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Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
That feels like an unnecessary restriction. The beauty with procs is that it offered playstyles that weren't traditional. You were able to create your own style and it could be fun and creative. Restricting players to conform to rules on how they can slot essentially suggests there's only one right way to play. This type of response makes me fear that we will go back to builds strictly chasing the best set bonuses: purples, winters, ATOs, and plug the rest with recharge and defense. Itll feel like builds and powerset combinations will become cookie cutter again. All that being said, I wouldn't be surprised if they approach this similarly to enhancement diversification, where perhaps for each like-proc that fires from the same power will have a diminished effect. So if there are 6 damage procs (1 purple), if the purple fires, it has top priority and has 100% effect. If a 2nd proc fires, it has 80% effect. A 3rd gets 60%. A 4th gets 40%. A 5th gets 20%. A 6th gets 10%. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
What about powers that dont do damage, or procs that don't do damage? -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
And the formula for achieving capped procprobability becomes Allowed Recharge = [BaseRecharge/(30*AreaMod/PPM - Cast) - 1] * 100% Also, a 3.5 PPM would require a MRT of 8.58s*AreaMod. So I project the effects of lowering the max proc probability to 50% would result in attack chains electing to use faster attacks, such as a ST attack with base 8s with cast 1s would give you 50% proc probability, while global recharge likely knocks down the cooldown to something like 3s, making it easy to make frequent use in an attack chain. The question would become, is it worth the average 35.875 damage. That really depends on the enhancement options. Fast attacks tend to be weaker, so probably with use procs in them. Same with AoE attacks. But at least they wont be turned into nukes. All that being said, here is my simple rule (principle?) for ensuring the definition of PPM is maintained. If you have an attack hit rate that is faster than the proc rate, you should be able to achieve a proc rate of PPM. In our current system, we don't technically satisfy that because there are conditions that would result in the 90% cap to not allow for achieving a proc rate of PPM, but atleast it ensures us we will atleast always hit a proc rate of at least 0.9*PPM. By lowering the cap, you will introduce a fairly wide range of conditions that would result in hitting a target at a rate greater than PPM, however the cap prevents you from achieving a proc rate of PPM. Instead you may result in performance as low as 0.5*PPM. With that much disparity, we would probably have to get away from calling it PPM altogether. -
Fade and Farsight Should Not Benefit from External Buffs
Bopper replied to oedipus_tex's topic in Suggestions & Feedback
PB won't synergize with everything. But, if you're ever interested in an underrated buff, PB + Grant Invisibility is a nice 2 minute weave you can grant teammates. But ultimately, the nerf simply kills PB. Nobody cares about the short 15 second burst it can provide, unless you have it perma'd with an */EM Blaster, but then you're stuck having to cast it every 15 seconds. PB is a niche power that has little utility for most, but huge utility for others. Time is the biggest benefactor, but there are other long duration powers too that greatly benefit from it. But who knows, maybe all the Time/*/Soul defenders will move back to Time/*/Dark and enjoy the perma-15 ft radius- Soul Drain, until that gets eventually nerfed. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
As for a 3rd proposal, it is similar to my 2and proposal. But instead of the flag only allowing the possibility to proc on a single target then locking out afterwards (which might be hard to mechanized anyways), have the flag turn off for future uses of the power if the enhancement does proc atleast once. This would allow for AoEs to still have an opportunity to proc on each target it hits. Then, give the proc a default 90% probability to proc, and have that proc probability use the original Area Factor to reduce the probability for AoE attacks. In summary: Proc Enhancement duration: 60s/PPM Proc Flag defaulted/refreshes to True (can fire) Proc Probability = 90% / [1 + Rad*(11*Arc+540)/30,000] If a target gets hit by Proc, set Proc Flag to False (can't fire) for remainder of Enhancement duration. With that implementation, you will have a proc rate that more closely matches PPM. And likely nobody would use Procs unless it's for the set bonuses. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
Absolutely. And I wasn't trying to shoot the messenger, I know you're just interpreting what he said. My response was strictly in relation to what I think that implementation would do -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
It would shift the balance from low damage ATs using procs to close the damage gaps to having higher damage ATs using procs to widen the damage gap. It would trade one problem for a different problem (maybe a worse problem). But I am purely speculating. Without a formula, there's no way to truly analyze what the impact would be. -
Damage Procs and PPM tweaks or changes - Suggestion thread
Bopper replied to Caulderone's topic in Suggestions & Feedback
Ugh...time to fall on my sword. Two options I have been thinking about, which is a huge neuter, but probably goes back to the original intention of PPM. 1) Go back to using total recharge, not enhanced recharge. The main exploits come from getting large global recharge without slotting recharge. So this alleviates that. But if I could suggest a compromise, use only set bonuses and enhancements for the MRT, while allowing outside global buffs (like Hasten and Speed Boost) to still not impact proc probability. It will still neuter current proc performance without taking some fun out of trying to build around some optimization methods. 2) Have all Proc Enhancements use a duration that is equal to 60/PPM, instead of the default 10 seconds. Then have each Enhancement carry a flag to determine whether or not it had proc'd. If it had proc'd, it can't proc again until the duration of the enhancement wears off and its effects refresh (thus resetting the flag). Some problems with the second suggestion is with very long AoE attacks that have an attack rate that is longer than the duration of the enhancement. This suggestion would limit it to only the 1 proc, thus underperforming the advertised PPM. The reason why it's a flaw is because hitting multiple targets (and procing on multiples) could help bring the average proc rate back in line with its PPM. So some extra thought needs to go into that idea. -
Focused Feedback: New IO Sets (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Thanks. Also forgetting Cloud Senses -
http://web.archive.org/web/20140821104448/http://tomax.cohtitan.com/data/powers/powerset.php?id=Controller_Control.Wind_Control Expect changes, but this could give you ideas
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Fade and Farsight Should Not Benefit from External Buffs
Bopper replied to oedipus_tex's topic in Suggestions & Feedback
I understand that feeling. The greatest feeling coming back to this game was the nostalgia and love for the characters we created during live. Those were our babies, and we loved/missed them. I tend to be emotionally inept, but hearing CoH returned, I was literally excited for the first time in years. I'm not using literally incorrectly, btw. It's a feeling I rarely genuinely have. Personally, I have the opposite of alt-itis. I came back to the game in May and the first thing I did was recreate my main from Live (my Avatar). It was my Rad Sonic AV killer. But I found out (from you actually, when we were discussing optimal DPS chains for a Rad-Sonic) that procs no longer worked with a flat %, and that led me down the path of learning everything I can about Procs to better figure out how to make a better character. In the mean time, I shelved my original main (from Live) as it felt outdated, and tried out a Time Cop because I never played Dual Pistols or Time. And that was it for me. That is my only character I put influence and time into, until recently when I created a Stone/SS Proc Tank (but that was more for proof of concept than labor of love). So yes, if both nerfs happen, and my main gets neutered, it will be a gut punch. I know I could adapt, but the entire time it will simply feel like hanging onto something that is gone. But I dont blame the devs for wanting to balance the game, it simply will be my natural emotional reaction to witnessing all the time, theory crafting, testing, playing, auctuoneering, farming, just to get my main to the point I want them. Then poof. Gone. -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
Probably not for awhile. We still haven't tested the set with Masterminds, Controllers, nor Corruptors. -
Fade and Farsight Should Not Benefit from External Buffs
Bopper replied to oedipus_tex's topic in Suggestions & Feedback
I made a time defender just because I wanted to play a set I didnt play on live. Then I stumbled upon the synergy that came with the pairing of power build up (then later power boost) and was inspired to try all new things with my defender that didnt seem possible to traditionalists, such as dedicating the saved resources to procs to make (what I thought was) the first proc monster. Defending a team while tanking, my 2 favorite things. But soon, my only true main character will be nerfed of procs and nerfed of Farsight. Honestly, it feels sad since it's my main. Not sure if I'll feel inspired like that again while making other characters, and I probably will just cut back on playing altogether. Too much time spent (mostly testing) on the game only to have things taken away is disappointing. Perhaps it's my fault, I've openly advertised the power of Farsight with PB (and Clarion), and I've openly advertised procs. Oh well. C'est la vie -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
My apologies, I was referring to Adrenal Booster. Fast typing took over DDR= defense debuff resistance -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
They aren't all necessarily the same. For example, Adrenaline Boost us a +Special but doesn't boost defense, however it boosts DDR. Edit: as for Amp Up,it appears it does boost absorb Activation Time: 2.57s Recharge Time: 5m 0s Endurance Cost: 10.40 Accuracy: 1.00x Power Type: Click Target Type: Friendlies Power Range: 80.00 ft. Effect Area: Single Target Attack Types: ranged +75.00% strength to healing for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to defense for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to absorption for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to endurance for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to to hit for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to run speed for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to fly speed for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to confuse for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to terrorize for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to hold for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to immobilize for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to stun for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to sleep for 1m 30s on target (ignores buffs and enhancements, unresistable) +50.00% strength to recharge for 1m 30s on target ( -
Focused Feedback: New IO Sets (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
I was excited when it was written as a +15% movement speed, but alas it was a miss-type in the notes. I still like that it is 15% run, which is the hardest thing to cap if you dont take super speed. -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
I haven't played enough to have too much of an opinion. But the combo I liked, and theory crafted, was an Elec/Dark/Soul defender. I liked the combo of tohit debuffs to go with the -damage, resistance, and absorb in Electrical Affinity. I went with Soul thinking power boost might beef up the heals/end/recovery of elec, and I thought Power Boost would beef up my tohit debuffs even further. Figure I go Musculature Alpha for the tohit debuff, and end recovery. I went with a complete support build, and I was able to get softcapped range defense with capped S/L defense and plenty of recharge. But the damage is nothing, like I said, pure support. -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm excited too. I really enjoy the new chain mechanic -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
The circuits do. If you like, go to the first page of the comments on this topic and scroll down to a list I made where I put all of the effects/numbers for each power in spoiler blocks. Look through there, and anything that says it is ChainTarget can chain back to you. The sentinels main purpose is for you to chain off of him, so yes, pets can be affected by the chain as well. -
Focused Feedback: New IO Sets (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
I believe that is a copy/paste error from the original version (build 1). Accuracy was added when it proved to be more necessary than range. -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
They can come back -
Focused Feedback: Electrical Affinity - Powers (Build 4)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
I believe the purpose for shorter recharge is for frequent movement. A 30 second base means possibly a 10 second cooldown at end game. If you're hopping from one mob to the next, or simply in a situation that requires you to be mobile, then having the ability to recast quickly is necessary. It's still a tax to have to recast it frequently in those situations, but it doesnt prevent you from being effective. -
If you want to be controller like, you could go Dark/Atomic (or is it Radiation?). One of those offers a nice AoE hold that would pair well with a Lockdown Proc. However I dont know enough about the new Blaster secondaries to say whether or not they're better suited for range or melee
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I have been tempted to try a Dark/EM. The boost range goes well with the cones, and staying long range while also applying to hit debuffs seems like a safe and easy playstyle. Not sure if Power Boost will boost the to hit debuffs, but if so, could be nice....ugh, fine, I'm making one now.
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Assault Rifle, Beam Rifle, Ice and Water all use only ranged attacks. Tactical Arrow pairs well as it is also extremely ranged, and Energy Manipulation can be useful as it provide Boost Range which will truly keep you out of the threat radius of an enemy. It has some other nice self buff tools that dont require being in Melee range.