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Everything posted by Underfyre
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I'll grant you rotation errors, they're for AT combos I have never and will never play a lot of the times. If there are math errors, they need to be pointed out. I'm just the one guy and nobody responds to the threads about anything they find. Anyway, we can record and post videos now. What is this "trapdoor" mission you speak of. I've seen the threads for the other ATs, but I still don't know the mission.
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I'd rather just buff the existing inherent than try to shoehorn in a reversed version of an existing mechanic. Then nerf it to prevent it from being abused. Picture it. 4 Sentinels all rushing in with staggered Ageless buffs, their T9 ready every single pull, synced up casting on just about every pack of mobs. Everything dies in seconds. Knowing everything is a snapshot at the time of casting, it won't matter that casts are slightly off, they count as 100% health anyway. Clear times make everything other AT look like a joke. How long until they nerf it to quiet down the Blasters?
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Well either it's an inverse of Corruptors, or it's a modified version that is now weakened because it is not that.
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Resident pessimist here. Let's say we inverse the Corruptor's mechanic. At 100% health they would have 100% crit chance on their first attack, which is almost always going to be their T9. I guess this isn't a pressing concern with the low damage scalar, but something to consider.
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Would you say "ain't a blaster alive that can keep up with me"
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So scalar wise, if they were to make the Offensive Opportunity proc scalar 100% instead of 20%, and allow the damage to scale with enhancements, it would... well it'd make mastery pool powers wildly powerful since it scales off of recharge and they inherently have very high recharge. The minmax would have to be dropped down to 0/10 or something. A 75% scalar looks like the sweet spot, depending on what type of damage output your looking for. This also includes making the damage enhanceable. So looking at risk vs reward stand point a Blaster basically has to wade into melee to maximize damage. A full IO build will mitigate the risk, not to the point of pushing it off the table entirely, but close. Looking from a "git gud noob" stand point a Blaster should be mixing their attacks. Do Blasters need to be penalized for just wanting to safely blast from range? I mean, currently they're still doing a bit more damage than a Sent simply because of their damage scalar. But if you made the changes I said, you would essentially be penalizing them. A Blapper styled play will still outpace a Sentinel by an acceptable margin if the target is under the Opportunity debuff, and a fairly hefty margin if the target doesn't have the Opportunity debuff.
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Maybe they should make Scrapper crits work like crits in Skyrim lol, that's basically what they did with Sentinels.
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How about we aim more for a "Want ranged damage with the option to do a little more at a higher risk? Blaster" "Want similar ranged damage at little risk? Sentinel"
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Yeah, I guess there are a lot of cross comparisons to be made. But does the game really care if Sentinels are doing comparable damage to another damage dealing class?
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If Scrapper and Stalkers can coexist doing similar damage, so can Blaster and Sentinels?
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NGL, I'm so confused right now.
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So ...not alright? I think the term for that is not alright.
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We've been over why Fire is fine. Blasters are a sum of their parts. In that aspect, Fire is adequately "past" the other sets enough to emphasize that their secondary effect is "MOAR DAMAGE" without being overboard.
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A guy can dream. Sometimes the answer is buffing a class, sometimes the answer is nerfing a class.
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Okay, but that's not what I'm saying. That post is in reference to halving the set bonuses. I'm saying switching the limit from 5 down ..I'd have the look at how many different bonuses are available, but 3? There are several 5% S/L/E/N/F/C bonuses, and stacking those gets potent fast. Limit to 1 depending on AT. Just that change there makes it a challenge.
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Nah, like drbuzzard said, putting a 40% cap won't work, and it'd be indirectly nerf buffing classes. Make those Blasters a high risk, high reward class.
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Give healers a job? Give need to tanks besides herding? Making the game a threat to squishies would help more than it would hurt, I'm sure. Sometimes you have to do the right thing despite the cries of the wicked.
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I know. I thought about editing that in, but I also thought people would give me the benefit of the doubt and assume I knew that already. I meant cap it further per AT.
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Maybe cap how many times a character (or AT) can receive a particular set bonus? Like, there's technically no ceiling they can have in defense buffs, but they can only stack a bonus X amount of times.
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So damage-wise, yeah, most tanker sets do less than an equivalently built Sentinel. Like we'll say a Sent that is using a non-damage boosting secondary and a Tanker doing the same. Ignoring Titan Weapons, obviously. Where things get weird is the Fire Armor thing I was talking about. By my numbers (yes I have a spreadsheet, yes I know nobody cares) The average damage for a Fire tanker surpasses the numbers of a high end Sentinel. But this is also a Tank that is building for damage instead of building to tank, so take it how you will.
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After working with the numbers for over a year, it still hurts to see someone actually say this out loud. Melee Fiery Aura > Fiery Embrace: Additional damage proc that also scales with enhancements, can have a reasonable cooldown to being up 30% of the time, faster recharge can have it up 40% of the time. Sentinel Fiery Aura > Molten Embrace: A toggle that increases damage by 10% and adds an unenhance-able proc. Damage scalar for the AT is already low, so 10% ain't that big of a boost. Being toggle makes the damage boost and proc up 100% of the time, but it doesn't compete with the enhance-able melee version which is already based off of a massive scalar. Bio Armor - Damage proc is the same across all ATs with a varying % damage increase by AT. Which is why it does so much more for a Sentinel. Also up 100% of the time.
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Well I had an idea about racing a Psi/Regen Sent against an AR/Plant Blaster if you're game. By my numbers, both are bottom of the barrel in terms of damage output. Let me know, I built the Psi/Regen character on the test server out of boredom @ScarySai
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Saying that, I kind of wish Sentinels had more melee abilities beyond the 1 we can get from the epic pools. Something more like the Assault sets for Doms. I mostly like Sents because of the near invincibility factor and I don't have to worry about hugging the mobs to do damage. But! if I have a few hard hitting melee abilities and they're weren't a major hinderance to get in range to use, I'd use them.
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While true, the primaries will have varying responses to how they react to the added secondary. For instance, If I used Atomic as the secondary on Electric it yielded a higher DPS increase than I got when I used the same things with Fire. As has been pointed out, Fire basically has a coherent attack chain with just its primary, while Electric clearly needs a boost from the secondary. BUT, adding the secondary into the mix with the Fire also showed that Fire's damage went even higher when combined with a secondary. Adding a third or fourth attack from the secondary patches up the fact that Electric doesn't really have a lot going for it in the single target department. Adding those same attacks to Fire will simply replace one of the weaker attacks from the primary. Overall both sets will end up doing similar damage. So over all is Fire more capable as a primary and only a primary? Yes. Is it better off with a secondary? Also yes. Dos this make Fire better than everyone else? Hardly.
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Yeah, I got yelled at in the Blaster forums for showing the DPS of a purely ranged builds. Apparently you have to play blapper style or you're doing it wrong. So I fiddled around a bit and found myself staring at DPS numbers on blapper builds that were 100 DPS higher than pure ranged builds. The problem there is that a Blaster, though apparently designed to wade into melee range, wasn't really designed to survive the foray.