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siolfir

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Everything posted by siolfir

  1. Since it's back up and running, shows more information than is available in-game, and was loaded using game files, I just look it up on City of Data 2.0 if I have questions about numbers; the link for Serum is here and shows a 1000 second recharge and 60 second duration. There is a 20 second duration of the crash, but the rest of the power's affects are 60 seconds.
  2. That's where I thought you were going with it. Hover + Fly would take care of it, but then you have less defense; also Siphon Speed can't be maintained well while live Afterburner is up due to the Only Affect Self part of the power and you'd have to detoggle and retoggle it (after the cooldown) to refresh while Evasive Maneuvers will stay active the whole time and provide a constant bonus, so you might end up liking it better, even though the peak speed will be lower.
  3. Haven't tested but Siphon Speed's base increase to Flight Speed (+116.025%) is considerably higher than Speed Boost (+68.25%), just without the slow resistance - so you would likely be looking at the capped speeds in both situations.
  4. Edit: @Wavicle posted about two seconds before I did with the same info, nothing new to see here.
  5. Legit question here, since I've been on one UG and wasn't a sniper. How many snipes does it usually take to get one before it arms itself? Because it's only the fast (in-combat) version that has the reduced range, the interruptible (higher damage) version still keeps the longer snipe range. So do you routinely have to run away and fire snipes to prevent it from arming, or can you just use the slower version instead?
  6. As they aren't restricted to characters of any one origin, they're origin pools in name only to lock you out of taking all of them at once. Is everyone a professional fighter with leadership and tactical training, superspeed, and combat training? Why is that any different than learning magic (sorcery) on someone that didn't get the rest of their powers that way? Just because you want to ignore the point doesn't mean that it's not valid; moreso than the one you were making in my opinion.
  7. I might be misconstruing your question, but... ...it doesn't address the highlighted parts of this post, so it's not optimal for everyone. Of course, they could still put both powers in the trays to get the ring around the active power, but they'll have to make either a bind or a macro regardless, even if there's a new command added. If you were wondering why the exact same bind text works for some characters and not others, can't help you there. I've had syntax issues in a couple of my binds, but in those cases they didn't work on anyone.
  8. Because Stalkers don't get Shinobi-Iri (or Seishinteki Kyoyo or Bo Ryaku for that matter), Hide doesn't provide as much defense while in combat and has no +movement, and moving it to a power that Stalkers do get is a nice step in the right direction after adding so much to it when proliferating it from the AT it was specifically designed for that Stalkers have the absolute worst version of it. Now does putting a Stealth IO in the mez protection click make sense to me? No, but that's someone being an idiot in their slotting. There are plenty of free toggles to put a Stealth IO. Eh, I don't know. Smashing Blow in Kinetic Melee deals damage after the animation completes also, so maybe it was supposed to represent bullet travel time after firing?
  9. I think having it off by default is fine and would be my preference, as long as it's mentioned somewhere in-game along with how to turn it back on in an easy-to-find location (in the power description, for example) to prevent all the people wondering why it isn't working from making bug reports. It may not have been originally intended as a mission ghost ability, but it certainly is one. The stealth component of Superspeed is more often why I take it than the horizontal movement speed is, and why I often skip the Concealment pool and just drop a stealth IO in Sprint if I don't have a layer of stealth elsewhere. Adding Speed Phase is likely to exacerbate this since Stealth is mutually exclusive with not just Infiltration but also the in-set stealth powers which provide more (in-combat) defense, while Superspeed works just fine.
  10. Not positive because I never really tried to use them with click powers, but there's already powexectoggleon and poweexectoggleoff, so I'm leaning towards yes?
  11. There's an exception for Entropic Aura, but that's because it is your mez protection toggle and the enemy effect was added later. It suppresses, instead. Prior to moving the enemy effect and taunt to Entropic Aura, Energy Cloak was the taunt toggle for Brutes (once it was added) and had the same situation, where it suppressed instead of detoggled - before that, Energy Aura didn't have any enemy effecting toggles. As an example for the OP, you can look at Alpha Barrier in CoD and compare it to Beta Decay. Under Activation Details for Alpha Barrier you'll see a green icon with hovertext that indicates reads Toggle Ignores Hold, Sleep, Stun - meaning it doesn't get shut off - but in the PvE Standard Effects section you'll see that there is an icon indicating that the resistance is flagged to Cancel When Held, Sleep, Stun. That's how the toggle is set to stay active (ignore the mez status) and but be suppressed (cancel the effect of the toggle) while you are mezzed. Checking Beta Decay, you'll see both of those icons are missing: since it doesn't ignore the mez status, it shuts off when mezzed and there's no need to have the tag on the specific effects that it does. This lines up with other offensive toggles like Death Shroud.
  12. The formula you listed is for general status effects - where resistance reduces duration and not magnitude, spelled out in the line above the formula - and while it does mention knockback in terms of reduced magnitude between 0 and 0.75 turning into knockback below the formula, my experience leads me to believe that the resistance to knockback is applied before the protection in the case of knockback, not afterwards. Why do I say that? Because powers such as a Nemesis Staff (mag 9 at even con, mag 12 at +3) would normally cause you to be knocked down with 10 points of protection and resistance - after all, you would have 2 points reduced to between 0 and 0.75 using the general formula as described - but armor sets that have resistance just continue to stand there. You could still be affected by Repel effects pushing you back, though: that's treated differently because it's a different status. As for the Statesman power I used as my first unresistable example? Yeah, it's just "because Statesman" that it's flagged unresistable but it was also a shock to find - pre-nerfed Acrobatics and IOs - that my Corruptor with Acrobatics (mag 100 protection) avoided the knockback better than the Granite Brute on the team who was supposed to tank during a LRSF. There are a few other sources as well, such as the UXBs which are flagged as unresistable: everyone just gets sent back a good ways until they hit something/someone that stops them and there often isn't a knockdown at the end because I think the game doesn't handle KB of that high magnitude well.
  13. It's actually less than 1 before it becomes knockback, but the rest of what you said was true. I don't know the exact threshold (it's a range on the wiki) but anything past it factors in to the distance of the knockback. It's why you have to chase after lower level mobs (+10% effectiveness) when you hit them with powers that due scale 0.67 mag knockback (. If anything manages to exceed 10 points of KB protection that has 10,000% resistance backing it, then it was flagged as unresistable in the first place and end up whatever magnitude it happened to be in the first place.
  14. You would deprive us delinquents of our daily diet of delectable drivel? Demonic!
  15. As are the artificial challenges like the issue 0 hero or issue 7 villain character groups, and a lot of people are finding the game more enjoyable that way. After all, even playing solo or in duos most of the content is easy for an incarnate-level, fully-IO'd character.
  16. I wonder if it's when she phases out of the battle?
  17. First off, thanks for the mention on accuracy. Sadly, wanting to spread that accuracy means that I also need to nitpick a bit: Stalkers get a base 7% chance to critical + 3% per teammate, as you mentioned, but it's only nearby teammates (pretty sure the radius is 30'), and the Stalker is included. That gives them a 10-31% chance versus the 21% chance you stated, which was likely a typo given that you had the other numbers right, but I wanted to also bring up the radius so figured I may as well mention that, too. The Scrapper can also boost that ~10% you mention with ATOs. Long story short on this one, there's more to the story to get that higher rate than you brought up, but the overall conclusion holds true for single target damage: usually the Stalker is ahead, because they're running an attack chain with a much better attack that isn't available to Scrappers.
  18. TL;DR answer: They have a lower AT modifier (1.0 to 1.125), boost their own damage less (80% of Scrapper/Blaster effectiveness), get fewer AoE attacks for most sets, and lose out on any AoE damage auras and -resistance powers that are built into the sets for the other melee ATs... ...but they get criticals often enough and Assassin's Strike with Focus is actually better than fast Energy Transfer for DPA, so with the same investment and played well, they'll do as much or more single target damage using the same primary. But it's all situational.
  19. Since the effect group has the 30% chance (now that effect groups are a thing here) wouldn't it also be possible to simply add in the Domination line into the effect group, the same as the 100% chances? Edit: never mind, the check for domination means it has to be in a separate group (posted first, then thought about it)
  20. Or downgraded AV->EBs, which are harder to mez than the AV counterpart.
  21. That's because it wasn't buffed the way it should've been when proliferated from Corruptors to Defenders. They even kept the same numbers on Heat Loss, then post shutdown Heat Loss was nerfed for Corruptors (it started as -30% resistance on both powers when Corruptors were the only AT that had the set). I still find it funny that Dominators get Sleet at the same level that Controllers and Corruptors do, though.
  22. You can still do that, though the size of the mob you can one-shot is likely smaller if you're using Assassin's Focus criticals on Assassin's Strike instead of the slow version (it's better DPA but less actual burst damage). As for having the proc available... eh. If you have a lot of alts and are trying to fund them, or if your Stalker is your first character I can see the price tag being out of reach, but you can slot it at level 7. But I was specifically addressing what seemed to be your complaint about the "tedious" nature of waiting after the end of combat - at least for Stalkers hidden status suppresses for less time than the other stealth powers, and for defense sets you can move on and get hidden status while you're positioning yourself in the next spawn (especially once IO'd out). The worst case scenario is that you don't have focus charges because you just used AS to finish the last spawn and the other spawn is just outside of aggro range... in that case you can play as a Scrapper and be none the worse for wear because AS isn't recharged to use immediately regardless, wait out the 8 seconds of suppression and move into place while AS recharges, pause for just a few seconds picking a target if you want to get your critical and move towards them during the 8 seconds of suppression with the attack queued, or if you have the proc slotted in AS you'll most likely already be hidden. If you don't want to wait, you don't have to. Stalkers give you options, and (after the many rounds of buffs) most of them work well. Honestly I use it for criticals, stealth suppresses when attacking, and Hide is a 0 cost toggle that provides defense so don't pay attention to if the proc lasts long enough to apply a stealth. If someone else knows the answer they can chime in, but I don't think it's just going to assign a long-duration suppressed stealth that will let you take Hide out of the tray.
  23. That's why you just don't wait for it to kick in unless you really need the help surviving or just prefer to go slowly. They scrap just fine, and the ATO procs alleviate any offensive need to wait - if you're hiding because you don't want to get hit on the way in, then that's a clue to slot your secondary better, and if you need more endurance you'd be waiting anyway.
  24. For toggles it turns off with the toggle, it's 120 seconds on click powers. To the best of my knowledge (I haven't tested) Translocation will not count as a click for it as Translocation doesn't take enhancements.
  25. Oh, the reactor room. It's a fun room until you have a defeat all.
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