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Everything posted by Vanden
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That's my mistake. So the total with the new numbers is in fact 237.25, versus the old numbers' value of 264 with Bruising. Without Bruising, it's 220, for a total increase of 17.25, barely noticeable. In the interest of getting some numbers that more closely represent actual gameplay, here's what the same attack (100 damage base, 95% damage enhancement, 1 stack of Rage) would be after some purple patch on higher level foes: Old Values, no Bruising +1 (90% effective): 198 +2 (80% effective): 176 +3 (65% effective): 143 +4 (48% effective): 105.6 Old Values, with Bruising +1: (220 * 0.9) * (1 + (0.2 * 0.9)) = 233.64 +2: (220 * 0.8) * (1 + (0.2 * 0.8)) = 204.16 +3: (220 * 0.65) * (1 + (0.2 * 0.65)) = 161.59 +4: (220 * 0.48) * (1 + (0.2 * 0.48)) = 115.7376 New Values: +1 (90% effective): 213.525 +2 (80% effective): 189.8 +3 (65% effective): 154.2125 +4 (48% effective): 113.88 At this point, a Super Strength Tanker has absolutely nothing to look forward to with this patch any more. No more extra endurance, no getting to skip Jab, worse single-target damage, and AoE damage only better by an unnoticeable amount.
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With the nerf to Tanker self +damage, these changes are now a straight nerf to Super Strength. If we start with an attack that does base 100 damage, with 95% damage enhancement: Old numbers: Base damage: 80 Damage from enhancement: 76 Damage from Rage: 64 80 + 76 + 64 = 220 220 * 1.2 (from Bruising) = 264 New numbers: Base damage: 95 Damage from enhancement: 90.25 Damage from Rage: 76 95 + 90.25 + 76 = 261.25 Super Strength was already getting virtually nothing out of the last round of changes besides a virtually meaningless 1 foot increase to Foot Stomp's radius and increased target limit that won't mean much outside of farms, now it's actually worse than it is on Live. These changes can't go Live as-is with a vague promise of a rework to the set in the future.
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QOL: Remove the Enemy Auto-hit after so many misses.
Vanden replied to Captain Yesterday's topic in Suggestions & Feedback
The streakbreaker is harmless for defense-based builds. If the final tohit chance is under 20%, an easy value to reach, you need to miss 100 times in a row before it kicks in, and the lowest accuracy anyone can possibly have is a 1 in 20 chance of hitting. And the count is separate for every NPC; a NPC missing an attack has no affect on the streakbreaker build up for any other NPC. -
I think our current info screen size is big enough, but I do think it would be cool if we had an extra 500 or so characters for each of our costume slots to describe them.
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The day job badges on Homecoming were changed from 21 days to 4 days to earn to alleviate the pointless grind of them. Why would we want to undo that with an even longer one?
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That might be okay now, but it would've left villainside without any ranged-focused ATs for years.
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Base teleporters: To zone South or North
Vanden replied to ninja surprise's topic in Suggestions & Feedback
I think most of the zone teleporters could use some repositioning, in addition to adding second locations in larger zones. It's like when they were added to the game, the devs were afraid of making them too convenient for some reason. -
It was going to be an issue 24 change. Issue 24 didn't get finished, naturally.
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You're gonna watch Frostfire freeze his chatty underling, and you're gonna like it!
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They did get stuff, like how Ice's holds are real attacks now, and the strongest ones in the set to boot.
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Well, Burn has a quirk where it summons a Burn patch for every target affected; one for the player as it grants the immobilization protection, and up to four more for every enemy hit with the initial pulse. This means the DoT ends up being several times more powerful than it is on paper.
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But there's already a menu if you right-click on the chat window.
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There doesn't need to be a +ToHit tradeoff, that's what I've been saying.
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The damage has been discussed to death. We're talking about the ToHit here. It is an advantage, yes, but it's not an unbalancing one. Even double-stacked.
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You're making a lot of assumptions about what Super Strength players want. Double Rage means dealing with constant endurance, damage, and defense crashes. It's a huge pain for the player, and not everyone wants to deal with it. And besides, what happens if they manage to get double Rage all the time? Their chance to hit will be 95%. Do you think someone who puts as much effort into any other build as it takes to get 200-300 recharge on Rage isn't also going to end up with 95% chance to hit?
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Rage does not give "immunity" to ToHit debuffs, nor does it trivialize slotting for accuracy. It just helps. As we've pointed out in this thread, double Rage is not something you get easily, it requires an enormous investment in +Recharge to have for any significant amount of time. So if you're thinking that access to Rage means +40 ToHit all the time, you're not examining a typical situation for the average Rage user. Most of the time for most players it's +20 ToHit. +20 tohit is easily overcome and then some by tohit debuffing enemies, and it's not enough to hit the chance to hit cap on even a +1 enemy, so Accuracy slotting is still needed.
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You're right, that's my bad. At that amount of +Recharge, Aim should recharge in 22.5 seconds.
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Based on the fact that you Liked every post in this thread calling Rage OP, gave a "Confused" (the closest this forum has to a "Dislike") to every post calling it not OP, and gave some extremely biased data comparing Rage and Aim (the numbers you gave are for Rage with 200% recharge and Aim with 0%, and made no mention of the different contexts the powers exist in), I'd say you are very much trying to balance the power based on "feels."
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Focused Accuracy still gives ToHit. If any character can take Aid Self and build for Defense soft cap to use it in combat, why does having self heals like Reconstruction or Healing Flames matter so much? You're right, it's actually much stronger. Because a cascade defense failure or all your powers not recharging while you can't run away will kill you very quickly, while you can still run away while under severe tohit debuffs.
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You can use the TUNNEL system, or there's a portal in Pocket D that will let you in.
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Only one set can ignore slows. Only one set can ignore defense debuffs. Are they OP? I don't think they are. And it's not only Super Strength that can build for ToHit. Anyone can take and slot Tactics and the Kismet IO. Any melee AT can grab Focused Accuracy. Further, you don't get permanent 40% +tohit for free just for picking Super Strength, you need to build for a fair amount of global +Recharge, and 40% hardly makes you immune to ToHit debuffs. Debuff-heavy groups can easily stack more than -40 tohit on one target, and since Super Strength is only available on tanking ATs, those debuffs are going to be coming their way.
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Are you being intentionally obtuse? No, it isn't. And I explained why. If being able to ignore tohit debuffs or defense buffs is OP, then so is being able to ignore slows on an Ice Armor character, or defense debuffs on a Super Reflexes character, or any damage type on the defense set that specializes against it.