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Everything posted by Bopper
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Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
For your proposal on patches, make lockout use a base of 4 seconds (10s/2.5), to lineup with the pulses. Using a long recharge patch that doesnt get to leverage its base recharge in its probability to proc, but is limited by its lockout isn't good. Basically, my suggestion is to not use a lockout on toggles or patches. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
I dont think rains or toggles need to be tweaked. They are already fixed performance and never were exploitable. You can leave those as is. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
I think just the one would be sufficient, but a spoiler is a good idea. Show the 1PPM, 2PPM, 3.5 PPM, and 4.5PPM ratio plots, if that's what I sent you (I'll need to look) -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
It might help if you show the Proposed / Current graphs, to highlight where each performs in relation to each other. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
Fully agreed. When designing around proc heavy builds, it always felt like an even tradeoff. Sacrificing so many set bonuses for procs is close to a zero sum game. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
He actually has that data for ST attacks, using a build that has up to 180% global recharge (perma Hasten). Analysis was capped to looking at +300% total enhancement (120% enhanced with alpha). If Alouu wants those plots shared, I can provide them (or he can). -
Did they change the power? I didnt see City of Data show a pseudopet. It shows it as an AoE KD, with a damage and KB component as single target only. I dont think there's a pseudopet involved.
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Super Reflexes: Quality of Life Improvements
Bopper replied to modest's topic in Suggestions & Feedback
Stalkers get up to 25% on each, so 50% total with their two autos. -
Super Reflexes: Quality of Life Improvements
Bopper replied to modest's topic in Suggestions & Feedback
Language-wise, I totally see that. Being able to prepare to absorb a hit by "rolling with it" thanks to quick reflexes does make sense to me. However the absorption in that scenario acts more like resistance, as you are still getting hit but taking less damage. The absorb mechanic in this game is a shield/barrier, which I dont see as fitting with the theme. But ultimately, I'm overthinking it. Just tell me you absorbed the hit so well that it didnt hurt and we'll move on 🙂 -
Hmmm...I sat on yellow salvage forever since it wasn't worth selling. Might be time to cash in
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The reasons you mentioned for Dark/Nrg are what I figured would be mentioned. The deep range is cool when you get to use it. Oddly enough, the other combo I was considering is an Ice/Atomic. The AoE hold combined with the Ice holds seemed like an interesting Blaster/Controller mix. I always enjoyed playing as a hybrid so I might check it out. I'm glad to hear you like it
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Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
You're right that there is a key mapping that would target previous enemy, but it just works in reverse of target next enemy. By default you target closest first, then each next enemy would be the "next furthest" enemy. So the previous enemy in this scenario would mean to target the next closest enemy -
Afterbuner - Simple to implement I think ...
Bopper replied to Carandiru's topic in Suggestions & Feedback
That is the cost of power...ugliness. -
Good question. I looked at Propel on City of Data and it would suggest it would not. There is a KB component that is single target only that is enhanceable, so the single target could get hit by the proc. However, the 15 foot radius KD effect shows as "Ignores Enhancements and Buffs". So that would suggest it does not accept the proc in its AoE. I am curious though if the formula would use a ST proc probability or AoE. I imagine it is still ST, similar to how Tanker with the old Gauntlet worked.
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Afterbuner - Simple to implement I think ...
Bopper replied to Carandiru's topic in Suggestions & Feedback
Just to add onto my last post: 1) Spend the 100k to own both Steam Jump and Jump Pack. You can swap between them to make the previously mentioned combo effects a permanent flight capability. 2) There are 6 different types of Jet Packs you can purchase and each can be purchased for up to 5 hours of usage. It will cost you 3 million to gain 30 hours of useage, but that's worth it to save a power pick (unless you need the Fly power to be a mule for a KB protect or Slow Resisrance unique). Plus, you likely are making well over 3 million influence over 30 hours of flight useage (and also game time). -
Afterbuner - Simple to implement I think ...
Bopper replied to Carandiru's topic in Suggestions & Feedback
I like the idea, sort of like how Granite Armor and Travel Powers would detoggle each other. Now if I can derail the topic for a sec. Skip Fly altogether. Hover + Jump Pack goes just as fast as fly, plus you get Mag 4 fly (Fly is only Mag 1). If you want Afterburner, well take Air Superiority and Hover. You'll get more utility with an attack that can knock enemies out of the sky, and Hover + Jump Pack + Afterburner will have you humming about 11% faster than the base max flight speed of 58.63 mph (65.21 mph, mag 8 fly). That's not including any movement bonuses in your build. If that's still not fast enough and you want to hit the 87.95 mph Afterburner cap, well...still dont get Fly. Buy a temporary Jet Pack (50k for 30m use). With Afterburner + Jump Pack + Jet Pack, not only will you go 87.95 mph, you'll do so at a much lower endurance cost than fly (0.455 end/sec vs. 0.19 end/sec). Ok, that's my PSA. Carry on with your good suggestions. -
I actually knew the page and checked it after seeing your comment. In the past I simply skipped to the scales and didnt try to read over the rest of the details on the page. Good info to know. Definitely makes split IOs that much more enticing, especially with some of the new sets coming in Page 5.
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Super Reflexes: Quality of Life Improvements
Bopper replied to modest's topic in Suggestions & Feedback
I really like the ideas offered here. The only hangups I have is the absorb mechanic being introduced. It doesn't really fit with speed. I know Reaction Time is already a power, but if it removed the Absorb, and replaced it with +move and +recharge (instead of waiting for the detoggle, which always seemed clunky), then it would feel more fitting with super reflexes. -
What about it wasn't fun?
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No worries, I just learned about that 41.5% cap, so there's something new everyday that we learn.
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That is still the case. So my recommendation to you, NEVER ATTUNE a PURPLE set or a PVP set. They never lose their set bonuses, their enhancements will outperform their attuned counterpart while exemplared, and you can enhancement boost them to +25% effectiveness (+5 boosters).
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Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
I actually like your use of exponential scaling as opposed to linear. I'll have to play around with things and see if there's a right balance in there. Are the L and E currently arbitrary, or are you having something in mind? -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
I'm taking the current system off the table. I know all of its flaws. I'm speaking more to ideas of using total recharge and comparing its merits (better attempt at balance for all attacks having same proc rate) as opposed to a flat rate system that hurts longer recharging powers -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
I noticed this problem as well, and I wonder if baking in the minimum formula somewhat could alleviate the problem. If we add 1 second to every MRT, it would add roughly PPM/60 to the probability of a proc (which is small, but for repeated attacks adds up). If we use total recharge (which includes base) to properly aim for a proc rate of PPM,wewould get something like this: 1 sec animate time, comparing attacks that cooldown in 4s and 15s (after recharge). Prob4 = 3.5*(4+1+1)/60 =35% Prob15 = 3.5*(15+1+1)/60 = 99.17% In that minute of time, you can attack with the 4s attack 12 times. The 15s attack 3.75 times. Average number of procs per minute: Proc4 = 0.35*12 = 4.2 Prob15 = 0.9917*3.75 = 3.7 Now I took the liberty of removing the cap of 90%, but if we keep it, then Proc15= 3.375 So a little gets added to help the fast attacks by removing some of their animation tax. But that's just 1 example, I'd have to see it for varying animation times. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
You pretty much described the original method, flat percentages. Which disproportionately favored fast attacks and AoEs. The math isn't hard, but it just brings back an old problem.