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Posted

Just ran a quick check - as Kai Moon reported, attune is only a click on scrappers. On brutes and stalkers it is a toggle that basically reapplies the initial hit over and over again.  (to the point where my stalker can kill a boss with it from hide, then use the 3 stacks of assassin's focus it generates to get an autocrit from AS - pretty cool except for the end drain). 

Posted (edited)
26 minutes ago, WindDemon21 said:

It's a click now if you go on test.

I just came off test on the two Brutes I am testing, still a toggle (and dont have a problem with it being a toggle).

Edited by High_Beam
Took out a Redundant Line

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Posted
34 minutes ago, High_Beam said:

I just came off test on the two Brutes I am testing, still a toggle (and dont have a problem with it being a toggle).

Yeah i was testing on a scrapper, apparently it's still a toggle on tank/brutes ughh

Posted

I won't have a chance to jump on yet, but I haven't seen mentioned yet.

What are the sfx like?

I have been in a lot of survived quite a few explosions or had crappy earplugs. Certain frequencies kill my head.

I don't play  any Sonic blast characters and will not play with one on a team.

 

Posted
11 hours ago, WindDemon21 said:

It's a click now if you go on test. It basically places a debuff/pseudopet on the target that does the dot and increases with sonic thrust/strident echo. Which is still terrible to have it locked to those powers only for obvious reasons. Not to mention it makes the set very awkward having to pick 5 single target attacks to maximize your ST damage. Then the rech/damage issue on the sleep attack, the cone wonkiness etc. The set is close but its just reallly funky as is atm. Strident echo still needs to be tier 2 on tankers as well. I'd still wish they'd fix it to be a toggle on you, that did some minor DOT that increased with any attack, even the aoes, obviously aoes would be a smaller damage increase than the single target, and still cap at two damage increases. Then it helps aoe, and is still not locked to just the tier 1/2 powers. But at the very least it should remain as tier 3 (unless the fix i mentioned above), and it should be be locked to just sonic thrust/strident echo.

 

I've been mentioning this as well. Stalkers/Scrappers have been getting good numbers (IMO, under 1:30) with pylons, but Brutes have been steady at 3 minutes on pylons. Which could just be my crummy builds too.

I've tried taking the T1 and the T2, procbombing both, then Attune and Earsplitter.

I've tried taking the T2, and Sandman's Whisper, proccing both, then Attune and Earsplitter. All 3 minutes with his version a good 20 second slower (3:13 where  the above got 2:55 on average).

 

Maybe taking all five ST powers is required so that Attune is booming with both T1 and T2 and then using Sandman's and Earsplitter, but I can't fit five ST attacks, nor do I even want to.

Posted (edited)

There's a big imo issue with Attune now for Stalkers where the dot damage instantly cancels Hide proc from the ATO. I used the following rotation on Pylon and various enemies: Attune > T1 > T2 > Assassin's Whisper (Hide ATO is slotted in this power), it triggers(I see Hidden green text) and it instantly gets cancelled(spent) by the Attune dmg tick, then i tested placate and that one works fine, doesn't get cancelled by Attune's damage.

Update #1: Not using Attune on pylon or various enemies i tested, the Hide ATO proc works as intended it doesn’t get cancelled instantly, this is a big mechanic issue for stalkers as it results in dps loss that needs to be addressed.

Update #2: I have also tested Attune without using T1 T2 for the dot, issue stays the same (1 dmg ticks still cancel the Hide from Hide ATO proc).

Edited by robobl4de
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Posted

I'm curious how the attune power interacts from a slotting perspective.  Should this be operating like a ST attack that I should be slotting dmg/end/acc where if I enhance the damage it gets boosted from the enhancing separate of the other attacks interacting with it?  Does slotting acc even matter, with it being a toggle it shouldn't have been missing, but now not being a toggle is it autohit?  Just curious if I should be slotting just damage IOs and thats all.

  • Developer
Posted
6 hours ago, robobl4de said:

There's a big imo issue with Attune now for Stalkers where the dot damage instantly cancels Hide proc from the ATO. I used the following rotation on Pylon and various enemies: Attune > T1 > T2 > Assassin's Whisper (Hide ATO is slotted in this power), it triggers(I see Hidden green text) and it instantly gets cancelled(spent) by the Attune dmg tick, then i tested placate and that one works fine, doesn't get cancelled by Attune's damage.

 

Thank you for the report, this is definitively not WAI. Will look into a fix later today.

image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted
42 minutes ago, Championess said:

I'm curious how the attune power interacts from a slotting perspective.  Should this be operating like a ST attack that I should be slotting dmg/end/acc where if I enhance the damage it gets boosted from the enhancing separate of the other attacks interacting with it?  Does slotting acc even matter, with it being a toggle it shouldn't have been missing, but now not being a toggle is it autohit?  Just curious if I should be slotting just damage IOs and thats all.

 

Accuracy matters for both upfront and each DoT's tick, damage increases the DoT's damage, and encurance some since it's a toggle. Recharge is the only thing not needed since it recharges in 2 seconds.

 

If you find it behaves differently please report to the devs.

  • Like 1
Posted
9 hours ago, Sovera said:

 

I've been mentioning this as well. Stalkers/Scrappers have been getting good numbers (IMO, under 1:30) with pylons, but Brutes have been steady at 3 minutes on pylons. Which could just be my crummy builds too.

I've tried taking the T1 and the T2, procbombing both, then Attune and Earsplitter.

I've tried taking the T2, and Sandman's Whisper, proccing both, then Attune and Earsplitter. All 3 minutes with his version a good 20 second slower (3:13 where  the above got 2:55 on average).

 

Maybe taking all five ST powers is required so that Attune is booming with both T1 and T2 and then using Sandman's and Earsplitter, but I can't fit five ST attacks, nor do I even want to.

That's part of the problem. The tier 1/2 are, and should generally be a "get now to level and respec it out later for better damage" powers. They should NEVER be a requirement for a set's mechanic to work (yes there is dual blades but thats another issue). We learned this issue with opportunity on sentinels, so it still boggles my mind it was ever even implemented like this.

 

As it is now you do have to take all 5 powers to maximize the ST damage. and you use only attune and sonic thrust once for the whole duration of the single target kill, so ends up being really way too invested in slots and powers for two powers you basically don't even use, which again, it makes more sense for attune to just be more of a self toggle that adds more damage the more you use any sonic attack on the same enemy (similar to -resistance but instead of debuffing resistance increasing the damage your sonic powers do to the target). Then still the issue of sandman's whisper being on too short of a rech/damage value which is also odd, having 3 other attacks that are 6s or less, as well as the same issue with sonic clap. There is just so much wrong with the stats on the powers in this set, hopefully it's fixed before it goes live.

  • Developer
Posted
3 hours ago, Championess said:

I'm curious how the attune power interacts from a slotting perspective.  Should this be operating like a ST attack that I should be slotting dmg/end/acc where if I enhance the damage it gets boosted from the enhancing separate of the other attacks interacting with it?  Does slotting acc even matter, with it being a toggle it shouldn't have been missing, but now not being a toggle is it autohit?  Just curious if I should be slotting just damage IOs and thats all.

 

Attune is not Auto Hit. It requires a hit roll to apply the initial Attunement. The attune effect itself has an accuracy check every tick also for its damage. You might not see much need to slot it for recharge, but slotting it for accuracy might be highly desirable. 

An interesting aspect of this lingering DoT is that it reacts dynamically to buffs. This means any +dmg, or +tohit you get will boost the Attune DoT even if it was applied **before** you used Sound Booster or used that inspiration.

  • Like 1

image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted
2 hours ago, WindDemon21 said:

That's part of the problem. The tier 1/2 are, and should generally be a "get now to level and respec it out later for better damage" powers. They should NEVER be a requirement for a set's mechanic to work (yes there is dual blades but thats another issue). We learned this issue with opportunity on sentinels, so it still boggles my mind it was ever even implemented like this.

 

As it is now you do have to take all 5 powers to maximize the ST damage. and you use only attune and sonic thrust once for the whole duration of the single target kill, so ends up being really way too invested in slots and powers for two powers you basically don't even use, which again, it makes more sense for attune to just be more of a self toggle that adds more damage the more you use any sonic attack on the same enemy (similar to -resistance but instead of debuffing resistance increasing the damage your sonic powers do to the target). Then still the issue of sandman's whisper being on too short of a rech/damage value which is also odd, having 3 other attacks that are 6s or less, as well as the same issue with sonic clap. There is just so much wrong with the stats on the powers in this set, hopefully it's fixed before it goes live.

 

Yes, we've had this talk. The devs want to try something new, Let them cook. If they could improve the numbers a bit for the T1 T2 play the set's nearly there in terms of damage since I was getting three minutes on a pylon with no snipes or whatever. 30 seconds off and it would be about there, IMO.

Posted (edited)
14 minutes ago, Captain Powerhouse said:

 

Attune is not Auto Hit. It requires a hit roll to apply the initial Attunement. The attune effect itself has an accuracy check every tick also for its damage. You might not see much need to slot it for recharge, but slotting it for accuracy might be highly desirable. 

An interesting aspect of this lingering DoT is that it reacts dynamically to buffs. This means any +dmg, or +tohit you get will boost the Attune DoT even if it was applied **before** you used Sound Booster or used that inspiration.

 

Very neat indeed.  I wasn't sure since enemy affecting toggles don't always need to enhance many things like accuracy how that would play out setting this power, looks like I'll want to kit it decent too.  

 

Question about the duration on target then.  With it being a toggle I knew it was on my main target until they were dead.  Now how long of a duration is the attune going to last while you hit them with it?  I see also room for hitting multiple targets now possibly as a click as opposed to a toggle so that'd be nice if its a decent duration.

Edited by Championess
Posted (edited)

Tank: Attune's damage is not being boosted by either Sonic Thrust or Strident Echo.

Here's a log of the DoT effect doing <1 point of damage before and after hitting with Strident Echo:

attune-damage-50tanker.png.42d9893389e6371024e13c2101e40435.png

Attune's DoT is being properly boosted on other ATs.

 

Also on tanks, the 10% damage boosts from Sonic Thrust and Strident Echo don't seem to be applying.

This log shows Earsplitter damage to be the same before and after hitting with Sonic Thrust.:

no-damage-boost-tank.png.d075648515f84bc7d4c425f4f45b6950.png

 

 

On all ATs except tanks, Strident Echo turns from a quick DoT into a single hit of damage if the target has been hit with Strident Echo.

In this log, I used Strident Echo (a DoT), then Sonic Thrust, then Strident Echo again (now a single hit) :

strident-echo-single-hit-stalker.thumb.png.d8c5014c897b70ec94d94d0cda79f90c.png

Edited by Hamborgini
Updated with more testing.
  • Thanks 2
  • Developer
Posted
2 hours ago, Championess said:

Question about the duration on target then.  With it being a toggle I knew it was on my main target until they were dead.  Now how long of a duration is the attune going to last while you hit them with it?  I see also room for hitting multiple targets now possibly as a click as opposed to a toggle so that'd be nice if its a decent duration

 

Until they die or you attack something else with Attune.

  • Like 1

image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

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