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Posts
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Joined
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Baron Von Pistol, III - Traps/DP defender wearing the Baron coat and an English monocle.
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I recently got a rad/mental blaster to 50 and it was a lot of fun. Once you get into the 30s and above it becomes a real AOE monster.
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Congratulations! Are you buying donuts to go with your tea?
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Welcome new Arbiters!
Now that that's out of the way, couldn't you have coordinated your names a little better?
You know, like Arbiters Hall and Oates, or Arbiters Tim and Curry. Something like that.
Although . . . curried oats might be a tasty treat.
TO THE BAT-KITCHEN! -
Quote:Starsman, I have nothing but respect for you and your knowledge of the game in general, but you are mistaken when it comes to PvP.PvP is a different beast and damage there is based of cast time, not recharge, so DP should be VERY nice in PvP, plus ice rounds should do a great job at slowing down the foes, Slows and -Recharge tend to be very very annoying in PvP (or meaningless, depends how much you get stacked on you and not sure how this will work with diminishing returns)
While it is true that PvP damage is based on animation time, the lack of aim hurts DP tremendously because you need to quickly eliminate your foe before they can counter or run away. Since you don't have aim to boost your initial volley a DP blaster will never be able to compete against a fire or sonic. Even psy, who also doesn't have aim, will out perform DP due to a quirk of how the set animates and records damage allowing you to basically hit your target with two attacks at once. The long rooted animations also leave you vulnerable to counter attack.
Additionally, while slows used to be a viable tactic and a major annoyance, I13 changed all that. The new PvP metric all but eliminates slow movement effects and requires heavy stacking for slow recharge. A trick arrow player used to be able to slow someone to a crawl. Now you feel the effect of travel suppression but can't even tell that you have been hit with a slow attack.
I have a friend who already leveled, IO'd, and accoladed a DP blaster to try out in PvP. He is a solid PvPer with lots of experience playing all sorts of ATs, but especially experienced with blasters and defenders. He is very dissappointed in his DP blaster's performance. -
Quote:Sorry, I thought they did use mean time. Although colloquially speaking, having a time close to the median is rather average.Please, can we not use average (mean) in this discussion.
The times used in the calculation are the median (50th percentile), at least in part as that is less sensitive to variation in the extremes. -
I think you read something into Macskull's post that wasn't there. He said nothing about skill or nubbery or anything like that. He did say that he ran them quickly but that most people did not and therefore the average time was relatively stable.
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My money is on Altaholic Monkey to win one, should she decide to enter.
Good luck everyone! -
I don't think you are really listening to FunStuffOfDoom or myself. If you are then you are being purposely obtuse. We aren't saying that it HAS to have more damage. We are saying that it feels weak to us and it needs SOMETHING.
That something could be additional damage in any number of ways, be it through aim or a bit more spread throughout the set, or keeping the -res of piercing rounds regardless of what rounds are used, or switching the percentage of lethal to other damage when ammo is switched.
But it could be additional duration or strength of the cold and chemical rounds. Dispari's anecdote about stacking chemical is relevant, but really that applies to stacking anything -- it could have been 3 sonics to stack -resistance or 3 FF or cold defenders to cap defense, or 3 cold blasters to crush recharge and movement speed. Stacking anything in this game yields extraordinary results. Since the duration of pistols secondary effects are short and the animations long it's difficult to stack the effects just using one DP. You also don't get any secondary effects on the opening power, which is the fast activating one that WOULD allow you to easily stack some debuff.
So, once again and for the final time -- Is dual pistols unplayable? No.
Is it overpowered? No, not even close to being overpowered.
Could it be tweaked a little bit up and made better without being overpowered. Yes, I think so. -
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I don't get it.
Are you saying the critique is invalid because you can't control the mini-map? While that is true, you CAN choose what map you use for any mission and stay away from those that have broken mini-maps. -
I'm sorry to hear that you are leaving, but I am glad that you have a great offer.
You will definately be missed. Best of luck to you and visit us often! -
Quote:Well, not so much an edict as an occasional sledgehammer when we don't play like they want us to. And yes, they do have a vision of risk v. reward that they try to adhere to, although it is a moving target and does not appear to be the laughable 1 hero = 3 NPCs from Statesman days.
Have the Devs released some edict from on high that the game must be played their way, and no other? Have they got some sort of vision they're trying to adhere to?
Some of the times I've gotten most upset with the devs in this game have been when they try to impose their vision on us. It was prevalent during Statesman's reign, less so with Positron, and the verdict is still out for War Witch. -
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I was going by the Mids numbers not actual play, but are you sure about that? Just basing it on the power icon it seems to me that it starts recharging as soon as it's activated, but I realize the icon is not necessarily tied to the power to the milisecond.
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Quote:Archery and Assault Rifle are 2 of the weakest single target blast sets, but they are high in AoE damage, at least per Starsman.By that argument, Archery and Assault Rifle are the weakest blast sets in the game.
From a chart he posted in beta:
Quote:ST Damage
2.4 Fiery Blast
2.3 Electrical Blast
2.1 Radiation Blast
2.1 Psychic Blast
2.0 Pistol Fire
2.0 Ice Blast
1.9 Energy Blast
1.9 Archery
1.8 Assault Rifle
1.7 Pistol Lethal/Cold/Toxic
1.6 Sonic Attack
AoE damage:
11.4 Fiery Blast
10.2 Assault Rifle
10.1 Archery
09.6 Radiation Blast
08.2 Pistol Fire
07.3 Energy Blast
07.1 Electrical Blast
07.0 Pistol Lethal/Cold/Toxic
05.9 Sonic Attack
05.3 Ice Blast
04.0 Psychic Blast
Just an interesting note: this is based on Piercing Shot being able to hit 3 targets, now its much more realistic than the previous state but may still be hard to pull off in practice, however it is definitively not impossible. Large spawns should bring up enough situations where the attack should hit all 3 targets.
Given the set versatility I think its in a very well deserved spot, with high enough damage in fire mode for either ST or AoE or about average damage while on any non-Fire state.
You will also note that both archery and AR are slightly ahead of DP in single target unless you use incendiary rounds but WAY ahead in AoE damage. If DP matched archery and AR in those categories, I think more folks might be satisfied (we'll never get everyone satisfied).
You like DP as is, fine. I don't. But don't try to paint me as some uninformed, rabid, idiot. -
Quote:I disagree. The analyses that I have seen just did a straight damage comparison without accounting for resistances. Since lethal is the most common resistance among critters and players and since most of the damage of the set is lethal regardless of which ammo, the damage in actual play is lower than what the pure numbers would indicate.
Its damage is average, not low.
The fact that you can change damage type to something that your enemy might be weak to gives it flexibility but does not make up for the lost damage, as I pointed out above. Here's a chart someone else compiled of all NPC resistances and weaknesses.
*Shrug* You think it's fine. I think it's just shy of fine. -
I don't think that it's contradictory at all. He's not asking for every single power in each set to be the same damage/endurance/recharge with nothing but the graphics being different. But he is asking that they be somehow equivalent -- that whatever is given up for in one area is made up for in another area.
So that a set that may not be particularly strong in single target damage may be very good at AoE damage. Or you could be a little weaker in both those areas but offer a lot of control or mitigation that the other sets with stronger damage have.
We have this to a certain extent already. Fire tends to be the most damaging set because its secondary effect is damage, but it doesn't have much in the way of mitigation. Sonic has less damaging attacks than other blast sets but has a lot of control and -res.
So I understand people who argue that pistols has lower damage but the benefit of changeable damage types. No one can argue that. The set has swap ammo available to anyone to take and use.
What I, and I think others, are saying is that the different damage types just isn't enough. It's close, but a little off. There's a few reasons for that.
1) DP has a lot of long cast times. Yes, they look cool, but all that time you are juggling guns stuff can and will shoot back at you. And once you start juggling guns you have to stand there and take it until you finish the dance.
2) DP does not have aim. Without aim you miss out on burst damage. The faster you kill stuff, the faster it stops shooting back.
3) While you can change your damage type, that only makes up 30% of any attack, the rest is lethal. So in the hypothetical attack that does 100 damage, 70 is lethal and 30 is other. If an NPC resists lethal by 50% a standard ammo shot will do 50 damage. An exotic damage type will do 65 damage. If they have a 30% weakness to a certain type of damage you will cause 74 damage. Most critters have some lethal resistance.
So we end up with a slow animating, low damage set with pretty animations and a cool customization gimmick. For some that's enough. I would prefer just a little more. Either make the animations faster, add aim, add a little more damage, change the damage ratio to 50/50, a little from all three, whatever.
But it does need a little bit more, in my opinion. -
I would agree that difficulty settings could and should award bonus merits, but nothing over the top. How about 1 merit for each additional setting?
+1 level = 1 merit
+4 levels = 4 merits
+time limit = 1 merit
+debuff players = 1 merit
no deaths = 1 merit
no temps = 1 merit
Etc.
So a Master Run would generally give two more merits than normal, unless you added other challenges. So if you did a Master Run, + 4 levels, with players debuffed and Critters buffed you would get +8 merits added to your normal bonus.
I don't think that is overly generous and it wouldn't require a concommitant penalty for failing the challenge. Hell, if you can do a +4 Master Run buffed/debuffed you probably deserve more than 8, but I wanted to keep it simple and not go overboard.
Maybe the time limit is too easy for a merit though. -
Quote:No thank you. My time is valuable to me. I don't have time to spend 2 to 4 hours in a TF. Besides all your proposal would do to speed teams is make them log onto another character before completing the last mission objective until your "allowable time" clock ran it's course.
Although the Devs have stated on several occasions that their metric for reward merits is "one per three minutes of play", and have rebalanced and tweaked TFs and Ouro arcs as necessary to fit, players have still managed to come up with ways to increase their rate of merit gain. Some teams can apparently cut this down to as little as one minute per merit, a threefold increase.
My suggestion is that the Devs may wish to implement a hard-coded limit which makes it impossible to gain more than one merit per three minutes. Since these merits are awarded at the end of the arc or Task/Strike Force, it seems to me that the most appropriate solution (if the Devs do wish to enforce their game design) would be to set the merit award to either the default value or the actual completion time divided by 3, whichever is lower. (Extra merits should not be awarded for extra time, lest players leave themselves logged in overnight before completing the arc or task force.) -
Quote:You are assuming that he PL'd to 30. Over double XP weekend it doesn't take much to get to level 30. My DP is now at 33 and most of that was solo or duo with a couple of TFs and larger groups thrown in."In a few hours I got to level 30." This the part that makes me laugh and scratch my head in wonder?
How can really enjoy a powerset if you been PLed 30 levels? One: you have not had time to enjoy each and every new power. Its like getting a job and after six months you are given full retire benefits that are 35 years worth.....which of course you would love.
I and my partner hardly played our DP's over the weekend. when we did we duoed in the Hollows and had a great time. Took down Frostfire with no problem (DP blaster and DP Kin defender), though dinging during the fight help.
But hey whatever floats your boat.
I guess it depends what he meant by "a few hours." Sounds like you and your partner got close to 20 and you "hardly played over the weekend." -
I played a DP/Nrg blaster and a Traps/DP defender on test and am currently leveling Traps/DP.
I enjoy playing it because it looks cool. But frankly, I think a large part of my enjoyment is coming from the traps side, which I had never played before. But my damage as a defender is abysmal! I have to shoot debuffed bosses 8 to 10 times, sometimes more, to kill them.
It wasn't as noticeable when I first stated playing him because lower level enemies don't have much lethal resistance and because the AT damage mods are all equal when we first start and then blasters and scrappers start to gain damage as defenders, tankers, and controllers begin to lose damage. As you level up the gap gets wider and wider until you reach the "normal" AT damage mods.
While my test blaster was not breaking any damage records compared to other blasters, he did enough damage with build up to take bosses out very quickly. Since defenders, corrupters, and devices blasters don't have the benefit of choosing build up OR aim they really lose out on burst damage.
I think that the set is playable, but a little under-powered. If it had aim, an equivalent, or a damage bonus spread out through the attacks to make up for the lack of aim, I think it would be perfect. -
Not a FOTM build, but it's soft capped to ranged and and almost capped to melee and AoE your -tohit from any DM single target attack will cap melee against that foe. It's so fast that you can make a complete chain with just Shadow Maul (it recharges before it's done animating). The +recharge proc in whirlwind will give you an occasional boost of recharge.
Add in flurry and sands of mu and and you can throw lots of superspeed punches. But really, you are better off using your superfast DM punches, Smite and Shadow Punch.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Fast Scrapper: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Hero Profile:
Level 1: Shadow Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(7), Mako-Dam%:50(40)
Level 1: Focused Fighting -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Rchg+:50(9)
Level 2: Smite -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(25), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(40)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33)
Level 6: Focused Senses -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Rchg+:50(11)
Level 8: Agile -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(13), LkGmblr-Def/EndRdx/Rchg:50(13), LkGmblr-Rchg+:50(15)
Level 10: Practiced Brawler -- HO:Membr(A), HO:Membr(17)
Level 12: Siphon Life -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(15), T'Death-Dmg/Rchg:40(17), T'Death-Acc/Dmg/EndRdx:40(19), T'Death-Dmg/EndRdx/Rchg:40(19), T'Death-Dam%:40(43)
Level 14: Swift -- HO:Micro(A)
Level 16: Maneuvers -- HO:Enzym(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(37), Mrcl-Rcvry+:40(37)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(21)
Level 22: Dodge -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(25)
Level 24: Quickness -- HO:Micro(A)
Level 26: Flurry -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(46), T'Death-Acc/Dmg/EndRdx:40(46), T'Death-Dmg/EndRdx/Rchg:40(50), T'Death-Dam%:40(50)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(37), Zephyr-ResKB:50(40)
Level 32: Midnight Grasp -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(33), Mako-Dmg/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Dam%:50(43)
Level 35: Lucky -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Rchg+:50(36)
Level 38: Evasion -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(39), GftotA-Def/Rchg:40(39), GftotA-Run+:40(39)
Level 41: Elude -- S'dpty-Def/Rchg:40(A), S'dpty-EndRdx/Rchg:40(42), S'dpty-Def/EndRdx/Rchg:40(42), S'dpty-Def:40(42)
Level 44: Dark Consumption -- M'Strk-Acc/Dmg:50(A), M'Strk-Acc/EndRdx:50(45), M'Strk-Dmg/Rchg:50(45), M'Strk-Acc/Dmg/EndRdx:50(45), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 47: Soul Drain -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx/Rchg:50(48), M'Strk-Acc/Dmg/EndRdx:50(48), M'Strk-Dmg/Rchg:50(48), M'Strk-Acc/EndRdx:50(50)
Level 49: Whirlwind -- FrcFbk-Rechg%:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 3.75% Defense(Smashing)
- 3.75% Defense(Lethal)
- 4.38% Defense(Fire)
- 4.38% Defense(Cold)
- 7.19% Defense(Energy)
- 7.19% Defense(Negative)
- 7.5% Defense(Melee)
- 14.4% Defense(Ranged)
- 8.75% Defense(AoE)
- 1.8% Max End
- 48% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 185.7 HP (13.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 15.4%
- MezResist(Immobilize) 15.4%
- MezResist(Sleep) 4.95%
- MezResist(Stun) 4.95%
- 2% (0.03 End/sec) Recovery
- 66% (3.69 HP/sec) Regeneration
- 5.34% Resistance(Fire)
- 2.84% Resistance(Cold)
- 12.5% RunSpeed
Set Bonuses:
Mako's Bite
(Shadow Punch)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Focused Fighting)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Smite)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Shadow Maul)- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Focused Senses)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Agile)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Siphon Life)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Health)- 12% (0.67 HP/sec) Regeneration
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Dodge)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Flurry)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Midnight Grasp)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Lucky)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Evasion)- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
- 7.5% RunSpeed
(Elude)- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Dark Consumption)- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Soul Drain)- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)