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Bopper

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Everything posted by Bopper

  1. Certainly an underrecognized QoL improvement. I get carpal tunnel just thinking about +5'ing a full set. It is so much easier now.
  2. I'm unaware of any recharge buffs that are resistible, but if there are any it would work the same as resisting a recharge debuff. If you were given a 50% recharge buff that was not flagged as ignoreResistance and you had 30% resistance to slows, you would only receive 70% of that 50% buff (35% recharge buff, in the end)
  3. With two +5 fly IOs in EvMa, you will have 42 mph added unsuppressed. With a base of 21.48 mph, you are at 63.55 mph right there. A +5 fly IO in Swift will get you to 68 mph. You can grab a base empowerment to buff those by 20% of their base value, so now you're at 73 mph. That's really fast while in Fly's suppression period. Now if you want cheatcode for 30s, turn on your Jump Pack and zip around at 87.95 mph.
  4. I think you sort of answered it right there. EvMa is somewhat like an upgrade to your fly powers. All the downsides of Hover or Fly can be erased by stacking it with EvMa.
  5. SG Bases too?
  6. I'm not sure how you picked up snark, I was genuinely curious as to how you were using it because it sounded like EM's out of combat defense was in reference to the fact AB's defense is always on, but then you said you are in the middle of fights and it seemed odd you would have AB on in that scenario. You cleared it up though with this reply. I agree the added Fly magnitude you get is not interesting if you're using Hover while fighting as Hover provided 4.0 mag Fly already and that's usually enough protection (but hey, 8.0 protection is there if you want). However, if you wanted to use Fly while fighting, the added 4.0 mag Fly will help protect Fly's 1.0 mag Fly. Now, it sounds like you're a melee character so the status effect protection would not interest you. What I think would interest you would be the ability to get back up to speed immediately after attacking (travel powers have movement suppression for 4s after you attack). Now...Hover doesn't have suppression when attacking, but it defaults to no added fly speed (it can be enhanced though...but you're only getting 47 cents on the dollar compared to EM). Assuming you do not use Fly enhancements in Hover, you won't move any faster than a suppressed Fly, is basically what I'm getting at. But with EM on, you will go at least twice as fast during this suppression phase and possibly more if you enhance EM. Again, you might not find use in moving faster during fights or between one mob to the next. That's fine...as a flying melee character you fall in to the category of the most likely to not get added benefits from the power. But at the same time...how you were using AB is no different than what you could do with EM. You'll hit the flight cap easier, not have to be OAS, and you can leave it on instead of cycling it.
  7. I am curious, were you in the center of fights with Afterburner on? What were you doing when only being able to affect yourself? You will be able to be in the center of fights with EM and still not attack if you want to, you'll keep your defense in that scenario. You're right that EM (with your slotting) will not offer you much in the way of speed outside of combat....but in combat, yowser. You will be stuck in animation when you attack, but instead of having to wait 4s to get your speed back again, you can immediately zip around. Seriously, play test it in fight and experience the feel of moving so swiftly. Maybe you still won't like it, but there is certainly interest by others to being able to do that.
  8. Fantastic testing and feedback, thank you. I think there is a bug report out there that mentioned EM not working when zoning. It's possible that messed up your first test.
  9. The magnitude of KB determines the distance you would be knocked. KB resistance is resisting its magnitude, which can be reduced below your magnitude protection. When using EM, you only get benefits if Flying. Were you testing with EM on while on the ground?
  10. Based on the feedback, yes. Otherwise nobody would've been taking afterburner to begin with.
  11. It's currently bugged, but I think there's evidence of lack in testing out the KB resistance provided by EM because the buff It's providing is insane (OP, even). The cap for KB resistance is 99% which would turn a 100 mag KB attack into a 1.0 mag KB attack. So having something like a 3 KB set bonus combined with EM currently gives you 300 mag protection. Of course, we don't know how this will change in the next patch, but my guess is it will be set to something like +60% improvement to your build's magnitude protection.
  12. Yup, currently Afterburner gives you a defense buff that prevents you from attacking (only affects self). The devs already said in next patch Evasive Maneuvers will give a defense buff only if you don't attack. So the only change between Afterburner Live and Evasive Maneuvers is you are not forced into OAS, you can choose to attack but it will turn off your defense. As for the speed cap from Afterburner live, that is given to Fly for free now. In fact, you don't have to enhance the speed cap either, you are given maxed out Afterburner for free. Oh, but you also get the new Afterburner as a temporary sub-power to fly that will increase your fly speed cap even further and will grant a fly speed buff to all your fly powers to help you reach that new cap without extra slotting (something Afterburner Live doesn't do). Edit: Also forgot Evasive Maneuvers is cheaper to run than afterburner (and will be made even cheaper next patch) and it provides some status protection and a boost to incombat flying speeds.
  13. Gotcha, having Sprint be a free pick is certainly a huge advantage in Super Speed's case. Hopefully this is not something that gets interpreted as a suggestion to make Sprint exclusive to Super Speed as nobody will want to see that happen. I also hope this does not mean to make Super Speed's base values lower so that when combined with the free Sprint power that the investment in slotting matches that of other travel powers. Afterall, running sprint does cost more endurance and I wouldn't want to see it as reason to reduce Super Speed performance to match with other travel powers' two slot investment.
  14. Fly and Jump can also achieve their caps easily. With two slots in Fly/Mystic/Super Leap/Mighty Leap, you can hit their caps with enhancements only (not set bonuses). You can also hit the fly cap with Fly and Evasive Maneuvers without slotting any enhancements.
  15. Updated with Super Speed. The run speed portion is boring, but hopefully the discussion on the new Super Speed Momentum mechanic will educate some on its functionality.
  16. Correct. You have to be on the ground and moving to build up momentum. A momentum stack should add every 0.5s and will last for 4s, so your max cap should be 8 stacks (might fluctuate).
  17. If you take evasive maneuvers, you can use it to hit caps without slotting. Might be an easy check for you. 111mph sounds right for run speed, I'll look at my spreadsheets as I can probably estimate your jump speed from it. Thanks again for testing it
  18. Excellent testing. Can you provide us more details on what your fly/jump/run speed numbers were? I'm not sure what speeds you were reaching with 1 slot investment (SO, IO, IO+5, etc)
  19. Sadly it is working as intended. Stealth powers are mutually exclusive and this includes Infiltration. Hopefully that can get fixed, but it likely would be in a future page
  20. Yeah, you're still struggling with math. If you were using afterburner in that scenario, then you showing up to a pylon too slowly is user error. If you are using regular fly, these changes has improved your speed ratio relative to superspeed and super jump (15% improvement), plus you have afterburner for free (since you clearly must have not used as nobody is the cause of that much user error).
  21. That's not a practical application for comparing speed. That's like comparing a Ferrari to a minivan while sitting in rush hour traffic. I spelled out how to run the test above, just do that. If the point is to see how fast you can go from one pylon to another, then that's how you do it. Waiting around to have 47 other players join you in killing the pylon is ridiculous. Stop trolling
  22. I also ran the test without using Afterburner at all. But I welcome you to perform your own testing and provide your results.
  23. Performed a simple test to mirror work Gameboy did earlier. I tested with maxed out Fly Speed (87.95 mph + 102.27 mph), Jump Speed (101.8 mph), and Run Speed (120.24 mph). I travelled between the Vanguard DPO in Peregrine Island to the central Portal Corps building, then vice versa. Averaging their trips I got the following results: Super Speed: 28.2s. Mighty Leap (no Takeoff): 29.9s. Fly: 32.2s. Afterburner: 28.0s. Bonus test, put in Infiltration and got it to the 92.5 mph run cap and 78.18 mph jump cap. Infiltration: 31.7s
  24. Great data point. 153s flight time versus 140s flight time, you're basically covering 91.5% of the distance per unit time. If you don't mind, can you expand on your results? What was your slotting? Or better yet, what were your run/jump/fly/afterburner speeds?
  25. I'm pretty sure some of that is by design. I forgot when CPH mentioned it (I27 Beta, perhaps) but I recall there being some justification for having Teleport be stronger. I don't want to risk butchering or misrepresenting his words, so I won't say more than that. Still, I am surprised the White Dwarf version is not set up the same as Black Dwarf version. That feels like an oversight
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