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Posted

I'll need to double checked but one of the many less than idea about how the logs work is powers that sleep and do damage.

 

You will only see rolls that miss the mob and not hit rolls. Damage auras do the same thing, only record miss rolls.

 

This quirk of the logs give the appearance of a low high percentage. You need to count the damage lines as pseudo hits manually.

 

Frozen Aura is one of those powers I count the damage lines as hits. Spore burst is annoying as it does not damage. Still working on how to handle that one in my tool.

 

Cyclops

 

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Posted
8 minutes ago, Yomo Kimyata said:

I'm a little sad about that; why not give it to enemies as well?!

 

It would be a huge power jump for certain mobs. Tsoo yellow ink men, in numbers, are annoying that they sleep you, but you an at least respond each time they hit you. If you were up against six of them, all Deep-Sleeping you, that would effectively perma-hold most players for any easy kill. 

 

Now, yes, Break Free's exist. So do powers like Clear Mind and the like. But it would be a Nasty surprise for players levelling up characters for certain missions. It may still happen in time. But I do understand being a touch cautious on the initial rollout. 

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Posted
1 hour ago, Uun said:

Did you have any acc slotted?


No, I took it out specifically so there’d be some misses in order to demonstrate what it looks like when there’s a miss.

 

1 hour ago, Uun said:

So the fact that my combat log shows Deep Sleep applied to all of my targets just means that none of the tohit rolls missed


Yup, even with the thrice-damned hit cap that does happen from time to time.

Posted (edited)

Re Deep Sleep powers:  I believe the tech involved requires that the power be autohit for any portion of it to autohit.  Then those parts that aren't autohit are tagged as requiring a hit roll.  And those subsidiary rolls don't show up in the logs.

 

Anyway, I don't think that's bad design.  I believe the autohit Sleep portion was left in so that people who had taken the powers already could keep using them the same way they are now.  It's merely a courtesy fallback.

Edited by csr
Typo
Posted

I do enjoy the new cooldowns.

But what I really would like is to be more relevant in endgame raids.

For GL's Hami, LoF and GMs and incarnate trials the dominator really does not have a lot of value other than it gets out DBS's by a lot of other toons.

 

 

In any case, keep up the great work!

Posted

I'm slightly puzzled by the need for this.  Back in the day I played both of the sleep powersets - an elec/elec brute and a MC/sonic controller.  I found both characters great for team play including task/strike force - but nearly useless in raids or against GMs.  The Brute was able to use the sleeps and stuns of that set to just take jabs and switch target in a mob - building fury while keeping the minions quite as she focused on the harder targets.  The MC controller was more powerful at locking mobs down entirely.  A Rikti mosh pit was pointless - just tossing meager damage out there hoping to score back a share of the XP on anything. But regular teammates learned how to work with it, slice out their targets, point their cone attacks outward, etc.  Maybe I'll remake Volt Tess on the test server, see if I remember enough to see any differences.

I do get that those sets with just a single sleep power makes it really hard to want.  For those powers, this might make them interesting to play.  Gives me hope that cage powers will see some thoughtful developer luv in the future. 

 

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