The Character Copy service for Beta is currently unavailable
×
-
Posts
3842 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Bopper
-
Good to know. I took my 50+1 scrapper to PI and AE, testing against level 50 Bosses and my damage was the same for both (so no AE issue) and the damage matched what I expected (enhancements and bonuses provided). I am not sure what you used to see but I am very curious about you seeing 103 damage against AE level 54 creatures. Base damage of Fast Titan Sweep is 65.24. With +3, that dampens it to 65% damage, or 42.406. To do 103 damage (without resistance debuffs) would require +143% damage. You probably have 120% from alpha and enhancements, so getting another 23% should be no problem. So I would expect you to see 103 if you have no other buffs going and no resistance debuffs. If you're farming, you're probably not doing that as you're eating reds and using debuffs. So I'll be curious what your screenshots/power analyzer/combat logs show later. So far, things are working as intended for me. We'll never know if Titan Sweep was bugged before this, though. I doubt it though, I see nothing in the power info that suggests it would be.
-
Can you tell me if it's incarnate content or not? There's a major difference between fighting a +1 mob (90% damage when you are 50+3 in incarnate content) and a +3 mob (65% damage when you are 50+1 in non-incarnate content). It is possible you are remembering 350 in incarnate content, then have a 73% of what you used to do also getting reduced by 65/90 to look like 53% in normal content. But yeah, it would be best to wait for you to provide screenshots and combat logs with a power analyzer (so you can see their final damage resistance) and your damage bonus at the time (which you'll need to turn power analyzer off for).
-
Got screenshots with power analyzer? Can you tell us your slotting? What you're hitting? What level of target you're hitting? It's hard to find root cause when all I have to go off of is what you used to see versus what you see now. There are too many variables that can explain things. If you can provide more details I can find out if what you're seeing is correct or not. As for the example you did mention. What kind of level 54 mobs? Are they +4, +3, +2, or +1 (I don't know if you are in normal content or incarnate content and I don't know how you slotted). Also, do you know the resistance of the mobs, do you know your damage buffs, etc? If you are truly getting Titan Sweep doing less than 1/3rd of the damage you use to do, there is a bug. But we won't know if there's a bug until there are more details provided.
-
Do you have a link for that? Something on the wayback machine?
-
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Bopper replied to Jimmy's topic in Patch Notes Discussion
Oh, I see the confusion now, this change is only intended for Stalkers. I see it was also changed for other ATs. That needs to get reverted. -
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Bopper replied to Jimmy's topic in Patch Notes Discussion
That is standard for an attack that has a 16s recharge. Spinning Strike is a proper comparison -
Comparing the powers (not counting crits, but counting DoTs) the following drop off in damage during momentum are: Percentages: New Momentum Damage / Old Momentum Damage Defensive Sweep: 77.0% Crushing Blow: 73.2% Titan Sweep: 73.0% Follow Through: 80.8% Rend Armor: 71.0% Whirling Smash: 76.0% Arc of Destruction: 58.7% If you see anything that is different than what I posted, detail what is different and/or how it is different.
-
Keep in mind, old TW was out performing the Design Formula by 8-10%. Now, it follows the Design Formula exactly, but that also includes when Momentum reduces the recharge time of attacks by 25%, the damage is scaled down with that. Also, you have the base recharge of Arc of Destruction reducing from 20s to 16s (12s under momentum) and you no longer have DoTs on Whirling Smash nor Follow Through.
-
Energy Armor/Entropy DE-buffs self with Enhancements
Bopper replied to Max Firepower's topic in Bug Reports
Its already been fixed. Currently on Staging -
I think you just mean Tough. Weave is already a quick 0.67s activation time, while Touch is a sluggish 3.1s activation time.
-
Wouldn't a shorter cooldown make it less of an incentive to pursue exploration badges, as you would have access to your base more often? If they removed the ability to use /ebfp from LRT, I could see your point. But since it acts as another option for a base teleport hub, I think your idea would do the opposite of what you intend.
-
It's closed now, but last month this was a topic for the Weekly Discussion if anyone wants to go back through those suggestions.
-
I think there should. I think it's mechanically possible. If you like, I can message CPH with my idea on how to approach it, or he may have his own. But for now, I think it's working as intended, it's definitely working as designed. But as Wavicle mentioned, you shouldn't be punished for your spenders missing.
-
I don't think that's what Wavicle is reporting. My guess is he simply ran out of time on the 15s duration. So if he waited 12s between TF casts, it would seem like it dropped when it really just didn't refresh then ran out.
-
It's not a bug, it's working as designed. I thought about requesting this same feature to be done (overwrite) and how to do it (Make the activation effect group always revoke 1 Energy Focus, then after a 0.1s delay grant a new Energy Focus, that way if one doesn't exist it works the same but if one did exist it would restart the 15s timer). However, that idea came late enough in the beta process that I didn't want to propose a mechanic change and risk negative repercussions. And it seemed odd to request it given the likelihood of using 2 TFs in a row without using an Energy Focus spender. It would help Scrappers/Stalkers though.
-
If Energy Focus is already active, casting Total Focus again will not grant another Energy Focus, nor will it replace the current one. Mechanically, that is how it works. It checks to see if you have it already, if not, it grants it. It would require some changes to make things work as you would want, such as instead of checking to see if Energy Focus is already up, always revoke 1 Energy Focus, then grant a new Energy Focus.
-
issue 27 [Beta] Patch Notes for November 28th, 2020
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
Perhaps it should have the old P2W cost of the Pocket D teleporter, and if you get LRTP from P2W, it comes preloaded with Pocket D as a destination so it has a use right away. -
No, it will still TP the friend if you target the friend.
-
The power has a 10000 ft range (same as before). Basically it should be able to pull anyone on the same map
-
issue 27 [Beta] Patch Notes for November 28th, 2020
Bopper replied to Jimmy's topic in [Open Beta] Patch Notes
I would rather this not be included in P2W, or if it is going to be included make it 10M. The access to getting LRTP is already trivial enough, but for the usefulness of the power it should have a cost that atleast reflects its worth. -
It might say knockback in the description, but if you check out the power details it should way 0.65 knockback, which makes it a knockdown since it's less than 1
-
The power is already a chance for knockdown, you don't need to put a kb-to-kd enhancement into the power.
-
Jacke quoted AboveTheChemist, so this link should give you access to both their mnu options.
-
Not sure if Homecoming will be making one like that, but I thought I saw some stuff come up in the Tools Forum that might interest you. If I find something, I'll link you to it.
-
You're right. The devs definitely learned a lesson on compromise with the community. They gifted us a GM command for too long and are now facing backlash over it despite all the hundreds of man hours put into giving us far more than we need, much less deserve. This lesson also was learned for overbuffing, such as giving Shadow Maul a temporary 10 tgt cap when it always should've been 5 and is likely why Eagles Claw got reverted completely, instead of being tweaked.. But I digress. I'll take your unpopular opinion and I will raise you one. I think the devs gave us too many teleportation/travel options. The extra teleport powers, the reduced activation times, the access to long range teleport without having to use a power pick, only needing one exploration badge (as opposed to the tour badge) to unlock a destination, adding more base portals, giving us the FastTravel macro, and more... it was too generous. I thought when the GM command would be removed I would need to start taking travel powers again. It turns out, I don't.