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siolfir

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Everything posted by siolfir

  1. You missed Anguishing Cry (Pain Domination, 30s). Also, the only things better for Melt Armor compared to Slowed Response are the duration (40 vs 30) and cast time (1.5 vs 2.27) - it has a smaller radius (15' vs 25') and shorter range (70' vs 80') with a higher recharge (150 vs 90) and endurance cost (18.2 vs 15.6). Anguishing Cry is PBAoE with a 25' radius, 1.97 second cast time, and 13 endurance cost on a 120 second recharge but otherwise has identical -defense and -resistance numbers.
  2. Yeah, and then I went and removed the post because I realized it wasn't really helping the discussion. I'd rather just have the "fun name" post here rather than get lost in the rest of the discussion, but I added this to acknowledge that I removed the post you were replying to once I saw the notification.
  3. Either way, it shouldn't end up at 22.5%.
  4. The concept for building and decaying an escalating critical chance is already in place for Assassin's Focus but I don't remember the manner that the increased chance was handled - I think it was through adding extra critical lines for each stack level to the fast Assassin's Strike, though, which isn't feasible for all Scrapper attacks due to the workload.
  5. Okay, I misunderstood where you were going with that, but the argument for Envenom is that it didn't start with Defenders, was 30% on non-Defenders already, and was already buffed when ported so that would be why it wouldn't get a buff. As I said before, Dark Miasma was incorrectly ported for Corruptors and Masterminds, and then later to Controllers. While correcting Twilight's Grasp this has already led to a buff to the power for all ATs, and the request in the thread - which I didn't originate, but felt I should reiterate while everyone was trying to shout them down - is for a buff to Tar Patch so that the numbers that Masterminds, Corruptors, and Controllers were used to are the numbers used for those ATs, which would mean a buff to the power's scale and would make the Defender version stronger than it currently is while essentially leaving it alone for the other ATs with the set. It would still be the same "bug fix" because it would use AT scaling, but a buff would roll in at the same time. Not changing how the power worked by rolling in a buff at the same time was something that has already happened while adjusting powers to use the correct modifiers with the Tanker and Brute changes to their epic pool ranged attacks, where their ranged modifiers were increased so that the powers didn't suffer a nerf. My request was in the old thread when there were people asking about nerfs to Sleet because of the nerf to Tar Patch, and that was to remember that Sleet started at 30% for Corruptors, and should remain at that value for the AT it originated on rather than using the current Defender value - which was also incorrectly ported - as the baseline.
  6. Delete it from the post attachments.
  7. So does this mean I should scrap my idea of a Storm/Energy Defender named Social Distance?
  8. A good correction. I'll edit. Envenom is already -40% on Defenders.
  9. I tend to lead with an AoE if we're moving fast, or since I have the chance for hide proc slotted, if it's recharged I'll use AS and follow it up with either an AoE or my hardest hitting single target attack that's recharged. I don't wait for hidden status, though, so it's usually the fast version of AS and if I don't think the mob will live long enough for the animation on a slow AS I'll lead with Moonbeam on the way in. I also consider it a good problem to have that no mobs in the spawn are lasting 3 seconds for Assassin's Strike to land.
  10. The ask is for the adjustment to Tar Patch to happen now while the have the AT modifiers working, because we already know how it performs on those ATs at -30% resistance. Sure, it might be adjusted later at some point, but Freezing Rain Envenom already has the -resistance that Tar Patch would be boosted to on Defenders, so it's not unprecedented to have a power with that level of -resistance, and they have shown a willingness to make adjustments already, which is why Twilight's Grasp is getting an accuracy buff. It's not an unreasonable ask, but unlike my concern about updating Sleet by nerfing the original values of the power(s) for Cold Domination because it wasn't adjusted correctly during a port, this would actually be buffing the original power because of a bad job of porting the power to other ATs. Since the argument started with the popularity of the set with MMs and you bring up Fade, I have to ask: when did MMs get Fade?
  11. I have to agree with @Darkneblade: that request is pretty shameless.
  12. Wait, we're getting grasshopper legs, too?
  13. Yay for editing quotes: Yes, if you have the Taunt or Confront power which provides -range and some method of keeping the enemy from getting close. This can be Flight, an immobilize, or simply just moving a lot to play with the somewhat silly AI, but once your build matures you likely won't have to use this tactic at all. Yes. You don't even need enough ranged attack increase to do this - you can pull mobs one at a time moderately easily just by breaking line of sight after attacking from range, although you should select targets near the edges or otherwise away from the group since there's a small area that is alerted. Note that some mobs are just tethered and will travel together anyway, but you're unlikely to run into them without a team, and in a team this tactic isn't usually necessary. No. Melee attacks are flagged to ignore range enhancements and boosts to range, with the exception of most Tanker AoE attacks which get a boost due to their inherent. I haven't run a MM in a really long time, but if you ask in the Mastermind section of the forums people there will be happy to help you out. This one has some extra questions implied or outright asked, so I'll try to break it down further: It is possible to do, but you likely would have to create a script for it since the mobs aren't going to respawn directly on top of you, so you'd have to move around to get more enemies. Pet classes aren't usually the best for this type of farming, also: the pets tend to stay near you unless you're running missions where spawns are close to each other, and then without you micromanaging them they will often run off to the next spawn because it attacked them when they got close. The pets are also likely to get killed eventually from anything worth farming without you providing them some help. Low level enemies aren't going to drop anything except for Enchancement Converters past a certain level lower than you. All of which is irrelevant because of the answer to question 6, below. No. Scripts and programs to automate gameplay is explicitly called out as illegal under point 7.2 of Conduct Guidelines in the Code of Conduct.
  14. Note as separate sets, no, but look at the Assault secondaries for Dominators and tell me they aren't supposed to be melee/ranged damage.
  15. I admit, I lol'd. But Dark Armor's biggest end sink is Dark Regeneration, which you can dump a Theft of Essence proc into.
  16. What role would they provide without completely changing the concept of the AT, though? I mean, if you're complaining about Scrappers not having a role because of their AoE damage is too low, then what do you do about Blasters? I agree that some powersets shouldn't be proliferated to everybody because those powersets could help define the "flavor" for the AT, but that ship has long since sailed. Scrappers are a do-it-all melee AT along with Brutes, with an edge on damage and disadvantages in hp and resistance caps. Stalkers don't make good tanks because while they can survive aggro well, they're terrible at maintaining it, while Brutes and Scrappers that have taunt auras in their secondary do well at holding aggro. I agree with you that Scrappers are closer to Brutes in which roles they fill than they are to Stalkers, but they're closer to Stalkers in how the AT actually works. Also, while Stalkers do more single target damage, they aren't really using the same powersets to do that: no Stalker primary/secondary comparison is identical to the equivalent Scrapper or Brute set because they all give up at least one power in each for Assassin's Strike and Hide, plus the primaries are rearranged to fit Assassin's Strike at 6 and Build Up at 8, and often any AoE or +recovery powers in the secondary are adjusted or removed as well. Those changes - and your tolerance of them - provide the mechanical reasons @Itikar mentioned above as to whether to go with a Scrapper or Stalker, along with what role you want to fill in a team environment.
  17. Just to also clarify - on Homecoming there isn't a difference between the crafted and "store-bought" versions anymore since all of the procs use the PPM that used to be only in the store-bought (attuned) IOs. @Bopper has a thread on the history and underlying formulas for the changes here. As for how the Performance Shifter proc works, each time it checks - which changes depending on what type of power it's slotted in (another plug to look at the guide linked earlier) it has a chance to just give you endurance. It doesn't boost recovery, it just says "here, you look tired, have some end." This happens often enough that slotting one in Stamina will get you more endurance over time than slotting an Endurance Modification IO, so it's definitely worth slotting, even though it provides less endurance over time than the Panacea +hp/+end proc.
  18. Oh, it probably is, but the purple patch means that it only has to do 1/6th that much against level 1 mobs (or level 2 with the alpha level shift!). Once you divide by 6, that 275 at the damage cap turns into 45.83, and a scale 1 attack from a Blaster does 62.561 damage at level 50. If they're saying it happened as a single hit, then you have to throw in resistance debuffs: -300% floor, so level 1-2 mobs take 24x damage, so it has to do 916.667 damage at even con, 183.33 base damage at the 500% damage cap, which is a scale 2.93 attack for a Blaster or scale 4.40 attack for a Corruptor (41.707 damage at 50 for scale 1). Crashless Blaster nukes do scale 4 damage, and don't slow Snipes do scale 4.56 damage now? So it's possible but it's a clear best-case scenario.
  19. Hey, it's (tied for) the least picked choice for Stalkers! 😛
  20. With regards to the suggestion to turn Confront into a TP-to-Foe (which was in one of the buff Confront threads), I am assuming that the recharge would be increased as part of the change, and the amount it increases could determine any additional effects. As for numbers for a "bonus critical chance" make it +25%; this means if you have both Scrapper ATO procs (+60%) in attacks with the best chance to critical (15%) you'll hit 100% with an 85% chance for other attacks against lieutenants and higher class mobs; without the ATO procs it's 35-45% depending on the follow-up attack, which is higher than the "Stalker with a full team all within range" critical rate (31%). I'd put it at a 20 sec base recharge (one-third that of Placate), which is still shorter than the base Taunt duration against even cons, and would give you a reason to want it to recharge faster either through global recharge or slotting.
  21. Okay, if you're going to min/max this, which pool are you dropping to take Experimentation because Toxic Dart is nearly as good as a t2 attack?
  22. Defenders and Dominators have the same modifiers for mez, so that would be the overlap instead of Controllers, and there are a few Defender builds using Sonic Blast that will "outdamage" Corruptors - usually leveraging mid-level damage buffs with resistance debuffs. Kinetics is a notable exception because of the lower damage cap, so a Corruptor will pass them fairly easily, but Rad/Sonic was a commonly-touted build that did as much or more for Defenders, depending on Accelerated Metabolism's uptime and whether or not you took Assault. Those comparisons were all also while solo, since as mentioned earlier additional buffs will tend to favor the higher base damage, especially when paired with a higher damage cap. Personally I've always felt that the Corruptor modifiers should be equal to or stronger than the Defender modifiers on debuffs, and should be weaker than the Defender modifers on buffs - which they already are - to make the names actually mean something. It's not worth jumping into a trench over, but it was an "it would be nice if" thought I had when I first started. I tend to make a Corruptor or a Defender based on the power order more than anything else, since I like exemplaring to run lower-level TFs and arcs and want certain powers available for them, unless it's Kinetics when I go for Corruptors just to get the higher damage cap.
  23. I don't want to use the obvious, so let's go here:
  24. Edit: well, okay, not really but it was fun to post. Also, can we un-nerf Heat Loss then? I haven't made a Cold on Homecoming, and until I saw 24% earlier in this thread I hadn't checked the numbers and just assumed it was still 30% from the 3 Colds I had before.
  25. Prince, princes... meh, just wanted the excuse:
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