Jump to content
The Character Copy service for Beta is currently unavailable ×

Bopper

Members
  • Posts

    3842
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Bopper

  1. As it was shown in the previous thread, the numbers indicate the nerf is not that heavy. Going from 30% to 22.5% resistance debuff at worst (meaning no other resistance debuffs from any where else) is a decrease of 6% in DPS. 10% when you hit double stack. Again, when you factor in other sources of resistance debuffs (achilles, fury of the gladiator, reactive interface, etc) the impact is even less to the total DPS of the team.
  2. You're correct. On average, you get 10% back every 40 seconds (3 times in 2 minutes). Basically, on average, you can expect 15% max endurance returned per minute. Stamina is 25% recovery (adds 25% max endurance per minute), so a level 50 IO will add 42.4% to that, which is 10.6% max endurance per minute (25%*0.424 = 10.6%). If you spend 5 boosters to make the lvl 50 a 53% IO, then the endurance return in stamina becomes 13.25% max endurance per minute (25%*0.53). As @siolfirsaid, this is dependent on where you slot the proc. I assumed Sramina (or any other auto power, like physical perfection), which is the most common. If you are slotting it into a click power, that requires different analysis.
  3. The math indicates the endurance proc adds more recovery than putting in a lvl 50 endmod IO into stamina
  4. That might be the biggest buff Stone Armor could receive, actually. Lol
  5. If you are hinting at that as a solution, I'm all for it. Thematically I assumed being rooted to the ground makes sense. But like I said earlier, even if the movement penalty was simply "no travel powers nor fly", I'd be quite happy.
  6. I'm actually wondering if splitting up the mez effects in multiple powers could be a viable option. Perhaps give all mez protections (hold, disorient, sleep, confuse, terrorize) to Minerals (status protections of the psyche), while giving the physical status protections (immobilize, knockback, repel) to a sturdy set like Brimstone or Rock Armor. Granite would keep its status protections (since it can't have other armors active), while Rooted will give up the status protections, but keep the resistance to end drain, DDR, and regeneration buff.
  7. Interesting, I should have considered the -recharge in granite in relation to making Earth's Embrace perma. That does make me lean more towards having EE and Granite have the status protections, instead of having Rooted maintain it. Probably for the best, as Rooted is available early on, when EE will not be close to perma.
  8. Stone Armor is unique that it has two powers that provide full mez protection in Rooted and Granite Armor (most have one, or require a few powers to reach full mez, iirc), so I think moving one of them to a clickable power with a long duration, which can be made permanent would not cause too much of an uproar (although simply stating that will surely start it's own flame war). As for requiring a respec, I dont think it would. Earths Embrace is a large heal that provides Toxic Resistance and raises your max HP (enough to achieve capped HP) for 120s. So I think most builds already slotted it for health and enough recharge to achieve perma, so those builds would not require a respec.
  9. Another reason why I recommend Earth's Embrace is because it is one of the few powers available for use in both Granite and non-granite. That probably incentivizes EE, Stone Skin, and Mud Pots as usable options.
  10. It's funny, although we're landing on separate sides of the fence, we are thinking very similarly. I wouldn't have put it so eloquently as "blessed by Gaia", but I had very similar sentiments of Embracing the Earth for protection, plus it seemed like a neat variant of Rune of Protection, which acts as a break free and lasts 90s with extra resistances as well.
  11. I have to agree, I'm disappointed by the Dart reduction too. It's funny (to me), I often looked at Experimentation's numbers on City of Data before it came to Beta and thought, there is no way they can make Dart that powerful (it had a 1.661 damage scale on a 6 sec recharge with 1.07 sec cast time). So when it came to Beta I was pleasantly surprised that the damage was reduced to something that seemed fair and useful. But now, it once again becomes to weak for me to consider going out of my way for. That's the trouble I have with the origin sets, they have some very enticing T3 powers, but requires 2 things I don't want to get them (or atleast one thing I don't want, I actually like Spirit Ward).
  12. Personally, I'd like to see Earths Embrace and Rooted provide the Status Protection, and give Granite Armor a less severe movement penalty. Something like, you still can't use travel powers nor fly, but you can run and jump as normal (combat jumping and sprint allowed, ninja run and super speed no). Just a thought, but that's a topic for a different suggestions thread.
  13. I wrestled with the same thought. On one hand, when I am in the heat of battle and want to preserve my heal on demand, I have the option of the other status protection power (whether it be rooted or granite). In the end, I felt the option to move freely with a clickable buff would provide a better experience than to be stuck on the ground. Plus, you could run without clicking it and the first moment of mezz, fire it as a break free.
  14. Personally, I like Stone Armor as a set, penalties and all. Sacrifices for Survivability, I accept that and I enjoy that it offers a very unique approach to builds. However, there is one limitation that I can't stand, which is to only offer status protection in Rooted and Granite Armor, both powers result in crippling movement penalties. To allow for folks who want to build a Stone Armor character with the option of not being penalized by movement restrictions, I would propose removing the status protection from one of either Rooted or Granite Armor, and move it to Earth's Embrace, which would provide the same status protection values but for only 120 seconds. This would allow a character to use the other armors in the set for protection while also provide status protection without being weighed down (literally) by either Rooted or Granite Armor. It would also greatly expand the build options for Stone Armor, which I think is a good thing. So above, I provide 2 poll questions on this topic, but also feel free to provide feedback.
  15. I was gonna make the same suggestion, but was looking to see if it was already suggested in the Buff FF suggestion thread. My guess it has
  16. I'm not disputing this, but I am curious if actual numbers have been calculated that supports this. Sonic is certainly an odd one as it provides a resistance debuff that helps itself and the team more, but give the ATOs and the inherent, I would still think a Corruptor wins out. But I'd love to see the numbers either way
  17. To be fair, double stacking results in a 1.45/1.60 = 90% effectiveness. So if you're the only debuffer and you can permanently apply a double stack, the loss of DPS is at worst 10%. Again, assumes no other -resistanxe effects on the targets
  18. Assuming my math in the post above is correct, it's even less of an impact than that
  19. Correct me if I'm wrong, but I believe the math would be 1.225/1.300 = 0.9423, which is about 6% less effective. But that is assuming there are no other -resistance debuffs stacked on the enemy, which in that case the impact is even less.
  20. I asked your question on discord but haven't received feedback yet. I believe you should simply state in the bug report that you have video if needed, then PM a dev with your video when they request it.
  21. He can fix that. Just needs to make the link such that it downloads a local copy for you to edit on your device. I had to do the same thing with my Survivability Tool, as I want others to edit their version without changing the master copy.
  22. Given that patches can stack, would -30% and -22.5% be more fitting (balanced) than -35% and 26.25%? I dont have an opinion on that either way, but a genuine question for those who may actually have experience with Sleet/FR/etc.
  23. That's a different philosophical discussion to have, as proc effects are independent of the power it is used in. I havent gone too much out of my way to look at low damage powers using procs to make them good. The only goal I chase is to maximize the frequency of procs firing, using any power at my disposal. That analysis folds into my attack DPS to find optimization. But if someone wants to use Touch of Nictus in Twilight Grasp, I wont sweat the fact that is equivalent to infinite number of Damage SOs. It's still just 71.75 damage
  24. Justified in the sense the devs wanted a system where procs would occur at an average rate (PPM). But to your example, let's say we proc out these 32s single target hold powers. They would still proc often, as a 3.5 PPM proc only requires 15.43s of cast + cooldown to still hit 90% proc probability. But assuming a cast time of 1.07s, that would require the total recharge of the hold power would have to be less than 222.8% (100% from base, the other 112.8% from enhancements + global). That's not much in a game dominated by perma Hasten (+70%) and set bonuses. Even if you dont slot enhanced recharge, you probably wont keep it capped at 90% probability. So although those epic powers will still be able to abuse the system in the sense their base recharge is so large, the incorporation of using total recharge would limit that exploit. Edit: Just an additional comment since I like showing my point with numbers. Let's assume you are perma Hasten, and thus you have ~180% global recharge. What would the proc probability be for Char if it's not slotted with any recharge? 3.5 * (1.07 + 32/2.8) / 60 = 72.9% The 4.5 PPM will still be capped in this scenario. So although it's still beefy, it is only doing 81% of the damage it does now... and likely isn't fired as often.
×
×
  • Create New...