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aethereal

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Everything posted by aethereal

  1. Ablative Carapace is the simple click absorb Rebuild DNA is the heal. On other ATs, it's a fairly complex power (DNA Siphon), but it looks like Sentinels just get a straightforward heal/end heal that does a bit more healing if in defensive mode, a bit more endurance if in uh, whatever the endurance mode is called, and a perception increase if in offensive mode Parasitic Leech is the capstone, a cone. It gives you absorb, regen, and recovery per target hit. Max of 5 targets, and a 90 degree cone, so it should be fairly forgiving to max it out. You probably want to hit it at the beginning of a spawn if it's up, so that you are in a target-dense environment and can max it, and so that the absorb is there when enemies are still alive and regen works for the duration of the encounter.
  2. Clicking the vulnerability power applies a ST debuff that lasts 15 seconds. This is not a situation of your attacks getting a proc or anything, just the power Vulnerability is a debuff that's more-or-less exactly like what a Defender might get in their primary powerset.
  3. aethereal

    MA Ideas

    Okay guys, let's talk Eagle's Claw, because you all are killin' me here: https://cod.uberguy.net/html/power.html?power=stalker_melee.martial_arts.eagles_claw&at=stalker It has three effect group blocks: one PvE, one PvP, and one any. The "any" is just to add a stack of assassin's focus (100% chance). The PvE and PvP blocks are quite similar, just with the fundamental differences to PvE/PvP. Basic PvE effects: 100% chance of 162ish smashing damage and a 9.5 second mag 3 stun. Two child PvE effects: Crit-from-hide (doubles the damage, 100% chance, if hidden), and Crit-from-not-hide (doubles the damage, 15% chance + 3% per member of your team (including yourself)). Basic PvP effects: 158ish smashing damage and a 2.0 second mag 2 stun. Two child PvP effects: Crit-from-hide and crit-when-not-hidden-but-target-is-held-or-sleeping, both doubling the damage, both 100%. So, to sum up: Eagle's Claw ALWAYS does a stun, but the stun is NOT AoE Eagle's Claw has an 8% higher chance to crit than normal stalker attacks
  4. While 40' is, as you say, the distance to max out Leap's stack building, note that the damage continues to scale until you get to 65'.
  5. Note that the buff is cancelled when used, so it's like, "your first attack within five seconds of using CT," not "all attacks within five seconds of using CT."
  6. Honestly not a record breaking time for a US infrastructure project. Probably knotted up in environmental review.
  7. Sonic's sleep cone does good damage now (since the second-most-recent page and its sonic blast revamp). More damage than Buckshot and almost equal damage to Flamethrower, but all up front instead of in a long DoT.
  8. Probably a leftover from the old inherent. You should report it as a bug. Vulnerability doesn't stack.
  9. Nope, Vulnerability doesn't stack.
  10. Correct, the red circle on the Vulnerability power means that your Opportunity is 100%, you're maxed out, you aren't gaining any more until you use Vulnerability.
  11. No. The ATO provides more Opportunity (the brown bar meter), to allow you to use Vulnerability (the clicky power) more often. It does not change the effects of Vulnerability.
  12. You are correct. One of the ATO procs also provides a bonus of 10 (superior)/7.5 (non-superior) when it procs to the Opportunity bar (which, to be clear, is visible in your HUD just where Fury/Domination is, a brown bar beneath your endurance). (Fun fact: Fury, Domination, and Opportunity are in fact the same thing, all called Fury under the hood. You just, as the different ATs, have different powers that raise/lower the amount of Fury meter, and other powers that check the meter for different purposes. So if for example someone made a coding error and allowed a Brute or Dominator to slot the Sentinel ATO proc (or the Brute one that also gives bonus Fury), you'd be able to use that Fury/Domination/Opportunity for your own purposes.)
  13. Just checking that you're high enough level to slot call of the sandman? EDIT: I just tried it (on Brainstorm, not live, but they should be the same right now), and I was able to slot Call of the Sandman: Chance to Heal Self in Charged Brawl and in Havoc Punch, on an Elec Assault Dominator. Note that Call of the Sandman: Chance to Heal self is unique, so it won't be slottable anywhere if you already have it slotted somewhere. And the previously mentioned level restriction.
  14. So it does. And it also gets +recharge per nearby opponent. I regret the omission from the list and am grateful for the correction (but note that the overall point stands).
  15. I think I see in your post the impression that if you slot an interruptible power with interrupt reduction enhancements, the total time between clicking the power and it firing is reduced. That's not the case. It will still take the same amount of time to fire the power. Less of that time will be interruptible.
  16. Guys. The deal is you get a taunt aura if your armor set gives you a benefit from having lots of enemies close. So like the stacking defense from invulnerability or the healing from willpower. Edit: very specifically Invul gets +def per close opponent Willpower gets +regen per close opponent Energy gets +recharge per close opponent Bio gets healing or absorb power close opponent from two different powers Shield gets +damage per close opponent And those are the five scrapper sets that get taunt.
  17. Per CoD, @hollow effigy is correct, the power does mag 1.2 kb (that is, "true" knockback, not low mag knockdown). https://cod.uberguy.net./html/power.html?power=defender_ranged.assault_rifle.slug&at=defender
  18. Some things that people have said incorrectly or partially correctly in this thread: The base chance for a Scrapper to crit a boss is 10%, not 15% Scrappers aren't much more durable than Stalkers -- Stalkers do have lower hit points, but they have the same defensive values as Scrappers/Brutes, and the same caps as Scrappers for resists. When comparing Scrapper vs Stalker armor sets, Stalkers give up damage auras, taunt auras, and sometimes something else for Hide, but their actual defensive values are usually the same. Everyone who is saying that Scrappers can outdamage Brutes are correct, but you have to read that with the caveat that they mean "once you have the superior ATOs slotted, and assuming you've built for global recharge and have the ATO2 slotted in a useful position. In 1-49, Brutes will typically outdamage Scrappers (maybe with a period in the teens/twenties where Brutes can't maintain high fury due to endurance issues and so they get outdamaged by Scrappers).
  19. Yes, just reproduced it on my Staff/Ninj stalker. As you say, it's ignorning global recharge. It doesn't ignore local recharge -- I have it slotted with a full set of Preventive Medicine, and it shows 34.53 seconds recharge time in the enhancements tab. But I also have 74% global recharge, and when I activate it, it does a 34 second recharge (as reported by the interface). And then I activate Hasten, moving my global recharge to 144%, and redo it, and still 34 seconds. Other powers (like the mez resist in Ninjutsu) are respecting global recharge and they show the difference in the interface. EDIT: City of Data also indeed reports that Kuji-In Sha has the tag "Global Strengths Disallowed: Recharge Time" https://cod.uberguy.net/html/power.html?power=stalker_defense.ninjitsu.kuji-in_sha&at=stalker
  20. I mean, design formulas are a guideline. If the theory is that Frozen Touch should get an all-up-front crit but Frost shouldn't, this is obviously a case where the design formulas are not capturing good balance. If the theory is that Frozen Touch is fine, but Repulsing Torrent of all things needs a nerfed crit, then dudes. Frozen Touch is one of the premier ST attacks in the game, Repulsing Torrent is a not-very-good power in a not-very-good set. Or, again, for a more apples-to-apples comparison, compare Repulsing Torrent to either Throw Spines or Shockwave. Both of those are long-distance cones in melee sets, and both are obviously better than Repulsing Torrent, and both get full crits.
  21. I disagree with the last sentence. It is clearly the case that crits typically sum up the damage of the whole DoT, we don't typically have a case where crits are lower because they're not DoT. For example: Frozen Touch does 11 ticks of 16.5788 damage (Scrapper values), for a total of 182.3688. Its crit damage is 182.6796 Incinerate does 10 ticks of 15.6404 damage, for a total of 156.404. Its crit damage is 156.4038 Shadow Maul does 8 ticks of 12.6562 damage, for a total of 101.2496. Its crit damage is 101.2433
  22. Procs in a normal AoE attack have a chance to fire once per target of the attack. So if you put a damage proc into an AoE attack and it has a 50% chance to fire, and you have two targets, you have a 25% chance of it firing on both targets, a 50% chance of it firing on exactly one target, and a 25% chance of it not firing at all. In terms of expected damage, if you do not have any local recharge in a power, damage procs are almost invariably much better in AoE attacks than a normal damage enhancement. I assure you that no calculus is involved in the proc formulae.
  23. I think that the defense will stack, just the stealth won't. But I haven't tested myself. Duh, no, I'm wrong by a plain reading of the patch notes, sorry.
  24. Oooops, sorry, just looked at the power formula again, and my info above was incorrect in detail (though correct in saying that you can't benefit from range enhancement). It's no extra damage below 25' Yes extra damage between 25' and 65', more the further away you are (very specifically, +2.5% of the base damage per foot of additional range, topping out at +100% of base damage at 65') After 65', your damage is capped and won't get any more than it does at 65' Base range of the power is 70' This damage is all enhanceable, so basically whatever damage you do (excluding procs) at 0-25', you'll double it at 65'+. I apologize for the misinformation, @cfarevival
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