
WindDemon21
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Everything posted by WindDemon21
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Those were all hard numbers. The only non-hard part about it is assuming that it's radius is supposed to be 10ft like mids says. Even with that, it's a 10% efficiency from other rain powers, and it's not even there now.
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Exactly, but as mentioned most pool powers to avoid this lie in the 75% range of damage effectiveness. With the bug currently corrosive vial is at about 4% effectiveness which is insanely poor. Even if they fix the radius bug it's still poor at 10% of other similar rain type powers, and needs an upgrade of a 50% damage increase, maybe 15ft radius vs 10 (rains are still at 25ft), and a 16 target cap as its still a rain power vs actual aoe. That would put it in most max situations at about roughly 45% effectiveness versus other rain powers in terms of aoes, which is still fairly bad but leagues over the issues it has now.
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So to be clear, that's about half on average of other rain powers, with no slow, a 10 target cap versus bypassing the cap like rain powers, at (if they fix the 10ft radius) 40% of the radius of rain powers. That puts it at about 10% if the damage value of like rain powers, an THAT'S if they fix the radius issue to hit all 10 target properly. Currently with the bug hitting only 3-4 at a time at best, that means it's at about 4% the damage value of like rain powers at the moment. This needs fixed asap. Being a pool power, and one that restricts you from choosing other origin pools, it should easily be at at least half the value of a similar power. Any other damage pool power is at least closer to 75% for its dpa/dps.
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You might need to checking again on live then. Even at 50 its doing 5s against +3s. So about 37.5 damage in 15s is really poor, but mainly the big part of it is as I described, that its radius seems bugged at just a couple feet and hitting only a couple per tic, rather than at least 10 in a 10ft radius. That puts it at the worst aoe of any skill in the game, for a location power, that should have a 10ft radius which is already small for a "rain" type power, that already sacrifices by having to keep enemies in it for the damage. It SHOULD have better damage/area values for that reason alone. However for only hitting 2-3 at a time, for a 60s base rech location 15s dot power at 38 base damage at 50 over those 15 seconds, it REALLY needs fixed.
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I'm pretty sure it's bugged and needs looked at ASAP. I tested it, and for one, mids states it has a 10ft radius (anything less and it would severely limit the power), and upon testing it's radius of the damage was only like 2 feet. On top of that, the damage tics, were only hitting about 2-3 out of it's 10 targets at a time, which could be due to the radius issue. Additionally, you throw a vial, it should really be a location power, not taoe. They need to fix this power asap, but right now it's so crappy nobody is taking it.
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That's exactly what I thought of when i made mine lol
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Power Transfer Heal Proc not stacking
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Power transfer end mod proc, not kheld ATO proc, though also, last i checked that proc is broken and doesn't give any heals to the Kheldian. -
In another thread, we delved on the issue a bit, and how it's not working properly in auto powers. The best option at this point would be to give it a dual nature kinda like the impervious skin, where the heal proc aspect is unique with may maybe a higher proc rate or heal value, but then has a secondary effect that is not like mez resistance. That way you can slot more than one of them, but still get the benefit of it's secondary effect. Then have its heal be 10% instead of 5%, so it's still marginally better than the heal on Panacea, without overpowering it.
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Dark Melee Future [re: Dark Melee Update]
WindDemon21 replied to Troo's topic in Suggestions & Feedback
I was just agreeing with you and then offering a helpful suggestion 😛 *hugs* lol I do know what you mean though pre-midnight grasp, but dms major issue is aoe and its not bad st pre mg either, just not top tier till MG. -
Dark Melee Future [re: Dark Melee Update]
WindDemon21 replied to Troo's topic in Suggestions & Feedback
You are 100% alone in that. Sounds like you should just play a DM stalker but dm does not have a ST issue. -
Dark Melee Future [re: Dark Melee Update]
WindDemon21 replied to Troo's topic in Suggestions & Feedback
Still gonna say the best solution is to up the damage about double, 15ft radius, 60s recharge, and make most of the end gain on the first hit with a little on the consecutive hits somewhere about 25 end for the first and 2.5 for each additional. It would also make sense if it had at least a 5% -to hit added to it as well. This way you can have it up often enough as an attack, you can have every other line up with soul drain, and its damage and end gain abilities would be line up pretty well to not overpower it. -
I was thinking 10%, that way it's a little better than panacea and not op.
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Honestly I've even tried to make builds with elec blast/melee, and just couldn't quite fit it for a good enough use versus other bonuses/enhancement values. No need to reduce it's PPM, about 10 or 15% at 3ppm still makes sense, cause then it would be better than panacea, who does two values. It should still have more than that especially if it was unique. I think this would be the best solution, cause trying to find a way to unbug, seems a lot more difficult.
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The best option at this point would be to give it a dual nature kinda like the impervious skin, where the heal proc aspect is unique with may maybe a higher proc rate or heal value, but then has a secondary effect that is not like mez resistance. That way you can slot more than one of them, but still get the benefit of it's secondary effect.
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And they will proc at random, only every 10 seconds. I would easily say especially on willpower, who is in the 1000% range for regen wouldn't notice this much at all actually. It's sets like invlun that *should* be getting the biggest benefit from these procs, but is really only getting the benefit from about 1.5 of them.
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Wait you're right I knew I was missing something, was looking at the %/second not the %regen equivalent which would put it at about 49.6% equivalent with accolades. Bug or not I still don't like how scales down additional procs. If you get the extra powers to fit it, and are OK with the randomness and that it only happens every 10 seconds which can matter in certain fights and can't be 100% counted on then i don't see it as breaking anything still.
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Pt is a 5% heal is it not? Since it doesn't scale up with how bonuses and only works off base, actually with accolades alone its at 20.83% regen equivalent. Unless I'm missing something from its value. At either rate again it seems like a bug, but considering you already have to get multiple powers to slot it in to stack it in the first place I really don't see multiple applications of it working properly as being overpowered in any fashion.
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Which on willpower is mostly unnoticed anyway. For most other sets, you're looking at 2, or 3 if stalker/brute (please for all that is holy swap cp with sc for scraps/tanks), with accolades makes the proc worth about 22.5% regen equivalent. For 3 slots I don't think 67.5% regen is anywhere near overpowered on any build.
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It shouldn't be or it would be a totally wasted IO for the most part to have more than 1 slotted. In that case I'd rather they make it unique and 15% like the CotS.
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Since the performance shifter proc seems to work fine, it seems like its a bug that happened when they made the proc. Hopefully they fix it asap.
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Well I hope they fix it soon cause it's really stupid right now.
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As the title suggests, the IO is not stacking as it should. No matter how many you slot, only one will fire off at proc time. I have 3 slotted, along with the panacea in my stalker, and the Panacea will fire off with one of them, but no more than one PT proc will fire off at a proc time. It is not unique like the CotS is now, and should be stacking the procs.
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Teleport is Broken and needs to be fixed.
WindDemon21 replied to Abysmalyxia's topic in Suggestions & Feedback
Which in that regard the range would already be far enough and wouldn't need to be enhanced. You are really grasping at straws on that one... -
Teleport is Broken and needs to be fixed.
WindDemon21 replied to Abysmalyxia's topic in Suggestions & Feedback
That wouldn't happen. As mentioned, the game already HAS a set priority as to which you are targeting in these instances. Just look at defibrillate, or medicines injection. You are VAGRANTLY overcomplicating it, when it already works just fine in game. -
Teleport is Broken and needs to be fixed.
WindDemon21 replied to Abysmalyxia's topic in Suggestions & Feedback
I think we can all agree that the range of it is really only a concern in PVP. But even then still you can only target so far. If it's THAT big of an issue, then i would suggest for "teleport punch" that i mentioned, it instead works like recall foe, but then has a wind up animation and punch like cross punch, and then punches them when they are teleported into your melee range.