
siolfir
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Everything posted by siolfir
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Let's not forget that Confront also exists on Widows - who don't even get the -range out of it(!) - and Placate on Soldiers who take the Bane route. Also, Smoke Flash has always been a garbage power, and I would be all for replacing it in Stalker Ninjitsu before worrying about Placate... which already has a long recharge that wouldn't need adjusted even if made into an AoE. Confront would most likely need a longer recharge if it started getting additional functionality, though: it's already -75% range on a 3 second recharge (unless you're a Widow).
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the Widow Files : Widow Builds Issue 27 Page 6
siolfir replied to Harakh's topic in Arachnos Soldier & Widow
Can't log into the game to check immediately but if they list knockback resistance without knockback protection (as the CoD entries would seem to indicate they should) then this just converts resistable knockback to knockdown (there are sources that are unresisted). The entry listed above has lines for both (100 mag protection and 10000% resistance) so should prevent knockback. -
What's hurting Dark Primary for Blasters?
siolfir replied to Solarverse's topic in General Discussion
My first Dark Blast character, a Dark/Cold Corruptor, had keybinds for "Go get 'em, Cuddles!" and "No, Cuddles! Bad touch!" when using Tenebrous Tentacles. Cuddles, was, of course, her pet tentacle demon. -
That hard-capping defense to 40% is a Bad Idea™ and would have a "cascading failure" of other systems and encounters needing to be adjusted, for little to no benefit because people would just go about their merry way using, as you so eloquently put it, "non-defense mitigation such as heals, regen, resistance, -rech, sleeps, disorient, confuse, holds and knockback." It's not a panacea, and making it harder to soft-cap would be met with equal vitriol without breaking existing encounters and would have the side benefit of not invalidating an entire set of support powers that provide +defense.
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Which "before"? I doubt it's going back to 850%, although that would get you the closest to the "angered hulk" level you were talking about.
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They already are, which is why they're typically avoided. It doesn't matter how much defense debuff resistance you have when you need 100%+ defense to soft-cap - that's when those outside +defense buffs that everyone says aren't needed become really useful, though.
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If it's hard-capped (as was suggested) it reduces the benefit of any defense oriented buff because you hit the wall that much sooner even without any external buffs. It also greatly exaggerates the effects of any mobs with +to-hit, many of which are already avoided by people. Honestly, if you want to fix everyone building to softcap everything, cut the defensive set bonuses in half across the board and see how that shakes out. Both the defense and resistance set bonuses used to a) not be as plentiful, and b) not be set up in matching pairs (ex: separate defense for melee and smashing/lethal, kinetic combat was only smashing defense, etc). Some new resistance set bonuses were also added in for sets that only provided mez resistance, and those were also paired up. The set bonuses you saw in issue 9 were not this generous, and that's not just from having fewer sets.
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Going off on tangents again, but both Blasters (1.125 -> 1.0, 88.89% of the original damage) and Defenders (.65 -> 0.55, 84.62%) would see a nerf while Corruptors, who have a 0.75 modifier for both melee and ranged, would be unchanged. Sentinels also have matching ranged and melee modifiers, but weren't brought up. Also left unsaid is that the AoE sizes for the blast sets are larger than those in the melee sets, which with a few 15' exceptions (Footstomp, Tremor, fully-charged Rending Flurry... am I missing any?) and the telenukes which have a smaller inner radius to deal the full damage, stay within the 10' "extended melee" range. You could easily use that as the cutoff point to differentiate, and then none of the ranged PBAoEs would be small enough to count as "melee," which is why I said earlier that I wouldn't worry about them. This also means that you don't get the arguments about why several sets have ranged nukes which wouldn't be affected while the others would be negatively impacted for half of the ATs that get the sets. It used to be 0.8, if they were going to lower it then I can't see it going lower than that.
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Not really, because the ranged attacks in melee sets use the melee modifier - and you could make an argument that PBAoEs in ranged sets should use the melee modifier, when they're currently using the ranged modifier, although that's not something I'd worry about. I think Dominators already have this settled since the Assault sets were designed from the ground up as mixed, but I haven't gone through power-by-power to check for exceptions.
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"The Game is not Balanced around IO's"..... should it be?
siolfir replied to Galaxy Brain's topic in General Discussion
That's a forum tradition (for far longer than HC has been around), though. -
the Widow Files : Widow Builds Issue 27 Page 6
siolfir replied to Harakh's topic in Arachnos Soldier & Widow
Pretty sure that Mind Control (and copies based on it, including Fortunata and APP Dominate) has the only attacks that aren't positional (or autohit). -
The UI for your Incarnate powers also has an option to show the details of what they do (mostly: it works better for some than others - see Hybrid), but you can also check City of Data if you're not able to jump in game, and it also shows things with a bit more detail. Here's a link to show all of the Destiny powers: https://cod.uberguy.net/html/powerset.html?pset=incarnate.destiny From there you can click each one by name to see what it's doing. For example, Ageless Radial Epiphany (the tier 4 that provides debuff resistance) has the following lines in it: The first line is pretty easy: +100% enduance to all affected targets refills your endurance on click. There's no duration to worry about, it just happens. The second and last lines deal with applying and removing the Incarnate level shift. The middle there is where you have to start looking at durations, because they all add up but some wear off earlier than others: For the first 10 seconds, everything applies and you get +70% global recharge (40+10+10+10) and 85% (42.5+21.25+21.25) debuff resistance to all of your defenses (they're listed by name), endurance drain and recovery debuffs, tohit debuffs, slows (both movement and recharge), regeneration debuffs, and accuracy debuffs. For the next 20 seconds (30 seconds total), the +40% recharge boost drops off and you get +30% global recharge and 85% debuff resistance. After 30 seconds, 10% recharge and 42.5% debuff resistance drops off, leaving +20% global recharge and 42.5% debuff resistance out to 1 minute. After 1 minute, another 10% recharge and 21.25% debuff resistance drops off, leaving you at +10% global recharge and 21.25% debuff resistance and all of the buffs (except the incarnate shift) wear off after 2 minutes. Since it has a two minute recharge, you can just pop it again at this point to restart the cycle. The information presented in game looks similar; IIRC it simply shows the attribute names for debuff protection instead of indicating that it's resistance to them, which can be - and has been - read as applying those actual values rather than simply preventing them from changing. But it lists the durations, so you don't really need to go elsewhere to see the information if you don't want to. I would include a comparison screenshot but I'm not in a position to get one at the moment so I figured I would just explain it showing what I could.
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Honestly, I think that is more the point of this thread than the title is. And during the Tanker buff feedback threads - while many were complaining because the buff was reduced so many times from the initial patch (seriously, take a look at the initial patch if you think they're overtuned now) - a large number of the people there stated that they would simply switch to Tankers rather than Brutes if it went through. So they carried through with it. Also worth mentioning is that Brutes have been nerfed multiple times already for overperformance, by reducing the +damage per point of Fury (from +3% to +2%) and reducing the damage cap a couple of times - admittedly, each of those came with an attempt at easing the curve so that Fury decayed slower. For those suggesting ATO improvements*, you could make the +Fury ATO proc provide the extra +1% damage that was removed a long time ago, and it will provide essentially a free +80-90% damage in all of your other powers. That wouldn't increase damage-capped performance (thus, farming), because the damage cap is still lower than it was. It would just be a lot easier to hit the cap, and their average performance would certainly be closer to the Scrapper when both have their ATOs slotted. * - and feel that Brutes need a buff (I'm not really sold)
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Midnight Visage gives you 50' of stealth as a temp power; it lasts for 15 minutes of total use. It's the first one I thought of off the top of my head. There are several other temp powers that grant stealth to varying degrees (ex: Stealth Suit, Resonance Disruptor, Chameleon Suit, Hyper Stealth, Combat Invisibility, more...).
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That's because Defenders and Blasters share the same pseudopet for Ignite and the damage dealt is checked at the pseudopet level based on the AT that summoned it. The text error, if you want to call it that, is the well-known one where often clauses for damage entries (like Scourge) don't show when the damage applies in the in-game display. Corruptors got their own pet because of Scourge.
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Set IOs, Luck of the Gambler +7.5% recharge, Hasten, ED-cap slotting for recharge... the usual ways. 🙂 But to clarify, Sleet's base recharge is 60 seconds. The rain lasts for 15 seconds, and the debuff lasts for 30 seconds for things hit, giving you a 30-45 second debuff roughly every 63 seconds (once you account for cast times) without any additional recharge, whether from slotting or global recharge bonuses. Just usual SO slotting keeps the debuff up permanently and can double-stack if you're not saving it for the next spawn, even without Hasten. Getting Benumb permanent takes a bit more work, and don't even worry about keeping Heat Loss's debuff up permanently (you won't). But Burnout (in the Speed pool) can instantly recharge it (and all of your other primary and secondary powers) at the cost of dropping your max endurance by 50, and you're probably going to end up at least taking Hasten to help Benumb's recharge, so you'll probably be dipping into the pool already.
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Eh, I thought it was a deliberate attempt at a clickbait title. It's certainly more likely to get a response than "Sonic Blast needs help" because that merely prompts a "well, duh" response while saying that Blasters need a buff prompts people to go "what the heck is this fool talking about?"
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The ranged attacks would stay the same, but the Sentinel modifier would lower the damage on the melee attacks (Dominators are at 1.05 for melee).
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Any Grandfathering of Rune of Protection slotting?
siolfir replied to tidge's topic in General Discussion
@Hew: I would like to point out (because I initially thought the same thing) that @Hedgefund stated that they are 50+5 RES/Rch IOs (emphasis added), meaning they are from resistance sets that won't work in Hasten. -
Air Burst IO set bonus (2)- knockback enhancement
siolfir replied to star_fury_lives's topic in General Discussion
+KB magnitude works out to distance. If you're really aiming for furthest KB slot for knockback and run at -1 for the extra 11% boost from the purple patch. -
Eh, Defenders and Dominators have the same modifiers for mez durations pretty much across the board. Corruptors are the ones penalized there. Dominators only control better than Defenders because they have control sets for their primary (and those powers have extra effects specifically for when Domination is active).
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It's nitpicking, but nothing was dropped from Ninjitsu and replaced with standard powers for Stalkers. The set started off as a Stalker-exclusive set that Scrappers coveted for years while the game was live because "I want to play a Ninja because I watched too much Naruto and that's my theme but don't want to play a Stalker because I don't want to be like a sneaky spy or assassin (unspoken: you know, like an actual ninja)." It received several buffs for everyone except Stalkers when it was finally proliferated post-shutdown, presumably because whoever did the proliferation is the same idiot who nerfed Heat Loss for Corruptors (where the power originated) because the Defender version wasn't ported correctly and both ATs had the same -resistance values. Sure, Hide needed to be replaced with something but there's no excuse for making it anything beyond a stealth clone or replacing the useless noob-trap called Smoke Flash for a much better power but only for non-Stalkers, and I don't see why Caltrops couldn't have stayed and don't care if someone wants to take it in Weapon Mastery also.
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To be fair, it could probably be removed without any issues - those other powers you listed all have one thing in common that Enflame doesn't: a slow that helps keep mobs in the effect.
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No. You can see details in CoD where both powers check if the target has "kVengeance_Mode" when applying the effects. Vengeance and TT: Vengeance.
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Better than Rad, because AVs have no special resistance to -resistance powers (as long as you have decent recharge, like @Psyonico mentioned while I was typing this). Enervating Field is only -22.5% resistance while Sleet is -30% and Heat Loss is -24%. Sleet on its own is easily permanent and can be double-stacked since each pseudopet is considered a different source, that gets you to -60% resistance with that alone; with Heat Loss thrown in you hit -84% for shorter bursts, and the +recovery in Heat Loss means you can even use Burnout so you can do it all again without really worrying about endurance, like most sets would. Benumb offers -50% damage in addition to the -500% regen and -special. AVs don't have any special resistance to -damage effects: like resistance debuffs, those are resisted by the AV's damage resistance for that type of damage, so it's very helpful for the hits that do get through. * - Heat Loss used to be -30% but got nerfed to -24% when someone noticed that it was proliferated from Corruptors to Defenders without changing the pseudopets used, so Defenders also had -30%, and they decided to "fix" the issue without really fixing it, because the power was on Corruptors first meaning that it didn't fix a damned thing and was a straight nerf. Yes, I'm still salty about that.