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Everything posted by Bopper
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Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
You're looking at it through the eyes of raw number disparity, which is not how you want to look at it. If I told you one power goes the speed of light while the other goes 30 mph slower than the speed of light...would you care? You want to look at the ratios. Here is a quick breakdown of Live versus Page 2 numbers: LIVE: Standard Run Cap: 92.5 mph Standard Jump Cap: 78.18 mph (85% of Run Cap) Standard Fly Cap: 58.63 mph (63% of Run Cap) Takeoff Cap: 92.5 mph (100% of Run Cap) Afterburner Cap: 87.95 mph (95% of Run Cap) Page 2: Standard Enhanced Run Cap: 120.24 mph Standard Enhanced Jump Cap: 101.8 mph (85% of Run Cap) Standard Enhanced Fly Cap: 87.95 mph (73% of Run Cap) Takeoff Cap: 110.39 mph (92% of Run Cap) Afterburner Cap: 102.27 mph (85% of Run Cap) What you'll notice, the enhanced cap ratio for Jump stayed the same as Live, while the enhanced cap ratio for Fly improved by 10 percentage points (15% ratio improvement). As for the Live caps for Takeoff and Afterburner, they honestly should not have been so close to Super Speed. The fact that it now lands as 92% and 85% for Takeoff and Afterburner, respectively, is in my opinion a good landing spot. Now, if CPH wants to up it to 95% and 90%, respectively, I would not oppose. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Shoot...I would take Group Fly over Fly, now that I remember it (still didn't, but I would have, as it has more utility on Live than Fly) -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I fully agree with the points you made as it pertains to Live. I would NEVER take Fly on live as it was replaceable with a jet pack. Give me Hover, Air Superiority, Afterburner, Jet Pack and Jump Pack please, I'll be hitting that 87.95 mph without breaking a sweat and will do so without taking the namesake power of the pool. The fact I was doing that was a problem for Fly, as it should not be that way. This update fixes that. Now, Fly (or Mystic Flight) is the only way you will be able to get to 87.95 mph. No more Jet Pack getting Afterburner to achieve it. So now, once again, Fly is the easiest travel power to take while hitting speeds other travel powers can't match through P2W purchases. Super Speed and Super Leap will fix their hang-time through a 58.63 mph jet pack while Fly can zoom by and show off with its occasional 102.26 mph Afterburner. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I'm so glad we're spending pages on patchnote feedback over getting to mission doors a few seconds later than others. And here I am using Mission Teleporter and Team Teleporter with Ninja Run as my travel power and not noticing I'm failing my teammates.- 948 replies
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Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Incorrect. On live, the jump speed cap is 78.18 mph, which Afterburner can beat by almost 10 mph. You would have to take mighty leap and use takeoff to hit ss speed. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
You should be able to run through cars...but I don't know of a full list. -
Illustrating the Travel Power Changes in Page 2
Bopper replied to Bopper's topic in Open Beta Testing
Since we were talking speed caps, I added a summary to the OP. Just a quick breakdown of each travel power's change to speed caps. -
Illustrating the Travel Power Changes in Page 2
Bopper replied to Bopper's topic in Open Beta Testing
I used to do the combo of Hover + AB + Jetpack. It would cap my Swift and Hover and get me flying about 65 mph (iirc) -
Illustrating the Travel Power Changes in Page 2
Bopper replied to Bopper's topic in Open Beta Testing
It's a mixed bag. Fly with afterburner on Live is nearly equivalent to Super Speed capped (although you are OAS) and much faster than Super Leap. But if you had Mystic Flight, you were still a slow poke at 58.63 mph cap. Now you should see some clarity that Run > Jump > Fly. There will be moments where that gets shuffled slightly (AB fly speed cap is temporarily better than Super Leap's speed cap...but just barely), but overall it should hold true. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Can you go on Beta and test it out? It would be good info to pass along to the developers if it is not working as desired. Asking for how something is intended to work is fine, but it should still be tested to see how it actually works as WAI is not always the case. -
Illustrating the Travel Power Changes in Page 2
Bopper replied to Bopper's topic in Open Beta Testing
Just added Infiltration. I will likely to Mighty Leap next as its Takeoff is somewhat similar to Afterburner, so some discussion on its temporary Speed Cap increase should be explained. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Can you ellaborate, is that same performance as Live at level 4, or at level 50? -
Evasive Maneuvers doesn't grant you flight, in fact it does nothing but drain endurance if used when not flying. It's more of an upgrade to flight. When used while flying you will have a significant increase to your fly speed (base 21.48 mph added), it does not suppress in combat (twice the speed of what hover currently does), plus it grants defense out of combat (helps elude/stealth), it grants immob protection and it provides knockback resistance (which increases the effectiveness of any KB protection you have, essentially.
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Illustrating the Travel Power Changes in Page 2
Bopper replied to Bopper's topic in Open Beta Testing
I am well known for my bait and switches. -
There has been some confusion in what are the impacts of the Page 2 Travel Power changes. There is a new travel power (Infiltration), there are numerous speedcap changes, and so on... it honestly is a lot to digest. I will take this space to try to detail these changes just to see what the numbers look like. I won't do all the travel powers in one go, but I will start with the most scrutinized (Flight), and will add in the others later. For this analysis, I broke things up by In Combat and out of Combat, as well as various slotting options for the powers. For the enhancement slotting, it is assumed all powers have the same slotting; which is rediculous, as nobody is going to 3 slot swift, but hopefully it's enough of a comparison for you to pick and choose what slotting you want for each power and add up the total yourself. I will not include set bonuses in this analysis, that will have to be an extra credit assignment for individuals as I do not want to guesstimate how you build your character. Finally, I am only looking at Level 50 numbers. On Live, the speed numbers can scale with level, but in Page 2 all speed numbers are the same for any level. This alone is a buff for Page 2, but we will ignore that impact for this breakdown. *Quick Note before getting started. If there are any mistakes that you notice, let me know and I'll update my numbers. I try to show the numbers individually unless I state there are things added together or if I total things with other powers, e.g. Base + Swift + Fly = Total* Speed Cap Summary: Before I breakdown the individual powers, here are the new speed caps for each pool power. I did not include Kheldians, but their caps mimic their counterparts. FLIGHT POOL (Fly, Hover, and Evasive Maneuvers): An explanation of the Tables: HC Live: Currently on Live, we have Hover and Fly made up of an assortment of Fly effects that are used to handle when you are in combat, out of combat, and mezzed. For this analysis, I will assume you're not mezzed and will only look at In/Out (which only Fly has deviations for). For Hover, we can see we will achieve between 24 and 37 mph with no speed fluctuations. Fly does nothing when in combat (a slight negation to your fly speed total), but out of combat you are always at the speed cap. When Afterburner (AB) is turned on, you will be at the speed cap with merely 1 SO in Fly. However, the Speed Cap never quite reaches the true "maxmax" speed cap of 87.95 mph with this slotting, but you will be able to get there with set bonuses (set bonuses buffs Afterburner and Fly). Assuming you have some set bonuses in your build, you can reach the 87.95 mph cap with just 1 IO in Fly and some significant slotting investment in Afterburner (atleast two IOs plus set bonuses should do it). Page 2: (updated for Build 4) In Page 2, there have been some changes. Hover simplified its effects into a magnitude expression that mirrors closely to what it does on Live. Fly got a slight out-of-combat nerf to its Fly Speed, but this is most likely due to the fact at low levels you wanted to be able to hit your fly speed caps with just fly. This caused an overkill at level 50, still achieving well beyond the "maxmax" fly speed cap with some moderate enhancing. Still, with 3 SOs (or two IOs), you can hit the standard 87.95 mph speed cap with just Fly alone (this constitutes a buff as it used to take two powers to achieve what can now be done in one). Assuming you're enhanced enough to hit the standard 87.95 mph speed cap without the use of Afterburner, the use of Afterburner will likely ensure you to reach the new "maxmax" speed cap of 102.27 mph. Evasive Maneuvers (EM) replaced the old Afterburner as the T5 power pick. It is truly a great power with its added speed (it adds base 11.73 mph to your fly speed, which doesn't suppress in combat and is not a part of the new collective stacking...in other words you are guaranteed that added speed stacks with your other fly speeds at all times). The power also provides additional movement control, Immobilization protection (10.38 mag) as well as Knockback resistance (which is incredibly underappreciated, but that's beyond the scope of this write-up). When EM is used with Fly, you will basically do ~50% more than Hover's speed when in combat (~49 mph vs. ~31 mph), and you will be on easy mode hitting the standard speed cap (87.95 mph with just one SO slotted). When out of combat, EM will give you the same defense buff Afterburner provides on Live, however in combat this buff will suppress (AB keeps the defense buff, however you can only affect self when it is active). It's also worth noting EM is 0.26 end/sec while current AB is 0.65 end/sec. INFILTRATION (Concealment Pool): Stealth and Invisibility were merged into one power (Stealth) and Infiltration was added as a travel power in Invisibility's place. This power at base is exactly the same movement performance as the run powers you can get from P2W (Ninja Run, Beast Run, Athletic Run), but what makes this power stand out is the fact that it can be enhanced (plus it provides out of combat defense and stealth capabilities). Explanation of the Table: We can see that Ninja Run is easily capable of hitting the same standard jump speed cap that Super Leap has on Live (78.18 mph). With two +5 IOs in Infiltration, and one +5 IO in Hurdle, you will have a jump speed of: 14.318+27.274+38.414 = 80 mph (capped) Reaching the run speed cap is not nearly as simple. For typical builds you might use two +5 IOs in Infiltration, one +5 IO in Swift, and one +5 IO in Sprint. This would get you to a run speed of: 14.318+39.269+7.667+18.113 = 79.367 mph. That leaves you 13.13 mph short of the 92.5 mph standard run speed cap. You can make up this ground with set bonuses (92% run speed bonuses would get you there). That sounds like a lot, but you can eat into it pretty quickly. There is a 20% base empowerment buff (90 minute duration), there is Performance Shifter, Aegis, and Gaussian providing 7.5% buff as a 2-set bonus. There are the 7.5% Gift of the Ancient defense powers and 15% Synapse Shock (unique). It would be a huge tax to try to get to the cap with set bonuses, however. Another option which might be popular is taking Musculature Radial as an alpha incarnate. The 33% buff added to Swift and Sprint, and the 22% ED-ignoring buff to Infiltration would get you to: 14.318+9.320+20.475+44.009 = 88.122 Now you're only 4.38 mph away from the cap, which only requires 31% movement speed buffs to reach (most builds will get this from standard slotting, but you have the base empowerment buff to fall back on if needed). SUPER LEAP & MIGHTY LEAP (w/ TAKEOFF): Super Leap and Mighty Leap are the exact same power, their only difference is in the form of their sub-powers (Double Jump and Takeoff). They both only provide their buffs when you don't attack, so I will exlude their in-combat numbers (all would be 0's). Just know, you will not be slowed down if you get hit, only if you try to hit someone else. The table will only show Mighty Leap and Super Leap together, then I'll breakout Mighty Leap with Takeoff. On Live, hitting the speed cap requires no investment as the cap is so low, but to reach the cap on Live you will need some minor investment in slotting, but remember Base Empowerment is available for a 20% Jump strength buff to help improve your Hurdle and Leap powers. HC Live: Page 2: Notice the strength buff from Takeoff was lowered significantly (+164.34% on Live versus +61.005% on Page 2), but it doesn't matter as it's enough to hit the enhanced speed cap with ease. Only 1 SO in Mighty Leap is required to hit the 110.393 mph mark. To hit the 101.802 mph enhanced speed cap you will need a little bit more than a single +5 boosted IO, but with set bonuses you'll have no problem getting to that number. Extra Credit: An important topic came up in regards to the benefits of Takeoff being so much better than Double Jump, afterall you can get a P2W Jump Pack for free. This is entirely true. However, I think it's worth remember that Takeoff is a 2.1s animation that roots you for the entire duration. The power also triggers its buff 0.733s into the animation of that attack, so you have about 1.5s of buff window you are not even using. Let's break this down to the best possible scenario for Takeoff, where we will measure from when the power is initially cast and when the buff from the power wears off. This is a 30.733s window. If we ignore arcanatime and just focus on the cast time of the power we will have 2.1s of no movement followed by (30.733-2.1 = 28.633s of 110.393 mph movement). In comparison, Super Leap will have a full 30.733s of 101.802 mph movement. How does that compare? (28.633 x 110.393) / (30.733 x 101.802) = 1.0103, (+1.03% more distance covered). A 1% increase in speed is not all that impressive, and in this case is not all that practical either. You give Super Leap a 2.1s head start and you don't overtake their travel distance until the end of the buff window. The exact time can be calculated with a simple line-slope formula. I will find the time at which Takeoff lets you move to when it overtakes Super Leap, then I will add back in the 2.1s root time: B0 = 2.1 x 101.802 = 213.785, M0 = 101.802 B1 = 0, M1 = 110.393 B0 + M0 x Time = B1 + M1 x Time Time = (B0 - B1) / (M1 - M0) = 213.785 / 8.591 = 24.885 Overtake time = 24.885 + 2.1 = 26.985s This tells us Takeoff will finally catch up to Super Leap at approximately 27s after initially casting Takeoff, which gives you only a 4s window where you actually are out ahead of Super Leap before you go back down to equal speeds. So how far ahead do you actually get with Takeoff versus Super Speed after the buff is provided (some unit conversion will be included in the math)? 30.733 - 26.985 = 3.748s 8.591 mph x 3.748s x (1 hr / 3600s) x (5280 ft/1 mi) = 47.2 ft So there you have it...the extra distance travelled that Takeoff will afford you is 47.2 ft over a 30.733s window. It's nothing amazing and fears of Mighty Leap being far superior than Super Leap because of Takeoff are unwarranted. Thanks to the max speed buff cap increase and the lowering of Takeoff's speed cap buff, they come out practically the same. SUPER SPEED: In Page 2, Super Speed gained a new mechanic called Momentum that will increase your Jump Height and Jump Speed as you're running on the ground. These Momentum stacks will increase every 0.5s and have a lifetime of 4s, so at max you should have 8 stacks (it might fluctuate between 8 and 9 stacks due to server ticks). Each Momentum stack adds 11.12 ft to your Jump Height and 2.6775 mph to your Jump Speed. However, there is a downside to Momentum as each stack will decrease your Movement Control/Friction by 10%. Have no fear with that lost control as the new Travel Buff Collective Stacking, you can use Combat Jumping or Ninja Run to erase that debuff entirely. It's worth keeping in mind that although you can reach 8-9 stacks (for a jump height of 88.96-100.08 ft and a jump speed of 21.42-24.0975 mph), you will immediately start to lose stacks once you jump into the air. So you will never actually reach that max jump height, likely only reaching 68 ft (based on my testing). For that reason, I will show jump numbers below that uses 6 stacks as the average performance for max Momentum (meaning you reach the max, execute a full duration jump) HC Live: For HC Live, I included Combat Jumping as it is often paired with Super Speed for its added jump height and movement control while jumping. However, the chart is not a realistic representation to how you would slot these powers which I'll cover shortly. First, let's all notice that reaching the run speed cap (92.5 mph) is achieve with 1 SO in Super Speed and no slotting in Sprint (but must be turned on). To achieve the run speed cap without Sprint, you can do so with 1 IO in Swift and Super Speed. So in short, you can hit your capped numbers with minimal effort. As for the jumping side of things, it's typical to slot Hurdle with a single +5 IO and not enhance Combat Jumping (1 slot LotG mule, typically). In this scenario, you would expect to hit 41.7 mph jump speed and 22.21 ft jump height (before set bonuses and other buffs). Page 2: In Page 2, there is no change to the run speed capability, only the speed cap is increased. This makes hitting the speed cap slightly more challenging as you will want to use Sprint to simplify the process. If you use a +5 IO in Swift, a +5 IO in Sprint, and a +5 IOs in Super Speed, you will hit 116.77 mph which is slightly under the cap. With 25% movement speed bonuses you'll get to the cap. If you don't want to use Sprint, you could use two +5 IOs in Super Speed, a regular IO in Swift, and you'll be at 119.63 mph which is a shade under the cap (2 slot performance shifter in stamina and you'll hit the cap). As for jumping performance, I removed Combat Jumping as Momentum would surpass its contributions. Assuming an average performance of 6 Momentum Stacks, and slotting a +5 IO into Hurdle, the jump performance of Super Speed would reach 57.66 mph and 80.9 ft. That's not bad for using no jump powers. However, you will want to use CJ or a P2W Run power to negate SS Momentum's Movement Control/Friction debuff. If you can afford the endurance and don't need the defense, I would recommend the P2W Run power as it comes with a +19.61 mph jump speed buff, which close to what max stacks Momentum can offer, making your jump speed 61.2 mph and no loss of movement control.
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Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
I believe there's a bug report on that, but if not, please make one. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
There seems to be a lot of confusion on what Afterburner does on Live. It does not increase your fly speed, it only increases your fly speed cap. The increase in fly speed is still being provided from your fly powers (swift, fly, etc). Fly now comes with an automatic fly speed cap increase, so Fly on beta (without activating the Afterburner subpower) will be everything you had with Fly+AB on live. The minor exception, fly had some of its speed buff turned down as it no longer is a combination of 4 fly effects and the Fly Speed modifier table no longer scales with level -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
It is exactly the same. There is maybe appeal to having a graphics-less jump pack for character purposes. Personally, I would like to see a little extra with it, like not being shared cooldown with Jump Pack so that you could chain them...but that's just my opinion with no considerations for if that's balanced. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
It is meant to have use 100% of the time, however you don't need to use it 100% of the time. If you only want to use it for increased speed and to run away, you can keep it off and turn it on when needed (run away or long range travel). I haven't been home this weekend but I will see how using EM as AB compares with AB on live. Maybe late tonight. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
If you don't mind the lack of endurance reduction, you can 2 slot it with +5 Winter and +5 Blessing. That should enhance your run and jump speed by 96% and the cost wouldn't be too crazy. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Would ActivateOnAttackClick work? I never could tell what the distinction between that and what Attacked is -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
If I recall, I believe afterburner costs more to use. 0.65/sec. I will have Evasive on all my squishies. It's a hover blaster's wet dream to move as freely/quickly in combat. Plus the Immob protection and KB resistance, yes please. -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
Can you explain what you're talking about? I know we're talking about Fly and Evasive Maneuvers, but what is the 3rd power? Is it Afterburner? If so, what is it providing that can't be achieved already? -
Focused Feedback: Travel Power Updates (Build 1)
Bopper replied to Arcanum's topic in [Open Beta] Focused Feedback
You left off new Afterburner grants 47.775% strength to fly speed, which will buff your swift, fly and evasive maneuvers. Current Afterburner grants no buff to fly speeds, only increases the fly speed cap. Unfortunately, folks are posting their concerns without substantial play testing. If there was any concern over the performance of new Fly versus current fly, they would see this is a buff almost all the way around. The only legitimate concern I've seen in regards to changes is the fact old Afterburner always gives you a defense buff, although it is OAS. Now you only get defense out of combat with evasive maneuvers, but you are not stuck with OAS with AB or EM. -
Good thinking, that's probably why it wasn't flagged. As for Pain Domination, I think everything is OK.