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Well I don't think things are supposed to flee from it but some mobs will head for the hills
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Nice work. Ask Castle to remove/reduce the mag afraid on lightning storm as I'm pretty sure that is the main culprit that makes things flee even through the taunt of PA.
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Quote:1. Mobs flee from acid mortar. It is annoying. Slotted caltrops can help. I like provoke it keeps things planted even with rain of fire and mortar on them.T
Keeping mobs inside mortar/trap AoEs. Will my lack of Caltrops (took Web Grenade to use with Ignite) be an issue? Anyone with experience with Provoke (AoE taunt) to keep the mobs clustered?
Defense vs Recharge. Is 53% positional defense overkill? Would Haste be a better way to go to increase recharge on mortar and trap?
Will the Chance for +ToHit proc in Seeker Drones affect the Drone or the targets (Mids seem to indicate the latter, but I doubt this would be the case)?
2. 53% def is probably more than you need. Keep in mind seekers debuff acc quite a bit so they generally help you out if you get mildly debuffed.
3. Not sure, I use clouded in mine, or stupefy. -
Quote:Generally this is how it is for def sets pre SO's at which point they take a gigantic stride forward.Presumably that Shield I'm carting around will eventually start doing something useful, right?
Right now, when solo, I'm reluctant to fight any group higher than -1 level from me if there's a Lieutenant in the group. I suppose it's going to take more slots and getting to SO level before the defense becomes noticeable.
That said, don't be afraid of using def inspires, they tend to go a lot further than greens. -
Quote:88 damage sounds right vs +2's, but it should be two ticks of it. Fissure is with out a doubt the highest dps aoe attack because it cycles much faster than fireball.I recently made a plant/kin farmer, got him to 50, and now...he's not that good. I'm having trouble with a build because I don't know what mastery to take. Currently, with Posi's blast, fissure only does around 88 dmg, and thats a problem. If anyone could help me with a build of anytype please please please!
-One thing. The only thing wrong with Seeds of Conf. is that they do minus XP for the lowbie farming, but it is good for recharge so please get it in the build =D Thank you!
Seeds is decent, be sure to look up how confuse actually works and if you are going for drops vs per mob inf it is a massive boost. And really you should be making a lot more money off of drops than kill inf.
The only time it tends to be an issue is if the mobs you are farming use a lot of aoes and they will pretty much wipe themselves out really quick. This can be a serious issue if you set up a handpicked vanilla mob farm in ae like I tried where they only have a grenade launcher power. Lol seeds and they all turn and aoe each other to death in about 3 seconds. That was a failed experiment.
There isn't much to the build, make sure you have roots, seeds, carrion creepers, heal, siphon speed, transference and fulcrum. From stone take fissure, seismic, dullpain, and the def shield. Build so you have at least 40% s/l def and then go kill things.
/kin/stone is nice because you don't need to bother grinding any accolades thx to perma dullpain. -
Well considering you've contributed exactly squat to this discussion other than picking a particular nit that I said I guess we'll just leave it at you feeling really good about yourself now hey?
Uh oh, now here is where the fun starts.
Billz said: (nothing wrong with his observations either
Quote:To which Castle said:I think I had my first real taste of powerset envy when I kept checking back into the Pylon Results thread.
Seeing FM/SD and DM/SD break the 300DPS mark while my claws/sr hit the wall at 200 was, quite frankly, kinda sad.
Quote:is the point my temple began to ache. There shouldn't be a 50% disparity in max performance here. I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here.
AAO, actually looks fine. The maximum boost it can generate isn't that large.
Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
That leads me to believe the discrepancy lies with the primary sets Fire Melee and Dark Melee. Fire is MEANT to have higher DPS overall, so that's 'fine.' Dark Melee, not so much. I'd have to look at specific builds and slotting to see what's going on there, but that's a project I don't have time for now.
If he truely believes that a persistent 81% damage buff isn't "that large" then I fundamentally disagree. Maybe you agree with him I dunno, I'm guessing yes cause you are picking this nit silly.
As mention the cause of the discrepancy isn't fire or DM because if you enabled shields for all primaries you'd see claws, db and kat right up there too. But now I'm just repeating myself and getting pulled into a position of similar contribution that you have made to the discussion - none.
FWIW an approximately 35% increase is all AAO is contributing on those high end builds (the rest is fire's innate higher damage and near perma souldrain for DM, procs and likely better attack chain optimization), but you'd know that if you knew what you were talking about rather than just trying to prove some pointless point that only you seem to be intent on making. -
rep said: Always has been enough on all servers.
Agree to disagree, or else I'm pretty sure I would have stayed on Infinity where I started. But then again you just told me I'm wrong about my personal preferences and thresholds so you may just be some sort of deity. -
Quote:Thank goodness that isn't being said by anyone other than you. Or even implied. But you might want to reread his comments in this thread with regard to "300dps pylon solo'ers" and how he was thinking of pinning that on fire and DM (and may still be)."Castle monitors the Rikti Pylon soloers to locate where to make nerfs" is a radical interpretation of the text.
It is well documented how Shielders leverage AAO to produce higher st damage, it shouldn't require an asterisk each time you mention the set. Certainly not when you are talking with the person who is in charge of the whole shebang. That said I know I personally made mention quite a few times of the relative performance levels with and without AAO in effect. So I'm not sure how much clearer it needs to be laid out considering the "caveat" was already mentioned several times. -
Quote:Definitely, but people tend to go where people are. Especially in a social environment. I'm absolutely sure more people moved to Virtue/Freedom than moved out into the more rural settings. I have a sneaking feeling that Virtue saw the largest influx of players.And I do have to point out the flip side of this - there were also people (including myself) who moved characters OFF of Freedom and Virtue to "smaller" servers. Or between them. The transfers didn't just go one way.
But it doesn't really matter as long as there are "enough" people to partake in the activity of your choice when you choose to do it. For me at least that is my definition of a healthy population in a MMO. If that is true of other servers then great, it wasn't when I started the game 4yrs ago and I doubt it is now, but we each have our own preferences and personal thresholds. -
If possible: I'd be on board with VEAT manuevers granting everyone affected ~9-12% DDR (once enhanced to ED cap). Just to reinforce how well they stack.
Of course it probably doesn't matter because when you start stacking veats the def softcap gets left behind pretty quickly and you have enough overhead defense to handle fairly significant debuffing. -
No thx, currently I can overcome the crash. Under your system I can't.
As for Shield Charge it is going to get a pretty heavy reduction at somepoint down the road. Castle has confirmed it is not WAI. -
Quote:I pretty sure that is intended. That way you get equitable performance for using the power "as intended" ie to charge and you don't feel pressure to soak up AAO fodder and cast the power at your feet. Yet if you decide to do the latter it will still perform on par with charging from a damage standpoint.Isn't that a double ding, or will that really smooth things out, since doing a shield charge inside the radius of AAO has the potential to give a huge damage buff while doing so outside of AAO radius even with long distance factored in could be a huge difference in damage.
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Quote:I agree 100% with this. Honestly the inaccuracy purported in this thread by Castle has me wondering how far off numerous other situations could be. I know I gave a big "you're kidding right?" when they increase the damage of SC by 50% not very long ago, but it seemed hunky doory with QA and the devs.Wow, looks like you were WAAAY off on this one, huh, lol.
First of all, I'm pretty surprised at the supposed mistake on SC, and that it went this long without anybody noticing. Didn't they just recently buff the damage too? Who is in charge of catching that? You guys should hire arcanaville...
Secondly, I'm shocked that a dev would look at damage in regards to soloing a rikti pylon and be concerned that dm is doing so much single target damage. I chuckled when the poster a few posts after that tried to explain that it was a specific and rare situation where SD was saturated and that DM is balanced in that it has little aoe capabilities, and could only think of the bludgeoning em received despite those arguments.
Maybe they were actually serious about working on a city of sidekicks game...
Now we are in a situation where the playerbase has grown accustomed to the performance and to reach balance it needs to be literally slashed in half. A downward shift from 133 as introduced to 106 would be a lot easier to swallow than dropping it from 200 now. Either that or even more time needs to be sunk into the power making it behave uniquely and abide by its own ruleset. I'm personally fine with "special cases" but how many cracks does it take to get it dialed in?
Lastly I have to agree about Castle looking at rikti pylons and making sweeping generalizations, and I think everyone should note how quickly we all jumped on him for that. The issue for me is Castle seemingly unaware that a persistent 81% damage buff would result in roughly ~35% faster kill times. That is disconcerting as the disconnection between the spreadsheets and actual performance might be cavernous. It is kneejerk reactions like that that sound disturbingly like "everyone laughs at you if you don't take EM".
The last thing I want to touch on with regard to Shields is that people seem to forget that it is the only armor set in the game that actually buffs teammates (and pretty well at that). That unique property may not carry much value to a solo shielder's mitigation value, but it has to carry value somewhere in the grand scheme. It can buff with more def value than a FF controller's dispersion bubble. That is not insignificant. -
Castle while you are lurking it may be a good time to bring up the issue with brute psuedo-pets. In particular SC and L-rod as burn is in the same form across all AT's.
It is pretty standard that brutes deal a lot less base damage, but can be offset by having tremendous buff ceiling. Unfortunately when the change went through to set some pseudo-pets to AT specific values this double punishes brutes. It is trivially easy for a brute to hit the pet damage cap of 400% at which point they fail to receive a bonus for their inherent from then on. The result is Scrappers using something like SC are actually much more than 1.5x as good with it as intended.
When you set them to use the same psuedo-pet Brutes are arguably too good with the power compared to scrappers. This would be the case for burn if the fury bonus carried over to it for more than a second or so.
I think a compelling case can be made for brute pseudo pets to be ~30% lower than scrapper ones rather than ~50%. -
Quote:Well at least this post makes it sound like you are no longer off in la-la land. For those wondering this will change the scrapper version down to 106.36 base damage (for the main aoe). So basically half of what it does now.Good catch. I was looking at the original power, as I designed it, rather than the reworked version that was done later. For scrappers, it is scale 3.6 on the Minion_Pet table, which is a far cry from the scale 1.4 on the Minion_Pet table I originally designed for it. I vaguely remember someone (Synapse? Sunstorm? I'd have to dig into check in notes to see) asking me if they could update it to include AT Mods in the damage scales and saying yes.
Hmm...yeah, ok. I can very easily see what happened here.
Shield Charge when released was set for a scale 1.7 damage to all targets within 20' of impact, with 0.7 scale bonus within 3' of impact. When the change to allow AT scaling was made, the bonus damage was rolled into the overall damage, for a scale of 2.4 to all targets in a 20' radius. At the same time, instead of have Brutes getting a mod of 0.75 applied, they were treated as the base.
So, instead of:
Brutes 3' scale 1.8, 20' scale 1.275
Tankers 3' scale 2.04, 20' 1.445
Scrappers 3' scale 2.7, 20' scale 1.9125
We get:
Brute 20' scale 2.4
Tanker 20' scale 2.712
Scrapper 20' scale 3.6
That REALLY sucks.
That is a pretty major reduction when it eventually hits. I feel a bit vindicated for mentioning that the original value (133) was a lot more balanced, but that was only as perceptive as spotting a gigantic purple elephant strolling down the street, so I'm not out celebrating or anything.
Unfortunately if/when this goes through it will make FA a lot more offensive by proxy, which may translate to some QoL upgrades to the damage delivery, but probably no significant bump in said delivery.
We'll have to wait and see how it all comes out in the wash and whether Castle decides for a full scale reduction to the correct values or allows some wiggle room in the power. -
Quote:The only powers this would actually be justifiable for is probably the crash based blaster nukes. Having them capable of exceeding 16 targets would be a nice upside to so much downside relative to the pseudo-nukes.Yes, but lets not forget that the # of affected targets was reduced because the damage was percieved to be higher than intended. So, while individual damage might be higher than originally intended, there was no limit on how many targets were hit. If you do end up reducing the damage value, I would ask that you also do away with the target cap to balance it out.
SC sure as heck doesn't warrant such a change. -
Depends on the toon. For a lot of my toons not being hit is imperative because it means avoidance of the secondary effect the attack carries.
I'd likely build in a bit of resistance just to smooth things out, but generally not at the cost of recharge. -
Which mobs in particular are you hesitant to face with lethal damage?
I find if you avoid robots then lethal isn't much of a liability. That said, dm/nin is an astounding combo -
Quote:Exactly, which coincidentally enough is how it happens in the co-op zones now.I think it'll come down to this when GR hits (because it's how it'll work for me)...
BrandX: Team looking for Buffer/Debuffer.
Buffer/Debuffer: ME!!!!!!!!
<invite sent>
Dark/dark/dark def lf team...
Oh sorry we are only accepting dark/dark/soul corruptors.
Even at the damage cap a corr w/ scourge factored in deals ~1.5 x as much damage as a defender, but that difference is still just a drop in the bucket that is the entire teams capped damage output. If you are on a team that can notice the loss of ~3% of the total team damage then wow. Especially because if that defender has a res debuff it is more than likely made up...and then some. -
Quote:This just caught my eye and could have some serious ramifications. If you are talking about a fully built Shield vs future content it means one of two things (or both).This:
I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here.
a/Mobs in GR are going to be much harder (excellent) and will probably have significant tohit buffing ability.
b/Fire is so badly in need of a buff if you are ok with the peak survivability attainable on shields. -
Quote:Based on this I'd like to retract everything I've said negative about Shields. I no longer want you to look into the issue at all.This:
is the point my temple began to ache. There shouldn't be a 50% disparity in max performance here. I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here.
AAO, actually looks fine. The maximum boost it can generate isn't that large.
Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
That leads me to believe the discrepancy lies with the primary sets Fire Melee and Dark Melee. Fire is MEANT to have higher DPS overall, so that's 'fine.' Dark Melee, not so much. I'd have to look at specific builds and slotting to see what's going on there, but that's a project I don't have time for now.
Several folks have suggested via PMs and in this thread that I look at Fiery Aura again; to bring it's performance up a bit. I'll see what I can do.
If Shield Charge is all good can you share some of that love to other AT's like blasters (excluding arch), corrs, defs, doms, and trollers? They want to be "not that bad" too.
Lastly the discrepancy is not fire or dark, go ahead and enable shields on your internal server for claws, kat, and db, then pimp the builds. They will be right up there in performance too. Maybe with five brightly lit arrows pointing in the right direction the path will be visible.
edit: good news about FA, hopefully it will be "not that bad" with powers like AAO and SC after you finish with it. -
Quote:I tend to agree. But not everyone plays the same and not everyone takes optional powerpools and not every attack set offers even remotely similar mitigation. Unless you are prepared to account for every possible composition and nearly every possible playstyle it is probably more silly to start arbitrarily including random additional elements outside of personal information gathering.I do have a more in depth system, and Arcanaville as an even more in depth system, but I find the idea of comparing two secondaries by simply taking all the powers in them, slotting with SOs, and skipping all primary powers and pool powers to be a silly way to compare two secondaries. That's not the way anyone plays the game. Also, I don't take inspirations into account because I do all my calculations to support no-inspiration challenge play. That's not the way most people play the game.
If you can't compare things at their most basic form then the possibility of comparing them at more complex intervals literally flies right out the window into obscurity.
I am serious, if we are unable to compare something in this state:
Then heaven help us when it gets to this point
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Quote:While kins (cause unless you have a buttload of rads/emps/therms you aren't riding at cap) are popular I wouldn't say it is common to be above 400% damage, but ymmv and depends if you pug vs regular team I imagine.On bigger teams the likelyhood of having capped damage is very high since +tohit, +dmg, and +def are the most common buffs around. It's a pretty common scenario as team size increases.
Quote:on teams with very little support buffs/debuffs flying around, I would be inclined to agree, but buffs/debuffs have a far lower ceiling on when they become obsolete than raw damage. In a most extreme example, 8 rad corrs have the same protection and benefits as 8 rad defenders but still deal far more damage as a team. Thing is that each support set tends to specialize too much in one effect, that they tend to lose value when that effect is already capped or near capped, at which point raw damage trumps support advantages. FF and Dark tend to be the worst offenders in these cases but it happens to Kinetics and some other sets as well.
base+buff+debuff
0.75*(1.95+1.6)*2.8 = 7.455
vs
0.65*(1.95+2)*3.4 = 8.73
They only match defenders vs bosses or higher for the 17% scourge rate.
-res has a 300% cap, that is not a low ceiling in any way shape or form. It's roughly equivalent to +600% damage in most situations. Which is only applicable for one AT in the game. Buffing has a much lower ceiling than debuffing in terms of raw speed and debuffing is where you tend to feel the difference in the two AT's (like I pointed out in my last post) Like you said though, one kin def can cap the team, where it usually takes two kin corrs, those other 7 spots can be spent on debuffers.
How many tohit debuffing corrs to floor +4's? How many defs to do the same? Corrs don't really have defense buffers sooo they are going to be relying on tohit debuffs.
But like I said, you'll be very hard pressed to notice the difference in a team because they are so interchangeable unless you are pressing above the defender damage cap, which depending on who you play with is either every team for you, or sometimes for the rest of us. And even then the superior -res of the defender all but negates the extra personal damage the corr does on a team, which I already highlighted.
Quote:not really, Sonic will still be king for Defenders because of the higher res debuff value.
Actually, I just ported fire to defs for fun. Sonic will need to maintain 4 stacks of -20% res to keep up. I have a lot of sonic experience and that just isn't that common. Not impossible by any means, just not that common.