
siolfir
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issue 26 Patch Notes for March 31st, 2020 - Issue 26, Page 5
siolfir replied to The Curator's topic in Patch Notes Discussion
You should. Shadow Maul used to do more damage than it should, even if it was a single target attack, based on its recharge and endurance cost. It now matches the formula (despite being pure DoT, which typically received bonus damage in the past). The damage per activation went way down due to this, but the animation was sped up, so the damage per second of activation only went down slightly - but even in the patch notes it mentions that it went down. That other people are telling you that the arc is wider and hits more targets means not only are they not listening to your complaint, but didn't pay attention to that part of the patch notes. They may also have been telling you to increase your spawn sizes so that you end up getting more damage out of it than you used to, because you have to hit more targets to do so. -
Discussion: Disabling XP No Longer Increases Influence
siolfir replied to Jimmy's topic in General Discussion
It was 20 merits for 1 hour for old content with penalties for frequently farmed content, which is why villain arcs and strike forces were worth so much less initially (there's less of them and even fewer that people ran a lot) and why several trials heroside were later reduced to 2-5 merits (such as Eden, and KHTF being dropped to 8 while simultaneously making it harder to stealth). Basically, you were penalized for speedrunning, which was done initially because you got 1 random recipe per person on completion, and so many of the recipes were garbage that people ran them as quickly as possible to get more chances for something worthwhile. As far as the "buying power has increased" - no, it hasn't yet. Prices are still where they were, income for anyone that had xp disabled was affected has gone down. Prices will follow, eventually, but that is a long term process and saying that your buying power increased when your income was cut in half and everything costs the same amount is just stupid. -
Discussion: Disabling XP No Longer Increases Influence
siolfir replied to Jimmy's topic in General Discussion
Can I have your stuff? I mean, with the reduced inf gains, every bit helps... >.< -
Focused Feedback: Experimentation (Release Candidates)
siolfir replied to Jimmy's topic in [Open Beta] Focused Feedback
As mentioned before (in the other feedback thread, maybe?) this would actually be a minor nerf to the power by increasing the animation time (Widow Poison Dart is 1.5 sec vs Toxic Dart's 1.07) while not increasing the damage. It already doesn't do enough damage for its recharge: with a 4 second recharge an attack should do scale 1 without any bonus for being damage over time, and it actually does scale .985 (-ish, it's not exact because of rounding) as a DoT. -
[Beta] Patch Notes for April 4th, 2020
siolfir replied to Faultline's topic in [Open Beta] Patch Notes
Replicated this in PI with a level 50 Defender. Clicked upgrade, was asked if I wanted to upgrade 7 enhancements to level 50, clicked Yes. Nothing happened at all. Exited enhancement screen with a mapserver error and then was disconnected from the server. The character has mostly IOs with some blank slots and 7 SOs that were never replaced because the intent was to replace them with IOs once the bids went through, so I thought she would be a good test case for "typical" usage. -
Simultaneous Ion Core Final Judgement not doing damage
siolfir replied to Moonrazor's topic in Bug Reports
I've also noticed this, and I assumed it was part of the chaining mechanism to prevent it from hitting the same target twice. In my case, we had selected different targets and mine didn't jump. -
It was changed in July of 2008.
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Haven't you been paying attention? Outrage culture has been all the rage for the past decade or so. If you can't find something to be offended by, the more frivolous and trivial the better, you're just not with the times.
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Discussion: Disabling XP No Longer Increases Influence
siolfir replied to Jimmy's topic in General Discussion
Since I didn't see this answered yet: my characters that I had the "Disable XP, double inf while exemplared" setting were set to the "Disable XP" setting and had to be manually changed. -
Scourge damage is being included in the average damage and has been for a long time. It's why we have threads months back about how Corruptors do more damage than Blasters, because people see the damage that is flagged as Scourge is showing in the total all the time and isn't showing the "if Scourge" message in the details. The screenshot also shows a level 30 Corruptor, which is why the damage appears so low. It has a 4 second recharge, which would be a scale 1 attack. Scale 1 is 41.71 damage at level 50 for a Corruptor. Here's a screenshot from level 50: So it does less than scale 1 damage counting just the initial hit and DoT (41.07 damage), while the Scourge damage is correctly scale 1. If you look at other ATs, a scale 1 attack with a 1.0 ranged modifier should be 55.61 damage, and it shows 54.76 damage for Widows. It works out to scale 0.98466 if you just divide 41.07 by 41.71, but that's still less damage than it should be doing - if the initial lethal damage tick was the same as the toxic ticks (and was 3.7918 damage vs 3.7900, making the ticks scale 0.0909) then it would be close enough (scale 0.999995). @Captain Powerhouse, was the lethal tick supposed to be the same damage? And even if it was scale 1 the damage is lower than it should be (IMO): most of the old DoT attacks got a 10% damage bonus for being DoT instead of upfront damage (see: Ball Lightning, Irradiate, Gloom). The old Shadow Maul had several bonuses, doing far more damage than its recharge and endurance cost would indicate even for a single target attack, while still leaving it as an AoE. The new Shadow Maul is more likely to hit multiple targets, but follows the damage scale formula exactly (including area factor) with no bonus for being DoT, so my guess is that the Homecoming devs have decided to ignore that DoT damage is inferior to upfront damage* and no longer grant the "DoT" bonus. *: Having the damage delayed removes the safety of an instantly-dead mob if the damage is sufficient to kill, allows for mob regen ticks to occur during DoT meaning that mobs might not die if the amount of damage would have been enough to kill in one shot, it increases likelihood of overkill and wasted endurance since you'll follow up DoT attacks with more attacks due to the first two points, and it reduces the Scourge rate for Corruptors since the target has higher hp at time of calculation.
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With regards to the highlighted parts - fixing redraw would increase damage bane damage. As for the 80% -resistance from a single character... so what? Even with that, you say that they aren't doing enough damage. Also some nitpicks: Stalkers moved away from Placate and stay Hidden long before i25. The Assassin's Focus rework came after the scaling critical chance outside of Hide and was in i23. Bane is the most popular choice because of people a) building Huntsman builds, b) not wanting the Crab backpack, and c) Bane armor being better than Wolf Spider armor.
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As mentioned, you're inside the mountain fighting Bat'Zul. Marshal Brass also has an (older) arc where you learn about the PTS - it's in the clues. Brother Hammond was added (much) later. To stay on topic, Marshal Brass' arc also has the line "Sure, weird metal things sometimes try to kill me, but at least it's a union job, so I'm gonna get comp time for this." (in one of the clues)
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issue 26 Patch Notes for April 1st, 2020
siolfir replied to The Curator's topic in Patch Notes Discussion
My Controller loves her nerf bat - it hits harder than any of her actual (non-pet) damage powers. -
Discussion: Disabling XP No Longer Increases Influence
siolfir replied to Jimmy's topic in General Discussion
Go back and look at what they called the exploit, and what they changed. It's not a one-to-one, and they said as much. Only if people are stupid, you can buy any IO for at most 100 mill + cost of salvage. -
Discussion: Disabling XP No Longer Increases Influence
siolfir replied to Jimmy's topic in General Discussion
Just going to quote this; it captures my feelings about it quite well. There's quite a bit to love about this update. There's one thing that I strongly dislike, and while it's a shame that it turned this thread into such a mess, it's not exactly hard to predict that things would go this way. As I said before, it impacts my non-farming characters more because I tended to play them on TFs rather than farm - I find farming tedious, but far less so than market-converter-bingo. And yes, prices are lower than they were 10 years ago and won't ever get to the hundreds of millions per IO due to multiple effects that bring prices down, even if inflation ran as far as it would go you still have at worst the inf-to-merit-to-recipe conversion where nothing goes above 100 mil. Which is why I don't understand the point behind the inf change - inflation was already capped. -
Discussion: Disabling XP No Longer Increases Influence
siolfir replied to Jimmy's topic in General Discussion
Sorry, late to the party and just caught up to this part of the thread so I'm skipping the last 5+ pages as I add this, but didn't hitting level 50 essentially always "enable" this option on live since you didn't have any xp to gain? My memory isn't what it's supposed to be and there are a lot of histrionics in this thread about what went in, for how long, and so on, but I'm fairly sure I remember getting more significantly more xp at level 50 than just a slightly increased drop amount would account for. Edit to add my feedback on the inf gain nerf: disabling the double inf while exemplared actually hurts my non-farming characters more and increases the likelihood of my wanting to farm since I enable the "no xp, double inf while exemplared" on my characters and like to run TFs. In reality it will probably just kill my desire to make alts because I absolutely despise playing the market and like having at least a moderately performant build. Since I'm not going to spend the time converting and flipping (see: despise playing the market) I'm simply just not going to make the new characters until I have their IOs, which will likely take much longer to get. -
If you just want to throw characters around, try Psi Melee. Sure you only get one AoE knock power, but by the time the mobs land and stand up it'll be recharged again.
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As mentioned... Bane attacks animate slowly. Due to the slow animations you could make a complete melee attack chain from 3 powers because any 1 attack will recharge in the animation time of the other two without even investing in a lot of recharge on the build. This part is only true for Crabs: Banes swap from mace to rifle to fire grenades, then swap back. They don't shoot them from the Mace, and there is not a no-redraw option. This adds to the already slow animation times since you're swapping back and forth to use your best attacks, since all of the ranged mace attacks are trash compared to the rifle attacks. The easiest "gimme" would be a no redraw option, which is why it's been asked for in many threads, but using the animation from the patron pool for Web Grenade to launch Frag or Venom Grenades as a Bane would help. That said, they're very easy to play, stack well with each other and in mixed teams, and while the upper end on Bane performance is fairly low compared to other "damage ATs", a Crab with pets (and a build to keep them alive, as mentioned earlier) puts out an insane amount of damage despite having a complete trash power in Omega Maneuver, which serves no function other than to reduce your damage output and keep you from taking and slotting an actually useful power. I'd also like to see VEATs get a +400% damage cap instead of the current +300% - Soldiers and Widows show up under both the "Melee Damage" and "Ranged Damage" playstyles if you use the filter during character creation, yet have the "non-damage AT" cap. Khelds (and Defenders) could also use the bump, as they're classified as Ranged Damage.
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Well, the good news is that we should see Soon™ what they have in mind.
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Storm Defenders any valid reason for their secondary power nurf
siolfir replied to DrRocket's topic in Suggestions & Feedback
one of - it's higher than Controllers and MMs. -
This is true with 2 notable exceptions: Purple IO sets and PvP IO sets. You keep the set bonuses from those regardless of what level you exemplar/malefactor to.