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Crasical

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Posts posted by Crasical

  1. On 8/29/2022 at 8:16 AM, Burk said:

     

    Selecting 4-star under difficulty does not prevent you from selecting "No Incarnate Powers" under power selections or the "No Enhancements" toggle. 😉

     

     

    And playing with one hand tied behind your back! Which I imagine is going to be a necessary skill because the only way I can imagine getting a team to do this is to have them handcuffed to your radiator.

     

    • Haha 1
  2. 6 minutes ago, Rudra said:

    As for Titan Weapons, even greatswords weren't sharp weapons. 

     

    The titan weapon greatsword is literally called 'Razor Sword'.

    https://archive.paragonwiki.com/wiki/File:TW_Razor_Sword.jpg

    There's also Excalibur, and several forms of energy sword, all of which do lethal damage when another set uses it. 

     

    It's not the literal definition of the weapon in the powerset name, it's not the damage type, and it's not based on any historical factors as to the use of weapons. Hence my summation that it's purely based on vibes. Rename Dual Blades to Dual Weapons if it makes adding some blunt options more palatable, why not. 

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  3. There are a few options for Assault Rifle (The retro scifi rifles) that don't have any sort of barrel or visible aperture for bullets. Dual Blades has a few axes as weapon options. Titan Weapons has nearly half its options being large, bladed weapons despite the set doing smashing damage.

     

    So if it's not weapon shape or damage type, what is the deciding factor for if a particular weapon is suitable? Generally, the strict definitions on what can be a weapon skin for a given set seem to be loosening, and if we're judging just off vibes, I don't see why we can't have a dual-blades character using twin tonfas or telescopic batons.

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  4. 2 hours ago, Redletter said:

    Don't bully Enflame, she's cute and multiplies DPS for basically nothing, to the point where I like to have it on defenders who help farmers farm faster. Slot that slut with Knockdown, or Immobilize, or BOTH if you wanna double stuff her like an oreo and watch as hordes turn to extra crispy bacon.

    Is it actually that good? I got the impression it wouldn't proc well because it's got multiple psudeopets dropping for every fire patch, and the character I was going deep into Sorcery with was a Controller, so not great damage there to begin with.

  5. On 8/2/2022 at 3:40 AM, Scarlet Shocker said:

    Also some powers, notably Electric, drain End from foes "and a portion of that Endurance may be returned to you" is how I remember the phrasing. Is there any data on that?

     

    https://cod.uberguy.net/

    The electric blast is pretty hard to parse, for me at least, since it got the Shocked status where it does more effect when the enemy's endurance is low, but it seems to refund a portion of the attack's endurance cost per power.

  6. 24 minutes ago, brass_eagle said:

     

    I'm curious, did you look at how many of those that prioritize more exotic damage types instead of S/L have Mez attached to them? While I'm on board with this change as it gives the devs a chance to make more threatening enemies within trash mobs, I can't help but wonder if it will have a negative effect on the amount of Mez squishies can avoid now--especially at higher levels.

     

    Less void -- more mez.

     

    Running through the list, looks like just Council galaxy LT's Gravimetric Snare immobilize and the galaxy boss' Gravity Well hold.

     

  7. My sentinel already already had all 3 cones before this update, incidentally, so I was already in the rythm of shockwave/howl/sirens to deal with groups and then picking one enemy to bully with my single targets while the rest slept. The summer blockbuster knockback is a primo choice in Shockwave, it keeps them grouped for the future cones and makes some enemies hit by the proc portion do a funny double-flop that keeps them down longer than usual. I still found it to be up Enough, since I mostly use it to keep enemies ragdolling while I sneak in Howl before applying or reapplying Siren's.

    • Like 1
  8. 49 minutes ago, Booper said:

    I would not want to have a revamp to their AT preventing them getting this version of Sonic Attack.

     

    Why is the cap for sentinels lower to begin with? Why is it a problem for them to get the same amount of AoE that all the other ranged archetypes get? Especially on an underplayed, underperforming archetype. 

     

    Don't get me wrong, the powerset's in a much better place after this pass, I feel. But I hope that the target cap is something that you'll consider increasing going forward, and not something we'll have to wait possibly another half-year for a Sentinel Rework to see.

    • Like 4
  9. Okay, I ran through about five paper missions and a mayhem, split between 25 where my sentinel is now and 35 to future test it. I ran the missions at x4 for 25 and x6 for 35.

     

    And yeah, I was wrong. It feels great, the meatier siren's song is a great add to spitting the cone trio out, and shockwave/howl/siren's song is a really good bit of control, enemies on their back, damaged, and then slept. The set is buttery smooth with chaining attacks now, the changes in damage and recharge speed and timing all come together really well. 

     

    However, the fly in the ointment is the changes in sentinel target caps. You feel them in play even at x4 enemy density when ambushes start approaching 7-9 enemies, at x6 it starts to become a serious problem, and I suspect at x8 density it's going to become a painful issue. It *Feels* bad firing into a crowd and only hitting a few enemies. I understand the reason of standardizing it across sentinels, but it feels sucky in motion. I can't agree with going out of your way to make a sentinel set *worse*, especially not in the name of standardization.

     

    I would suggest leaving the target caps where they are currently until there's time for a balance pass on the sentinel as a whole rather than singling out Sonic Blast.

    • Like 5
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  10. 6 minutes ago, Captain Powerhouse said:

     

    I highly encourage anyone to take this new version of Sonic Attack for a spin on the Brainstorm server and test how it works out now. Existing builds might see desire to respec since some of the least desired powers like Screech and Siren's Song in the set are now some of the best.

     

    Good: faster animations, Siren Song recharges faster and does more damage (.69 damage scale more)

    Meh: Howl recharges 2 sec secs faster, Shockwave recharges 3 secs slower, gained 0.0946 damage scale between them. 

    Cons: enormously lowered ability to apply -res. Max targets on two cones reduced from 10 to 6 (I'm on a Sentinel).
     

    It looks *really* bad on paper. I'll reserve further judgement until I can get home and test it myself, but...

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  11. So, correct me on this: The resistance debufff changes, they still apply the same -20 resistance, but it's on two separate timers that resist being stacked with each other, which works *against* the other changes of giving the attacks lower cooldowns, less damage, and faster animations. 

    IE: I use Shriek, 12% 'short' and -8% Lingering. I then use Scream, for 0% extra debuff, it just rereshes the timer. I then go ahead and use Howl and only add an extra 8%, because most of the debuff is caught up in the 'short' vibration. 

    Howl went from .8 to .66 scale, Shockwave went to .86 from .64 so... a *tiny* net increase on using those two powers together, I guess. The real big damage buff is in giving Siren's Song more damage, and the faster animations. 

    Sentinels in particular get hit with their target caps getting nearly cut in half. I don't see why an already struggling archetype needed to get worse.

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  12. Quote
    DEFENSE CHANGE
    Arachnoid claw attacks now prioritizes toxic defense
    Arachnos tarantula mistress claw & Claw shred now prioritizes toxic defense
    Arachnos toxic tarantula all damaging attacks now prioritize toxic defense
    Knives of Artemis poison dart prioritizes toxic defense

    Arachnos fire taranutal burning claws now prioritize fire defense
    Carnival Seneschal torch attack now prioritizes fire defense
    IDF heavy troopers rockets prioritize fire defense
    Nemesis LT lance Rifles & Jaeger explosions now prioritize fire
    Rikti Magus fireball prioritizes fire
    Potentially a lot more depending on how broad the grenade change is

    CoT Ice Casters now prioritize cold with two attacks
    Council/5th column riflemen cryonic shots now prioritize cold defense
    Crey Cryo Tank attacks (Except Freeze Ray) now target cold defense
    Talons of Vengeance Spirtiualist & Prophetess & Oracle & Sibyl (ice) now prioritize cold
    TOV Keres Deaths' Embrace now prioritizes Cold (prev. also negative)

    CoT Succubus blackclaw now prioritizes negative energy defense.
    Council Vampyri Shadow Punch now prioritizes negative defense.
    Council Galaxy Gravimetric Snare & Gravity Well now prioritize negative defense
    TOV Keres Enervating bolt now prioritizes Negative (prev. also cold)

    GRENADE CHANGE
    Longbow potentially very effected by grenade/rocket rework, nearly the entire faction has a grenade attack (They're already basically just lethal/fire outside of bosses though)
    Council/5th column grenade rework, possible rocket launcher rework
    Crey Crisis Unit grenade launcher rework, possible rocket launcher rework
    Malta tacop/engineer/op officer effected by grenade rework.
    Titans affected IF grenade rework affects rockets (Right now they do straight lethal)
    Nemesis Snipers maybe effected if storm rifle is treated as 'a grenade'
    PPD Enforcer affected by grenade change

    I went through most of the enemy groups that I could think of at the back-end of the game and this is what I came up with; specifically showing the ones that would get moved from smashing/lethal/energy to a more exotic damage type.

    I don't think that the proposed change is *nearly* as far reaching as some have claimed it is, it's a handful of enemies per villain group and Smashing/lethal/energy defense would *still* top of the heap as far as enemy attack prevalence, just less so than before.

    The only part that I'm concerned with is the toxic-targeting attacks, Arachnos and Arachnoids are *already* nasty and don't really need the help.

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  13. On 6/28/2022 at 11:56 AM, Janos2001 said:

    Not to be nitpicky (and it probably doesn't change anything in the end), but Savage also has the Eagle Attack, which is ranged, and (yes, I know the damage is piddly comparatively, but it does give a -Def), the Bees lol.  

    Yeah, I said "Savage has only 2 ranged attacks and a cone". The bees (which you have to take anyway), the hawk, and the raven cone.

  14. Most of my weapon-wielding characters are supposed to have them visible on their person somewhere. Holstered pistols, swords sheathed across the back, beam katanas hung from belts or thigh holsters. At least one I'd like to have dragging her titan weapon behind her like Pyramid Head dragging the Great Knife. Aside from that, they've mostly only got a few small bits of tech: a smartphone/police radio, a hacking device. More tech illiterate might have a hacking tool for interfacing with computers on their behalf; some might have an emergency medkit or a few grenades, or a mediport beacon stabilizer tool to warp injured enemies/allies away. That's usually going to be 'utility belt' or 'back pocket' territory.

     

    There are two real standouts to this: RR Hood, my mercs/traps magic-hunting paramilitary operative. If she's going into a fight, she's carrying: 

     

    A sniper rifle and ammunition (Slug)
    Ghost Slaying Axe
    Fireteam Radio (Summon powers)
    Ammo Bags for her team (Equip Mercenary, Tactical Upgrade)
    Medic Bags for her team (Triage Beacon
    Personal Emergency Medkit (Aid Self, Aid Other, Field Medic)

    Web Grenades, Caltrops, Force Field generator

    Miniature auto-turret (Acid Mortar)

    Tear Gas/Nerve Gas (Poison Trap)

    Commercial quadcopter drones with a flashbang duct-taped to them (Seeker Drones)
    Kind of a lot of C4 (Trip mine slotted for lots of recharge and the Force Feedback proc)
    Smoke grenades, gas grenades, frag grenades (Day job Temp Powers)

     

    As far as carrying that, she's got a utility belt fulla pouches, a rifle sling, and a picnic basket full of goodies that she's bringing to grandma. Her henchmen help her carry the rest. 

     

    The other is Ryoko Kobayashi, anime ninja girl, who only has her katana and some pocket sand on her, usually... but with a rework that I want to implement if or when Utility Belt ever drops, I'll be changing her epic pool to Weapon Mastery. At that point I'll have the origin power throwing knife, the poison knife from Utility Belt, and Shuriken/Explosive Shuriken/Webnade from Ninjutsu and have *kind of a lot* of sharp metal tucked away to throw at people. However, storing this isn't a problem: It's a normal property of Japanese school uniforms to be able to contain an infinite volume of kunai and shuriken.

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  15. I've got an earth/fire with about half her incarnates and a Dark/Savage at level 40, so this is going to be answers from that direction: 

     

    4) Earth control is pretty good. It's a little different than a lot of other dominator primaries because a lot of its powers summon pseudopets, and thus, as far as I can tell, *don't benefit from Domination*. You still get the mez protection and end refresh, but you can deploy that more tactically (when you get mezzed or run out of end) instead of investing heavily to have it 'always on'. 
    5+7) Depending on your secondary and what attacks you pick, you're gonna determine if you spend most of your time in melee or at range. /fire only has a few close in attacks, so I built heavy recharge and a decent amount of ranged defenses, and then just used control to keep anyone from ever going into melee. Savage has only 2 ranged attacks, a cone, and an attack that *zooms you into melee*, so I'm building him to drop fearsome stare into a mob, teleporrt into their midst, and follow up with a Heart of Darkness for a massive AoE stun that I want to make perma so I can savage enemies to death at my own pace periodically reapplying the big stun. It's not working great so far but never mind that. Take the attacks that reinforce what you wanna do.

    6) It's not great. I can't really tell if it's doing anything.
    8 ) It's not great. Single digit psi damage, a 1.5 second mag 2 confuse every 4 seconds. As for the proc:
    Probability to Proc = PPM * ActivatePeriod / ( 60 * (1 + Radius * (11*Arc + 540) / 40000) )
    39% = 4.5 * 10 / ( 60 * (1 + 8 * (11*360 + 540) / 40000) )
    39% chance to proc, and if it does proc I *believe* it has a 30% chance to become contagious. My proc-fu's not strong but I think that's only a 12 or 13% chance it'll do anything on a given 10 second tick.

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  16. Power Level Effect
    Spectral Wounds 1 Ranged Moderate DMG(Psionic),
    +Special (Illusionary Damage Heal-Back)
    Phantom Army 1 Summon Decoys
    Blind 2 Ranged, Moderate DMG(Psionic), Foe Hold,
    +Special (AoE Sleep)
    Reinforce Illusion 6 Ranged, Reinforce Illusion Henchmen
    Flash 8 PBAoE, Foe Hold
    Spectral Terror 12 Summon Spectral Terrors
      18  
    Phantasm 26 Summon Phantasm
    Perfect Illusion 32 Ranged, Perfect Illusion Henchmen

     

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