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Posts
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Quote:When they explode the debuff has a 15ft radius and there are two of them exploding. Large spawn coverage with them is not an issue.Also I would like to point out seeker drones I put in both taken and not taken parts for a reason, some people like them, some dont and it largely depends on how you use them. The dumb AI for me makes them useless since they would much rather hit a minion than a boss if its closer plus if the OP was going to pick AR which is a cone based set except for m30 grenade, then being in the centre of the mob wouldnt be in his favour anyway.
Seekers also tend to clump the spawn up pretty well, which is pretty much ideal for a cone based set. It works wonders for my firebreath (30 degree arc) and work just as well for the cones of Assault Rifle I'm sure.
Quote:Poison Trap is only useful for AV's, since regular mobs dont really have enough regen to worry about a debuff. Yes its useful for AV's as a debuffer, but taking a power for a single enemy per mission that you can kill without it with any half decent team, seems a bit of a waste to me but again, thats just my personal opinion.
Quote:All in all i think the arguement for poison trap is more valid than the seeker drones but everything depends on playstyle, if it works for you, go for it but all I am offering is personal opinion after playing the set several ways. However despite the post above, I really strongly advise against triage beacon for the reasons i mentioned earlier. Its one of those powers you think is useful on paper until you actually try using it and you discover to take advantage of it your limited to about 10 feet move space, which isnt good for any squishy.
If you start to subtract aspects of that mitigation your survivability will fall. I can certainly notice a difference between 9hp a sec and 27 hp a sec on my trapper. The difference is the latter is very stable feeling with all of my other layers of mitigation in effect.
Quote:The beauty of traps and devices is you have many ways to play the set which work well, where as other sets tend to only have one way to play them. Each to there own -
The way to use seekers is not to summon them near you, but rather target right into the spawn with them. I've had little issue hitting most of x8 spawns with them and absorbing the entire alpha is just swell.
Seekers imo is one of the best powers in the game, right up there with phantom army if you use them properly.
Poison trap, is roughly the same as an aoe controller hold (many of them are pbaoe, which is about the same as how PT works in use) for mezzing a spawn. Granted it only has half the duration, but it also applies -rech and is the single most powerful regen debuff in the game. It also recharges almost 3x as fast. Use seekers to absorb the alpha while you run in and drop PT and acid mortar = 100% safe alpha and entire mob mitigated for a brief while. Easily long enough for you to get a mine down, or lay waste to them with your aoes, or for your team to drop most of them.
Triage becon is decent. It is just another piece of the puzzle that makes up the vastly superior mitigation that traps can provide. It smooths out the few blows that do get through and in general just takes a bit of the pressure off during fights. If you are solo'ing x6+ it is very nice as you'll generally be in each spawn for a bit. It has less use in many teams, but is still worth throwing down when ambushes are coming, or fighting AV's and stuff like that.
The 4 absolute must have powers are FFG, Seekers, Acid, PT. If you learn to build yoru playstyle around them then "fast teams" are right up your alley. Triage, trops, webnade, and tripmine are all solid powers too and can vary from highly useful to worth taking. The only junker in traps is timebomb. -
Quote:You just moved the goalpost, first you were talking about how good a damage aura is toward damage output and now you are talking about complete single target chains or something, of which the strongest /shield is still ahead of the strongest /aura toon.Sure the db/elec was leveraging game mechanics, but so do the SD's that put up the crazy numbers.
That said, they are not leveraging game mechanics even remotely in the same way. The ability to make an aura shine in that fashion is available to two specific power sets (three if you include rage, but so far the discussion is isolated to scrappers). The ability to make AAO+Shield Charge shine is available to every single shield regardless of primary.
*It's probably worth mentioning that I really doubt the devs care if set A can do 20% more st dps under extreme build conditions than set B. But I am certain they care about set A wiping entire spawns in the time it takes set b to drop a couple targets. The reward rate of Set A is significantly higher.
If it so happens that Set A can both produce more st dps AND earn rewards at a significantly faster rate then there is reason to be concerned. -
Quote:Using RotP while alive would be amazing and is a suggestion that I've been on board with in the past.Now that is an interesting idea! 300 base Recharge, could get it down to 150 easily. 333 base Damage, could up that to about 666 (
). It would have 25 radius as opposed to Shield Charge's 20 and the magnitude 4 Stun and 8.31 Knockback as opposed to the 80% chance to Knock Down too.
I like this idea quite a bit.
It would need a moderate downward adjustment though as it currently does more base damage than a blaster nuke with a shorter recharge. It is currently kept in line by not being able to buff it via bu/fe and such.
In all honesty I'd say it should be around 200 base damage if you could use it while alive with the same 300 recharge. IMO blaster nukes should never feel outclassed by a scrapper power. What that says about SC being 200 base with a 90 rech is that I personally think it was a lot more reasonable of a power when it did brute damage and ideally that would have been the version scrappers kept and everyone else would have been adjusted down. That would also require some way of enabling brutes to use their higher damage buff caps on that specific pseudo pet though.
IMO of course and I am in no way the authority on this stuff, just a single perspective. -
Quote:Damage auras are impressive when they are constantly affecting enemies. They are extremely effective when they affect 10 enemies constantly as show in an earlier post.I'd just improve what it's got. I think people underestimate how much dmg auras help dmg output - go look at what a db/elec does in the pylon thread. After that, I'd improve its end recovery power to work more like power sink and make burn a much, much better power - like maybe a pbaoe fireblast effect with maybe kd and dot.
Another thing I'd do to boost competing sets would be to allow da and fa to use their 'rez' powers while alive - obviously the rez power wouldn't activate, but the pbaoe stun/fire dmg would.
Outside of some very rare scenarios that isn't the case though. I'd set them all to have a larger radius akin to blaster lightning field (20ft), so that the times it is good are more of a common occurrence.
FWIW, the db/elec leveraging the aura you speak of has blinding feint (double stacked), achilies -res and the pvp -res boosting its performance. Which results in roughly double the expected performance for an aura. -
I'm actually a bit serious. If the market is down for~72 hrs, or w/e it turns out to be and we don't send any letter bombs to Paragon Studios it gives us a stronger position to negotiate from in the future when Posi's Magical Market Manipulation fails. We can say "hey we didn't all abandon ship the last time the market was down for an extended period. So take the needed time to merge them offline and put them back up when ready".
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Quote:There are a lot of directions that burn could go. What I'd love to see myself though I don't think it is possible in this game is for it to be turned into a fire walk (if you ever played Diablo 2 it should be familiar). Basically a 10ft wide wake that would lay down behind you for like 5-8 seconds. That would be my dream version of burn as it just fits so well into a fire based set.What if the radius was increased, Max targets increased, fear removed, is that enough to get Burn in line with SC? Maybe a decrease in either animation time to Burn, or decrease recharge of FE to BU level?
I'd dust off some FA rooms for that.
I think it might be possible (though I'm purely guessing) with a zero cast time/zero root time pseudo pet drop. It would be spherical in nature (just like all patches are), but if it summoned fast enough it would leave a proper visual wake as you move through an area. However, if it is summoning little burn patches preventing it from being ridiculously overpowered in short order would be a challenge judging on how the Assault Bot burn patches overlap and do insane damage.
But assuming you could find a way to make its damage ok that would be my ideal fix to burn and it is still functionally very similar to how it is now, just better and more thematic (imo). So no demolishing of any cottages would occur. -
Quote:I'd complain about SC if they shrank the radius to 8ft and set the target cap to 5 and cut the damage by a quarter and made the cast time significantly longer and made the damage a long duration dot that cause mobs to flee.I am not arguing against a buff to fiery aura.
However, I do not find it very compelling that some people are attempting to turn a short recharge timer into a negative. When they changed the recharge from 10s to 25s, I do not believe anyone was saying, "Thank God I no longer have to spend so much time animating Burn!"
Or would you complain that you have to spend so much more time animating SC if it had a 25s base recharge?
Then I'd complain about it recharging faster.
Pretending burn had no fear it still has to work way harder than SC, which comes down to opportunity cost. If I spend 15% of my time casting burn that is 15% less time I can do other things. Comparatively the Shield can get similar damage with no opportunity cost because they only use up 3% of their time.
Shields is from a mitigation standpoint a mediocre set (pre IO's), while it is also the strongest st and aoe damage set. With IO's it moves near the top for mitigation and furthers the gap for st and aoe damage.
If Shields is working as intended then Fire needs a very sizable buff. The reality (imo) is that Shields needs to be trimmed a bit and fire needs to be boosted a fair amount. -
If they were smoking crack with BiB and Blaze, they must have been smoking the really good stuff to make Shield Charge and something scraped out of the garbage can to make shout.
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Quote:No foolin' with just the 3 rech SO's 15% of the FA's time would be spent just casting Burn. Compared to only 3.5% for SC.Another point in favor of a Burn buff is animation time/recharges. Burn animates a lot slower and recharges a lot faster than SC, in the above scenario you'd spend roughly 3-4 times as long using Burn as you would using SC - meaning the Shielder has more time to use other attacks and do more damage.
There's also a much bigger potential for wasted damage with Burn, as its full damage requires targets to stay in the patch for ten seconds. This can just as well translate into reduced mobility for the player - staying in patch so mobs stay there too, rather than repositioning for cones or getting everything in melee range.
(To be fair, SC also wastes damage sometimes due to sheer overkill, but while putting even rough numbers on it would be complicated I'm pretty sure even a fearless Burn would still waste more damage.)
With hasten and 70% global ontop of the slotting a whopping 23% of the FA's time spent on burn. And only 6% for the Shielder.
What that means is literally 15% of your time required to stand in one spot if you want the enemies to stay in it (assuming the fear was removed ). Whereas the shield has almost no restrictions because SC is so large and it goes to the enemy rather than requiring the enemy to come to it.
Buff FA plz -
you need a couple zeros behind the number you cited for farmers.
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If we show patience this time it will be easier for us to convince them that they can take it down for several days to do a merger...
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I hacked in and transferred your market items to my account just after it went down. Don't worry about it I'll email them back, just send me $1B inf first. Like right now, or they will be gone forever.
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OK burn first:
95% dam and rech = 106.7
95% dam+FE(125%)+ 95% rech+hasten = 227.3 (w/ avg uptime of FE ~153.3)
95%+FE+BU and 95%+hasten+70% global = 359.5 (w/ avg uptime of FE+BU ~213.3)
*Recall this requires using these powers everytime they are up, which means BU is going to be applicable about every third use and FE every sixth use, so you'd use the numbers in the (brackets) for a more realistic performance benchmark.
BU also doesn't quite last the entire duration of burn, but in generally the numbers for burn are all overstated by a small margin.
Blazing Aura - Same damage and recharge progressions with 10 targets hit
135
220.8 (w/ avg uptime of FE = 157.55)
290 (w/ avg uptime of FE+BU = 186.07)
So Burn+Blazing Aura avgeraged over time
106.7+135 = 241.7
153.3+157.55= 310.85
213.3+186.07= 369.37
Shield Charge (same recharge progression)
95% dam and rech = 130.9
95% dam+full AAO+hasten = 247.8
95% dam+AAO+bu+hasten+70% global = 419.75
Observations and notes
- Assumes saturated Blazing Aura 100% of the time, which is highly unlikely. A realistic adjustment might be cutting the numbers for blazing aura upwards of 50% in actual use.
- As expected SC will benefit more from +rech because much of the weight is being carried by blazing aura for fire.
-These numbers are not 100% accurate, but they are fairly decent
I dunno if that tells you what you want to know, but to me it is a pretty clear indication that removing fear from burn would in no way make the set overperform relative to shields current capabilities. In fact I'd go so far as to say a target cap increase on burn would still be warranted simply because SC provides so much mitigation, is frontloaded damage, and has a huge fricken area of effect. -
Sure but it will be making some fairly sizable assumptions about the scenario so I'll try to do up a couple different cases to paint a more complete picture. With the market being down right now I should throw up some numbers pretty soon.
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Quote:With regard to the magic pony: the cost/benefit analysis doesn't come into play. Hitting someone in pvp is the most important factor for a number of reasons. There is no benefit currently implemented or likely to be implemented that makes hitting someone less desirable relative to something else. Which is why what you said is a pipe dream and will never happen.That's not how the math of Elusivity works. Accuracy and Elusivity take effect separately, not additively:
Without any accuracy, net tohit with 43% Elusivity is:
(1 - 0.43) * 0.5 = 0.285
With 200% accuracy, meaning +100% accuracy, net tohit is:
(1 + 1) * (1 - 0.43) * 0.5 = 0.57
With regard to acc: When I say 200% accuracy I mean +200% accuracy not +100%. If I mean +100% then by proxy me also stating 0% accuracy would mean a power that can under no conditions ever hit.
To be more specific the range you are dealing with in pvp realistically goes from:
+60% acc (casual zoner) all the way up to ~+220% powers like KO blow on an IO'd toon)
The affect of acc is automatically cut in half by the 50% tohit chance vs PC's so you have an effective range of 160/2 = 80% accuracy variance that you will encounter in a pvp environment.
The variance is too large for elusivity to be balanced to not feel retardedly overpowered vs a casual and majorly underpowered vs an heavily built toon. Which once again is pretty much exactly what we saw when it was first implemented.
It needs a DR curve that cuts the variance in half which would mean putting a ceiling of about +140% acc (so 2.4 acc) before a single value of elusivity stops the extremes.
Once the extremes are eliminated you could pick a singular value for elusivity that would perform more reasonably.
ie 25% elusivity
So for the casual they'd hit a character with elusivity
1.6*.75*.5 = 60% of the time before def and tohit is factored in
The top end build
2.4*.75*.5 = 90% of the time before def and tohit is factored in
Vs Now with no acc DR
1.6*.9*.5 = 72%
3.2*.9*.5 = 144% (capped)
Vs i13 with no acc DR
1.6*.7*.5 = 56%
3.2*.7*.5 = 112% (capped)
*I shut my brain off earlier with regard to 150% elusivity, the number in my head was 50%, not sure why I threw a 1 in front of it. Sorry 'bout that. -
SC:
200.2 base damage
16 targets
90 sec rech, 1.716 Cast
=200.2/91.716
=2.1828*16
=34.925
Burn with fear removed:
166.83 base damage
5 targets
25 rech, 2.244 Cast
=166.83/27.244
=6.1235*5
=30.617
So even if burn had the fear removed from it SC would still be better than it. This of course says nothing of the huge radius and the value that brings, or the knockdown, or that it is all upfront damage vs dot.
It also doesn't include any benefits AAO brings relative to FE, of which AAO is significantly more valuable to the betterment of SC than FE is to the overall betterment of Burn.
*The original version of SC that brutes use is much better balanced against brute burn (same as scrapper version) if you pretend burn had no fear. -
What is happening is it copies your costume and makes a copy of your toon as AE would do.
This means if you are a melee toon your clone will have a ranged attack because melee sets had ranged attacks attacks added to them in AE to prevent exploitative behavior.
Because AE power selections aren't set up like ours the npc version of you may have powers you don't. In some cases they may have an entirely different powerset all together, such as traps being replaced by devices.
Just like custom bosses in AE these clones can do a LOT of damage and tend to be much harder than regular bosses.
For instance: I started the mission at +2 and a single version of my fire/traps turned fire/devices wiped the floor with me until I used a handful of inspirations. I turned it down for the final battle to +0 and solo'd the AV with no insp/temps. Fighting the +0 version of me again after than and I had to use a couple def insp. Basically AE bosses can (and often are) much more dangerous than Dev created AV's due to their incredible offensive power.
Pretty fun arc though, much more involved on multiple levels than other content. -
Quote:Ah so the poster listed "enhanced" average damage.It is lower than a level 50 minions hit points, so no, it is not higher than a regular nuke. Regular nukes do around 600 damage slotted with 3 SOs, IIRC.
I don't have dual pistols as I haven't purchased GR, so I can't check it myself.
I just know that avg damage on the traditional nukes is 305. So the unenhanced avg damage of Hail is about 192 now? -
Quote:Click based mez used to have advantages when you were overwhelmed as it would still work whereas things like integration would shut off and make the possibility of being perma mezzed by the mobs much more of a reality. Of course it is very rare for 10pts of mez protection to be broken in the pve game.I'm pretty sure that WP, Regen and Dark can all completely outshine shields if you're up against pure psionic enemies. Since most of shield is positional, and quite a few psionic attacks have no positional aspect and no crossover to an existing position (if there was a lethal attack with no position who'd care, you get some from your melee defense bonuses anyway).
and, all three have heals, which shield doesn't. So shield will get hit more, and can't recover from the hits either.
Or am I off-base on this?
Also, every set except for Sr and Shields can recover from death faster since when you go down you lose your status protection until it recharges but the rest can toggle up and go. At low level, your click-based status protection isn't even permanent, whereas all the other sets are. I loathe and despise click-based mez protection. I'd love to hire the russian mafia to go to paragon studios and find whoever came up with the idea and kick them in the jimmies until they can't talk.
The clicks don't seem to have much value anymore imo.
As for the psi def hole it is much less of an issue than no psy resistance is when comparing def vs res sets. Things like willdom, tkblast, and subdue are all typed ranged as well. The ones that lack positional def are the control powers like mass hypnosis, mesmerize and dominate. Of course you can certainly get dominate+mesmerized to death in some situations, but not nearly as easily as getting hit by every psy attack and having no res to it can lead to. -
If an entire issue was "Issue X removal of redraw" I'd be happy.
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Play fire/fire like a blaster, or scrapper, but lead with enough control to keep you upright.
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Is the avg damage accurate? It is higher than traditional blaster nukes isn't it?
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Quote:Well it is the "unique powers" that really make the set imo. I mean earth and fire control are actually pretty functionally similar, but they each have a few unique aspects that really differentiate the experience with them.Pretty close. I can't say which bits are wrong, but...pretty darn close! The tier 4 "unique power" is quickly becoming one of my favorite powers in the game.
It just so happens those are my two favorite control sets by a sizable margin so if elec has similar foundation powers to them and differentiates through the unique powers it could be a very good fit for me. I'd love to see another sets as aberrant as illusion though, playing it is unlike anything else in the game. But that could be satisfied by an unaltered port of illusions to doms (or nearly unaltered, one of the invisibility powers could be altered). -
DP is an acquired taste, but everyone likes having their DS'd