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Bopper

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Everything posted by Bopper

  1. I'm still curious as to why there is no noticable difference in the speed of the teleport. You'd think with the Teleport happening at 0.6s instead of 1.17s that the 0.6s version would finish sooner and allow you to TP again while the 1.17s you have to wait for you to actually TP to the destination before using it again.
  2. Good test, you're right. White Dwarf looks unchanged from Live while Black Dwarf had some adjustments. Here are screenshots of the Beta versions of these powers:
  3. Disregard, it was user error. I don't know what I clicked, but it was not Acrobatics. Acro has 0.26 end per 1.0s tick rate Edit, actually I know what the user error was. I saw the 0.5s Hit Time and mistook it for the activation period. Given the fact EM does so much more than Acrobatics, I doubt we could get it down to 0.26/sec, but maybe 0.39/sec to match leadership toggles would be fair.
  4. Got a screenshot? I'll pull up what I'm seeing as well in CoD
  5. They are the same as acrobatics. All of them do 0.26 endurance every 0.5s (0.52/sec)
  6. Yes, Blasters could do awesome things with Boost Range (Energy Manip) and potentially the range buff from Snipes. However I don't think any other AT gets a buff like this. There are set bonuses that could help as well, so with clever slotting you can probably squeeze some good range set bonuses. Some purple ATOs give 10%, while some 2 slotting ranged sets can get you 5% or 7.5%. So yes, you could get Teleport boosted an additional ...eh, 30% without getting too far away from desired build design. In that case, yes, TP with significant set bonuses can pull well ahead of Super Speed. Edit: Double checked the Enhancement sets, many of the 7.5% range buffs I was thinking of are PvP only. So maybe 20% set bonuses is more reasonable for a build expectation pushing to that.
  7. They're really close. Combat Teleport is 0.67s cast time with no rooting (no loss of momentum), while Dwarf Step is 0.73s cast time and 0.73s root time (no momentum). Also, CT is on a 0.3s delay with its teleport while Dwarf Step is 0.6s, so you might have some potential waiting time on Dwarf Step. Definitely worth testing to see how it feels compared to Live.
  8. Alright, some play testing feedback. I ported over my Stone Tank since it already had Teleport and I wanted to see how the buffed Teleportation compares with other Travel Powers. The base range has been increased to 350 feet and the teleportation cast time is 2.0s (2.244s arcanatime). So on paper, you would think spamming Teleportation over and over would get you something like: fps = 350 ft/2.244s = 155.9715 fps (106.34 mph) My build has no range bonuses, but I slotted Teleport with 57% enhancement, so I expected performance roughly in line with: enhanced mph = 106.34 x 1.57 = 166.96 mph I went to PI and set up in the water so that I could have unimpeded range, then I set up a keybind that would perform a max distance travel with teleport: /bind numpadenter powexec_location forward:max Teleport So I recorded my starting location, start my stopwatch and spam my keybind repeatedly until roughly a minute passed by. I ran the test a few times, but they were all roughly the same. I achieved a distance covered 0f 9,329 feet in 66.84s, which translates to 95.16 mph. Honestly, this is really disappointing. Am I doing something wrong with my keybind? I'm surprised to see my capped speed in a straight line falls short of super jumping. Edit before I post (yup...hated the results so much I wanted to retest to be sure). It looks like I had some user error with my keybind, I realized if I queue it too quickly I would teleport in place. Upon realizing this, I tested some more until I could get a clean run of no pre-mature TPs while also not being too slow to react to pressing the key again right after finishing the TP. This time, I covered 8,077 feet in 43.39s, which translates to 126.92 mph. That's not bad, I guess. It's a shade faster than super speed, just requires a keybind and super clean user mechanics. Based on these results, I probably would like to see a slight shaving of the cast time as opposed increasing the base range any further. Perhaps something like 1.67s or even 1.8s just to shave off some of the required human-eye reaction time to compete with Super Speed.
  9. I believe you, if you saw the HC Live CoD screenshot I posted above, you'll see in the effects that the teleportation is on a 1.17s delay, which is frustrating given the fact the animation is only 0.73s. The TP happens almost a half second after the cast time ends which makes you slower than you should be. I would love to see play testing of the new version of Dwarf Step as the delay has been lowered to 0.6s which fits within the cast time of the power and *should* increase your overall performance.
  10. Good catch and that is probably intentional. Black Dwarf step is faster animating than teleport, but atleast now the teleport doesn't happen after the animation ends (before it was delayed 1.17s, now it's 0.6s. That should at least be somewhat a QoL improvement if not a minor performance improvement. Have you tested it yet? I messed around with new teleport and the feel of it is much nicer.
  11. See my previous post, but for comparison sake here is the homecoming live version of Black Dwarf Step . You'll see the differences.
  12. Thanks, I just did a look up and it shows the Black Dwarf step got updated to mimic the new Teleport with the exception it does not seem to have Untouchable. But the faster teleport effect and other changes are all there.
  13. I was under the impression the travel power changes got copied to the kheldian counterparts. Are you seeing something that is not matching?
  14. I wondered about this too. Now that Turbo Boost is mimic'd by the new Afterburner and Freerunning is mimic'd by the new Infiltration, it makes me curious as to what the fate is for the last two Origin Pools. I would think they would get their travel powers reworked, if the pools ever get developed.
  15. Don't sweat it, the test alone was a cool illustration of how strong the new Super Leap is with the Double Jump.
  16. I'm curious how you'd do with Mighty Leap + Takeoff + Jump Pack. The extra speed might get you there.
  17. Let's break down what you're saying. You currently take Fly and Afterburner, and you invest slotting into Afterburner to achieve the 87.95 mph speed. I'm not sure what your third power pick is, but can I assume Hover (if you take Air Superiority, let me know)? Now, you get Fly in one pick and you can achieve the same speed as Afterburner by investing one extra enhancement slot into Fly (as opposed to however you slotted Afterburner). Plus, you can temporarily go above and beyond that speed (10 mph faster than what super speed does on live) with the new sub-power Afterburner for free. At this point, you can take Evasive Maneuvers if you want (or don't, you have that freedom now that your speed is all taken care of) and do whatever set bonus slotting you might have been doing with Afterburner and there would be hardly a difference. But if you so desired, you could use EM with Hover in combat (or Fly with EM) and notice how nice it is to no longer have to wait 4s for your speed to turn back on when you're attacking. You can also enjoy not getting immobilized or knocked back if that was something your character would be interested in (if you're already melee, maybe not). You can also utilize the out of combat defense to help you stealth missions or potentially dodge out of combat attacks (if ranged attackers are nearby). I appreciate the fact you like taking 3 powers to achieve speeds that can now be done with 1 power selection. Personally, I will probably utilize the 2 powers that are freed up to take other things my character might need, or I might take Air Superiority and Evasive Maneuvers and just go ham hoverblasting (well...I guess I would have to call it evasiveblasting? meh...hoverblasting it shall remain). EDIT: My post is coming across as more curt than I intended, so allow me to be explicit in what I am getting lost in with your feedback. Can you tell us what it is about taking and slotting Afterburner that worked for your builds? Can you tell us what it is about Evasive Maneuvers you don't like? How I am reading it, I made some assumptions, however those assumptions could be wrong, so I am curious as to what else you're trying to say in your feedback.
  18. It's functionally possible. It's just not balanced. There is a clear design goal of making Fly a percentage capability of Run Speed, with Jump landing in the middle ground. There won't be an avenue that gives Flight permanently faster speed than Super Leap without significant costs (like how AB currently makes you OAS). You might be able to sweet talk CPH into increasing the temporary speed buffs, but I've tried and had no luck. I wish anyone else luck on that endeavor
  19. Let's not forget, Afterburner required 2 other powers to be taken and available at level 20. This only requires one power taken and is available at level 4.
  20. I hope that previous post puts to bed any commentary on Fly requiring more investment to hit the Enhanced Cap (87.95) and Afterburner Cap (102.27) compared to other travel powers. One extra slot is hardly a crime, and it is far less investment than what needs to be done on Live to hit that same Enhanced Cap (87.95).
  21. Here I am using Fly + Afterburner, I slotted 3 SOs for 94.93% enhancement because I was too lazy to make 2 +5 IOs for 95.9% enhancement. I have no enhancements in Swift and no set bonuses. Those 3 SOs are the only thing slotted. Here I am flying without AB, I am just a shade under the cap. If I did the Two +5 IOs I would've hit 87.58 mph (almost capped with no other contributions).
  22. That seems to be a huge misconception. On Live, Fly easily hits its cap with no investment however that cap is only 58.63 mph. To achieve significant speed, you needed to take a 2nd power (Afterburner) then invest some slotting in Afterburner to get you to the 87.95 mph speed cap. Now, you can take Fly by itself, invest 2 +5 IOs into it and you will achieve the 87.95 mph speed cap (Correction: It would get you to 87.58 mph by itself). Then, you can use Afterburner to hit 102.26 mph. That is one power and one extra slot, as opposed to two powers and atleast one extra slot.
  23. I know mids is lying to me
  24. Updated with Mighty Leap and Super Leap (combined entry)
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