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Everything posted by Bopper
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Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
When I was replying to Derek, I actually was thinking about my Time/DP defender trying to remember if I took Hover or Combat Jumping. I remembered I switched to CJ because I loved bouncing into a group and using Soul Drain and Hail of Bullets. Then I realized, oh! I can now have CJ on with Athletic Run. That is gonna be so great in missions having the speed and height of Athletic Run with the defense and control of CJ. I might still not take a travel power on that character and just enjoy those powers running together (I hated the detoggling on live). But I will be incredibly tempted to go grab flight pool for the EvMa protections. Now that fly isn't slow it might be worth dipping back into the set (plus 2 lotg mule options) -
Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Certainly, I get that. You're talking to a guy who currently has no travel powers on their main characters (excluding the TP I took on my stone tank). That will change now as the increased caps makes my methods of travel possibly fall too far behind, but I'd still slot them more as mules than travel buffs. The nice thing with the change, though, you're not gonna be any slower in P2 than you are on Live. So if you're content currently, then nothing really changes. Maybe some teammates get an earlier start on a mission, but big deal. I won't lose any sleep for not getting a hit on the first mob in a mission. And let's be honest, in teams I'm still traveling with mission transporter, LRT, and team transporter. Also many of my teammates are gonna drop TT as well. So no matter what I do with my travel powers (if I take them), I'm still not gonna be far behind when getting around. -
Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
You can also not chase the 2nd set bonus in a 3 piece travel set and instead replace that Endurance reduction IO with another Speed/Endurance IO. You will hit the speed cap with that slotting if it's important enough to pursue given 3 slots already invested in the power. -
Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Sure, in a mission I don't like going at the speed cap either. Luckily I can control my speed with various options. Turn off Fly/Super Leap/Super Speed, then decide if I want to turn on Hover (if applicable) or use Sprint or use Nina Run (or both). There are various options for going my preferred speed in a mission without needing travel power always turned on. -
Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
The point wasn't missed. The reason why that is conventional wisdom is because of how easy it is to hit the caps without slotting travel powers. Fly is at the cap the moment you choose the power. No slotting needed. Super Leap is at the cap by simply slotting Hurdle with an IO and having some set bonuses. You can make it easier if you want to use boosters. A +5 IO in Hurdle and a 7.5% movement speed bonus from 2 piece performance shifter, you're at the cap. No slotting in Super Leap needed. Super Speed is nearly at the cap by just enhancing Sprint and Swift. Use a +5 IO in each and don't slot Super Speed and you're over 90 mph running. Throw in 16% movement speed set bonuses and you're at the cap. So again, to my point, it is so easy to reach the speed caps on Live that nobody should be investing in their travel powers. In Page 2, those caps are raised so it incentives players to invest in them if they wish to reach the new caps, but you don't have to as you will still go just as fast (if not faster) as you do on Live. -
Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I would certainly hope nobody on live is investing more than that as you can hit the cap with each movement type by slotting 1 SO into the respective travel power. Increasing the caps will incentivize folks to invest more enhancements into their travel powers if they like (you only need 2 slots at most to reach the caps), but they are more than welcome to not do that and go the same speed as Live (if not faster). -
Based on Jimmy's post awhile back, the increase in base fly speed should help in this regard. Now, there is no design goal that states you're supposed to reach the speed caps by slotting only 68.9% enhancements in your travel power (which is what a Speed IO and Speed/Endurance IO would give you). Also, none of the travels hit their new speed caps with this type of slotting. But I'll break down the numbers to show how close you'll be, and with set bonuses from IOs you'll likely hit the cap anyway (or very close to it). But let's assume no set bonuses for now: Flying Speed: Base + Swift (+42.4%) + Fly (+68.9%) 21.477 mph + 4.175mph + 58.37 mph = 84 mph (95.5% of cap) Jumping Speed: Base + Hurdle (+42.4%) + Super Leap (+68.9%) 14.318 mph + 25.384 mph + 60.216 mph = 99.9 mph (98.1% of cap) Running Speed: Base + Swift (+42.4%) + Super Speed (+68.9%) 14.318 mph + 7.136 mph + 84.643 mph = 106.1 mph (88.2% of cap) If you use Sprint with Super Speed, you will hit the cap, but you're also running two toggles for what that's worth. If reaching 95.5% of the cap is not enough, I recommend losing that 3 piece set bonus (+0.75% HP) and throw in another Fly/End to hit your mark. Or use boosters on the Fly/End IO while attuning the other two, that way you hit the cap and keep the 3 piece bonus when you don't exemplar. Edit: I thought about it more, but you could 3 slot Fly with Winters Gift, you'll get 9% speed bonus. Throw in the 7.5% from 2 slotting Stamina with performance shifter, that 16.5% speed boost will add: 21.477 x 0.165 = 3.544 mph. Add that to the 84 mph you're already at and you'll have 87.56 mph. You'll be at 99.6% of the speed cap, likely to not notice the difference.
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Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
They get the same set bonus, but Fly has a 50% stronger base value. So a 7.5% movement speed bonus will work off of base 14.32 mph for run/jump, but it will be working off of base 21.48 mph for fly. -
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Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
It is. But it uses the same suppression logic that other travel powers use with speed. Highest number wins. However, EvMa doesn't use that suppression so its 4 mag is always added on top of whatever you currently have. Hover gives 4 mag (suppresses with other travel buffs), Fly gives 1 mag (suppresses with other travelbuffs) Evasive Maneuvers gives 4 mag. So if you have Hover, Fly and Evasive Maneuvers on (or just Hover and EvMa on), you will have 8 magnitude Fly. If you have Fly and Evasive Maneuvers on, you will have 5 magnitude Fly. If you have Fly and Hover on (or just Hover on), you will have 4 magnitude Fly. If you have just Fly on, you will have 1 magnitude Fly. -
Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
What makes you think that, exactly? EvMa adds speed, sure, but it does not unlock Flight's potential. That's like saying Sprint unlocks Super Speed's potential. Sure, it makes it easier to hit the cap, but it is not required to reach that cap. The fantastic thing(s) about EvMa is the fact it does not suppress its speed in combat. A lot of people will like that, and those who don't are in no way required to take the power as it is not like Afterburner - you are not required to take it to go faster. Others will like the power for its other benefits, in particular the KB resistance and Immobilization protection. I've detailed about that numerous times before, I won't belabor the point again. Based on what Jimmy posted, next patch will have a Fly speed buff of about 2mph at base. So that increase in scale will now only require Fly to need about 84% enhancement to hit the cap (2 Lvl 50 IOs, non-boosted). You can probably do a Travel set using Fly and Fly/End and it should get you close enough to where set bonuses gets you the rest of the way. If you use a +5 IO in Sprint, Swift, and Super Speed, you will be VERY close to the cap. The last 4 mph can be had via set bonuses. As for Teleport...there is not a real practical path for reaching its theoretical cap. You can do some range boost tricks, certainly. -
Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Your numbers looked fine, and it is representative of only looking at the Travel Power being taken (not taking a T5 in the set, which requires an investment of 3 powers taken from the pool) The 58% improvement is accurate when factoring in built in Afterburner being up 1/3rd of the time. With AB off, it is a 50% buff. If you want to compare Fly+EvMa (Page 2) with Fly+AB (Live), you're looking at a 5.4% buff on average. Of course, for any trip that is less than 30s in duration, it is a 16.3% buff. This does not factor in the truth that you would need to invest far more enhancements into Afterburner to reach the 87.95 mph cap on Live as opposed to simply needing a single IO in Fly and EvMa to reach the 87.95 mph cap on Page 2. Of course there is also the fact you can reach that same cap with just Fly alone on Page 2 by adding 1 more enhancement slot to the power, and not waste 2 extra power picks to get to the cap (as you do with Afterburner on Live). -
Have you tested this on Beta (I haven't)? I thought when it was being developed, there was logic that would prevent a catalyst from converting something that was boosted.
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You are correct. The enhancement acts as a 1 piece set bonus. It has its own special name, something like set_bonus.luck_of_the_gambler (don't quote me on that). Whereas a regular set bonus that offers 7.5% recharge has a name like set_bonus.recharge_buff_5 (recharge_buff_6 would be 8.75% and recharge_buff_7 would be 10%). The rule of 5 applies to unique set bonus names which is why the 7.5% from LotG does not interfere with the 7.5% set bonus
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I've only played one stalker which I could farm with but it's not made for farming. If I had to guess at a suggestion, perhaps Savage/Fire for its Savage Leap and Burn AoE potential. Throw in an epic AoE and you could thin some mobs fairly quickly. Plus, Fiery Aura can proc bomb Consume.
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Focused Feedback: Travel Power Updates (Build 3)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Neither is technically correct. EvMa does not grant you fly, but when used while flying with a fly power that grants the FlightActive tag (Hover, Fly, your Group Fly, kheldian versions), it will provide an increase to your fly speed. So it doesn't make your fly powers faster (that would be a strength to fly speed power), it simply makes you fly faster. As for Infiltration, it does not increase the speed of other run/jump powers (again, a strength to run/jump would do that), it simply increases your run and jump speed. -
I see, you're taking EvMa's functionality added and comparing it to what Afterburner functionally added on Live despite the fact most of that functionality is still retained in Fly itself. Personally, I've been tracking it as what does Fly+AB add versus Fly+EvMa add. When I do that, I get: Live: New Fly cap = 72.95 to 87.95 mph (depending on slotting) Gain New Fly cap while only affect self Defense buff while only affect self Page 2: (highlighted EvMa benefits in orange) New Fly cap = 87.95 mph Defense buff unless you affect non-self Added in-combat speed Added Immobilization protection Added KB resistance Added Fly protection 30s Fly cap/speed buff (60s cooldown) I suppose I look at it differently because so much of what Afterburner on Live offered was not lost in Page 2. The biggest change is the reactive/proactive defense on Live while EvMa only provides proactive defense. But I have found it not to be much of concern as the added in-combat speed allows me to fly to safety immediately after I am out of animation rooting. On Live I gain the defense immediately but I'm still suppressed in travel speed for 4s before I can bail.
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The immob protection and KB resistance in one power was the first reason I wanted it. No need to take CJ for immob and no need to waste as many slots for KB protection thanks to the KB resistance nearly doubling any protection I have in my build. A 4 KB protect will now grant me almost 8 KB protect, a 6 KB protect will grant me almost 12 KB protection. The second reason was the in combat speed. Pair it with Hover and you're moving as fast or faster in combat than you would on the ground with Sprint and the inherent fitness powers, but with full vertical positioning control. Or pair it with Fly and reaching the fly cap will be practically automatic, but also pair it with Fly and I will improve my in combat speed, Fly control and Fly protection. Or if I have the endurance recovery for it, I can run Hover, Fly, and EvMa to get the best of each. Keep in mind, I know the power isn't for everyone. But just because it may not fit your build or your playstyle does not mean it isn't useful for anyone else.
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Correct, if you have two +5 Fly IOs in Fly, you will be at the 87.95 mph fly speed cap when outside of combat. And under that condition, if you activate Afterburner, you will hit the 102.27 mph fly speed cap. You don't need EvMa to hit the fly speed cap. You can use EvMa to help you reach the fly speed cap if you don't want to invest 2 +5 IOs into Fly. Put an SO in Fly and EvMa and you'll hit the cap that way too.
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They're not. I brought up potential solutions to an edge case scenario. If folks invest enhancements in Fly powers, their Fly speed performance will be better than Live. But I'm a strong defender of folks to play their way, so if people don't want to enhance their powers that's ok. FWIW, I already showed the math that this is still an improvement even if you don't slot enhancements. Use Afterburner with Fly, you'll maintain an average speed faster than what you maintained on Live.
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It certainly is a fair concern to have, but it's also worth keeping in mind that you still have Afterburner at your disposal. Even if you're unslotted, you're looking at 30s of 91.49 mph followed by 60s of 68.85 mph. Average that out, you're at 76.4 mph (which is the worst case scenario, as you'll likely always start with AB on while not necessarily ending your travel right when AB comes back off cooldown). So when you factor in AB providing you an average of 76.4 mph, you're still going faster than Live's 72.95 mph 70.693 mph. Edit: Did some quick math, it turns out as long as you use AB for more than 5.31s, you will be able to average more speed than you do on Live. 68.853 x 60s + 91.487 x Time = 70.693 x (60 + Time) Time x (91.487 - 70.693) = 60 x (70.693 - 68.853) Time = 60 x 1.84 / 20.794 = 5.31s
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I wasn't referring to popularity of slotting as my definition of edge case, I was referring to the spectrum of slotting options (in this case, not slotting being on one end of that spectrum). But we can look at it in terms of popularity. In this scenario, it's probably safe to assume someone who slots for KB protection, Slow Resist or LotG + Recharge bonuses are using IO sets throughout their build. So we should factor in Movement Speed bonuses. Without slotting AB, the speed cap is 72.95 mph, and by not slotting Fly speed enhancements anywhere in Fly or AB you will travel at a speed of 70.693 mph (71.94 mph if you slot a Level 50 IO into Swift, which you can't mule). It will only take 10.5% movement speed buffs (5% if you slot Swift) to reach that 72.95 mph cap. As for Page 2, we are sitting at 68.85 mph (70.10 mph if you slot a Lvl 50 IO into Swift). That means you will need 19.1% Movement Speed buffs (13.3% if you slot Swift) to reach the fly speed cap. Personally, I always have at least 15% movement speed buff in my builds if I'm slotting IO sets. I always get the 2-piece bonus from Performance Shifter in my Stamina, then I'll typically have Gaussian's 2-piece bonus in one of my +To-Hit powers (Aim or Build Up, typically). There are other common ones like Aegis and Thunderstrike, but for the most part my builds get at least 15% without trying to chase the bonus. Assuming you slot Swift with an IO, that 15% would be enough for the cap. If you don't, then that 15% takes you to 72.07 mph. So in the "edge case" where someone doesn't slot any Fly enhancements in Swift nor their Fly powers and didn't get more that 15% movement speed bonuses into their muled-out build, then yes, you will only go 99% as fast as you would on Live. Of course, if you were really hurting, you could just go ahead and grab yourself the Base Empowerment that boosts fly strength and you'll be going 78.33 mph vs 75.82 mph, without set bonuses. And since set bonuses can't raise your cap, that 78.33 mph will only grow further away from Live's numbers.
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In fairness, this is a bit of an edge case statement. Fly+EvMa is slower than Live's Fly+AB if you are slotting no enhancements in your powers (68.85 mph vs. 70.69 mph). If you slot 1 SO into EvMa and 1 SO into AB, you would be faster on Page 2 than you were on Live (72.76 mph vs. 70.69 mph). If you also add 1 SO to Fly, you are still faster than you were on Live (83.65 mph vs. 77.72 mph)