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Mezmera

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Everything posted by Mezmera

  1. Yes all damage resistance debuffs are subject to the increasing resistance of a +4 AV so any value of resistance debuff it says you get you can expect to have about 2/3 of it actually in effect. Even still maintaining a 13% -res debuff on a hard target is great over the long run, if you're using the achilles proc and then if you can consistently stack the pvp one that's another 13% which having a 25-30% resistance debuff on a target is quite noticeable.
  2. Bananas in the tailpipe.
  3. The only thing I find being an issue is with the PAP rewards being at the moment limited to just skin overlays or auras. The D-sync is a great reward as are the merits and if there were much more to do with the PAPs (I'm looking at you Seer robes) then the reward structure would be the best bang for your buck, even more so than Apex. As for keeping up with speed runners I'll care to know my way around and build myself a sturdy toon that can traverse areas should for some reason I don't get Incan'd to the objective. I have no want for taking the teleport pool nor setting up binds for it so I can get to the finish line slower than others more well practiced that'll likely tp us all anyways. If I make a team for this I'm always reserving someone I know that knows their way around with the Incan destiny. For the TF itself the devs did a phenomenal job crafting this new high quality content by giving us higher difficulties with congruent rewards while also leaving a base difficulty for those that would rather take their time to learn the ins and outs of this one. It's not ever going to be as simple as an ITF but once people play it more often it becomes easier to understand. Incidentally I think the higher star ITFs are quite a deal harder (excluding the Vanguard fight) at much less reward than Aeon.
  4. I have a SG for you although we only take limited applicants but we occasionally do have tryouts.
  5. Well maybe that's the point to make it do best internal damage on fire ammo and they are throwing cryo a bone since theirs doesn't stack and there's mostly little reason to use cryo bullets in comparison to the others. The chem ammo version needs to be doing -dmg though if it's not.
  6. It looks like they want this to take advantage of the ammo types to differing effect. You want damage and some control use incendiary rounds. You want instant control use cryo and for longer more impactful control use chem rounds. Or you have good old standard ammo. There'd be no reason to switch off of chem ammo with most things being equal.
  7. Yeah I went onto live last night and respec'd a few things on my defender and tried changing bullets between attacks. Novel idea to leave some variety to the different bullets so you all are onto something here. Usually I'd just stick to chem ammo on my defender for the harder content and then switch to fire ammo after like say the Vanguard fight on Aeon but changing bullets in the middle of a fight seems like something you'd like to do if you had the ability to do so seamlessly as a gun fighter. As someone well trained on Domination I did find it a bit harder to swap ammo between attacks but doable. I was thinking of binding attacks to coincide with clicking the different ammo types but if I go out of sequence it could get messy so it'd be best to cognitively click the ammo on and off. I think if there was a way to tie bullets and attacks together in a way like @Marshal_General is thinking then yeah it'd probably work out well for DP players. As far as Piercing Rounds I think it's great that the debuff now works on all ammo types and now lasts 15s at the cost of no longer stacking which on the live version you could only be on standard ammo and it only really stacked for a few seconds anyways due to recharge and animation times. I'd say the animation is still a wee bit long for trying to fit this in as an attack in your chain. All in all I'd say this is fine but if it's possible to trim the animation a smidge or up the damage I'd say this power would offer quite a bit more to the power set. I'll test out swapping ammo on beta this weekend.
  8. For Suppressive Fire if we can quickly toggle off the ammo so it becomes standard the power should react as it was then we can toggle back on to Fire or Chem ammo for other attacks and all should react how it should then? I say this as my blaster uses Fire ammo exclusively but to not lose an important attack and not have to respec entirely out of Swap Ammo I guess I can learn to detoggle if its not going to be buggy.
  9. It's not quite as short a recharge as 60s but shorter than most other nukes yes along with Hail of Bullets. They do have 16 target cap though so as Powerhouse is alluding to the recharge would need to increase and they don't want to homogenize it completely towards how other sets play. Understandable. I do hate cones though with the exception of something like Terrify and a few other control cones.
  10. Neither side of these power sets have a Build Up power. If you slot Suppressive Fire heavy with all kinds of procs it does lots of damage, but it also gives a great 1 in 3 chance for the Decimation proc to fire giving your follow up attacks tons more damage potential. My one two punch is a proc'd Suppressive Fire into an Eagles Claw that is likely under a build up affect you'd normally not be able to get with this pairing. Everyone's balloon is being popped with this change and all to a sub tier power set to boot.
  11. On that same token there was so many more people giving feedback to the dislike of DP's new Suppressive Fire on a range of things from the hold being less effective to proc damage among other minor things and yet it's going to get pushed through as is. And the best counter argument using faulty testing numbers was that there was no real change in damage when at first non testers were exaggerating it to being 16x more damage when they couldn't have been bothered to test the power set from the outset of the change showing just how much they like playing the set. With regards to your AR it feels like they were looking for that one person to say it now breaks their immersion so as to reverse course and not give it to you too well. If the two AR players that don't want Aim are going to limit it's implementation there I'm sure DP players would like to take it off your hands and we can trade you this new 'improved' Suppressive Fire.
  12. The best thing about using a tank though is just how easy it is to maintain control of the first 16 targets since with their aggro field and punchvoke the ooze aggro control. Tanks are easier on teams. The real experienced teams are better suited to have the scrapper. If you have a good group of players you're familiar with it's fine to use the scrapper but using a tank is just less risky and easier to make use with on less experienced more puggy teams. Bio tank would do well for decent teams and the puggiest of teams I'd rather have the Shield tank most.
  13. Yeah Bio would be good. Absorb shields are big powers on these HM's. The team will have likely a few Colds on the team giving the scrapper access to high defenses and maybe even give them the hp buff they'd want too plus lots of holes are covered with dedicated barrier teams. Bio scrapper with the moxie and confront.
  14. Offensive oriented sets are best with a good team built around the tank. Bio, Rad and Fire would excel. Shield is great too because it offers some flexibility to team makeup since you should be bringing a nice 15%+ team defense buff plus some not too shabby offense. Great all arounder for these things which can be built into likely the beefiest of the quasi offensive oriented tanks. Plus Shield is capable of 90%+ DDR which shines on ITF. With a well built coordinated and focused team a good damaging alpha is the best which would be a well built high hp scrapper.
  15. Yes at me being 50+1 and the boss at 54 it would be +3 to me. If it were to matter that the boss were to be +4 to me shouldn't my numbers theoretically all be higher than yours and why does Apoc, Unbreakable, Neuronic, Net etc all still match with the numbers it's showing in my combat chat eh? This is why I like to test things against targets I would fight when playing the game.
  16. Log into the game pew pew a target and monitor combat chat. Pretty simple stuff really. The Cimeroran boss I hit with most of those same procs listed out that I either did 69.60 or 46.63 damage per proc. It would be fine if you rounded up or down to whole numbers for your example but if I can point to your very first power point to see that you're off 11pts here and 11pts there it kind of calls into question your whole testing method wouldn't you say? I'd say you're far too long winded to try to prove whatever figures you want to provide are right that you can't just do something as simple as log in and monitor combat chat.
  17. Damage procs are all standardized. If it's the moderate damage one it does 69.60 damage across the board no matter if it is the Blaster's Wrath, Unbreakable Constraint or Apocalypse. Then all minor damage procs are at the 46.63, don't know why you're getting other values for the various procs.
  18. Because the devs are coders and have a good grasp on the inner workings of how things end up mathing out. Plus they also have access to back end data reflecting how much more effective a power that can proc 6 procs at a 90% fire rate is compared to 6 that proc at a 40-50% fire rate. But they don't really want to have this conversation in this topic as they know the deal. Which is fine and if you look at the change to Suppressive Fire in a vacuum it becomes the less abusive power they wish to achieve disregarding what else DP has in the kit to offset losing such an effective ability. I don't play psi blast but it looks to me like they compensated for the change in effectiveness to a few powers with buffs to other things which DP received nothing of the sort which makes this a much harder set to take serious about playing in comparison to what others can do. I enjoy DP for the fun of it but at a certain point effectiveness/fun > more fun/less effective.
  19. I picked a Cimeroran boss as this game is also about the NPC's hitting back and seemed relevant due to the newest Hard Mode content. Which now the hold being lesser of a hold also adds to the survivability issue if you're not able to fire back the necessary high damage to clear said targets. I'd have no problem picking on a test dummy with you sure. But I have done my in game testing and found Suppressive Fire to be much less effective for fighting enemies that fight back.
  20. It's focused feedback about directly testing the powers in question. Not a math theory class. If you've tested this power great please do add to the conversation. If you haven't then this topic is being diluted as Bopper is insinuating. I'll leave this here as the devs wish but please do test things out since this is a feedback thread to test the powers they want you to test.
  21. Did you actually test this or is this theory crafting? Slot these procs as you list them on the current HC version and go spam Suppressive Fire on a +4 boss. Then slot Suppressive Fire on test however seems optimal trying to add onto that new internal damage which now two slots at minimum you'll at least be slotting to boost for more moderate damage, taking the place of two procs, and go spam the attack on a +4 boss to see how much faster you clear them. 16x increase to damage output seems like wonky math to me, in fact any reliable increase to damage seems wholly unlikely from how it tested out for me.
  22. That's all nice and understandable if it weren't for the fact that a great majority of procs are slottable by lvl 20-30. Instead of adjusting procs to force people into creative slotting like the more procs in a power the less likely the later ones will fire we are just going to adjust the more ideal powers to slot procs until every power set is forced to slot sets instead due to having fast recharge ala Fire blast without the raw damage output of Fire blast. One of the most enjoyable things about this game is the IO system in its entirety including procs. If someone chooses to slot all procs into a power they are sacrificing a lot of set bonuses.
  23. For testing purposes using my DP blaster on the current HC version here's how the damage output looks. Against a lvl 54 Cimeroran Boss: Suppressive Fire: Apoc, Unbreakable, Nueronic, Ghost, Javelin and Net all procs firing with the max 90% certainty due to the longer internal recharge 342dmg at a dpa of 206; given a proc may not fire from time to time. Using the next best attack in the set here's the damage: Executioner's Shot: 5 remaining IOs from Apocalypse set all +5. I didn't slot the Apoc proc here since at the recharge of this power it would be a sub 50% chance of firing. On the same boss it does 160dmg and 40 extra fire damage from the ammo. So 200 pts with a dpa of 120. That is supposedly the best attack in the chain and with the current setting on test for Suppressive Fire the internal damage will not surpass Executioner's Shot and the new proc rates will be sub 50% For giggles I logged in my Fire blaster and tossed a Blaze with a full set of Blaster's Wrath at that same boss for 490pts of damage plus it happened to proc the bonus damage from the set so a total of 560 for a dpa of 560 I'm not opposed to changing something if it feels so overpoweringly good but the set of DP as a whole is underwhelming dpa wise and we are kneecapping any creativity afforded it through procs with Suppressive Fire as it currently is which by the way is still trounced by a lot of attacks out there. So okay lets nerf this hold but can DP get something that can inherently hit a boss for 200+ dpa for starters then? I say this from an objective standpoint that okay put this in live as it is, there's other power sets I can play.
  24. I would assume they slotted it for damage to test it out before even identifying the set they'd want to put in there if they were going to keep this attack. I put in 2 50+5 dmg IO's and 2 50+5 Acc just to test it since it seems the goal is to eliminate procing for internal moderate damage. I'd assume how they have it originally slotted would be comparative to how I have it slotted on my blaster which is all procs, Unbreakable Constraint, Apocalypse, Neuronic Shutdown, Ghost Widow, Gladiator Javelin and I like the Decimation proc 6th to amp up my damage for other attacks since DP doesn't have a Build Up type of power.
  25. Yes totally agree. It's not like it already does extreme damage with absurd dpa plus has optimal procability like a lot of the other holds out there. Any unique stuff you could do with DP with this power in particular has been washed out and now you're shoehorned into a smorgasbord of low dpa attacks. The change to Piercing Rounds not having the -resistance debuff stackable anymore is irksome a bit but usually you're going to want to use fire or chem ammo anyway so it puts this power into play for you. Between the animation time and lets say a 3-4s recharge you'd only ever at best get that -res to stack for a few seconds. All in all Piercing Rounds I'm fine with but the Suppressive Fire was a bread and butter attack if you set it up right. I'll play my DP blaster a lot less now but my defender won't be phased by it.
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