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Bopper

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Everything posted by Bopper

  1. @Jimmy this should be fixed now. @Keen and @Monos King can probably follow up to confirm, but I am almost certain @oedipus_tex checked this out on one of the recent Build updates.
  2. @Jimmy this is not a bug. The Target AoE (sphere centered on target) is working as intended.
  3. @Jimmy this isn't a bug. It should be moved to the Beta forum as a suggestion or merged into the Teleport feedback
  4. @Jimmythis seems to be a non-issue, but I defer to you. Let me know if you want this to remain open and I'll add it to my list of bug checkouts.
  5. @Jimmy the initial post is verified fixed. It shows 10 tgt max. However, Epock Paradox's follow up seems to still be an issue. The power allows Endurance Modification Set IOs, however it is not allowing Endurance Modification enhancements. So that bug is still outstanding. You can see it is missing in the enhancements_allowed list
  6. @Jimmy this is confirmed fixed, you can lock
  7. @Jimmy the PvE Fear Protection was added, however I think the PvP Fear Resistance was not. Somebody will follow up to confirm
  8. If the damage is small and secondary, it shouldn't cost you any extra endurance.
  9. There is some miscommunication here. Acid Arrow and Disruption Arrow each used to provide 20% resistance debuff. In this revamp, the resistance debuff from AA was moved to DA so that you did not have to cast multiple arrows to apply the 40% total resistance (also, one of the arrows used to be smaller radius, so this was a preferred solution for many reasons). Entangling Arrow didn't always do -Resistance. That debuff was added later on when its initial designs were deemed too powerful/exploitable. CPH wanted the set to have another ST resistance debuff and chose to put it into Entangling Arrow as a replacement to the originally designed debuff. I agree, I don't like -Resistance as a thematic choice for entangling arrow, but at the same time we have a bunch of powers that aren't thematic (for example, Slowed Response is a resistance debuff for Time Manipulation...why?). You certainly could make AA resistance debuff a single target and not the other targets in the area, that's certainly common. However, that would mean you're electing to change the cooldown of the single target resistance debuff from 4s to 20s, and the cast time from 1s to 1.83s. For folks wanting to spam Entangling Arrow across multiple targets will be saddened by this design decision.
  10. The Acid Arrow's resistance debuff was moved to Disruption Arrow. Entangling Arrow gaining a single target resistance debuff was an independent design decision and it would not make sense to move it into Acid Arrow, which is an AoE. Unless you're wanting to suggest moving the 20% resistance debuff back out of Disruption Arrow, I don't see any shuffling of -resistance debuffs. My preference, I like using 1 arrow to cast 40% resistance debuff instead of 2 arrows.
  11. Nice, this looks about right. I went back to see what the changes to the DPA are compared with the Live version of Titan Weapons. The slow attacks do about 9% less, while the fast attacks do about 24-29% less on single target attacks (34-36% less on the cones). Granted, the DPA changes does not necessarily mean that is the drop in DPS performance, but it will be strongly correlated. Attacks recharge faster now, attack chains change, so it's not true apples to apples, but it will be close enough. It's also worth noting the proc performance drops for fast attacks which contribute to the loss of DPS. Combine all that, a 26.5% reduction would feel about right. DPA Ratio (%) Slow Fast Defensive Sweep 91.69% 77.02% Crushing Blow 90.91% 73.17% Titan Sweep 91.69% 65.68% Follow Through 72.69% Rend Armor 90.91% 71.31% Whirling Smash 75.99% Arc of Destruction 75.19% 63.60%
  12. I know what a defense debuff is worth. I also know what debuff resistance debuffs are worth. I also know what procs are worth. I don't know which spreadsheet you're talking about though, you'd need to be more specific. But again, I'm not trying to sell you on it. If you don't want it, skip it. I think I've said that 3 times tonight, but I'll say it again. Not every power needs to be taken. If you don't find value in it, don't take it. If I find value in it, I'll take it. In no way does it need to he changed just because some people won't take it. Use the allocation of power picks however you want, but I'll assure you this powerset has been squeezed to the max. Buffing Acid Arrow further will come at the cost of something else. If you have ideas on what you'd like to nerf in order to buff AA further, feel free to provide suggestions for the compromise. And if you don't want to nerf any of the other powers, then maybe...skip it.
  13. You can use glue arrow (same AoE size) to prevent/slow runners, then drop DA on them.
  14. Entangling Arrow already does -20% resistance debuff to a single target. Combined with the -40% from Disruption Arrow, you have no shortage of resistance debuffs
  15. If a debuff that can hit up to 16 targets is not worth it to you, you certainly don't have to take it. Skip it. Or...make it a proc bomb. There is no shortage of damage procs that you can slot, as you can achieve 47.383% chance to proc for damage and Achilles. You can throw in a 2nd resistance debuff with annihilation for a 40.614% chance at 12.5% debuff. That might not interest you, it might be too slow at 1.83s (1.98s arcana). In which case, you can skip it. There are enough other powers you can certainly use if Acid Arrow doesn't provide the utility you're looking for.
  16. I like this question, as it shows us how much regeneration do we really care about? Let's start with Trick Arrow number 1. By themself, they can achieve 53.24% regeneration debuff for 45s. But having the 2nd Trick Arrow there, that makes it an initial 80% resistance debuff to regen (which can be perma). That makes the 500% from TA1 do 64.22% debuff. With a 15s base regeneration rate, the AV now has their regeneration occur at intervals of: 15 / (1 - 0.6422) = 41.93s. So it takes almost the entire duration of the EMP arrow before the AV gets their first tick of 5% HP recovery. If you can kill the AV within those 42s, then you would see the same performance as you would with 100% Regen debuffing (no health recovery), but if the fight goes longer, well, know that you have reduced their Health recovery rate to almost one-third of what it normally should be. Of course...I forgot to factor in the fact you have 15s of another 500% regeneration debuff on top of your 45s regen debuff. So you actually have them floored for those first 15s, then they start recovering there after. So ...let's time this out. First 15s, no regeneration by the AV. Then, you get 30 more seconds where they start to achieve some regeneration. At the 45s mark, they are 30/42 of the way there...then, the 2nd Trick Arrow drops EMP arrow, now they are floored again until the 60s mark. At which point, it takes 12s before the AV gets their first regeneration tick. So this means two Trick Arrows will stack their EMP arrows and Acid Arrows to achieve a 72s time period for your team to attack an AV before it gets its first regeneration tick. Pretty good.
  17. I can't take too much credit, I made a calculator months ago for solving these types of problems (and to do so quickly). You're welcome to use it, a link to my tools/calculators is in my signature block.
  18. Absolutely, that is correct. However in that scenario, you would be a level 47 character going against a level 50 AV. But still, your math is correct.
  19. Keep in mind, Acid Arrow also would be impacted by the purple patch. For those who are curious, here is what a single TA would do against a +3 AV (level 54), which comes with 87% resistance to debuffs. You will be interested in the bottom right value that shows a 53.24% debuff. When you add in the 2nd trick arrow, you achieve the following: The 128.44% floors them. In fact, you only need 1 AA to floor them as the 1000% regen debuff and 40% resistance to regen debuff would put you at 106.47% (not shown).
  20. Gotcha, yeah ...I try to simplify the numbers as much as possible. The 40% debuff resistance debuff from acid arrow is similar to a 40% damage resistance debuff. A 40% damage resistance debuff effectively increases your final damage by 40%, same thing with debuffs and debuff resistance debuffs. So I simplify it. If you want to apply the purple patch, you can still do what I did as so: Final = 500% x PP x (1 + 0.40 x PP) x (1.00 - 0.85)
  21. They do, thats the -0.85 in the equation. That represents the 85% debuff resistance of the original 500% debuff that EMP arrow provides for 45s. But, my example of flooring a level 50 solo is a bit unfair as I am purposely avoiding the purple patch. If I were to show you numbers of a level 54 AV (+3 con) with EMP Arrow and Acid Arrow, you could see where stacking another Trick Arrow would come in handy. If that interests you, I can show the math on it.
  22. I was saying stacking is overkill
  23. It certainly is a force multiplier power. However some of the stacking is likely overkill anyways. EMP arrow with Acid Arrow will single handedly take away a Level 50 AV's regeneration for 45s. The To-Hit debuff, if it worked fully, likely won't matter in most content where softcap is already commonly achieved. That mostly leaves endurance drain as an avenue of force multiplying which may or may not be of interest to PvE'ers. *edit, just to show what I meant by single handedly flooring an even con AV's regen. -500% x 1.40 (defender AA) x (1.00 - 0.85) = -105% regen debuff
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