
siolfir
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Patch Notes for January 29th, 2020
siolfir replied to The Curator's topic in [Open Beta] Patch Notes
And I ran into @csr's tanker while I was standing there looking at my combat log. Again, no messages beyond activation and shutting off for Irradiated Ground; click attacks were showing normally as was Lightning Field if I turned it on after zoning. I used the RWZ dummies because it seemed like a good idea to prevent the spam of having a dozen Freakshow attacking me while I was looking for messages. This was essentially the same behavior I posted originally, only without the observations of apparent different behavior from enemy AI in response to similar triggering conditions. -
Yes, specifically: There are other changes missing, but I never bothered to calculate the Sentinel damage scales so didn't want to fill them in.
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4th, I think, if you're talking about Blaster damage comparisons, but the first 3 were relative to Corruptors so we're moving on to different ATs now.
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Check the note after my edit, and keep in mind that Paragonwiki does not include any patches from Homecoming. Also, it's i before o.
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Untrue. It was true at the time of shutdown, though. Brute and Tanker Epic/Patron Pool ranged powers now use the ranged damage modifier, which is why it was recently changed to match the melee modifier for those ATs. In addition, the ranged attacks in Sorcery and Force of Will also use the ranged modifiers. Ranged attacks in melee damage powersets (Brute, Scrapper, and Stalker primaries, Tanker secondaries) use the melee damage modifier. Melee attacks (ie, PBAoEs) in ranged damage powersets (Blaster and Corruptor primaries, Defender secondaries) use the ranged modifiers.
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The wiki page is also a simplification - I'm pretty sure I posted a link to the archived City of Data attribute modifier tables that show that melee_damage and ranged_damage aren't actually 1.0 and 0.75 for Blasters and Brutes respectively when he actually did a test to show Corruptors were doing more than Blasters by creating new level 1 characters. But even the simplified version is too simplistic for actual in-game observations, where watching a Brute with 75-80% Fury hit a mob with a damage scale 1 attack is going to do a little more damage than a Blaster using their scale 1 attack simply because they have +250% damage in slotting and Fury while the Blaster is at probably around +125% with slotting and some level of Defiance. Blasters make up for that with better self-damage buffs and usually more AoEs with higher target caps. 0.75 (1 + 2.5) = 2.625 1.125 (1 + 1.25) = 2.53125 So you look at that and go "hey, the Brute's hitting harder than me" - which is true, but only part of the story. So, to answer the questions in the OP (again): Simplified answer: yes. This is the number that shows up (precalculated for you) in the in-game power information screens. That's not the full answer, but it's enough to understand. Here's where the complicated answer begins. The "damage scale" of an attack is determined by formulas* and is part of the power; when you use it it multiplies the scale of the attack by the melee_damage or ranged_damage AT modifier for a character of that level, thus the term multiplier. Note that the attribute tables in the links are from archived data, and so do not include Sentinels and do not have updated numbers for Brutes (ranged_damage changed to match melee_damage) and Tankers (many changes, including both melee_damage and ranged_damage). You can also see the damage scales of the different attack sets for most of the powersets for most of the ATs starting here. * - there are exceptions to the formulas, but the formulas can be found (with a couple of errors pointed out in the thread) here. Edit: sniped by Troo, so edited out the extra junk about Blasters being baseline 1.0
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Is Darkest Night redundant on a Fortunata?
siolfir replied to Sou1catcher's topic in Arachnos Soldier & Widow
Here's the link to Defender Dark Miasma: http://web.archive.org/web/20140821042044/http://tomax.cohtitan.com/data/powers/powerset.php?id=Defender_Buff.Dark_Miasma And a silly little chart: AT ToHit Debuff Dam Debuff End Cost Cast Time Defender 18.75% 37.5% 0.26 3.17 Widow 8.438% 16.875% 0.325 2.37 The range, radius, and recharge for both versions are all identical. And unless you have more endurance than survivability, I would personally recommend skipping it for the reasons that @Gulbasaur mention (specifically, it doesn't solve a problem most Widows have). -
What is a Prototype Element, and what's it good for?
siolfir replied to Heraclea's topic in General Discussion
https://paragonwiki.com/wiki/Special_Salvage Lets you skip a meteor in Bloody Bay. -
Apply the "KD Proc" to powers designed to KD
siolfir replied to Galaxy Brain's topic in Suggestions & Feedback
Almost all powers that are supposed to do knockdown are set to mag 0.67 knockback since the game doesn't actually have knockdown, it's all low magnitude knockback. This includes powers like both Mallets and Fault in Stone Melee, Burst and Focused Burst in Kinetic Melee (Quick Strike is mag 0.70, though), Punch and Haymaker from Super Strength, and others. Most of them specifically mention knocking your opponent down in the description as opposed to "sending them flying" (Repulsing Torrent) or "knock back [nearby] foes" (Hurl Boulder, Hand Clap), although Fault does say "throwing him [...] into the air" instead. The problem with this is that if you get any higher than around 0.75, knockdown turns into knockback, and this combined with mobs that have negative knockback resistance (Clockwork) or just the purple patch causing the effect to be increased against lower-level enemies means that you only need about a 12% increase in effect to start knocking mobs back. At -1 you get +11% on your effects, at -2 it's +22%. A few powers - those using pseudopets, like Blizzard - do lower magnitude (0.1 or 0.2 if I remember correctly, but pseudopets weren't archived with City of Data and I can't log on from work to check). Edit: just checked from the character creator, Blizzard is 0.1, Ice Slick is 0.5, and Earthquake is 0.67. Edit: and I was sniped by @nihilii while I was writing. *mutter* Stupid work distracting me from forum posting... -
I'd say it's perfectly arbitrary, which fits the name. ty·ran·ni·cal /təˈranək(ə)l/ adjective exercising power in a cruel or arbitrary way. In any case, we've already heard that base construction and upkeep will be free, which is good. Now that it was brought up by @GM Widower I'm somewhat interested in what some other ideas are for prestige, though. Maybe this would be a good thread to discuss that instead.
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Not too many people will disagree that Unchain Essence is skippable. But it's fun to run up to a group of mobs, kill one of them, explode the body to hurt the others, and then rip what's left out to do your bidding as a fuzzy ball of floating doom killing all of their friends. The one that might get some disagreement (although not from me) is Hasten: I always grab it but I've seen posts from several others who say they never take it.
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issue 26 Patch Notes for January 29th, 2020
siolfir replied to The Curator's topic in Patch Notes Discussion
We're really missing the trees for the forest here: Illusion Control for Brutes confirmed! Before Dominators, even! (yeah, yeah, I know it's because of the proc affecting any power but still) -
Exemping With Purples And You - Er, I Mean Me!
siolfir replied to Clave Dark 5's topic in General Discussion
As long as you don't attune them (which would be silly to do since the set bonuses work regardless of level anyway). -
Patch Notes for January 29th, 2020
siolfir replied to The Curator's topic in [Open Beta] Patch Notes
As I posted, Lightning Field was showing the message in the combat log but only after I detoggled/retoggled if I left it on while zoning. It was not showing the message if I left it on while zoning and didn't retoggle once I finished loading. Irradiated Ground was not showing the combat log message whether I retoggled or not. -
38 Fortunata. Dart Burst or Patron Powers for another AoE?
siolfir replied to Sou1catcher's topic in Arachnos Soldier & Widow
Especially with 4-5 damage procs in it. -
Patch Notes for January 29th, 2020
siolfir replied to The Curator's topic in [Open Beta] Patch Notes
Okay, so I finally got on to test the taunt proc using my Rad/Elec Brute that I had copied over for the stress tests. Since I was already in Kallisti Wharf I just started a Market Crash at +3/x8; the first mission may as well be a farm and since I was trying to test to see how frequently mobs fled I avoided using Electric Fences. The first time I entered, I had both Irradiated Ground and Lightning Field on and active prior to entering the mission map. This is how I normally would run missions, since I wouldn't have to continually retoggle each time I zone. It was obvious to me within the first three groups that I was getting more runners - the mobs would originally collapse around me, and as I started attacking I would get several that would run away and if something hit them while they were running they would come back in again and then almost immediately turn around if I didn't focus on them. It didn't seem to matter if they were bosses, lieutenants, or minions. I cleared the first several spawns this way, then exited the map. The second time I entered the map, I entered with both Irradiated Ground and Lightning Field off, then toggled them on after about 30 seconds of being on the map. This was to see if the timing issue that @Captain Powerhouse mentioned in another thread was still occurring, and if this would act as a workaround. I ran through a spawn or two before remembering that the combat log is supposed to show when the proc fires and started doing some more isolated tests on it. Turning off both auras, each click power had a taunt message for every mob hit before it listed the damage messages. Turning on Lightning Field and standing in a group without attacking, it listed a taunt message for each mob hit. Turning on Irradiated Ground and standing in a group without attacking, there were no taunt messages listed and occasionally mobs would lose interest and run out of the patch, then come back. So with this in place after I started on the map without having either power on, I decided to see if I got the same results with both toggles activated as they were initially. I zoned out of the map, toggled everything on, re-entered, and headed to the next spawn, leaving both Lightning Field and Irradiated Ground active but not attacking. No taunt messages in the logs, mobs were running in and out of the damage fields. Turn off Irradiated Ground, left Lightning Field on. Waited about 30 seconds. Turned Irradiated Ground back on, still no taunt messages in the combat log. Mobs would flee when low on health (usually just after hitting Dull Pain). Turn off Lightning Field, wait 30 seconds, turn it back on. Taunt messages start appearing from Lightning Field. Mobs would stick around with some shuffling for position (Tank Smashers take up a lot of space). So it does not appear that this patch fixes issues with pseudopet powers and the Gauntlet/Fury taunt proc. In any case, thank you for the effort and work on this issue. I think that the problem is overstated in making characters "unplayable", especially since it seems as if detoggling and retoggling most auras will cause them to taunt again, but it is definitely an unwelcome change in behavior. -
I usually use binds, but the command would be powexeclocation target "Burst of Speed" (with the quotes optional). So for a bind (/bind <key> <command>) it would be /bind powexeclocation target Burst of Speed, or for a basic macro (/macro <name> <command>) /macro BS powexeclocation target "Burst of Speed". You can also use power images for macros if you want, but because it's a macro the icon won't display the recharge for the power.
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38 Fortunata. Dart Burst or Patron Powers for another AoE?
siolfir replied to Sou1catcher's topic in Arachnos Soldier & Widow
The patrol powers for fortunatas are based on melee sets' patron powers, so I don't think they add too much value. I went for utility pool powers - recall friend is useful, as is provoke. Maybe grab a few of the leadership-style buffs from the fortunata set? That the Patron pools are using the Brute powers is actually a benefit, as stated here: Now I wouldn't call it bad advice because utility powers are a good choice if you're happy with your attack chain (I am on my build, which skips the patron pools), but if you're looking for more damage the Brute Patron Pools help a lot. Gloom and Dark Obliteration from Soul Master will provide two fast attacks that are easy to slip into a chain; there's a reason the farming threads recommend Mu Mastery since it adds additional radial AoEs; and while it's not as useful for a ranged Fortunata, Shatter Armor's -resistance will help with single target DPS on large targets and is highlighted in the pylon thread. Or you can take Carp Blast... er, I mean Leviathan Mastery. -
Nothing really stands out, here's a thread asking the same question: My only change since my post in that thread is that I have also built a Rebirth Radial Destiny, but I usually still use the Ageless.