discord -> Confounding Chant -> Whitecap, which thanks to procs should take care of the majority of the pack and make any further AoE cones unnecessary (you can use another AoE from your epic pool for cleanup).
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6 hours ago, Barbearian said:
Thank you so much. I tend to do a lot of solo work, so I'm worried more about survivability than anything. None of the Defenses are 45.0% which is what I'd do for the tanks/brute's etc. How is this different? WOuld it survive solo play?
It's very tanky and you can comfortably run +4x8 solo with this. You have multiple defensive layers with resists, power boosted absorb+heals, power boosted spores which can effectively put you at the defense cap, and most importantly crowd control. Dreadful Discord with the stun proc combined with Confounding Chant also gives you more reliable boss CC than most other controllers.
4 hours ago, Psyonico said:Doesn’t Enfeebling Lullaby do decent -damage?
I haven’t played any of my symphony toons in a while but I seem to remember that, which really makes it worth looking at taking.
It's just not high on my priority list, you're already loaded with other ways to mitigate damage.
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I for one am a fan of the new Jolting Chain, it chains twice (dealing less damage on each jump) but feels quite snappy. You could say it's more of an arcing chain now, but i really like the coverage and speed.
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32 minutes ago, Maelwys said:
Think you're missing a base damage bump against target 15 there?
(Doesn't make it much better mind...)Good catch, fixed. Only affected that 15 total though, 16 total calculation seemed fine.
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5 minutes ago, Maelwys said:
At work so can't personally double check this yet...
To me "Diminishing returns multiplier changed to a flat 0.3333 for all powers after the default target cap" implies that now if targets 1-10 would take X damage; then targets 11-16 would take (X*0.6667) damage. In other words, all "overcap" targets are now getting the same flat damage reduction rather than target 12 taking less damage than target 11. And also that Cones are now being treated the same as AoEs (rather than each having two different damage reduction curves)...?It's X*0.3334
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1/3rd
20 hours ago, The Curator said:Diminishing returns:
- All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
This comes down to about 5% less damage than the previous patch (which didn't seem to be popular due to the damage decrease), so I'm curious about the reasoning behind this decision.
Previous Patch - Beta Tanker at damage cap
Dragon's Tail 245.30 27.61 27.61 27.61 Targets Base Proc #1 Proc #2 Proc #3 Total 10 2453.00 276.09 276.09 276.09 3281.28 11 2636.98 296.80 296.80 296.80 3527.38 12 2774.96 312.33 312.33 312.33 3711.95 13 2878.44 323.98 323.98 323.98 3850.38 14 2956.06 332.71 332.71 332.71 3954.20 15 3014.27 339.27 339.27 339.27 4032.07 16 3057.93 344.18 344.18 344.18 4090.47 New Patch - Beta Tanker at damage cap
Dragon's Tail 245.30 27.61 27.61 27.61 Targets Base Proc #1 Proc #2 Proc #3 Total Diff 10 2453.00 276.09 276.09 276.09 3281.28 1.00 11 2533.95 285.21 285.21 285.21 3389.56 0.96 12 2614.90 294.32 294.32 294.32 3497.85 0.94 13 2695.85 303.43 303.43 303.43 3606.13 0.94 14 2776.80 312.54 312.54 312.54 3714.41 0.94 15 2857.75 321.65 321.65 321.65 3822.69 0.95 16 2938.69 330.76 330.76 330.76 3930.98 0.96 -
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It is a very good combo, and there are a lot of ways to build it. This one for example focuses on support and confuse stacking while maintaining good AoE:
You can change the epics, pools, and alpha slot around in a variety of ways. One thing to remember is that in the coming patch, Dreadful Discord will apply Containment and AoE holds are gonna be a lot better, so Chords of Despair will probably replace Aria of Stasis in my Symphony builds.
Controller (Symphony Control - Nature Affinity)(Confuse Stack).mbd
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Any proc you slot into Shifting Tides will have a minimum chance to activate on a target every 10 seconds. So damage procs which only apply to an enemy aren't great on it, but self buffing ones like the gaussian build up proc are, as while the chance remains low you're still routinely checking it on a lot of targets. The build up is great because it buffs the damage you deal with the shifting tide proc itself.
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Some more info on Vines (the hold patch):
1. It only affects 5 targets per tick
2. It has been changed to use AT modifiers for damage instead of pet modifiers, so controllers do significantly less damage with it
3. Containment on it is at a 33% chance (was previously reserved for powers using pet modifiers, but now it's using AT modifiers)
4. Domination on it is at a 25% chance
5. Overpower on it is at a 5% chance
So despite the recharge being brought down to 180s it's not a very reliable CC power, and the damage even over the full 60s duration is fairly negligible. I can certainly see some scenarios where you combine it with Nature or Rad's AoE hold toggles, but at its current state I'd skip it (and other hold patches like it) in the majority of builds.
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51 minutes ago, TygerDarkstorm said:
I want to say True Pseudopets are also not as procable due to pseudopet behavior, but don't quote me on that. It does appear they brought them in line to respect AT modifiers. I don't play Fire Control much on live at the moment, has anyone tested to see how bad this change feels for controllers (if it does feel bad) on beta?
The only real noticeable difference from a power becoming a real pseudopet is inheriting AT modifiers, which for damage on controllers is a bad thing as they have a really low AT modifier. Controllers can usually utilize Containment to be on par with other AT's on the limited set of powers they have available, but that's not truly the case with a lot of the new true pseudopets (Tesla Coil, Vines, Gravity Distortion Field) which only have a 33% containment proc chance.
Another example of a damage nerfed power is Arsenal Control's Tear Gas (where most of the above powers were likely copied from), which has been dropped from pet modifiers to controller modifiers and from 100% containment to 33% containment.
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Yeah the epic AoE's are unaffected, so it serves to cushion things a bit. Less relevant to the tanker vs. brute thing and more relevant to the "how slower is my clear speed" thing.
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2 minutes ago, Maelwys said:
Aye those numbers look more like it now.
So purely with an AoE attack; when "Unbuffed" a Brute with Fury and procs has gone from dealing ~24.4% less damage than a Tanker to dealing ~21.9% more than them.
And at the damage cap, a Brute has gone from dealing ~32.6 less damage than a Tanker to dealing ~9.4% damage more than them.
That's a hefty difference to anyone who isn't being Fulcrum Shifted (or Active AE Farming + chugging red insps like candy) - and even then Brutes still "win".
And Tanker Cones are going to be even worse off than that... and Tanker Single Target damage has always been less than the others anyway.
Really not surprising therefore that folk are posting 30%-40%+ increases in Tanker mission clear times...Worth noting is that these numbers don't tell the whole picture. Sometimes the extra radius will let you hit more targets than the brute, and epic pool AoE's from Mu Mastery for example still make up for a chunk of your overall damage.
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Thanks @Maelwys ! I fixed the post to include the changes.
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8 hours ago, Ratch_ said:
Seeing the brute at dmg cap being ~18% lower vs tanker is pretty sad to see ngl
I messed up the final brute math and didn't include one proc for the brute total, edited the post. It's not as bad.
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In order to help make things clearer, I did some basic math the best I could. Let me know if I messed anything up:
Fix #1: A proc was missing at brute totals
Fix #2: Tanker base damage was incorrect, radius is part of base damage formula
Live Tanker at damage cap:
Dragon's Tail 312.17 34.15 34.15 34.15 Targets Base Proc #1 Proc #2 Proc #3 Total 16 4994.73 546.33 546.33 546.33 6633.73 Beta Tanker at damage cap:
Dragon's Tail 245.30 27.61 27.61 27.61 Targets Base Proc #1 Proc #2 Proc #3 Total 10 2453.00 276.09 276.09 276.09 11 2636.98 296.80 296.80 296.80 12 2774.96 312.33 312.33 312.33 13 2878.44 323.98 323.98 323.98 14 2956.06 332.71 332.71 332.71 15 3014.27 339.27 339.27 339.27 16 3057.93 344.18 344.18 344.18 4090.47 Brute at damage cap:
Dragon's Tail 345.03 34.15 34.15 34.15 Targets Base Proc #1 Proc #2 Proc #3 Total 10 3450.31 341.46 341.46 341.46 4474.69 Live Tanker unbuffed:
Dragon's Tail 124.87 34.15 34.15 34.15 Targets Base Proc #1 Proc #2 Proc #3 Total 16 1997.89 546.33 546.33 546.33 3636.89 Beta Tanker unbuffed:
Dragon's Tail 98.12 27.61 27.61 27.61 Targets Base Proc #1 Proc #2 Proc #3 Total 10 981.20 276.09 276.09 276.09 11 1054.79 296.80 296.80 296.80 12 1109.98 312.33 312.33 312.33 13 1151.38 323.98 323.98 323.98 14 1182.42 332.71 332.71 332.71 15 1205.71 339.27 339.27 339.27 16 1223.17 344.18 344.18 344.18 2255.71 Brute unbuffed+75% Fury:
Dragon's Tail 172.52 34.15 34.15 34.15 Targets Base Proc #1 Proc #2 Proc #3 Total 10 1725.16 341.46 341.46 341.46 2749.53 -
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I do think the old power surge had a some niche usage with cycling its uptime with Rune of Protection or Melee Hybrid. And some players may be disappointed that it's no longer an option.
Ideally you could have a branching choice between old power surge (maybe without the crash) and new power surge (maybe as a toggle so players can use it as a reliable sapping tool), but seeing as most players like the new power surge, this is what we'll have to settle with for now.
Dual pistols combos
in Blaster
Posted
It's great on blaster purely due to the T9, having the ability to melt minions+LT's with a (relatively) fast recharging nuke is awesome.
To fix the DPS issue, you want a secondary that gives you a build-up and multiple good single target attacks. Elec Manipulation works exceptionally well with it.