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Everything posted by Bopper
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I'll ping you and Replacement (if they're available) as soon as I can get on. I'm aiming for morning, but not sure exact.
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Sunday can work. I had stuff come up today that didnt let me get to it. What time zone are you?
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Also,dont make them have infinite resistance, or whatever it uses. I'd like to test the damage that comes out instead of seeing 0. Instead, give it 0% resistance but Infinite health.
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Would anyone like to test ally rez with me today? I should be mostly available, just let me know what time (with time zone) works for you. I atleast want to try solo rez, targetting the dead ally, targetting an enemy, and targetting a living ally (sentinel perhaps). Then I'd like to repeat with multiple dead allies. I'll probably come up with a table of test conditions, but we can start there.
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You can test that out on Beta. Come join the fun
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Focused Feedback: Electrical Affinity - Powers (Build 6)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
To be sure of this, you need to look at the Max Endurance of the enemy. When I was monitoring a Behemoth Overlord yesterday, I saw hit Max Endurance was 139.85 (level 50 lieutenant). I don't know how much endurance an EB would have, but it certainly does not have to be 100. Aside, would you mind if I quote your results in the DTTTF thread for consolidated test results on Defibrillator? -
You're welcome. Do you still need feedback for the other areas (ally rez, pvp, and exemplar might be lacking)? Or shall we wait until next round of edits/updates?
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Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Sniped me lol -
Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
My apologies, the numbers I gave earlier were only looking at Melee powers, not Range powers. Range endurance drain, Corruptors should have a 10% stronger end drain. Here are the tables I'm referencing -
Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Nice catch. I never noticed that before. It looks like Corruptors and Blasters have the same AT modifier for end drain (which is from a table I saw in 2006, so maybe it changed), but defenders should have a 25% stronger end drain modifier. -
Just in case you are interested, here are some corrections and add-ons you may want to consider for your guide. Much of the details can be found in my movement guide, but I will also provide you some findings I did not include in the guide. Correction: Twice you made mention to the speed of "a well slotted Fly", however Fly is already capped at its max speed of 58.63 mph as soon as you get it (no enhancements required; even if exemplared to level 2, it's capped). *Note, this is assuming no afterburner* Non-Combat Fly Powers: They are actually faster than Fly because they come with a built in Afterburner (which adds 14.32 mph to the max fly speed). Although these fly powers turn off all your powers (including inherent powers like Swift and buffs like Base Empowerment or Secondary Mutation), it still adds 43.97 mph to your base fly speed, giving you 65.45 mph (11.6% faster than Fly). Another neat thing about these Non-Combat Fly Powers, they still recognize Set Bonuses. So all of the Movement Speed bonuses (like the ones you get for slotting Performance Shifter) will add to this fly total. So with the built in Afterburner you can cap your fly speed at 72.95 mph (58.63+14.32) with just the power and set bonuses. You also can still receive outside buffs, so if you (or somebody else) casts a +Special effect like Power Boost or Clarion Radial, your Flight Speed and your built in Afterburner will be boosted by the +Strength to Fly Speed, which will allow you to temporarily cap your fly speed at the super-fly cap of 87.95 mph. Non-Combat Shapeshift: Similar to what was mentioned above, outside buffs like Power Boost or Clarion Radial will boost your run speed, and set bonuses will still add to your run and jump speed. Jump Packs: You mentioned they have a 30 second duration, but they also have a base recharge of 30 seconds that can be reduced with global recharge bonuses. So having both Jump Pack and Steam Jump can allow you to toggle between them for permanent Jump Pack effects. However, the most important thing about Jump Packs was not mentioned which is they provide a +300% Strength to Fly (listed as +273%, but it's +300%). This is the equivalent of putting a +300% Fly enhancement into your Swift, your Hover, your Afterburner, etc. It is also the max any power can be enhanced, so don't waste the use of using a Fly IO in these powers if you're also using Jump Pack (they will already be capped). With just Hover and Jet Pack active, you will be capped at your 58.63 mph fly speed. Honestly, this might be the strongest power P2W has to offer (if you plan to use any form of flight). Jet Packs: You are correct that these are not as fast as Fly, as they will only add 29.32 mph to your fly speed (at level 50). With an unenhanced Swift, this puts your Fly Speed total to 53.73 mph. If you use Jump Pack with Jet Pack, you will easily reach the max fly speed of 58.63 mph. The nice thing with using a Jet Pack instead of Fly is the endurance cost (0.195 end/sec vs. 0.455 end/sec). If you have Afterburner, then the use of a Jump Pack with a Jet Pack will allow you to hit the absolute max fly speed of 87.95 mph. I bring this up because it allows for someone to design a build where they can reach the capped super-fly speed of 87.95 mph without taking Fly. Instead they can take Air Superiority, Hover, and Afterburner.
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Focused Feedback: Electrical Affinity - Powers (Build 6)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
I agree. I don't play MMs personally, but I am fascinated by the responses of wanting more or less pets. It would be nice if they could make Brainstorm have the Pet version for MMs, and Aeon have the non-Pet version for MMs, and have MM players try it out on both to gauge how they really feel between the two options before coming to a consensus. -
Did some additional tests with the magnitude and duration effects. Big take away, the more stacks, the longer the duration. The duration of the recovery debuff does not last as long as the duration of the sleep, but they are generally close. The chain jumps are causing stacks of both these debuffs. Tests: 0 Static, 1 Target Hit, Magnitude 3 Sleep, 10 sec Sleep Duration 7 Static, 2 Target Hit + 1 Sentinel, Mag 9 Sleep, ~60 sec Sleep Duration 0 Static, 2 Target Hit, Mag 6 Sleep, 10 sec Sleep Duration 9 Static, 5 Target Hit + 1 Sentinel, Mag 12 Sleep, ~75 sec Sleep Duration, -200% Recovery, ~55 sec Rec Debuff duration 19 Static, 2 Target Hit + 1 Sentinel, Mag 9 Sleep, ~135 sec Sleep Duration, -150% Recovery, ~95 sec Rec Debuff duration. 0 Static, 9 Target Hit, Mag 3 Sleep, 10 sec Sleep Duration. Lots of Static (maybe 10-15), Lots of Rikti Monkeys, Mag 57 Sleep (unknown duration), -950% recovery. Basically I had 19 stacks of debuffs from my 1 difibrilate. I am not sure if this is the intent of the mechanic. But I tell you what, it sure is fun watching multiple groups of Rikti Monkeys napping at my feet. @Jimmy, the power description does not give a duration for the sleep nor recovery debuff. Can you tell us how long it should be and I'll cross verify with my numbers?
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I just did a very small and informal test, and already I feel like I'm gonna need to perform video recording to playback, as it is too difficult to know the exact number of stacks I have while also monitoring the enemy's combat attributes using a Power Analyzer. My test was looking at the magnitude of the sleep as well as the duration when having varying number of stacks. At 0 stacks, I got a magnitude 3 sleep that lasted about 10 seconds. At 6 stacks, I got a magnitude 6 sleep that lasted about 55 sec At ~13 stacks, I got a magnitude 9 sleep that lasted about 80 sec At ~15 stacks (really hard to tell, but seemed like more than 13), I got a magnitude 3 sleep that lasted about 105 sec. There seems to be something funny there that needs to be looked at. For the most part, I had 3 enemies in my vicinity and I usually had the Sentinel out when I cast it (I can't say for sure if any of the above results had the sentinel leaving just before cast). Again, this is an informal test that might get some of the other testers an area to look at. I'll set up video recording later and provide follow up testing where I can get down to the nit-noid details of duration and magnitude of sleep, the number of stacks used, and the exact conditions of the test (was sentinel out, was I in the Faraday Cage, etc).
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@Replacement @Wavicle @Myrmidon @Vanden @oedipus_tex @Galaxy Brain @Sir Myshkin All, as per Jimmy's request, I thought it might be a good idea to work a separate thread where we can coordinate and discuss how to best test Defibrillator under the circumstances mentioned. I added Sir Myshkin as I've seen his work in the past when testing procs, and he has one of the best eyes when it comes to finding details that are not obvious to the naked eye. So if he's up for the task, the more the merrier. I also didn't want to make this a private message as others could monitor and contribute if they like. Personally, I don't get much time to test and when I do it is in off hours. I tend to log into the game around 10pm-12am Pacific during the weekdays, then I have much more time available to me on Sundays for test. If anyone is on when I am on, I'd be happy to test with you (I'm good at playing a dead ally). My in game Beta handle is @BopperCOH or on the COH Homecoming Discord as @Bopper. Replacement is also on Discord as @Replacement. Below I will put in spoilers the testing that was reported back already as an easy to find reference. Oedipus Tex (Found end. drain and sleep WAI when targeting enemy or dead ally. Sleep is possibly too strong. Ally Rez did not work when targeting enemy) Replacement (Confirms stacks increase end drain, all targets sleep, end. drain and have FX. Found possible bug when casting Defibrillate then immediately going out-of-range)
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Focused Feedback: Electrical Affinity - Powers (Build 6)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Think of this as a trial period for MMs. They experienced what it was like with the Sentinel, now they can see what it's like without the Sentinel (instead using a stronger Discharge they cast). I expect there will be feedback from those who played with both and will provide their preference. I strongly recommend you try it yourself and compare to how you liked it with the Sentinel and provide your feedback. -
Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Just playing devil's advocate, but is it possible the reason why non-defenders had powers designed with -30% debuff (such as a Corruptor only powerset getting a pseudopet) is because the other pseudopets were already using it and it seemed like the path of least resistance? Afterall, if they designed it with non-defender numbers then proliferated it to defenders, you're stuck with non-defender values on the pet (makes defenders sad). Just a thought. Probably wrong. Maybe not. -
Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
They didn't. I mixed up my thoughts from an MM's pets and a controller with pets. -
Well, I would recommend holding off on retirement until we know more about how they're going to change procs. I would look into respecting (but save your build somewhere), and try to maximize procs differently.
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Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
T2 actually. Great point. -
If using a smartphone, however, the options on that bar are truncated, and the Spoiler and Quote options disappear. Though, I believe it comes back if you use your phone in landscape mode. But, since a Mids export was placed, I'm guessing it was done on a computer, so my comment was more of a "neat to know", but not particularly useful.
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Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
My first response was only in regards to Tar Patch and that the impact was only a loss of 6% DPS (at absolute worse, while likely less than half that in team settings). Your response to my numbers was I am forgetting the other nerfs. But now you're saying you're not against the other nerfs? Ok. -
Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
I like that this is the argument you make for why Masterminds choose Dark over other sets, and yet the control of the set was not touched. If I had to make an educated guess, the reason Dark was so popular might have something to do with having an AoE heal that was as strong as a defender's, an AoE debuff that was as strong as a defender's, and a well known bug in Fade that allowed for Power Boosting its large AoE defense buffs while also having the large AoE resistances boosted by damage buffs. I'm sure that last one synergize well with Assault and a Gaussian proc triggering reliably in Tactics (who doesnt love +64% damage paired with 64% enhancement to Fade's resistance?). But yeah...the untouched control is why the set was popular. -
Focused Feedback: Dark Miasma (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Correct me if I'm wrong (not being snarky, just simply unsure), isn't Twilight Grasp still the strongest heal available to Corruptors/Controllers? It also received a 20% increase in accuracy which is pretty sweet given all the debuffs it comes with. So 25% weaker heal for a 20% more accurate heal, tohit debuff, damage debuff, and regeneration debuff. That makes it a much improved power, especially while leveling.