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Bopper

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Everything posted by Bopper

  1. If you don't need it in your build, skip it. You don't need to take all 9 powers in a powerset. For those that see the value of the power will take it. But as it sits right now, it needs no adjustments. The only adjustment needed doesn't pertain to the power, rather the default settings of ranked enemies. But that will require future work, so not appropriate at this time.
  2. You're now talking about a bruising mechanic where only one debuff from any character can be applied at one time. That would require a lot of hackery to pull off, and honestly the juice isn't worth the squeeze. Trick Arrow doesn't need anything else. If anyone has data that proves otherwise, show me. But I have already tested and analyzed it to show it is possibly the strongest overall debuff set in the game
  3. No, there is an unofficial DB update for Scrapper EM available on MRBU however that was from roughly Build 1 of the Beta. So Bone Smasher shows as the spender still. Constant changes on Beta is why it's pointless for us to update as it would just require re-doing the work every week. There won't be a DB update until the next release of Mids as there are major changes coming down the line. So stay tuned.
  4. Way too powerful. You get a league of 40 trick arrows and watch every challenge in the game get killed thanks to stacks of Acid Arrow and someone attacking with Brawl
  5. It's not a bug, Captain Powerhouse already reported on why you're seeing this. LTs have a minimum ToHit Debuff Resistance of 10%, Bosses and EBs have a minimum of 20%, and AVs have a minimum of 30%. So the reason you're not seeing a change is because they are already at the minimum. So you'll only see a change on Minions (their minimum is -300%) and AVs (they tend to start at 85-87% resistance, so there's room for debuff).
  6. Half of the to-hit debuff is irresistible. Also, its not 15%, its more like 18.75% (defender numbers)
  7. FWIW, I did read it all and I greatly appreciate the testing feedback you provided. I was confused by one thing however. You kept referring to Touch of Fear as having a long recharge. This should not be true, as it is only an 8s recharge, which makes it one of the fastest recharging AoEs available (but is also why the damage is so small). I'm replying in hopes that you can clarify your statement, just in case I misunderstood what you meant by a long recharge.
  8. Minor, but I noticed the PVE damage from Defensive Sweep (Slow) was too high. It appears as though the AT Modifier Table used for the damage is set to Melee_PvPDamage, when it should be Melee_Damage.
  9. Fair points you bring up. However, for Stalkers, ToF is not available until level 26. Granted, Stalkers don't normally get two AoE attacks, so I'm not expecting much to change there. For the most part, I think every Stalker will likely skip ToF given other options Stalkers can have for AoE by level 26 from pool powers, as well as epics that become available at level 35+. Given the small radius, small damage, and relatively slow cast time, it's safe to assume Stalkers would only consider taking this power as a ST debuff attack and treat the AoE damage as splash, as opposed to taking this power as an AoE attack. That might apply to other ATs as well, but seems to definitely apply for a stalker. Just a quick break down of numbers, I count 14 primary attacks available to Stalkers that are classified as Spherical AoEs. Among those, only Spine Burst has lower DPA (but is available at level 2 and has a 15 ft radius as opposed to ToF available at level 26 with 6 ft radius). In terms of raw damage, Touch of Fear is by far the worst of these powers, doing only 0.8630 scale damage (over 3.1 seconds). Next lowest is Spine Burst with its 1.1362 scale damage (+31.7%).
  10. This might need to be retested. The chart you showed was dated 9/7 for dark melee, which was when ToF had a 2.17s cast time. Now that it is 1.97s, there is a chance the performance might technically be better than current live, however not by much.
  11. Sadly, Stone Tanks can't jump. To take full advantage of a cone you want to jump attack, turning your cone into an AoE and maximizing the surface area at the base of the cone attack to hit more targets.
  12. I honestly don't remember if I posted it. If not, I'll post it eventually. For me, Rage is a major driver. You could play with WM though and utilize Build Up as much as possible, but a lot of design decisions likely change if you use WM instead of SS.
  13. I'll caveat my analysis again, it used a perma-hasten build so your mileage may vary with lower level builds. My general assessment is the new Trick Arrow will be competitive with Cold, Storm, and Dark in overall debuffing. A better version of Poison.
  14. If cones are hard, I do recommend hop attacking. Jump above the head of the target of your foe and attack with Power Crash. You will be able to achieve a 8.66' radius AoE. You'll also do nearly double the damage in a shorter cast time. You'll only hit 5, but you can expend EF to make it 10 tgts. I dont see how much your past play experience with Doms will translate. The new Energy Focus mechanic is much easier than the current Live version of Energy Assault. It is granted even when TF misses, so you don't have to fear the death of the enemy you're attacking. You also don't go into 15s lockout. Please test the set please.
  15. Please test it. The arc is 120 degrees and 10 ft radius (same as Titan Weapon cones). Also, stalkers get a superior Power Crash over other ATs. You would be asking for a giant nerf to Stalker AoE if you make it Whirling Hands
  16. It is 80% of base damage if the base damage follows the damage formula exactly and the recharge of the power is 20s or less. It's a mouthful haha. It might not be a bad idea to suggest increasing the maximum allowed recharge to 25s or 30s, instead of 20s.
  17. I only use that formula because it is literally the magnitude expression used in the def files. Your simplification is much preferred.
  18. Can you provide additional details? What level were you and the target? What was the target's resistance to lethal damage? One thing to keep in mind, the formula for the crit is: Damage = (0.8 * minmax(power.rechargeTime, 0, 20) + 1.8) * 0.2 * 0.8 * 55.6102 / Area Factor For Inferno, its recharge goes well beyond the 20s threshold. It also has a 25 foot radius, so its Area Factor is 1 + 0.15 * 25 = 4.75 Combine that all together, you should see the proc damage to be the following at Level 50: Damage = (0.8 * 20 + 1.8) * 0.2 * 0.8 * 55.6102 / 4.75 = 33.343 Based on your pictoral example, I see you have a Scirocco proc that did 37.3 points of damage. Normally this damage proc does 71.75 damage, so if we scale for comparison: 33.343 * (37.3 / 71.75) = 17.33 Seeing as how that matches exactly with what your image shows, it seems the proc is working as intended.
  19. Absolutely, and FWIW this bug seems to show up whenever the attack is a DoT. Barrage is weird in that it is set up as a 2 tick DoT which is why you see the bug
  20. If your previous attack had 95% chance and you missed, then your next attack will trigger streakbreaker if that attack also had a 90+% chance to hit. A roll still happens but it won't matter as streakbreaker bypasses it. https://hcwiki.cityofheroes.dev/wiki/Attack_Mechanics
  21. Barrage info display is bugged. Energy Punch is superior in DPA
  22. That's the beauty of the changes, isn't it? Slow ET was already a top 5 DPA power (not factoring in crits). By cutting the recharge in half, you basically are being given a free power in your rotation...and that power is old school ET. Throw it the fact TF has its animation shaved (makes it a top 10 DPA attack), as well as the animation shaved of BS, you can fill out your rotation so much better than you used to. In fact, your rotation will be filled entirely with powers that make up the top 30 DPA attacks available to melee sets (before crits). TF>ET(fast)>BS>EP>ET(slow) all top notch attacks used an a fairly simple chain.
  23. I can vouch that his numbers are correct. The average damage performance for Whirling Smash is 1.3686625, and those are numbers pulled directly from the game's pigg files, plus calculating the average damage performance for the cancel-on-miss DoT
  24. Both of those assumptions are correct and were basically expressed earlier this year as a direction the developers would be going.
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