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Bopper

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Everything posted by Bopper

  1. It might depend on how you play, but I use my 10-key numpad for powers. Since the Page 3 update, you don't have to fear misses breaking your combo and instead can keep your eyes on the game. I just know where my powers are and smash that numpad like I'm an accountant. I don't do this, personally, but I would probably do this if I was in your predicament. I would put each combo in my 1, 2, 3 spot on each tray. Then I would use either tray swapping to switch out combos, or set up my keybinds with Alt+(1, 2, 3) and Cntl+(1, 2, 3) to select which combo I want to perform. That limits me to just 3 combos, so if I want a 4th I'll need to incorporate it some other way.
  2. I will have to say the crit for 2 focuses is the gimmick I would ignore. But if you want to ignore focus altogether and look at just slow ET, I can do that too. Something like ET(slow)>TF>BS>ET(slow)>EP>BS, perhaps. Might throw in a snipe as well.
  3. If the 2 attacks in between both had 4s cast times, then maybe. On SOs, you were looking at 8-12s cooldown with Hasten
  4. Nobody made those statements, though. The prior statements were not "new Energy Tranfer is objectively better", they were saying "new Energy Melee is objectively better". Then you said they were "making shit up". They are not wrong to state new Energy Melee is objectively better because it is true, as there are metrics that can be used to support that (That's what objective means, as opinions don't dictate those results). There are other metrics that can support old Energy Melee is better. The only one I can think of is the utility of having a mag 4 stun in TF, then the Stun power itself. But the loss of being a ST stunner does not necessarily make the old Energy Melee better, it just shows one situation where it is better. This lost capability comes at the cost of having an AoE and the cost of having to use an Energy Focus token on Barrage to get a 2nd guaranteed stun (but you also get the added damage of Barrage and faster cast time of Barrage with that combo). If that TF+Stun combo is the metric you're using to say old Energy Melee was better, along with having a non-crit, 18.52 end cost, 20s cooldown, 1s cast time Energy Transfer, then state that upfront. If there are other reasons, state those as well. It'll be easier to compare than to hear "nuh-uh, old EM is better, you're lying". I opened it up last year, asking for anyone to give me a scenario where old EM is better than new EM, and nobody could find an example of how. Perhaps you know something that wasn't presented last year. If so, please share and I'll take a look. You said TF was skippable, maybe you have a rotation that doesn't use TF that I should look at. I'll happily compare it to what new EM has to offer. Just tell the rotation and the amount of recharge used (SOs were common back then, so I doubt it would be high). I'll limit my analysis to the same recharge, just so we can remove IO sets from the equation. Also, let me know which AT so I can factor in other aspects if they apply (inherents). Keep in mind, this is just to identify metrics (or measures of performance) that show where old EM shined, it likely won't change my assertion that new Energy Melee is objectively better overall.
  5. Back when Stalkers had fast Energy Melee (before July 9th, 2008), they did not have the following: Faster Total Focus (was 3.3s cast time, now it's 2.53s. Issue 27) Faster Bone Smasher (was 1.5s cast time, now it's 1.27s. Issue 27) Stronger Energy Punch (was 1.0 scale on 4s cooldown, now it's 1.16 scale on 5s cooldown. Issue 27) Damage Crit on Energy Transfer (was 0 scale, not it's 1.2768 scale. Issue 27) Faster Cooldown on Energy Transfer (was 20s and 18.52 endurance cost, now 10s and 0 endurance cost) Lower HP caps (was 1606, now 2088. Issue 22) No Quick Epic Snipes (Stalkers had access to Snipes, but not ones you can use in a rotation in combat). No AoE (Power Crash is one of the best primary Stalker AoEs in the game). Non-Hidden Assassin's Strike (Issue 22) and no Assassin's Focus mechanic (you relied on held/slept targets). So a chain like this couldn't happen back in i12: BU > TF(hide) > ET(fast) > AS(fast) > Snipe/BS > ET(fast) > BS/EP > AS(fast) (using the chain without the snipe, this is 2.0933 DPA if gapless) TF(no crit) > ET(fast) > AS(fast) > Snipe/BS > ET(slow) > AS(fast) I would assume the rotation that would be used was the one you provided me over a year ago BU > ET(fast) > BS > TF > BS > EP > ET (1.6472 DPA, if gapless) The new chain is 27.1% stronger than the i12 chain you provided me as an example last year. Even with less recharge, I could stretch that out with extra filler attacks and keep the DPA around 1.9+, which is still 15% stronger (before factoring in crits). I didn't analyze Stalkers in 2020, but other AT versions also showed to have better performance with the new versus the old. Even your response to my analysis stated the new version shows better attack chain performance. https://forums.homecomingservers.com/topic/23365-focused-feedback-energy-melee-revamp/?do=findComment&comment=294665
  6. Gotta keep in mind the full list of changes. Yes, the heal was reduced from scale 4 to 1.35 which did make for a nice emergency heal. However, the cooldown was reduced from 6 minutes to 2 minutes while the duration of the maxHP buff was only reduced from 2 minutes to 1 minute. So achieving perma Earth's Embrace is almost automatic, even in granite armor. Also. The cast time was greatly reduced from 2.1s to 1.0s. So although there are more frequent casts it does not necessarily mean more time lost on those casts. In the end, it just changed strategy a bit. Before, you might hold off on using it so that you have it in case of emergency, all the while not benefiting from the extra max HP. Now, you can use it proactively without much fear of it not being back in time when you need it next. It is unfair to call it a nerf (as it came with numerous buff), but more accurate to call it a strategy revamp.
  7. I'm not sure exactly what you're referring to, but the points I was making earlier had more to do with how much crit damage each attack does while also recognizing a TF crit results in double Energy Focus. Crit Damage: Snipe: 1.75 to 2.30 scale Bone Smasher: 1.64 scale Energy Transfer: 1.2768 scale Total Focus: 1.00 scale (but you get double Focus) Energy Punch: 1.00 scale So slotting the proc into Energy Transfer will likely benefit you more as you will likely get some combination of TF, Snipe and BS into the crit window which will lead to bigger crit damage and/or double Focus
  8. I assumed SomeGuy was aiming for a proc-centric build, which is why I was suggesting it. If you're using a very tight rotation that requires high ET recharge (likely you're doing ET > TF > ET), then this will not work for you. You would have to do something like ET > TF > BS/Snipe/EP > ET then probably throw in one more attack at the end. This will not work for everyone, but it can for some. I'll look at chain options and see if I can show an example of what I'm talking about.
  9. Yes it will, which is why I say to only slot the ATO proc and no other recharge. You will have a 60.784% chance to proc when using ET(fast) and 71.917% chance to proc when using ET(slow). Assuming you're using it twice in your rotation, those odds are better than use TF once at 90% chance.
  10. I assumed this might be the case. Although TF will have the best chance to proc the ATO, the benefit isn't really there. The crit on ET isn't very strong (BS and your snipe will crit for more) and the power you want to crit the most can't benefit from it (TF). I would recommend slotting only the ATO proc into ET, then slot no other recharge in that power. Use it twice per rotation and I bet you'll find the performance to be pretty good. Something to also consider, the animation time - hit time for TF is fairly large so you waste more of the crit buff window. Something to always keep in mind.
  11. Out of curiousity, what were you doing with your build/slotting that wasn't working for you?
  12. Exactly
  13. I'm not sure how to interpret CPH's comment. He might have been speaking to all DoTs being 7.3% more, or he was just speaking to Gloom. I'm not sure honestly, but if it's the former it seems to fit what you are noticing. Since the crit isn't a DoT, it shouldn't get a buff.
  14. Looks like it's working. It's not much, but it adds up. Even though it will only cap to 10 on one use, it should stack another 10 on subsequent casts.
  15. Can you screenshot for me? Use it in a mob and show us what pops up in the window. I'm curious to see what's going on.
  16. What do you see in combat attributes? There is a known bug with the display (shown in your screenshot) that will round down to the nearest whole percent (even though it shows .00). So you might be seeing the tiny buff (0.45% base) get displayed at a rounded down 0.00%. But, if you see no buffs in your combat attributes, then you will have a new bug
  17. The presence pool versions require accuracy.
  18. Look no further than the Dev Corner. It was brought up almost a year and a half ago (time flies). https://forums.homecomingservers.com/topic/22534-game-balance-the-endgame/
  19. It's about time Sentinels get the nerf that they need
  20. In this case, Mids might be correct. I know water blast has multiple attacks that can hit 16 tgts which is likely a bug/oversight.
  21. This was changed in I27P1: the two things to note are screenshot below. Because of this change to damage procs, it allowed taunt auras to now accept taunt sets.
  22. I know taunts are auto-hit. I'm saying the damage proc will still do a hit roll. So even though the taunt is auto-hit, the proc will take the accuracy of the taunt (maybe it's enhanced, maybe not) and your global accuracy and to-hit buffs, then checks against the defense of the foe. If you successfully hit them with the proc, then a PPM calculation gets made to see if the proc does anything.
  23. Damage procs still have to perform a hit check. So lack of accuracy slotting can hurt you there
  24. You probably won't want to. I noticed your build is Psi/Martial. Reach for the Limit applies two damage buffs for Psionic damage (it won't show in combat attributes but you can see it in the links I posted above). So if Reach for the Limit procs, it's a 75% damage buff to Psi for 15s
  25. The only reason why there is still a to-hit check is for the Taunt effect in pvp. But honestly, I think those enhancements should probably get removed (accurate to-hit debuff and accurate defense debuff)
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