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Everything posted by Bopper
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I experienced something like that in a test I ran. I was in Storm Palace and I was trying to look for boundaries of the ceiling and edge of map, however I found out when I hit the boundaries it doesn't block me from going further, instead it TP'd me back to the original zone in location. I had Fly and EM on, and at some point I noticed my EM would oscillate between granting its speed buff and not. I figured the TPing back to the beginning caused some sort of issue, so I power cycled my EM and it behaved after that. However, I did not try to replicate the bug so I can't be certain the TP was the cause for the glitches
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Focused Feedback: Travel Power Updates (Build 2)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
25% of the defense is in combat (or rather, doesn't suppress in combat), 75% of the defense is out of combat (gets suppressed in combat). Only the out of combat defense was increased for the power, the in combat defense stayed the same. -
I like your style, if you're willing to go a little further in your analysis, I believe targets have a 3ft diameter hit box, so you could effectively add a 1.5 ft radius all around your coverage area (easy to do on a PBAoE, takes some extra work on cones). As for stalker, is has a cone called Power Crash, which does 108.54 base damage in a 10'/120 degree cone on a 16s recharge. It looks like you include average crit damage in your analysis, so make that 119.39 base damage. Rad Melee has Proton Sweep (7', 75 degree) which does 79.5226 base damage (before crit), which is on an 8s recharge. Also it has Atom Smasher which is a 10' radius PBAoE with 86.1958 base damage (before crit), which is on a 22s recharge.
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Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
Bopper replied to Arcadio's topic in [Open Beta] Focused Feedback
One thing that gets overlooked, you get that as early as level 4. On live, you had to wait until level 20 to get afterburner. Certainly a nice QoL improvement. -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
Bopper replied to Arcadio's topic in [Open Beta] Focused Feedback
I forgot to mention one of the bigger discoveries from my earlier testing with Myrmidon. Defender's inherent is suppressing Evasive Maneuvers whenever within 300ft of a teammate. I updated my previous post to reflect that. I suspect this also affects other inherents like Cosmic Balance and Dark Sustenance -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
Bopper replied to Arcadio's topic in [Open Beta] Focused Feedback
Tested out Evasive Maneuvers with @Myrmidon. Most things are working as designed. First, I'll start off with the good which is just to document what was looked at that seemed to work. The good: When attacking an enemy, debuffing and enemy, or having an enemy target affected by a toggle (repel), the defense buff from EvMa suppressed. When doing a self buff or applying an AoE buff that hit no other allies, the defense buff remained on. When buffing a teammate via a direct buff (Speed Boost, Mystic Fortune) or AoE buff (leadership toggles, inertial reduction), the defense buff suppressed. When using Group Fly without teammates, the defense buff remained on. When an ally received the Group Fly buff, the defense buff suppressed. The bad: There are still issues being experienced with load in (Myrmidon will have to detail that experience, I respec'd into the power and didn't test it out) Inherents that check for teammates cancels out the buff. This was noticed on a Defender where my Vigilance looked within a 300 ft range for an ally. So whenever I was within that range, defense got suppressed. The not sure if it's working as intended: While receiving Group Fly buffs from a teammate, I had no fly powers on but I had Evasive Maneuvers on. I did not get the Evasive Maneuvers buffs while gaining flight from a teammate. I'm not sure if this is intended, perhaps granting the FlightActive tag from another source causes problems, but I figure I'll pass that nugget along for all you folks who wanted to use Evasive Maneuvers from somebody else's Group Fly 😜 -
Focused Feedback: Power Changes (Release Candidates)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I'm glad Athletic Regulation finally got looked at, but I fear the change to Offensive Adaptation might be an overcorrection. Is it intended to have Offensive's Adaptation be worse than Efficiency Adaptation? If so, carry on. Just curious on their reshuffling of buff ranks. Also, is there a reason why Offensive only buffs Run speed? Would it be fair to allow it to also get a 1.0 scale flyspeed effect (+21.48 mph) to mirror the new run speed effect? -
Focused Feedback: Travel Power Updates (Build 2)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Havemt got on yet to test out the changes shown blue/green in the patch notes, but based on the description I like what I hear. I am curious on Speed Phase amd what the definition of "attacked by an enemy". Does this mean any attack will suppress your speed phase, or just attacks that hit you? -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
You did provide screenshots. Here they are. On live you were going 76.75 mph (capped only at 76.75 mph because Afterburner was only slotted with a Fly/End IO). On beta you were not at the fly speed cap but you were flying faster (77.69 > 76.75) while not having EvMa on. Without changing slots and using only one power, instead of two, you are going faster on Page 2 than on Live. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
1) yes. Also nice for MM pets that were level shifted. 2) evasive only affects you and will not get passed on to teammates. 3) yes they can, however your teammates will still be capped at 58.63 mph. If you use Afterburner while using group fly, you will receive a strength buff to fly which will enhance your group fly speed buff to teammates...but again it caps at 58.63 mph. Also, if you have fly and AB on, and you have group fly on, you will leave your allies in the dust -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Looks like it applies to NR, but not sprint. But it only suppresses if you attack, not while being attacked -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I honestly don't know if those powers suppress. I was talking about Super Speed, etc. Now I'm curious, I'll look it up -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Think of Evasive Maneuvers as a toggle that enhances your current flight. This means you need to have another fly power turned on to get its benefits. These benefits include +21.48 mph fly speed that does not suppress in combat. For reference, an unslotted hover gives +0 mph fly speed. I've seen some testing of how quickly you can move around while attacking and it's nice. Almost like a fly version of combat teleport. It also gives Immobilization protection amd KB resistance (which is like a multiplier provided to whatever KB protection you have in your build). There's also defense, but it suppresses in combat so I would treat that as purely a LotG for now (we'll see what next patch brings) -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
It should have the same 4s suppression other travel powers get in combat. Are you seeing something else? -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Treat infiltration as a better version of Ninja run as it can be slotted and takes LotG. But if you need premium speed, it is the worst option. Still good, just not as good. You can easily hit the Live version of jump speed cap (78.18 mph), but you'll have a hard time getting to the live version of run speed cap (92.5 mph) even with sprint turned on. The other travel powers now have higher speed caps and it's easier to reach those caps. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
It is intended. This update now allows multiple travel powers to be on at the same time however only the largest contributor will be used and the others will suppress. Infiltration has the same base numbers as Athletic Run, so if you enhance it, it will suppress the athletic run effects as they will be lower. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
No, the powers that replaced Afterburner (Evasive Maneuvers) and Invisibility (Infiltration) use the same enhancement sets. Infiltration also adds the ability to slot Universal Travel -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
You can literally hit all the speed caps for Flight using the same number of power picks you have to do on Live. On Live you can take Fly and Afterburner (then slot Afterburner to hit the 87.95 mph cap, you'll need about +105% strength added). Or on Page 2 you can take Fly and Evasive Maneuvers and use no extra slots, give both powers a Fly SO and you'll hit the 87.95 mph cap and the 102.27 mph afterburner cap. If taking two powers does not interest you, you can take the extra slot you put in Afterburner on Live and put it on Fly, give Fly two +5 IOs and you will hit the 87.95 mph cap and the 102.27 mph afterburner cap without having to take a 2nd power. All of that is detailed here. Telling people it takes more investment to achieve the Flight speed caps is lying to the community. Take the same number of powers with less enhancement slots OR take less powers with the same number of enhancement slots. It is not a nerf. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I have been pairing SS with ninja run to give myself a nice floor for jumping and add in movement control to combat the momentum debuff. It's nice not needing to grab CJ with SS anymore -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I mean...I have 2 slotted them for 6% run speed bonuses (hi...I'm a Granite Tank and proud of it). Two slot them for the defense and KB, no brainer. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Best to keep it that way too. Now that everyone gets 6 sprints for free, you'd have folks using 5 of them for KB protection -
Illustrating the Travel Power Changes in Page 2
Bopper replied to Bopper's topic in Open Beta Testing
Leaping also has 3 speed caps. Normal, Super/Might Leap, and Takeoff -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
You can also turn off your travel powers and use Sprint. Then turn fly back on when needed. I do that in caves, it's why I keep sprint and Athletic Run and Jump Pack and Jet Pack in a tray for adapting to any environment however I best see fit -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Looks like I got a reply about needing to slot one more enhancement in Fly to reach the 102.27 mph caps as opposed to needing to take a 2nd power on live (Afterburner) and needing to slot Afterburner to reach the 87.95 mph cap. I recommend anyone wanting a good comparison between Live and Page 2, take a look at my post which is embedded as the 3rd sticky in this thread. It seems a lot of people are forgetting Afterburner does not automatically make you go 87.95 mph. -
Focused Feedback: Power Changes (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I'd be happy with those options as well. Perhaps the other T5 Origin powers could get similar treatment so that they can have a 90s duration.