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Bopper

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Everything posted by Bopper

  1. I'll have to update my travel speed charts after these Fly speed updates. It looks like the speed of EvMa was reduced from 1.0 scale to 0.546 scale, while Fly Speed increased from 1.11 scale to 1.1116 scale. Now you should be able to hot Fly speed cap with 3 SOs in Fly and no other contributors, but I'll confirm that when I open excel.
  2. I just hopped on to see if there are any options and you're right, nothing. Perhaps it would be easier to make a suggestion to add control/friction to Nova form, although some folks might like the feel of the current fly control so they may not be happy with that change idea.
  3. For fun, I generated a plot showing the average fly speed performance over time when at cap (87.95 mph w/o AB, 102.27 mph w/ AB). The first 30s are great, as you're going the maxmax of 102.27 mph (85% of the run speed cap), then you quickly dip to 95 mph at the 60s mark (the same average speed you'll hit at the 120s mark when the 2nd AB wears off). At its minimum (every 90s interval, just before you activate AB again), you will have averaged 92.723 mph (77% of run speed cap). Interestingly enough, this speed is faster than the run speed cap on Live. I don't know if this was the design goal or simply a coincidence, but interesting to me nonetheless. For those interested in ratio equivalences, an unslotted Afterburner on Live provides a speed cap of 72.95 mph (78.86% of Live's run cap). So at worst, the new Fly's performance is roughly on par with Live's version of Fly when given an unslotted AB. Neat factoid. Anyways, this was mostly an exercise as I try to learn Octave now that I don't have MATLAB. I'll bust out some other plots in the future I'm sure.
  4. For the first paragraph, you are correct. Combat Flight and Energy Flight will work the same as Hover and Fly. It is my understanding that nothing is changed with Nova forms. If you couldn't use a power while in Nova form before, you still won't be able to now. However, I have to defer to those who have tested Kheldians in Page 2 to confirm that. If I get time, I'll dig up the power info and see if there is anything changed there, but I am 90% sure I am not mistaken....eh...80% sure. If it's easier, I would recommend you copy your character over to Beta and see for yourself. I would be curious what feedback you might have to offer.
  5. I recommend flying at an altitude that is greater than most of the buildings and then fly around the taller ones. It's one thing having to run around every single building versus having to fly around some of the buildings.
  6. Your math seems off, or you're introducing major rounding errors and carrying them through. With a travel speed of 85 mph, you'll go 2 miles in ~85s. You'll need to go 86.75 mph to reach it in 83s. As for afterburner in P2, you'll go 2 miles in 77s (30s to go 0.85mi, 47s to go 1.15mi). In which case, it takes you 17s longer than a capped out Super Speed. Compare that to Live with your 85 mph Fly+AB versus 92.5 mph SS, which would take you 7s longer. SS increasing its arrival separation by another 10s over a 2 mile stretch is hardly a concern (where we're assuming a straight line with SS having absolutely nothing to navigate around and having no extended jump animations that could slow its speed down). Comparing the relative performance between Live's AB+Fly vs. just SS is disingenuous if you're not factoring in the need to use two powers versus one, and the need to take three powers versus one. The only reason anyone could justify AB+Fly being able to reach 95% of what Super Speed can was the fact you had to triple your investment into traveling with flight than you had to with just super speed. That gift of being 95% of SS (if you capped out AB) is no longer warranted now that all of the flight speed capability is packaged into a single power available at level 4. In the end, you are faster than you were on Live with less investment (in both power picks and slotting) and you are going at these faster speeds much earlier in the leveling up process. And if you can't keep up with someone who is using Super Speed (with all the barriers they have to go around), then perhaps you should take the power pick you currently used on AB and replace is with Super Speed instead (now you can run 120 mph or fly 88 mph, nice). Or, you can reach the door a couple seconds later and use that extra power pick on something that might help you elsewhere.
  7. It's concerning to see people still hung up on a fixed speed delta being equivalent between old and new. I've said it before but I'll repeat it, it's not about the speed delta it's about the speed ratios. Just because Fly at 58.63 mph is ~33 mph slower than Super Speed at 92.5 mph does not mean your experience will be the same now that Fly at 87.95 mph is ~33 mph slower than Super Speed is at 120.24 mph. Here are the numbers for traveling 2 miles under three conditions. Page 2's Run and Fly speed caps, HC Live's regular Run and Fly speed caps, and a Granite Armor character versus something that can run 33 mph fast than it. In all three conditions, the speed difference is approximately 33 mph, but the difference in time arrival is very different. Notice that the time delta between Page 2's and Live's Fly/Run time arrivals is more than cut in half. On live, that 33 mph discrepancy resulted in Fly taking ~58% longer than Super Speed. Now on Page 2, it only takes ~37% longer. So either way you want to look at it, the time differences being cut in half or the time difference percentage being greatly reduced, the increase in speed caps results in better performance going from one place to another. Finally, check out Granite Armor. So sad. It's not shown here, but it also takes a little over a century for it to roll over a curb. Edit: FWIW, I purposely did not include Afterburner being activated. Hopefully folks can figure out the time difference in Page 2 will be even less than what I showed in the calculations.
  8. Is that true in Page 2? It has a RootTime field, so if you're bypassing it somehow that would be a bug.
  9. You're right. Personally, I would use a +5 Range/End from Jaunt, Zephyr and Winter. Sure, it doesn't give me a set bonus, but it's not gonna make or break my character if I miss out on a 3-slot set bonus from a travel set. This of course is assuming I need that much endurance reduction. Personally I have only 26.5% endurance reduction on my tank and I never run out of endurance when spamming it. Range/End IOs give 62.5% strength each. So having two of them actually gives you 1.25x (53% reduction). But if you +5 it, that's another 1.25x you get, which gets you to 66.25%. Of course enhancement boosting will limit your exemplar options if you wish to maintain set bonuses, so you might look to only boost the one not providing a set bonus and attune the other. That gets you 59.62% reduction.
  10. When looking at the math and factoring in the 2.1s cast time, the gains of Takeoff is minimal. At best you're adding about 1% more speed using Takeoff assuming Takeoff is perma'd.
  11. You're right that Takeoff offers more speed and you can duplicate the Double Jump option with a P2W pack. I too would like a little extra added but I won't sweat it too much. Keep in mind, no travel power was forgotten, Super Leap still has a cap increase of 101.8 mph and although Takeoff allows you to go faster its not as much of a buff that Live offers. A cap speed of 110.39 is only an 8.4% speed buff that lasts for 30s and it takes 2.244s arcanatime to cast. So if you look at the difference you'll see: 110.39 x 30 / (101.8 x 32.244) = +0.89% So if you're using Takeoff, you're only gonna cover <1% more distance than Super Leap (or Mighty Leap without Takeoff). And that's measuring all the way to the very end of the buff when you have to reapply it again. If anything I'd like to see Takeoff get an animation time reduction or have the cap increased to the maxmax jump speed cap of 113 mph
  12. Hmmm...I got summoned into a thread with 138 comments in the 11 hours it has been alive? Cue the Grandpa Simpson GIF
  13. My apologies, from context I hope people knew I was only talking about the speed component. You do not get the defense nor the only-affect-self effects ported over.
  14. You're not explaining it well. Everything in the block you quoted are changes to Fly, and all of the sub-bullets are details on describing what the changes mean and is comparing to Live's version of Afterburner as a means to help clarify the impact of these changes. If it helps, I can break it down for just the speed. LIVE: Base Speed Cap 58.63 mph, Max Speed Cap 87.95 mph Fly: Base out of combat speed (Level 50): 16.97 mph (unenhanceable) + 29.32 mph (enhanceable) No Enhancements: +46.28 mph 1 SO: +56.05 mph 3 SO: +74.13 mph Base out of combat speed (Level 4): 16.97 mph (unenhanceable) + 19.44 mph (enhanceable) No Enhancements: +36.40 mph 1 SO: +42.88 mph 3 SOs: +54.87 mph Afterburner: Base Fly Speed Cap increase (all levels): 14.32 mph (enhanceable) No Enhancements: +14.32 mph (new cap of 72.95 mph) 1 SO: +19.09 mph (new cap of 77.72 mph) 3 SOs: +27.92 mph (new cap of 86.55 mph) Page 2: Base Speed Cap 58.63 mph, Max Speed Cap 102.27 mph Fly: Base out of combat speed (all levels): 32.25 mph (enhanceable) No Enhancements: +32.25 mph 1 SO: +42.99 mph 3 SOs: +62.88 mph Base Fly Speed Cap increase (all levels): 29.32 mph (not enhanceable) No Enhancements: +29.32 mph (new cap of 87.95 mph) New Afterburner: up to 30s duration, 60s cooldown Base Fly Speed Cap increase (all levels): 14.32 mph (not enhanceable) No Enhancements: +14.32 mph (new cap of 102.27 mph) Evasive Maneuvers: Base speed (never suppresses) : 21.48 mph (enhanceable), can stack with other Fly powers No Enhancements: +21.48 mph 1 SO: +28.63 mph 3 SOs: +41.88 mph
  15. Check my last post for details. But the verbiage is perfect in describing what it's giving you. In one power you are getting everything what a maxed out Afterburner gave you, and you don't need to take 3 powers to get there.
  16. You're mistaken on what Afterburner does on Live. It does not increase Speed, it only raises the Speed Cap. Fly's speed has been reduced however, so if you're seeing slower speeds it's because Fly's speed was reduced. Fly was putting up insane speeds with no investment in an effort to make sure low level characters can hit the speed cap (58.63 mph) at any level. The fly speed has been changed so that with 3 SOs you can reach the speed cap without the use of other powers. Maybe that can be bumped up a little, that is what feedback would be for. As for what Afterburner does on Live, it increases the speed cap by 14.32 mph (so 58.63 mph now raises to 72.95 mph). To reach the Live speed cap of 87.95 mph, you need to increase the strength of Afterburner (via enhancements or fly speed strength buffs). Typically you're using 2 slots in AB to reach the 87.95 mph cap, otherwise you will have a cap that is less than the true cap. What Fly does on Page 2, it takes the max possible buff Afterburner can provide and gives it to Fly automatically. So just turning Fly on is equivalent to turning on Fly and a maxed-out Afterburner on Live. Your speed cap is now 87.95 mph automatically with no investment of enhancements. HOWEVER, to reach that cap you still need to enhance Fly. What is this impact? Instead of having to take two powers to reach the true fly speed cap, you can do it with one power. But just like all the other travel powers, you have to enhance it to reach the cap. As for "New Afterburner" which is a sub power of Fly and provides a 30s buff, that power increases your speed cap by 14.32 mph (not enhanceable) and is grants a fly speed strength buff of ~47%, which is like slotting an extra IO in all of your fly powers. That strength buff helps you reach the higher temporary speed cap without the need for additional enhancement investment.
  17. That's fine, you don't have to take EvMa in your build if you can't fit it. You can use Hover+Fly and match the control of EvMa. You can still reach Fly Speed Caps without EvMa, it will just require investment in enhancements much like the other travel powers. I can reach it with two +5 IOs and a couple set bonuses (maybe just one set bonus, actually).
  18. Fly getting the Afterburner as a subpower is more in line with Mighty Leap having Takeoff as a subpower. In both cases the travel power will house the option of increasing your speed cap to even higher limits, without needing to take an extra power to get there. Fly and Mighty Leap provide buffs to your speed cap for simply having the powers turned on, while AB and TO increases your cap slightly more while also providing a strength buff to your movement speeds that helps your movement powers reach that higher speed cap. Evasive Maneuvers does a lot of things. First there is the Immob protection and KB resistance (which acts like an enhancement to your KB protections). It also provides increased in-combat speed when flying, and this speed stacks with travel powers. Recall, although Hover and Fly can be on at the same time, Hover's speed will not add to Fly. But EvMa will add to Fly or Hover or any other Fly power you might be using. Also, this is in-combat speed it adds which means it never suppresses. So if you attack while having Fly on, you are gonna be slow for 4s before Fly turns its speed on again. With EvMa, that 4s of suppression will not be as bad because You will add 21.5-43 mph of speed to your base of 21.5 mph and swift's 3 mph. Now when you attack, instead of floating for 4s at ~25 mph, you get to zoom at ~47-68 mph. So you're doubling or tripling your in combat speed. Out of combat, this speed will still be added, so pair it with Fly and you will travel at the fly speed cap with minimal slotting. Turn on AB with Fly+EvMa and you will be at the extreme cap with minimal slotting. In short, the power does a lot and provides something for almost any situation or playstyle. At worst, it is simply an extra fly speed power. At best, it's a hover blaster's wet dream.
  19. Ok, I worked out the math. This is a two-dimensional slice only, I am not looking at the vertical plane as that greatly complicates things. But it is worth mentioning, you can improve cone performance by jumping over enemies and aim down to effectively turn the base of your cone into a PBAoE. In this math, I assume your character is a 3 foot diameter cylinder, so enemies can't be in the area you already occupy. I also will assume enemies will have a 3 foot diameter cylinder that make up their hit box (some enemies will be smaller, like Rikti monkeys, but typically 3 ft diameter should be good). For the purposes of the math, I'll be using radius, so I'll be adding 1.5 ft to a bunch of things. To calculate the area of a PBAoE, we will want to add the 1.5 ft to your radius, but we will also want to subtract out the 1.5 ft radius you occupy in the center. So calculating the area of a PBAoE will simply be: Area_PBAoE = pi * (Radius+1.5)^2 - pi * 1.5 ^2 To calculate the area of a Cone (for Arcs 180 degrees or less) while also subtracting out the area of the cone your character occupies is more complicated. I won't bore you too much with how I derived it, but I'll break it out into componets that were derived and then sum it up. A = (Arc/360) * pi * (Radius + 1.5)^2 // extend the reach of your cone to include hitbox of enemy B = 2 * 1.5 * Radius // Add in the area that extends along the sides of the cone C = 2 * (1/4) * pi * 1.5^2 // Add in the two quarter circles that connects the extended sides of the cones with the extended reach of the cone. D = - pi * 1.5^2 // Subtract the area your character occupies E = (180 - Arc)/360 * pi * 1.5^2 // Add back in the portion of the area your character occupies that does not have extended cone coverage. Area_Cone = A + B + C + D + E // Simplify the numbers and get the following = (Arc/360) * pi * (Radius + 1.5)^2 + 2 * 1.5 * Radius - (Arc/360) * pi * 1.5^2
  20. No, it's more involved. The radius would be 11.5', but there won't be a simple angle change. I worked out the math on scratch paper once, but like all scratch paper it got thrown away. I'll see if I can find more paper and I'll provide you a formula after I derive it
  21. There are a lot of changes done via a Stalker pass that didn't get detailed patch notes on. Actually...while typing this out I see that the patch notes don't even include a mention of the Stalker pass. I believe MacSkull has been tracking the changes, perhaps he could provide details to all the Stalker tweaks that way they could make it into the Patch Notes before Live. As the patch notes are shown now, it is not sufficient. There should at least be a mention of a Stalker clean-up pass, but ideally there should be details on everything that got changed.
  22. So we're in agreement, the description should say "most".
  23. Went in game, looks like they did update the description. It looks like when you open up the detailed info, it only shows you the defense contribution that suppresses in combat, it does not show the defense contribution that persists in combat. In the combat attributes window you can see both contributions. Perhaps they should update the description to say you will lose most of your Defense bonus, that way folks can atleast infer it from the combat attributes window if they need to know exact numbers. But I would like to see the display fixed to show both effects in the Info window.
  24. It is in the description. Are you seeing something I'm not? It doesn't get into "how much" of your defense bonus is lost (but descriptions rarely go into that kind of detail), but the concept of losing some of your defense in combat is mentioned. Also the patch notes mentioned the amount of defense out of combat doubled, so folks who already knew that Live version of stealth had half its defense lost when in combat should now know that 75% of its defense will be lost when in combat.
  25. The center of a target does not need to be within the area of the attack. If any small portion of their hit box lands within the area of your attack, they will get hit. So, for an 8' radius PBAoE, and target could be standing 9' away from you and get hit because their hit box will slightly intersect with your attack. Their diameter is 3 ft, so even though their center is 9ft away, their hit box ranges from 7.5 ft to 10.5 ft away. It's that 7.5 ft portion that allows them to get hit.
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