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Water Blast

WaterBlast WaterJet.png Water Jet

  • Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)

 

WaterBlast Dehydrate.png Dehydrate

  • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

 

Quote

Design Notes:

Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

 


 

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Posted

Seems to be working as described. Note, the buff only applies to Enhanced Water Jet. Regular Water Jet is unaffected.

 

For those interested, the buff to Dehydrate is an increase in the DoT from 4 ticks to 7 ticks.

Posted

Thank you for addressing Water Blast's below par ST damage.

 

Testing on Brainstorm vs Live server, level 50 Corruptors, against level 50 target dummy.

 

DEHYDRATE - activated on target recently hit by other water-based attacks

Result:  +17% damage, 169.24 vs. 144.58  (Brainstorm vs. Live)

Conclusions:  

GOOD - Damage increase of 17% is modest but likely appropriate, given the secondary heal effect.

BAD - Damage increase occurs in ticks 6 and 7 SECONDS AFTER ACTIVATION (6-7s is an eternity in CoX, and much will be lost to corpses).  :classic_sad:

 

SUGGESTION:  Please add the damage increase to upfront damage, or at worst add increase within the original 5 seconds of DoT ticks.  

 

ENHANCED WATER JET - including 2nd Jet bonus activation

Result:  +33% damage, 449.10 vs. 335.34  (Brainstorm vs. Live)

Conclusions: 

GOOD - Damage increase of 33% is significant, but not enough to be imbalancing given the 3 Tidal mechanic required.

BAD - Total Damage is 53% DoT on Brainstorm & DoT finishes 3 seconds AFTER the 2nd Water Jet.  :classic_sad: (vs. both Jets are all-upfront damage / 0% DoT on Live)

 

SUGGESTION:  Instead of 4 ticks Cold over 6 seconds, change the damage increase to upfront damage to match the behavior on Live.  (Or at worst change it to 4 ticks over 3 seconds or less, so the 1st Jet's DoT finishes before or at the 2nd Jet hit.)

 

"ST leaves a lot to be desired for"

Changing the damage increases from DoT to direct damage will better address the Water Blast ST issue by denting HP bars faster.

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"Long time listener, first time caller." 

CoX player from 2004 to shutdown and Homecoming, but I've never been a forum poster.  I appreciate all those who give back to the community in so many different ways.  Given the small population of testers I decided it was time for me to contribute in a small way by giving test feedback. 

 

 

 

Posted

A suggestion for Water Burst:

 

I have always felt like it should behave like Dehydrate in regards to stacking Tidal Force (builder if at 1 or 2 Tidal Force, and only consumes if at 3). 

 

Reason being it is unsuitable as a gap filler because it ruins your chance to use Tidal 3 on Geyser or Water Jet.  And knocking *some* things down is never as desirable as deciding to definitely KD by choosing to consume Tidal 3. I think this would feel a lot better in large fights where a quick aoe filler is not uncalled for, but you're still trying to save for Geyser or maximize Jet usage.

Posted

Lovely changes, seems to be working as described and makes Water Blast competent at single-target damage. I have not noticed any bugs, thankfully.

Posted

I have never found water Blast to be lacking (Water Jet yes but not the set).  I have a Blaster and a Corruptor and both wreck and are rarely wrecked.

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