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Bopper

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Everything posted by Bopper

  1. I can probably help explain the patch notes as Zenblack and I were the ones who reported these bugs half a year ago. I will copy/paste the patch notes above and I will use a color system to showcase what was a big buff, small buff, small nerf, big nerf. To summarize, you will see: 1 big nerf to an extra PvP DoT, 1 small nerf to a PvP DoT, 3 small buffs (1 PvE, 2 PvP) 5 big buffs (1 PvE and PvP, 1 PvE Scrapper, 1 PvP, 2 Fiery Embrace) To answer your second line of questions: What was the DoT effect reduction? Answer: Savage Strike had two DoT effects in PvP so the extra DoT effect got deleted. Rending Flurry was doing just a little bit too much DoT damage in PvP, so the tick damage got scaled down slightly. On the flip side, DoT ticks got buffed for Shred. It was slightly increased in PvE, and it got doubled in PvP. Also, Maiming Slash had its PvP DoTs (and up front damage) increased slightly. So the Savage Melee td;lr should say: Several Fiery Embrace buffs/changes, several powers having their damage scales fixed (both buffs and nerfs, mostly for PvP), and a large endurance reduction cost for Rending Flurry. Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula)
  2. I found top secret footage from closed beta of carp melee. Looks a bit undertuned if you ask me, but the T9 looks strong.
  3. I built my Widows to take Sorcery and use Rune of Protection instead of taking fighting pool where I would be running tough and weave which sucks plenty of endurance. On my Night Wido I didn't take Hasten since I didn't need it and it saves me from its crash. Throw in Performance Shift, Panacea, and the passive accolades, I have had no endurance issues
  4. Those are fixed and will be in page 3.
  5. I believe it drops EvMa only when your Maneuvers affects another target. So if you're solo you're probably fine. Keep in mind though, EvMa will lose its defense whenever you do anything other than Only Affect Self, so don't rely on it for its defense other than if you're trying to stealth a mission. Don't forget, you can also get the OAS power from P2W. So if you want to suppress your effects without detoggling, use that power.
  6. RIP RM. Thinking of you today.
  7. Are you using that formula for procs or for calculating AF in general? Dividing by 30,000 is correct if you just want the Area Factor. Divide by 40,000 if you want to calculate the dampened Area Factor used by PPM calculations.
  8. I think so. Maybe a week longer, at most.
  9. Nothing is public until the user agrees by the rules of the discord. I assume you were Drakiyth who joined and left a minute later? To answer your question, the patch notes are not public, even on the discord. The patch notes are generated on the closed beta forums. If you are interested in becoming a tester on closed beta, you are welcome to request access. But if you only want a sneak peak into what's on closed beta, I would recommend waiting until it's released to Brainstorm as anything currently on closed beta is not guaranteed to make it to Live. There have already been one or two items that have gotten reverted.
  10. Weekly resets happen on Tuesdays, so if I had to make an educated guess it will start on the morning of October 5th
  11. New month, New bump. Come join us for testing shenanigans.
  12. It's just inefficient to do such a thing. I always two slot it and +5 the enhancements.
  13. Its not a buff, it's a bug fix. These powers were always intended and they existed in the ITF for the entirety of when it was on Live. The powers were only removed post-sunset because at the time the devs thought this power was causing an issue with lag. It turns out that was not the problem, but the devs forgot to put the power back in. This bug was recently discovered and the power got put back into the game.
  14. The reason for why those blaster powers got that treatment is because they are also the sustain powers. In this case, the solution should be to turn off the power if you don't want it to aggro.
  15. Utility Belt and Gadgetry was in the files as far back as November 12th, 2012. Safe to say the idea did not come from any of the post-shutdown servers. The likely possible reasons for not having these origin pools on HC yet are: Priorities/Time constraints Graphics Balance of these new origin powers Planned overhaul of all Origin Pools (Sorcery got this, so it's fair to assume the other pools and future pools could have similar overhauls in mind) Code/engine development (maybe a new form of travel could be introduced, like I picture Utility Belt using Grappling Lines like in DCUO - this is wishful thinking)
  16. The backbone is still Ruby's tool. But UberGuy updates their version of the code when needed.
  17. CoD is still active. It may not have been updated after the most recent patch but that was a small update. It's also not dependent on RubyRed's tool. UberGuy has made his own updates for Page 2 and beyond.
  18. It is currently still processing, so only low-def is available (give it a few hours for hi-def), but here is a video I made of my Fortunata downing a pylon in 2:20 (400 DPS). I guess technically it was 2:19 since my initial attack missed (go figure). No temps, no insps. For incarnates I used T4 Ageless Core, T4 Musculature Radial, T4 Degenerative Core, and T4 Assault Radial (no clicked).
  19. Correct. I dont click my hybrid either. I do use Ageless though.
  20. What is "superior claws" and what are the times to beat? I need to go back, but I think my Night Widow was around 2:20, but I wasn't trying to design a pylon killer.
  21. I find Fortunatas to be especially nice. Dominate is Psi only, and Mass Confusion is solid. I haven't tested it, but I have a feeling Mass Confusion will neuter the Phalanx Fighting.
  22. Nice find, I see what the problem is and it was likely introduced in Page 2. The activate period is set to every 3s but the FlyingSpeed only lasts for 0.75s. So you get a 2.25s gap of no flyingspeed.
  23. Compensate by not remaining stagnant. The buffs are only 8 foot radius, so I recommend to move around so they can't remain clustered and pick them off individually. The duration of the buff is only 1.25s, so it won't take long to move a foe outside the buff radius and have their defense drop. I'm not saying to completely separate them, obviously...that's an extreme playstyle change. But you can easily make it so 16 foes are not all within 8 feet of eachother allowing for super strong defense buffs.
  24. As a tester, I really hope someday we can get a /Slash command that tells us distance to target. @Number Six is it possible to create a /dist2tgt Slash command?
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