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Aiming for softcap s/l/e/ranged is a great way to go with traps imo. I don't know anything about dual pistols so I can't make you a build to look at. I'd have to know which attacks you want.
Hitting s/l softcap is very easy, hitting ranged can be a bit pricey as it might mean using a set of numina's and/or clouded senses (which simply aren't available redside, so you need to use merits for 1-2 of the pieces) -
Quote:DP attacks are very slow in comparison to other sets. They are twirly and full of dance moves and some people may be impressed by moon-walking halfway across the map just to shoot once, but others won't be.He's saying the cast times are nearly the same as other sets but since he animation involves many movements, a player's perception might be skewed to think the cast times are longer.
I have no idea if the cast times are longer or shorter compared to like Primary/Secondary.
The set breaks down like this:
Pistols = same as all other t1's at 1 sec
Dual Wield = same as most at 1.67 sec, slower than fireblast, iceblast, aimed shot if you are a corruptor
Empty Clips (cone) = slower than everything at 2.5 sec except frostbreath/firebreath. Does way less damage than either of those attacks though, so much lower DPA.
Bullet Rain (taoe) = slower than everything at 2.4 sec. Next slowest is explosive arrow at 1.83 sec
Suppress Fire (mez) = at 1.67 is pretty decent. Faster than bitter freeze ray, telsa cage and stunning shot, slower than freezeray and screech
Executioner (high dam) = 2.57 is much slower than other high damage st attacks except shout from sonic.
Piercing (high dam, -res) = 2.5 sec. Unique attack, no real equivalent in other sets. It isn't fast though.
Hail = slow like rain of arrows, faster than full auto, but requires melee range.
The set is slower than any other overall and has the potential to be even slower still if you pair it with anything that causes frequent redraw. It is visually flamboyant though, which is of high value to some people.
I would not be at all surprised if this set receives some trimming in animation times down the road once the shiny wears off. It is slow like old archery. -
Figured new thread cause the corr boards are pretty slow lately.
So I'm at 39 AV's so far no temps/insp/click accolades and still w/o aidself in the build. As I go along I'll proly post a few of the more difficult encounters and/or AV's that are generally viewed as difficult to beat. Posi was an obvious one to post, he's pretty bad ***. I've been trying to fight them as they occur naturally rather than just plopping them in AE, but tons of them aren't available otherwise.
Infernal actually proved to be a very tough encounter. His 50% fire res makes me way slower and has the side effect of making my damage debuffing half as powerful so he hits pretty ridiculously hard. Plus I only have 29% fire def/Aoe so he hits often with fireball ~34%. His firebreath has increased base acc (just like ours) and was rolling ~64% chance. All of his attacks seem to inherent the drawn weapon bonus too cause even normal fireblast was rolling 9% instead of 7.5%. You also can't immob him (mag 50 protection) and his axe attacks all wtf pwn you lol.
Sadly he doesn't spawn demons in the AE version and I'm curious if I could actually win the encounter if he did as it was so close. Typically additional mobs are a non-issue, but a couple stray hits from them would have been troublesome. I can't find a full strength version of him to fight naturally vill side; anyone know of one? (he spawns as an EB in trading places ouro TF). Much of the fight was spent with me in the orange and aidself would have made this encounter fairly trivial, but that's not what I'm trying to go for.
Anyway:
Also thought I'd give a clue as to what makes traps so powerful if anyone is wondering. Lets just call it a higher power.
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Quote:Interestingly enough, putting the proc in bu/aim is one of the worst places you can slot it. He's not using anything else that takes the set though so it makes sense to slot it there along with all the other bonuses of the set of course, as already mentioned.
Also, Gaussian's includes the Chance for Build Up proc. *I* try to slot it in Build Up as well, so when it fires you actually USE it. Putting it in a toggle doesn't make much sense to me, since you will rarely ever get any benefit from it (I found my proc was mostly going off while I was standing at WW or something). The only thing you really lose is some recharge enhancement in Build Up, but I can live with it, and I'm guessing Iggy can too.
Putting it in a toggle is probably the best option we have available to every combo. It is irrelevant that it fires when you aren't in combat because you aren't in combat. It will fire more often while you are in combat than if you stick it in buildup on average anyway. You'd need terrible luck for it not to work out to be more beneficial.
It is the same thing as perf shifter +end. It fires all the time even when you are full of end, but it is still much better to put it in an auto power that will roll the proc every 10 sec than in something that rolls it a third as often. -
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Quote:I'll take a stab at your q'sI am fairly new to mids, so these are more like questions rather than suggestions. And since I'm planning the respec of my katana/wp scrapper, I'd be interested in your answers.
(1) It seems inconsistent to shortchange the slots on Quick Recovery and Stamina, but then take Conserve Power. Would it be better to more fully slot Quick Recovery (4 slots) and Stamina (3 slots), so that you don't need Conserve Power?
(2) Your FC defense is only 38% but your EN is 45%. Would it be better to slot Aegis (3% FC) instead of Reactive Armor (1.25% EN) into Tough?
(3) Why don't you slot any full sets of Eradication (which would give 1.56% FC each)?
(4) Is it really worth it to 6-slot Build Up? What would you think of 3-slotting it with Adjusted Targeting (1.26% EN) to free up some slots?
(5) Do you want to slot the Unbounded Leap stealth into Sprint?
1. It looks like he has enough recovery to keep on trucking. CP is useful if Strength of will and hasten happen to crash at about the same time, which can knock you down 70 end instantly. It's also useful in those rare times you start to bottom out from carnies, sappers and such. For instance you'd need a ton of recovery if you are hit by mask of vitaration (or w/e it is called), but you hit CP and can keep on fighting through it.
2. EN def is more important if you are going to be fighting Rikti
3. Full sets of Eradication kind of suck for enhancement values
4. Yes, the def bonuses to everything help round out a toon. The hp, recovery, and dam buff are nice too.
5. Yes, it is a free slot that you just flip the power on for a sec and then have 2 min of stealth.
edit: watched the vid (or most of it). That thing is a beast Iggy! -
Quote:that's my point.The Standard Code Rant doesn't apply to Shield Charge mostly because it wasn't a programming error.
Quote:Actually, it appears to have gone live working as designed. The problem was that the design changes themselves went significantly beyond what they should have.
According to what Castle said it should have been released doing 94.5 damage (1.7 scale) across the 20ft radius and the 133.33 (2.4 scale) over the 3ft radius. I just remember it doing 133.33 across the whole thing when it first hit live. More accurately, I remember it doing ~110 damage across the 20ft radius when I picked it up at level 35 and it was unslotted for damage. That said, I wasn't aggressively testing it so I can't say it with absolute confidence.
Quote:Is it possible for Castle to check every single change made to the powers system?... -
Numerically? yes. In actual practice creating a build that can do it? I dunno
Well that isn't true, I have a 1 sec off of perma PA ill/cold build sitting in mids that could easily do it, but getting enough defense and a heal as required on other cold builds while still having enough recharge would be a challenge. -
Fire/x corruptors (don't care for any of the other blast sets on them, not enough damage)
Offensive Controllers
x/fire dom's (same reasoning as corrs) -
Quote:The Standard Code rant does not apply to SC, but rather the Standard Not Doing Your Job rant does.Actually, based on what Castle said caused the issue, the subtleties of programming are very much a part of what went wrong.
Your average developer is guilty of tunnel vision, they are tasked with making changes to one part of the system and therefore they concentrate strictly on what they are touching and tend to do positive testing only due to the changing nature of the environment in which they work. So the developer would have coded SC to allow for AT scaling and then verified that the AT scaling was working as designed after "just checking the power a handful of times".
I am not saying that what happened with SC could not or should not have been caught, I am simply pointing out the realities of software development that I see in my job everyday.
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Unless some part of the "subtleties of programming" includes not checking your work before hitting submit? But if you guys have built that into your profession then I'm impressed and disappointed at the same time.
How ever many steps you want to say there are for programming something I'm 100% confident one of the last ones is to check it before going into production. Why am I so confident? because programming is not a unique snowflake in this regard, it is the same as every single industry on Earth. SC went live not working as designed, so that step was skipped. The reason(s) for it being skipped are irrelevant excuses and do nothing to change the fact that it was skipped.
When SC was buffed is when tunnel vision applies, but no one is blaming the programmer that listened to players and asked the boss if it would be ok to apply AT mods to the power. This does fall under the standard code rant. What doesn't in this situation is green lighting a power for a massive change (which the diff between brute and scrap AT mods is) without doing a least a cursory audit of the power against the original design notes and equally importantly without the person who cleared it for a massive change taking a look at the final result before again going in to production. Which again falls under the Not Doing Your Job rant and not the Standard Code rant.
If you want Not Doing Your Job to be covered under the Standard Code rant, or if it already is, then a lot of respect for the profession is going to disappear.
Now all that said, and before anyone gets too upset; we all make mistakes in every line of work. Luckily, most programming mistakes have less consequence than me forgetting to put my gas cap back on after filling up. Some do though, but not in this game so all's good.
Track-able and easily preventable mistakes are the best kind of mistakes because once they are made and documented they never need to happen again. Which is to say, a power never needs to go live again without it being checked against the design documents. It doesn't matter what's going on with any other aspect of the game because one of the last steps before production is checking the product.
I wouldn't be saying "my hope is that as we go forward this type of mistake occurs with far less frequency" if it wasn't something that could happen and should be a minimum expectation of acceptable performance.
I'm not mad at all, just that mistakes like this prevent resources being spent on more valid errors and from an end user perspective, prevent resources being devoted to improving underwhelming aspects of the game. -
Quote:I agree. In teams cold is a better force mulitplier and can provide more team mitigation. Solo I give the nod to rad because it has more self buffs (am, heal) and enough mitigation to move quickly and handle most anything the game can throw your way.It is something like that, yes. EF -dam doesn't get nerfed against AVs though unless the AV has got damage resistance.
What I like about Cold :
- Sleet
Recharges in about 15-20s and awesome mitigation between slow and KD (not saying Sleet's slow by itself is so hot, but combined with Snow Storm it is*). Not only that but unless I recall poorly you can also have two Sleet effects at once (debuff lasts 30s), so against static targets that's close to perma -60% res.
On fast moving teams EF is up more often, but Sleet has a bigger radius and the KD/slow makes a bigger difference than EF's -dam in my experience.
- Shields + FW + Arctic Fog
Shields give +24% def to all to your teammates, against +4s that's basically better than RI and on all the time (as opposed to only after you're anchored something and only 15' around the anchor).
Arctic Fog adds another +8% def to that on a wide radius, bringing your teammates to an impressive 32% def (and some nice cold/fire/energy res as well). It's already pretty damn close to the softcap. That's defense that is always there and works against everything that isn't autohit, as opposed to tohitdebuffs.
Then there's Frostwork capping HP for a few teammates. Max HP is one of the most undervalued things in this game, or it could be that I just play completely differently than most people, but I know what kills me is damage spikes and having more HP prevents a lot of deaths for me. I've read the argument that squishies accoladed out, IOed out are close to the HP cap, but fact is on PuGs this is the exception and not the norm.
- Heat Loss
Infinite endurance for your whole team, and all it takes is one click every two minutes. That it also has a massive slow and an additional res debuff is just icing on the cake.
- Benumb
Much higher -dam than EF ; being ST on a long recharge I don't find it so great against anything but AVs, and the recharge is worse than LR for -regen purposes, but it's still going to be up most of the time.
Infrigidate never struck me as really worth it, YMMV.
*I also agree on Snow Storm creating a lot of visual interference, and I don't actually use it much. On paper it's a good power especially stacked with Sleet, ingame I find it more detrimental than anything else ; but all other 7 cold powers are fantastic in my opinion.
The only real downside I see with this powerset is it's tough (at least for me) to find time to use anything but cold powers on full teams.
When I say "better" that isn't saying that the other is bad in the least though.
I sure do wish they'd flip sleet and FW order in the set though. -
The facts. You aren't even trying to have a discussion you are just being belligerent, ignorant and purposefully obtuse.
We get that you think Castle overnerfs, I'd probably agree in many cases. That doesn't change the fact that SC is NOT working as intended. It is NOT working as he designed it to work and it is grossly outperforming everything like it.
If you want to be productive in the least you'll stop frothing at the mouth and start using your brain to come up with intelligent and meaningful arguments based on logical understandings of the game to persuade Castle to introduce your fix to the issue. It sounds like he is still in the deciding stage of exactly what to do to the power, so here's your chance to actually contribute something. But just so we are clear, when he does look into the power it is going to go down in damage.
I'd be doing just that right now, but imo the numbers he listed for SC as it is supposed to be are still extremely impressive to me, so I don't feel it is necessary.
Anyway, I think I'm probably done talking at you for now. I'm not talking with you because you either aren't comprehending what I'm saying or simply choosing to be stubborn which is leading to a level of obnoxiousness that is grating. Quite frankly I have better things to spend my time on. -
Quote:'Top performing' and 'vastly overpowered' are not synonymous.So any set that has a top performing power is 'vastly overpowered' and due for a nerf? So what's next after SC?
As for what's next, I could list a few things, but based on the fact that Castle had no idea until this thread I'm not going to say anything because the ones I have in mind don't break barriers on nearly the same level as SC. My hopes is that many (and I mean there are a ton) of underperforming, or just underwhelming, powers get attention.
Quote:And I've certainly never claimed it's not the best attack power of the defensive sets, it definitely is, and it's the main reason the set is so fun and popular. IMO, this game could use more SC-like powers, not less.
The rest of your post I more or less agree with, but not much can be done about it. The mistakes (plural intended as there was more than one) happened. They are done and in the past. I'm sure if Castle could go back he'd make sure that whoever was responsible (him or otherwise) did a better job, but that isn't an option.
I'm sure the standard tacky apology will accompany the fix when it finally occurs and that will placate those that require it. Hopefully the cause of the error is understood and similar things will occur less frequently in the future. Beyond that who knows.
At any rate, if SC was introduced at ~106 AoE damage it would still have been considered an amazing power by the player base. How do I know? because it was deemed so at 133 damage. -
I agree range is intended to be amazing. But melee has almost no disadvantage in this game.
One major issue with CO is that range has no disadvantage and melee actually does, here it is pretty much opposite.
edit: I disagree with your math, but it is not really important for the purpose of this point. -
If the choice is only between Psy and Elec I'd take elec if you have endurance issues and psy if you don't because elec fence and thunderstrike are both throw away powers on an /ice blast imo.
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Quote:I think it is the devs over valuing range, or under valuing how easy using melee actually is, or a combination.I find it amusing how everyone is so worried about gimping the ranged classes so they can't be a 'tank mage' but totally ignore the amount of damage a scrapper or brute can dish out/take. I have found myself unable to play ranged classes lately because I find them SOO squishy and they don't kill any faster than my melee chars - much slower in many cases. VEATs are the only ranged class I don't find to squishy, although dominators are ok after the last set of changes.
Something is amiss because you have brutes and scrappers that are second only to blasters in dealing damage in actual play (sometimes more because they don't have to restrain themselves) and they are second only to tanks in surviving.
The devs must think ranged damage is just amazing and being melee is a huge disadvantage because the damage to survivability ratio found in the "damage" classes is out to lunch.
I have to agree that playing squishies is stressing at times because they are so blatantly squishy compared to the armored AT's while often dealing less damage. I still prefer to play squishes because for me they are more fun and because all my melee toons ultimately play the same way. But the difference in relative power is astoundingly in favor of scraps/brutes. -
Is SoA an acronym for Shields?
Cause that is the answer to the question. -
I wonder if anyone would have thought it obvious that when you change a system and tell everyone it isn't done and that you will continue making changes to it and then don't revisit it for another 7? issues (guessing i20) that people would be upset.
This is a mystery that is just too difficult to solve. -
I think dark mastery is the best choice. You should be able to solo pretty much anything with just Oppressive gloom and the control of iceblast. Toss in a thunderclap for aoe boss stunning if you want. It will be a lot less effort and cheaper endurance wise than running hurricane. You also get soul drain, which is frankly the ticket to solo'ing quickly.
Freezing rain and a decent soul drain, fire up Lightning storm and blast away. Things will die very fast.
That said, freezeray and dominate are wonderful together. Whether it is better than perma stunned minions with no time involved and 48-120% damage buff that is up 50% of the time with just SO's is a question you need to figure out on your own.
I recently reworked my storm/sonic into dark app and while it has a bit better synergy with it than ice blast (st stun stacks with Oppressive Gloom better than st hold), it has been a great decision and much more powerful than the previous app's I've tried on the toon - psy and power -
My hope is that BAB has an epiphany and finds a way to remove all redraw. He was so close before. There are a lot of sets I'd like to play, but just won't touch as redraw is my biggest annoyance while playing.
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Quote:Ya AAO is a very very good power. It really does a lot more for a character than "make me hit harder" in the grand scheme. The comparison between AAO and Energize is neat, it just shows another benefit of AAO that most people don't realize.Put one SO end reducer in Hack and re-compare. AAO will look even more appealing. (~45 DPE for Energize vs. ~44 for AAO at best). Of course, most players are probably not at saturated bonus very often.
Energize costs 10.4 end every ~60 seconds, AAO costs 12.6 over 60 seconds. I wish Energize had zero or a negligible endurance cost. The power would be much more interesting that way.
It would be interesting to look closer at some various build levels, but I wouldn't be at all surprised if Shields is the most endurance efficient damage delivering set of all the armors. Well it probably still trails ELA with an aura, energize and powersink, but SC has insane DPE, and AAO increases DPE by a lot. If I'm bored one day I might take a look at it heh. -
It goes doubly for the dollar amount. The pop spike from CoV wasn't really that large to begin with. The dollar spike was, but GR will be puny compared to it. If for no other reason than they are spreading the surge out with pre-purchasing many months in advance. But there are other reasons too.
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Quote:lol, true enough. And when you aren't killing entire spawns for that cost you have AAO giving Shields good endurance efficiency by improving dpe.stamina should be enough
you're only gonna be using a max of 13.5 endurance per spawn
ie.
Hack w/ 3 dam SO's
23.45 damage per endurance
w/ 3 dam SO's and AAO
up to 33.23 damage per endurance
Compared to the conserve power affect of Energize found in ELA
Hack w/ 3 dam SO's + energize discount
37.46 damage per endurance -
I'm not disagreeing with the way you guys want gravity well/sink to work. Ideally it would do exactly what you say. However, what you want is so far beyond what is possible in this game it is better suggested for coh2. I'm giving you a way to make the power do what you want it to do (assuming the main function is to collapse mobs) in 90-95% of scenarios that is currently unavailable, but not a huge step beyond what the system currently is capable of.
Or at least not a huge logical step, implementation of powers that cast in that manner may well be impossible in this game. -
Quote:Not really. You'd have a large "trap" where everything inside stays inside and performs the "gravity well" function as well as can likely be constructed in this game.Well the knocking out would defeat the purpose and wouldn't make sense.
The idea is that it is large enough to place around an entire spawn. Stragglers are SOL for being jammed into the clump from the power alone, but that is consistent with single resolution powers like flashfire. Those outside the casting are still being actively mitigated in some form though which is still of minor benfit vs single resolution powers. Unfortunately the chances of it operating in a two distinct functions (ie lets things in, but not out) is unlikely.
Quote:They could do a bunch of "outside ring" repellers. And just give them a wide cone repel on very fast and short pulses, all aiming towards the center. That way with the wide, thinking 165 degrees, arc of them outside ringers, even if its not directly to the center, with the next outside ringer very close to the next one, they'll all collectively work towards pushing them to the center.
The idea of repelling pseudo pets is fine, but it could never be aimed. It would go in all directions at which point you are doing the same thing I suggested just trading kb for repel. KB offers more mitigation so that would be more to my liking, but repel is probably more visually satisfying of the criteria. Of course it could do both like singy, which is even better.
For clarification what I'm talking about is essentially a ring of singularities that don't attack just kb/repel away from the entity. Anything inside the ring has been trapped in the gravity sink. Anything outside of it is repelled from it. More powerful foes would have the ability to escape the sink and there is absolutely nothing preventing you from using the unique aoe foe teleport also found in gravity to put stragglers into it. In fact it is encouraged.