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WindDemon21

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Everything posted by WindDemon21

  1. Also, not sure if it's a bug in the way that it displays, but direct strike is only showing a .10 end drain on the target, not 20%. It seems like it's taking more than that , but like, the 10% it's probably saying, not the 20%.
  2. This was exactly what I was going to suggest as a "quick fix" Just add like a 1% of every effect to each proc that doens't have that effect. So 1% slow/0.01mag kd/-1% THD chance to the lightning damage proc, and 1damage/1%-end to high winds. It's not that complicated to at least make this slotting issue work right off the bat. But i'd also be in the agree part where at least high winds could/should just be autohit and leave the enhancing to the actual damage. As it's just mitigation/debuff, lots of powers are autohit for those, but that still doesn't solve the issue unless the damage proc also gets that 1% slow/kd as well so sets you use for that in the power also still buff the accuracy/damage on the damage proc as well. Of course, this is REALLY just opening up the major issue that's prevalent that really should just be addressed as is. However in the back end it's possible, any set enhancement that boosts accuracy, or damage, or whatever, should go to the PET/PSEUDOPET, not to the individual attacks that that particular set takes. Like, I'm surprized this was even how it worked prior, but like Frost just said, it's usually in less important pet, they have tactics on, or the pseudopet has all of the sets in the one attack, such as acid mortar. taking ranged aoe and defense debuff sets, but it's all in the same attack so that doesn't matter. But here is a HUGE example where it does, and the whole coding should be fixed. Now I know this is weird game code so i don't know how feasable that is, but in the powers themselves there are solutions. For now, do this quick fix where both procs have a little stat of the other one, or tbh I'm not even sure why they're split into two procs to begin with and just just one proc that occurs more often (not locking out) and has lower values. So something you'd see more of and maybe stack the debuffs but less damage per hit. Additionally, I'll once again bring up the issue of the base accuracy in general, where it needs to be 1.4x normal accuracy, or this set is ONLY going to reliably work against +2s or lower, making it a clear worst blast set there is. Even with everything in this set being buffed up to top notch, then it's still facing the issue of what an EXHAUSTIVE set this is as far as powers and slots goes. It leaves hardly any left for whatever else your primary or secondary set is. So with that in mind, it really should be borderline too OP for how much you have to invest in it.
  3. Right, especially cause there is already the base accuracy issue too which PLEASE INCREASE to at least 1.4x base. Also, this is terrible behavior. There should be a way to code the power that ANY source of slotted accuracy/damage will enhance all procs within the power.
  4. It definitely would hah. On that subject based on what I mentioned above could we also get their base accuracy upped to 1.4 in that build too so those powers aren't pretty much capped out at only being able to hit +2s or lower? Edit: PLEASE as storm is already a slotting nightmare taking pretty much 7 fully slotted powers leaving hardly any slots for your other pri/sec/pool powers. Needing to slot capped 95% acc in two powers (including the "nuke") and still not even guarantee +4s is extremely harsh. I'm sure nobody is going to cry OP by 1.4 base accuracy having capped hit chance against +1s for uncontrollable procs.
  5. Ok that helps to simplify the issue for sure, at least as far as the "your attack has to hit" part, but granting the other things mentioned prior the power (and cells if not) should have about a 1.4 base accuracy so you can hit +3s with about 40%acc slotted into the power and would need 88% slotted into the power for +4s, since you're mostly reliant entirely on it's accuracy slotting and can't do much beyond that. This is only accounting for easy targets without any special defense boosts as well. For those you're completely SoL, so this is a pretty fair value for cell and cat 5 to have for their procs. Edit: honestly too, I feel that this should be for the damage proc from the storms, but mitigation wise could still see the knockdown proc be authohit.
  6. Well i know there is a thing with the math where when chance rolls occur that changes the chance per the next roll that has been too many years since (something like that 3 door problem, you choose one, another opens and isn't it, so you change your door and you get 2/3 of the odds to get it right the 2nd time or whatever). But outside of that which will work on both scenarios, the lockout still hurts. So lets do it this way which isn't the whole equation but gives you an idea. That 80%, let's say the proc damage is an even 100, so the "chance to" is essentially the average damage on that roll. For one, lets say it procs on that first hit, then that means the next 2 hits (going with your 3 hit scenario), are already floored at ZERO damage because of the dumb lockout. (which again, also fully nullifies most of the proc benefit of intensify) So you have when the proc fires: 1st try damage: 80+0+0/3 = 26.667 2nd try damage: 80+80+0/3 = 53.33 3rd try damage: 80+80+80/3 = 80 then average those out: 26.667+53.33+80/3 = 53.33 damage Now take the non-lockout scenario of 65% chance: 65+65+65/3 = 65 damage As you can see, the damage over time is a good bit more in favor of the no lockout scenario at 65% Now, this gets a lot more complicated when there are multiple foes in range as opposed to just one target, but you see how this works. In the scenario where there are more than the 5 targets which IIRC is the cap on the proc hitting (and if not, we can calculate that too), then on that first or second proc chance sure, the numbers on the lockout-scenario would put that closer, but the ONLY instance where the lockout scenario is preferable is pretty much with that first hit. Now factor in using intensify, which is by and large the main purpose of the power is to help deal more damage: That 65%, turns into 85%. Since there are no lockouts, that's the full chance EVERY hit, which is even better than the original chances, during the FULL duration of intensify too. As it is now, with the lockouts that means that you're only getting about 2/10 of the intensify procs, as for 5 seconds, the extra chance will do literally NOTHING, and it only lasts for 10 seconds, so you're only getting two hits with that 20% higher chance. That's it. Again, with a bigger mob, its a little better, but that same effect still works the way i just described it. This is why a lockout is TERRIBLE for the cat5 (and/or storm cell, any word on if that officially locks out too?), and also makes intensify just that much worse. cause after a target is hit, that extra chance does literally nothing for the next 5 seconds. Again, bigger mobs aren't hit as bad, but still far worse than if there were no lockouts. PLEASE remove the lockouts (and fix the base acc while you're at it, clearly it's an issue on 97% of the AT combos you can pair with storm.
  7. I already didn't need to finish reading the rest of your stuff (though I did) because this is WAYYYY too drastic of a drop. To counter the lockouts going away, granting over time and that it requires constant attacking I'd be thinking like a 10% or 15% drop. It certainly wouldn't drop 20% or more going past the benefit of intensify. I'm sure someone could do the math on where that actual percentage drop would be appropriate, but the point is, there IS a value where the loss of percent chance is still a net gain for removing the lockout, and a much bigger help when using intensify.
  8. Ok, that clarification helps, but still doesn't change what was said, that your chances upon the next consecutive attacks are less and less especially when using intensify until that lockout goes away. Hence why the lockout should be removed and the chances adjusted properly to compensate. We're not talking the chances going down DRAMATICALLY here, just enough to mathematically equal what they would be with the lockout, and then equalizing. So that way it's still the same procs over time, but then this also rewards more continual attacking with the storm powers, and also gives more benefit when using intensify.
  9. That's not true, re-read, i said to lower the proc chances TO AVERAGE the same. So you'd still get getting the same average procs over time. Edit: so generally, with your first aoe volley, you're getting the most proc chances, making that 2nd aoe less likely to proc or do anything essentially wasting the next aoe attack. Especially if you're ony using chain lightning (like for a melee toon blapper, traps, poison etc), and you're getting your recharge down under 5 seconds. In that case, your next aoe will do almost no bonus proccing, and you almost have to self-hinder your aoe to not use it until those 5 seconds are up.
  10. Just as a note too, lockouts are the worst possible thing to start applying. I'd rather there not be a lockout, and lower the proc chances to average what the difference would be. This would also actually help make intensify better too because that 20% more chance would mean more since the enemies would not be under the lockout effect. Lockouts in general just need to be removed from this game, it's a terrible mechanic. Especially blood stacks on any savage character (should only use up blood, not lockout), psy melee lockouts, even the phase shift lockout is dumb and serves no purpose. So please remove the lockouts on these and the cat5 procs (cell too if it locks out)
  11. I would think given the issues especially mez since it's primarily on squishie ATs that don't have mez protection a shorter recharge so you can alternate between that and cell every other mob wouldn't be out of the question, why I mentioned around the 150s mark. Also? If something like that buff definitely not when IN the storm since you want to be out of it at range to use the cone, but maybe a super wide secondary radius for something like that. Maybe similar to O2 boost, but "O3 boost" ie ozone generated from the storms granting mez protection so you can keep attacking to actually use the nuke.
  12. Targeting drone doesn't transfer over to cell/cat5. The closest we can get on a blaster is storm/dark with soul drain, but /dark has a SLEW of things wrong with it too though especially the dumb sustain that needs a target. At least that means you can pick/slot less, but that's another issue with storm is the sheer powers and slots that it takes up to be effective too. Another reason why its imperative to get a higher base acc doe cell/cat5. Considering what freezing rain/sleet do, it's surprising that they don't already do a decent -defense.
  13. No I was aware of that. If you're telling me that there wasn't a change to it I swear then I had a dream that it had the same one hand lift that gust has and the cloud instantly appeared/formed over the enemies head and it was AWESOME lol. I still say give it the gravity distortion animation, bump its damage a tiny bit to match and give it a KD chance to really oomph it. Also what about the cat5 knockdown proccing, that doesnt lockout every 5 seconds i hope on the same target (same with cell?)
  14. Ewww, that seems arbitrary especially again with outside buffs being fairly nonexistent on it and it has to roll a chance on a hit too. Like, I woudln't expect it to be used *mainly* for st damage, but I guess i'm more concerned, is that JUST for the damage, or does that mean the knockdown may only proc once every 5 seconds too? Also, what about adding KD to cloudburst as well, would help give the power more oomph feeling, and not sure if my earlier post was seen about it's animation/cast? Could have sworn there was an update with a new animation and having the cloud instantly form over their head, but when i just logged in again to test, it looks like it's back to the dumb whirlywater animation and and the cloud taking time going from you instead of instantly showing over their head.
  15. Right, I agree too, but saying that's part of the tradeoff, but for it to be hit with such an acc issue too is extra bad and definitely a big point of concern, doesn't seem out of realm to boost in addition to little shorter rech, but definitely the acc bump.
  16. Right don't mistake me, i'm not saying its completely horrid and doesn't have a slightly different use, what i'm saying is that it DOES have those caveats though, and give the ACC issue is a big thing too, I don't think it would be out of line to have it and storm cell have an even higher base acc, and cat 5 having a little shorter rech than normal nukes too at like 150s or so.
  17. Yeah they were talking about on top of that since not really any buffs you can provide will extend to help the storm cell and cat 5 out over their duration which is an issue, so since to hit buffs are out of the question, you're relying on the powers themselves. Especially since cat 5 is a nuke too, other nukes already start at 1.4x and you can always use aim/bu to boost those. Given that I don't think a 1.5x all the time acc on them would be out of the question given these issues since they basically rely only on themselves for ACC. Also, major kudos to fixing the animation/casts on chain lightning and cloudburst. Though I'll say cloud burst still kinda *feels* like it is missing an oomph, seems like adding a KD to it would help that a good bit. Edit: actually was the cloudburst change rerolled? I could have sworn i went to test it the other day and it wasn't that "whirlywater" animation anymore and the cloud instantly formed over the enemies head. Even adding a tiny bit of cast time (1.83s versus 1.67s) to also go with the added knockdown, I think that the gravity distortion animation makes a lot more sense for the power to have it instantly form over the enemies head.
  18. Thanks! So again, almost the same damage, applied in 3 seconds versus 30 seconds, with a shorter recharge on top of that too. Also of which non AVs ie regular 95% content, the full 30s of cat 5 is never being used also. Add in the accuracy issues as well now. I don't think upping it's base acc (and cells or giving -defense) and lowering its base recharge would be out of the question. Meaning it's more usable, but less damage in most situations, but more in the (much) long run and requires other power activations too.
  19. Ok, now do atomic blast with aim, gaussians, and procs. Also factor in that most mobs are dead WAY before those 30 seconds are usually up in most cases. Like cat 5, ice blast really should have a special aim that lasts 20 seconds so it lasts through the full duration of blizzard/ice storm. Likewise as mentioned storm really should have one thar can last longer for car 5 as well. Additionally given this nature too I wouldn't think a lower rech something like 120-150s would be out of the question, even at the cost of removing the damage buff in Intensify with a longer duration given cat5s use.
  20. I'm more concerned with chemical ammo, cause until they fix swap ammo, chemical ammo is the only ammo type that usually has any real impact. So for it's ST dps fixed to be nerfed when the others are not does not sound good at all. Especially when that was given to ice for the mag 4, yet it still gets the damage. Please god just make chemical ammo have the full damage that the others have.
  21. Yeah, the other stuff definitely needs addressed, it's kinda a core thing to aoe mez powers working, esp for the squishiest AT (trollers too) Regarding not being good on doms, well, that's kinda the caveat itself, being BETTER on trollers, sure, but should still be decent enough on doms. Most of that is getting attacked before the mez takes effect given the doms style of hold them first then attack. But I've played it on trollers and doms a good bit and there are still these persistent issues and bugs. Regarding the pet though, there really isn't a reason, unless it's a coding impossibility somehow (which i doubt), that the reverb pet couldn't at least continue to spam the last symph power used on both ATs. It wouldn't break anything given that they also have their own recharge on the pet too (when left to it's own accord) Certain powers (or maybe all and i was just too impatient) will be set to attack twice, like the st hold and confuse, and i think the cone immob. The others might as well but again, their rech value i possibly missed it. But that's still just twice, nothing would OP the pet by having it set to spam the last symph power used. Especially cause you're not going to only just use one symph power then none else ever again just to get the pet to spam one skill. So yeah, I think hands down the whole issue of being notified before the mez actually hits needs addressed first thing and foremost. Then fixing the pet to spam the last symph power used. Those two things would go a long way to fixing some of the main core issues. It still could use some other tweaks like i've mentioned but those two are the biggest things. Edit: In addition to speeding up the actual skills cast times themselves, they're all completely terribly long, especially the main sleep/fear/stun cones in particular. Like those 3 especially need at least a second shaved off their cast times. (would be nice if the ST confuse/hold would hit a little faster too.
  22. I know that for the pet, I'm saying, at least on dominators in particular, it's a very bad design on them. It's not as bad on trollers who actively use their attacks, but on either, pretty much all of the cast times need reduced a lot as well. But regarding the pet, it wouldn't be out of the question to have it work differently on doms than it does on controllers. See phantom army. I don't need a refresher, I'm saying that it should work differently on doms for the obvious reasons in that thread. On trollers though, since you have to use your own end to cast your powers to begin with, I think the pet shouldn't use any end, i think that makes more than sense. I know the confuse alerts, I'm not debating that, though I definitely don't think the damage it does with the DOT not stacking is worth it. The other powers, well, i still think the sleep should be an aoe toggle aura on you and the pet both and that would help the set out IMMENSELY for things not perfectly in your cones (thus moving the -damage to the cone fear/immobilize so you don't lose that, and adding KD to the cone fear), but there is also just no reason for them to notify the mob, and have them attack you before the mez actually takes effect. MANY other control powers, especially the aoe ones, do damage, but they don't have this issue. Stalagmites, Flashfire, etc. THIS is probably the biggest detriment on the set. I can't possibly imagine that it's intended for you to get attacked before the mez powers take effect, when literally no other control powers like them do, that's hands down one of the MAIN issues that needs fixed, and seems 100% like a bug. I'm saying, aside from if the notifying before the mez takes effect, that all the other WAI I'm aware of, but that definitely needs fixed, and that the set is still very poorly designed and could use some tweaks that I've mentioned. I'm aware it plays differently, but that doesn't mean that it's also up to par on that front either. But WAI or not, the getting attacked before your aoe mezzes take effect, 100% needs fixed. Edit: I'm also saying that regardless as well, the animations need sped up by far. But without changing how the pet works when you're actively using your attacks, they could also add it that it will spam the last symph attack you used, so that it still does stuff when you're not using your symph powers. Edit2: They also really need to fix the reverberant to accept the ATO sets. Other pets that have controls like sing, fly trap, jack etc can accept it, so the reverberant definitely should too, especially since that's more of it's niche than doing actual damage.
  23. On top of being 100% stupid that chemical ammo doesn't get the same damage as the other ammo types for suppressive fire, it's actually even LESS than they stated being literally almost zero damage on chemical ammo: Please for the love of god fix this for chemical ammo to be the same damage as the other ammo types, this is ABSURD..
  24. Well there are a crazy amount of storms more powerful that a cat 5 in the UNIVERSE lol And yeah I'm not saying what it MEANS is bad, just that the actual NAME sounds weird for a power heh
  25. I can't possibly see that being intended haha
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