
aethereal
Members-
Posts
1864 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by aethereal
-
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.)
-
Charged Brawl - Electricity Assault not accepting call of the sandman
aethereal replied to Zep's topic in Bug Reports
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. -
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).
-
Nope!
-
Munitions Mastery - long overdue for a revamp?
aethereal replied to mlokc's topic in Suggestions & Feedback
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. -
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.
-
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
-
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).
-
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
- 1 reply
-
- 4
-
-
-
Repulsing Torrent (and Frost) have too-low crits
aethereal replied to aethereal's topic in Bug Reports
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. -
Repulsing Torrent (and Frost) have too-low crits
aethereal replied to aethereal's topic in Bug Reports
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 -
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.
-
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.
-
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
-
Sadly, doesn't work. The extra damage on Savage Leap is capped. The deal is, you get no extra damage at range 0 through 25', then more damage for more distance between 25' and 40', and then after 40', you no longer get any more extra damage (ie, 60' away is the same as 40' away in terms of extra damage). EDIT: Fun fact, the same breakpoints also determine how much blood fury you get. 1 point for distance < 25', 2 points for 25 to 40', 3 points for 40+. EDIT again: This was wrong, the damage caps at 65', not 40', see below.
-
Focused Feedback: Fiery Melee Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
I think there's a very reasonable real argument for Breath of Fire getting the 45 second DoT on players and keeping current version on mobs. Not related to fire farming -- just the value of "a 45 second DoT" is very different between players and mobs. It's not like it would be unprecedented for mobs to have a different version of a power than players do -- see for example the Moment of Glory that Paragon Protectors get. -
Focused Feedback: Sentinel Archetype Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
I think that Vulnerability suffers from being just slightly underwhelming for its level of effort. Like, a Stalker has to watch for Build Up recharging -- that definitely complicates play and demands attention. But hitting Build Up is also like, "YEAAAH!" With the likely slotting of the Chance for Build Up proc in it, you get 5 seconds of 160% damage bonus and another 5 seconds of 80% damage bonus (which helps you against ST and AoE opponents). It's very clearly worth it to pay attention to Build Up being auto-recharged. Vulnerability is like... meh. Worth it against hard targets. But it's not "YEAAAH!" I want to be clear, I'm not saying that Vulnerability is terrible or worthless. It seems straightforward that if you are fighting a hard target, it's worthwhile to use Vulnerability. But it's probably not worthwhile against normal spawns, and even when it is worthwhile, it's not like super awesome. And so it feels more like a chore than like a chance for you to do Really Cool Shit. Design of Sentinels has been and I think continues to be dominated by some kind of really intense fear that Sentinels are poised to become a superpowered Archetype that obsoletes all other ATs. I think that's just not engaging with reality. Yes, really safe play is possible with Sentinels -- but it's also possible with all the other armored ATs, and at least Tankers, Brutes, and some Scrappers can better utilize that very safe play (via taunts). As long as Sentinels have their target caps, they will never, ever, ever displace Blasters from their niche, even if Sents did significantly greater damage than Blasters (which they are very far from doing). A Sentinel that had a huge damage increase that affected every attack they made might start to impinge on Stalker/Scrapper niches, but they'd need an across-the-board additional 20% or so damage increase on top of their Beta performance to get near that point. Beta Sentinels are, like... Eh. They've gone from being significantly undertuned to moderately undertuned. If this were the first in a series of steps in the right direction, it'd be great, but my sense is that this is The Big Sentinel Change, Goodbye, and it's not a good Big Sentinel Change. -
Focused Feedback: Sentinel Archetype Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
You're probably noticing the difference between the resist debuffs that you do on live (5% for normal ST attacks, plus 20% for Opportunity) and on beta (no resist debuff normally, 15% for Vulnerability). -
Focused Feedback: Fiery Melee Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
Of course it is. Some of this other pylon tests don't have -res procs. So if you compare beta fiery melee (with lots of -res procs) to live fiery melee or energy melee (no -res procs), then you say, "Wow, beta fiery melee drastically outperforms live, and is competitive with energy melee." And that's true if you care about the pylon minigame. Which is a fine thing to care about. But if you are looking at pylon times as a generalized test of ST DPS, you have to say, "but I know that beta fiery melee's times will be relatively better in pylons than other targets compared to live fiery melee's performance on pylons versus other targets, meaning some prob of the improvement is illusory." -
Offensive opportunity does two things: it debuffs its primary target (the one you hit with the attack that triggered offensive opportunity, who then gets a yellow target under his feet), and it adds an additional damage component to all your attacks. The additional damage component lasts until the end of the opportunity period, even if the primary target dies. As others have mentioned, the build on beta changes this.
-
Focused Feedback: Fiery Melee Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
It's clearly both. And to the extent that it's a test, that is, to the extent that you care about not pylon times per se but about overall single target DPS performance, it's a test that overvalues the trait of "able to slot -res procs." This is extremely understandable and straightforward. The purple patch makes -resistance much more valuable at +0 (which pylons are) than at +3 or +4 (which most other hard content is). This doesn't make pylon tests worthless: all testing is necessarily imperfect. The map is not the territory, but that doesn't make maps useless. But if you understand the ways in which the map is imperfect, you need to compensate for them. This thread is like someone saying, "we can finally go to Greenland; it's huge!" and then getting angry at me when I point out that mercator maps greatly exaggerate the size of Greenland. -
Focused Feedback: Sentinel Archetype Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
What about an increase in Vulnerability duration? Maybe to 30 seconds, for 100% uptime against hard targets? Or 25, even. This won't materially improve sentinel performance in most play: you will still only be able to cast Vulnerability twice per minute at equilibrium. If you're casting it on bosses, the extra duration will be largely wasted. But it will give sentinels a little extra performance and specialization in hard fights. This wouldn't be my ideal change to sentinels, but the devs appear uninterested in more ambitious proposals. -
Focused Feedback: Sentinel Archetype Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
I'm similar in terms of wanting to ideally put as many common clicks as possible on my top row of keys. Something I've found helpful is to bind `, MINUS, and EQUALS to additional powers, so that I have 13 keys instead of 10. I put the remaining three powers in tray two above the 1, 9, and 10 keys, but I hit them with the binds (so I can see when they're off cooldown -- conceptually, it "wraps around" to the overflow keys. If you're sort of hovering right at trying to cram one or two more things, I find it pretty useful, thought you might too. -
Focused Feedback: Fiery Melee Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
It does go a ways. But with purple patch, -res procs are relatively less effective (compared to just "more damage" such as a conventional damage proc) than they are on pylons, if the opponent you care about is +3 or +4. -
Focused Feedback: Fiery Melee Revamp
aethereal replied to The Curator's topic in [Open Beta] Focused Feedback
There's nothing wrong with it. If the question is, "Who can win the minigame of 'beat a pylon fastest'?" then by all means do whatever you want to make the pylon die faster (but, I mean, probably roll a MM, right?). But if we're trying to use a pylon time as an approximation of the performance of the set in ST DPS, we should be aware that -res procs give pretty strongly differentiated results on pylons versus most other hard targets. And a set that can slot a lot of -res procs will do great on pylon times, but if that's it's big virtue, it won't do nearly as well in other ST DPS scenarios.