
aethereal
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Posts posted by aethereal
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Pool and Epic attacks crit, at least for the most part.
If an attack does Damage over Time as its main effect, generally it has a crit which does all of the damage over time that it "would" do in one up-front package, if it crits. Damage over Time secondary effects in Fire and Savage do not crit.
Lightning Rod, Shield Charge, and Concentrated Strike don't crit. Damage auras in armor sets don't crit, except maybe Stone's deal.
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It is totally wild to me that Scrapper's Superior Critical Strikes proc continues to claim to be 3 PPM while actually being 4 PPM, and that adjusting it to 3 or 3.5 PPM doesn't seem to be on the table. Clearly a strong way to reduce Scrapper overperformance for the most optimized builds while not affecting the average player very strongly.
@Maelwys's account of Tankers vs Brutes is pretty good, but I think you also really have to consider damage procs. Procs are really strong! A big chunk of Tanker overperformance came from:
1. AoE procs in Tankers having higher proc rates than they "should've," due to area factor.
2. Just the ability of Tankers to hit durability goals without searching for lots of +resist/+def bonuses in their attack slotting, so being able to put more procs in their attacks than scrappers/brutes were able to. (This was maybe mitigated by Hard Mode. It is underrated how weird Hard Mode is.)
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People on the beta were talking about Cupids Crush?
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1 hour ago, WuTang said:
I think I can see the appeal of controlling mitigation.
I think the tipping point for me is the debuff resistances RR brings to the table. If things go South all hands will be swinging at the Brute, so RR will get jacked, then pop MoG for 15 secs of godmode, by which point you should be back to 100% HP, if you were down at all.
Couple questions about RR from MIDs data. It states "2.5 sec recharge." Does this mean it can only activate once every 2.5 seconds?
It has accuracy, so can it "miss?"
Does each stack reset the 20 second duration?
Generally better to look at City of Data than Mids for this kind of question: https://cod.uberguy.net/html/power.html?power=brute_defense.regeneration.instant_regeneration&at=brute
I don't know where MIDS gets a 2.5 second recharge, CoD shows a 10 second recharge. The activation period is what I think you're actually concerned about, it's 2 seconds (that's how often the power "pulses"). So every two seconds, it looks back and says, "Were you damaged in this 2 second period" and if so it applies another stack to you. (I think, it's sometimes a little hard to interpret the CoD notation, not sure what it's checking for with the missed-since thing).
Stacks do not update the duration of previous stacks.
It auto-hits self and doesn't target any other entity, it's not like checking whether someone else is still close to you. Accuracy is irrelevant.
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1 hour ago, Nemu said:
This is the main context that I'm evaluating IH vs RR. I feel that RR provides little to no value if things are going ok, especially if you supplement the build with heals/ROP/etc...
Regen playstyle doesn't really change because of RR, you are still leaning heavily on secondary mitigation and heals to survive. But when you need that big burst of survival, IH delivers.
I think there's something to this, and I argued before and during the beta for, instead of adding a toggle, to let IH be more useful as a survival button (I think IH as a survival button kinda sucks because you probably don't need 90 seconds of "oh shit things are going badly," and then the downtime for the power is inconveniently long to make up for the long duration that you probably are ignoring the back half of).
That said, I think there are some styles of play/goals issues here:
1. There are players who really want to have a thematic regenerator. They aren't interested in making a character who builds a thick layer of resistance with Rune of Power and Melee Hybrid and then supplements that with regeneration, they want Wolverine. They are much more interested in a character who mostly relies on their regeneration for day-in-day-out mitigation, and to the extent that they supplement that with a layer of defense or resistance, they want it to be "invisible," so it doesn't interfere with the class fantasy.
2. Then there are players who just want to be a regenerator and who also don't want to do active clicking (and who for whatever reason don't like Willpower).
3. And finally there are people who are mostly concerned with performance, particularly performance on team content (probably mostly hard mode).
These people have different preferences and I think people in group 1 and 2 will clearly prefer RR, while people in group 3 might find IH more appealing.
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You mean Instant Healing rather than Fast Healing, right? Fast Healing is the auto-power that is frankly kinda bad, Instant Healing is the click power that is mutually exclusive with Reactive Regeneration.
You're right that Reactive Regeneration's utility degrades if you rarely get hit. On the other hand, if you rarely get hit, then, uh... do you need it?
In general, in high-level, large teams where people are giving substantial amounts of defense through support powersets, Maneuvers, or Barrier, you're going to find that you're highly durable with or without these powers except in situations that cut through a lot of defense (like Hard Mode content or highly defense-debuffing mobs), in which case... you're back to your usual tradeoffs because you are getting hit pretty often.
Instant Healing is more powerful when it's up, but Reactive Regeneration has 100% uptime and Instant Healing does not.
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3 hours ago, Erratic1 said:
So it does. Still, you are going to need 167% Recharge to maintain two stacks and the aforementioned 300% Recharge to maintain to three stacks.
I'm not sure about this, but I think the "updates durations" part of the stacking rule means that when you apply a second stack, the first stack gets its remaining duration reset to 45 seconds? Worth checking out, at least.
EDIT: I just ran a quick test on Brainstorm. It does appear to work like that: I put 100% recharge enhancement in the power (so recharge time was 30s), then clicked it, and stacked three icons in my buff bar, with none of them blinking or anything, at the end of my 1 minute period of clicking every 30 seconds (so, t=0, click once, t=30, click second time, t=60, click third time, three buff icons, none of the icons blinking at any point).
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9 hours ago, Erratic1 said:
*Mid's does not indicate is possible, but then Mid's can be wrong. Could you perhaps toss out a screenshot of it triple stacked?
Check out City of Data! It gives you this info. Hover over or tap the icon that looks like a clock on that power effect that you screenshotted: "stacks and updates durations of current effects up to three times."
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10 hours ago, Jacke said:
The Critical Strikes ATO Special is a proc you want in an attack that's used before your heavy hitters.
Note that, somewhat uniquely for Scrapper sets, Concentrated Strike does not crit. So there's no benefit in having Concentrated Strike be one of the "heavy hitters" set up by Critical Strikes.
Concentrated Strike has reasonable fundamentals for slotting Critical Strikes: its animation time is long, but only about half a second of that animation time is after the effect, so it doesn't waste much of the window of Critical Strikes. Maybe the biggest problem with putting the proc there is that if Concentrated Strike does recharge your Power Siphon, you would want to delay your use of Power Siphon until after the proc window, which seems fiddly.
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1 hour ago, MTeague said:
What's the "catch" on Psi Armor (if there is one)?
It has lower Lethal resist than Smashing. Not necessarily enough to constitute a "hole."
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On 6/21/2025 at 5:58 AM, Erratic1 said:
Shield and Super Reflexes got heals?
Willpower also doesn't have a click heal, unless we're counting Resurgence.
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Y'know what's totally hilarious? Repulsing Torrent also has a weak crit on top of everything else.
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13 minutes ago, SeraphimKensai said:
That said I don't like the change to resistance modifiers to match other melee ATs. Tankers are supposed to be meat shields and have had a higher resistance modifier since launch.
I think you're misreading that. It's a change to "-Res" modifiers, to powers that debuff resistance, not to armors that increase your own resistance. So for example Temporary Invulnerability gives a base +30% resistance to Smash/Lethal on both live and beta (while Brutes/Scrappers/Stalkers get +22.5% from the same power).
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6 minutes ago, Maelwys said:
To be fair, Brutes get some versatility too via the way Fury works- they benefit much less proportionally from slotting their attacks with damage aspect; meaning that they can opt instead for more accuracy/endred/recharge whilst levelling; and when min-maxed at 50 they can go all-in on damage procs.We see that in practice, this does not nearly make up for the Tanker advantage.
6 minutes ago, Maelwys said:Also since a sizable proportion of the powergamer playerbase here take the stance that "building for survivability isn't needed" - most of the time building for offense will trump everything else; and the fact that Tankers can hit those survivability caps easier becomes a moot point. Sure; there are edge cases (801 AE mission series for example. And "AFK" AE Farming) but you just have to glance at an average min-maxed 4-star build to see that a lot of melee ATs aren't even bothering to ED-cap their armors half of the time even for the "hardest" content in the game (yes that's due to Barrier spam, but IMO that just reinforces my point!)... 🤷♂️
Those people don't actually care about melee classes, to the extent that they believe this they can play Blasters and Corruptors.
It's also broadly sophistry. People are like, "Four star content is the hardest in the game." Sure, by some measure, but it's hard in a very specific way (and a way that was specifically designed to undervalue mitigation in general and defense in particular). It's not representative of the rest of the game. This is kinda like saying, "The hardest thing in baseball is to do a super-fastball pitch (arguably true), so we don't need to care about whether someone can hit or catch a ball." Perhaps true if you only care about pitchers, but ignores 90% of the game.
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4 hours ago, General Idiot said:
Tankers have more hp and higher resistances (But not defense - assuming IO builds, both are going to be defense softcapped if they build for it) so they survive slightly better, while brutes do slightly more damage overall.
This is a fundamentally bad lens for analysis. Yes, Tanker caps are the same for resistance/defense as Brutes -- but Tankers have a much, much easier time reaching those caps. This gives them vastly more build versatility than Brutes. It can make Tankers higher damage mitigation than Brutes (the Tanker can reach one cap and then build towards a second one in a way that Brutes simply can't achieve), or they can build overcap in various ways (Tankers certainly have a much easier time hitting incarnate softcap than Brutes do), or they can build for offense.
Tanker's durability advantages can't be "free." They're a massive advantage that can be (imperfectly) traded off for other build goals.
(I also think it's a mistake to imagine that Tankers will not, at some point in the future, be able to trade their inherent durability for offense. Procs might be nerfed in some way, but unless they nerf them specifically by only allowing one proc to be slotted per power, Tankers will still be able to fit more of them.)
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26 minutes ago, bhiestand said:
Thank you. Apologies if this comes off as argumentative, but that looks like the definition of proc bomb in your primary AoE. That definitely suggests to me that they remain the bigger issue in balancing.
Procs are a huge, huge, perhaps dominant, feature of CoH's meta across every AT. That's perhaps the exact reason why you can't say, "Well, before we do anything else, first we have to fix procs." Like, you think that people are upset in this thread, wait until every single engaged builder in on the boards turns out to post fifty times each about their feelings on your proposed proc fix.
But it's also just straightforwardly true that large target caps are a big deal, they've been a big deal everywhere, and Tankers who get enlarged AoE areas and relaxed target caps without any loss of base damage to their AoE attacks have a huge advantage, even without procs.
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2 hours ago, Uun said:
Version of Vines in RC1 is bugged. Initial hold duration is about 3 seconds. Not seeing Domination at all. Power is 6-slotted w/ Superior Dominating Grasp.
Is there any chance that you're doing this against some kind of exotic mob that has huge Hold Resistance?
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5 minutes ago, Lazarillo said:
The "scale" in Seeds means the Duration, yes?
Yes.
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22 minutes ago, Riverdusk said:
Also, that there is no focused feedback thread. That makes it tough to even discuss or do "side by side" tests, or even discuss things like how much of an increase it really is, as there is no place to really discuss it or post any tests of it.
Could it be intended as an AFK Farming nerf? Just trying to think about what situations people might do fairly low chip damage to a large number of mobs in a way that some might deem problematic.
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1 hour ago, Captain Powerhouse said:
Hello,
Second Wind is being kept at a higher level precisely so it is not a trap for low level players that buy into it and find they can only use it every 6 minutes. Low level players will rarely have the tools to speed up that recharge.
I appreciate that concept, but the low-level powers for Regeneration are so underwhelming. When I did a lowbie Regenerator (before these changes that we're testing), Dull Pain was my panic-button power, the way Instant Healing later was, where it bailed me out when I was in over my head. It's not great -- the recharge is indeed too long for a lowbie -- but it was an okay compromise.
If you don't want to move Second Wind down to T1-4, then consider moving Ailment Resistance earlier, or even Integration.
I agree that Ailment Resistance + Restoration feels decent -- I noticed that in my testing, Restoration felt a lot better once I had Ailment Resistance.
I think the core of the problem here is that Fast Healing and Quick Recovery are both low-end powers that are just not impressive, Restoration is fine but not really good until you get both Ailment Resistance and some recharge, and of the first four powers, only Ailment Resistance really feels impactful. I don't totally understand keeping Fast Healing and Recovery unchanged in a medium revamp of the set. It feels like even with the other improvements, Regen has some power budget to spare, and something to up both the power level (minorly) and the charisma (majorly) of the first half of the powerset would be welcome.
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1 hour ago, skoryy said:
Yeah, that's what I thought: Tankers got a bigger target cap. Now I'm re-doing the math and either my numbes are wrong or brutes have been beating tankers out of the water on damage co-efficients if you give them both 100% damage buff and the brute 80 fury. Somehow I remembered it being closer.
The gap narrows a lot if you increase the damage buff (because Tankers get more per percent of damage buff), and especially if you give them both procs.
But the big juice for Tankers in terms of damage comparison with Brutes isn't in apples-to-apples comparisons (150% damage buff + 2 procs each, say). It's that Tankers have a (much) easier time fitting more procs in their attacks while hitting any given durability goal.
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I'll do another +1 on Dull Pain's usage going from reactive early, when it can't be perma'd, to proactive late when it can. And Second Wind + Ailment Resistance is a good change which gets you half of the max HP earlier, and which also frees up your Second Wind usage to be somewhat more flexible by not pushing you as hard into the "you shouldn't care about the heal, just the max HP" paradigm. But then Second Wind comes super late in the set.
Anyway, I did a little testing at 30, with better slotting, and predictably my endurance woes go away at this stage. Right now, MoG and Second Wind are in the somewhat frustrating "very low uptime" mode, but that's not really something that you can do anything about, it's just the City of Heroes global recharge situation.
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3 hours ago, StarkWhite said:
It wasn't always.
Yes, it only has been for 15 years or whatever.
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10 minutes ago, Wavicle said:
You’re describing Moment of Glory.
To some extent, sure. Longer and less powerful, but with a somewhat similar use case. But Regen is the reactive click set. It's gonna have several different powers with similar functions.
Like, nobody complains that all of SR's powers are duplicates of each other except for different categories of defense. Why would it be a dealbreaker for regen to have powers of similar broad function but different details?
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I Updated my SS/Regen!
in Brute
Posted
Can I interest you in, "Willpower has the lowest ceiling of all armors in the game," rather than "Willpower is the worst"?