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Everything posted by Bopper
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That does look like a problem. Were you using a power analyzer to make sure the endurance drain matches what shows in the Combat Log? I imagine they went instantly to 0 endurance which doesn't need a power analyzer to confirm, but it would also be nice to see what the Sleep Mag and Recovery debuffs showed
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Focused Feedback: Invention Procs (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
It sure is. It's giving you the 15% of your base. -
It's because of the movement itself. With the enemy running back and forth, it seems an internal calculation is done that extrapolates the position of the enemy if it kept running in the same vector (with same speed) at time of cast (or end of cast, either way). So even though the enemy was running in circles, this calculation could have estimated the final position as somewhere far outside 20 feet. So if we had tested with an immobile enemy, we probably would have seen better results.
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Need is a strong word, but I don't disagree that the majority of folks will take and use the heal, whereas the single target debuff is skippable (although I wouldn't, it's quite powerful for what it does). At the very least, this suggestion could be done later, possibly a revamp that sees more powersets that place their low tier heal power as the T1.
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Change +Max Health into Absorb (and add more Absorb powers)
Bopper replied to Alchemystic's topic in Suggestions & Feedback
I also assumed it worked off base HP until recently I was trying to figure out why my absorb bar barely moved when I applied Parasitic Aura after Ablative Carapace. I thought it might have been replacing the absorb, but came to find out my Ablatice nearly had me at cap because it turns out it used max HP. I saw this in Beta too when I was testing Electrical Affinity and was comparing its Absorb power, Insulating Circuit, with Sorcery's Spirit Ward. I cast them on a Brute and verified that the Insulating Circuit is a fixed sized Absorb shield (same for every AT), wheras the Spirit Ward used the max HP of the target to calculate its Absorb shield size. I dont know which powers use the target's MaxHP and which use the castor's (if a buff power) fixed value. I dread having to track all that down. -
General Feedback: Issue 26, Page 5 - Release Candidates
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
@r0y any chance you can update this? -
I was stationary, the dead guy was stationary, and the target was moving near me, but was well within 20 feet when I cast Defibrillate, and when I hit the target, they stopped moving. So basically, at no point was the target outside of 20 feet from the dead guy, and the rez did not happen. We have screen caps in the D.T.T.T.F. thread. Also, a slight aside. Would it make more sense to let the recovery debuff to share the same 20 foot radius as the ally rez and sleep effect? It might cause confusion for players who will only have the in game info to work off of (which shows 7 feet and an effect area of Single Target).
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Change +Max Health into Absorb (and add more Absorb powers)
Bopper replied to Alchemystic's topic in Suggestions & Feedback
Most absorb powers work off your max HP, with a cap of your base HP. So let's use Ablative Carapace as an example. It provides a 30% Absorb, with a 6-slot of Preventative Medicine (+97.49% after E.D.), the Absorb will do ~59.25%. If you have max HP equal to your base HP (no + max HP bonuses anywhere in your build), then Ablative Carapace will give you a shield equal to 59.25% your AT's base HP. In the case of the tanker, it is ~1110 HP shield. If you have max HP equal to 180% of your base HP (+80% HP bonuses in your build), then Ablative Carapace will give you a shield equal to 106.64% your AT's base HP - which gets capped to 100%. So for a tanker, this is a max HP of 3373.4 HP, and it will grant an absorb shield of 1874 HP. This basically is why I argue the preference to leave things as is, as a change to using only Absorb would likely hurt most builds... or at the very least requires those builds to go through a large redesign. -
Before I test next, can I get some clarity on the effects range for the power? In the power description on beta, it shows a Power Range = 7.00 ft. Here in this description, the debuff radius shows 15 ft. I'd like to know, what is the Sleep radius (I assume also 15 ft) and what is the Ally Rez radius? Also, where is the radius of the Rez applied from - the caster of Defibrillate or the target of Defibrillate (which could be live friend, dead friend, or enemy)?
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Focused Feedback: New IO Sets (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Out of curiosity, the in game description for Power Transfer's proc and Call of the Sandman's proc shows that it has a chance to heal 5% and 15% of max life (I assume life means hit points). It appears both procs only heal back 5% (and 15%) of the base health. Should the description be updated to not reflect that it's max life/health, but rather just health in general (which I assume implies base health). Or is it supposed to be max health and the heal is incorrectly being applied? -
Change +Max Health into Absorb (and add more Absorb powers)
Bopper replied to Alchemystic's topic in Suggestions & Feedback
I'd be happy to analyze it, but there are so many variables I wouldn't know where to begin. Like Galaxy Brain mentioned, there are outside sources that could buff HP (like Destiny or Frostwork?), set bonuses to consider, etc. The other things to consider are on the Absorb side. The Preventative Medicine proc can grant you 10% randomly. Someone can cast Spirit Ward on you for I think 20%. The Tank ATO has an absorb proc as well. Basically, what I'm getting at, you can hit your 100% Base HP very quickly with increased values in your MaxHP and the assortment of Absorb shields handed out. So I think of it like this: Absorb adds more temporary HP and MaxHP powers that you listed add more temporary HP, so having both is good...removing one is bad. Let's try some math to illustrate what I mean: A tank has base HP of 1874 HP, so that's its max absorb cap. If you have no +HP bonuses, then it will require 100% Absorb shield to hit 1874 HP cap. If you are a tank with capped HP (3534 HP), then to hit your capped absorb shield of 1874 would require only 53% absorb to hit the cap (3534*0.53 = 1874). So not only is it easier to hit the cap, you also have the extra HP as a double bonus. Afterall, what's better: having 3748 damage to kill you and requiring the full 100% absorb, or having 5408 Damage to kill you and requiring only 53% absorb? -
By TA, do you mean Archery? I'd love to have double support sets 🙂
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Change +Max Health into Absorb (and add more Absorb powers)
Bopper replied to Alchemystic's topic in Suggestions & Feedback
It does not adjust regeneration rate, it only adjusts regeneration amount. As for new players, I'm not sure how well they would understand absorb compared to other health mechanics. I am fairly knowledgeable about the mechanics of the game and wrote a tool on survivability, but still hadn't fully understood the absorb mechanic until I played extensively with Bio this past week. I still dont understand it well enough to incorporate it into the tool, but maybe soon. I like the absorb mechanic, but not more so than what the other mechanics bring to the table (I like them all fairly equally). What I really like is how all 3 mechanics (regen, maxHP, and absorb) can play between each other. But I digress. That's a separate discussion not pertinent to your suggestion. -
Change +Max Health into Absorb (and add more Absorb powers)
Bopper replied to Alchemystic's topic in Suggestions & Feedback
Not sure what you mean. Which part of regeneration is hidden? The health bar shows relative to max HP and the regen ticks are always 5%. Plus, the HP numbers float above your head when the regen ticks apply. -
Change +Max Health into Absorb (and add more Absorb powers)
Bopper replied to Alchemystic's topic in Suggestions & Feedback
I like it the way it is. Although Absorb and Max HP seem similar due to both allowing you to take more damage before dying, they are quite different. Both regeneration and absorb works with max HP, as every regen tick returns 5% of your max HP and most of the absorb shields work off a percentage of your max HP. So removing max HP powers effectively diminishes the strength of regeneration and absorb. And since absorb caps at 100% of your base HP, you actually hurt yourself removing +HP. To even it out, you would have to make the absorb Shields refresh over time (basically replicating regeneration's purpose), but that just makes the system more confusing to understand than the system we have now. Afterall, we would still have MaxHP, regen and absorb. Adding absorb over time does not help in one's understanding of survivability. -
Focused Feedback: Katana Animations (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
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Not sure. I was able to cast it on anyone, though. Teammate. Sentinel. Random person standing next to Ms. Liberty. It didnt matter if I was in a team or solo.
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Did some testing with @Replacement using the Ally Rez feature of Defibrillate. The big take away, the radius (20 feet) is greatly underperforming. I stood at times 15ft away from the defeated Ally, target an enemy that stood between me and the defeated Ally, and the rez didn't happen. Replacement will provide screenshots in a follow up post for visual evidence. Here is one screenshot I did take where I was near the edge of the radius (19ft) with an enemy standing between us and slightly to the side (safe to say, within 20 ft). No rez. Also worth noting, I was able to cast Defibrillate using my Galvanic Sentinel as the target, as well as a living Friendly/Teammate. Not sure if that's intended, but it can be done. As for other aspects of our test, we looked at the following: Defibrillate: Ally Rez Test Rez? Allies Enemies? Galv.Sent? Static? Yes 1 No No No Yes 1 No No Yes Yes 1 No Yes No Yes 1 No Yes Yes Yes 1 Yes No No Yes 1 Yes No Yes N/A 1 Yes Yes No Yes 1 Yes Yes Yes So it appears everything does work. However the test was limited to one ally, using an Electrical Affinity level 50 defender. Again, the only qualm is the radius of the effect.
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@Myrmidonare you available now?