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	Quote:Has anyone actually tested to verify that formula? From some of the fraps work I've done and then loaded into video editing software it appears to be a rough approximation of cast time rather than accurate, but admittedly the video software I'm using could be the weak link, but it does move in 0.01 second increments. Or even fraps.Nothing to forgive. In a nutshell, Arcanaville figured out that the cast times we see on power info aren't quite accurate due to the way things happen on the server.
To get the "real" cast time of a power you plug it into the following equation:
=(ROUNDUP(CAST/0.132)+1)*0.132
So if you look at, say, claws slash, the given cast time is 1.33
(1.33/.132)+1 = 11.0757575
Round that up and it becomes 12
12*.132 = 1.584
So Claws Slash "real" cast time is 1.584 seconds rather than the set 1.33 seconds.
By adjusting our attack chain times we see that the damage per second values we get when doing things like soloing pylons are closer to what we figure out on paper.
I think there is no arguing that cast times are actually longer than stated by the game so I guess it is as good or better than anything to go by. At worst it removes a large percentage of paper inaccuracy, at best it is great. meh carry on. - 
	Oops looks like I jumped the gun.
Yes - Seismic and Fissure are now boosted by domination as indicated by the patch notes
Howerver - contrary to EVERY other power affected by domination it does not double the mag, but rather just adds mag 1. So domination Seismic is mag 5. Domination Fissure is 33% mag 2 plus 33% mag 1.
Seismic is w/e the power is just amazing without dom so nbd, but fissure is so bad compared to the troller version it really makes me sad. So bad. So sad.
Thanks for the bone, just turns out it is a old chicken bone that is now stuck in my throat rather than a tasty steak bone. - 
	Will powerboost, or powerbuildup for defs, boost FF gen? ie click pb then cast FF gen and have it give a higher value for the life of the FF gen? (like when you click pb and then cast a st FF shield).
I suppose I'll try it out soon enough as I just hit 37 on my fire/tarps corr. But if I can get ~23% def out of my FF gen rather than the normal 15% it will change a lot of my plans. Namely dropping fighting pool and sticking the 3% def in a res based epic instead of tough.
It would make an even larger difference on the traps/ice I was thinking of too. - 
	I'm pretty much able to one shot control an entire boss mob with seeds+contagious confusion so the majority of vanilla pve content (ie minions/luts) is just mind-numbingly easy that if I'm fighting anything less than agro cap or beyond at one time I get bored very quickly.
So in that regard I do have some of my st powers (strangler, Seismic) slotted with some damage in the event that I'm just facing a tough single enemy. But (and I'm not kidding at all) I can kill 16 bosses as fast as I can kill one because plant has really low st damage and very good aoe - 
	IIRC it boost the run speed and the mez resistance. However, AM already puts you at the pve mez resistance cap so the run speed is all you'd ever notice there.
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	I wouldn't mind telsa getting the cosmic burst treatment.
And yes a chaince of chain lightning on VS (and Lightning storm too) would be a very nice addition to those powers since Castle bent them over and defiled them a couple issues ago - 
	On my plant/kin roots contributes about as much as fissure, maybe a bit more can't recall the herostats analysis. No idea what creepers puts out, but it seems pretty good.
But I wouldn't really slot much of anything for damage on a kin unless you have issues handling large spawns so you don't have full fulcrums. But if you have issues like that then playing a plant/kin probably is not the right thing. - 
	[QUOTE=Jade_Dragon;2210085]True. I suspect it was left out to give Earth this "slower" feel, though. That, and to keep with a common theme with the mallet attacks. [quote]
Not too familiar with seismic smash? If by slower you mean standing around doing nothing then slower was achieved
As for the rest of what you said I'll just disagree. Earth was touted as a melee centric "tank-ish" assault set. Range be damned. Unfortunately it kinda puts out lousy melee numbers too.
Earth is pretty fun though, it looks really pretty and with lots of screen shake it feels very powerful. I just wish it was powerful as I was banking so much on earth assault being good.
*how is it different than old elec assault that was actually good with such long recharge on melee attacks? Simple. Elec's ranged attacks aren't the worst in the game and bu > pb for the purpose of a "burst/slow" set.
If I end up rolling earth it will probably be mind or grav for lev/lift to fill in the melee chain gaps with a decent power and just remove stone spear from my tray and never take hurl.
Edit: on a brighter note domination now boosts seismic smash and fissure, so that is pretty good. Makes me wonder about the original changes to total focus though because iirc dom version was the first to drop down to mag 3 due to concerns of a mag 8 w/ domination one shot mezzing EB's or something like that. - 
	Quote:This. Plus there are times you don't need to spam control ie in a team with buffs/debuffs or just against most minions where seismic smash, the knocks of the mallets, fissure, or w/e provides enough mitigation and you just want to beat things down with maximum efficiency.There are enemies we can't mez. Those enemies we have to beat down as fast as possible. Gaps in our attack chains make that more difficult.
I think that's the simplest reason why we want to be able to create seamless attack chains.
Most of my time playing doms even if control is needed it is a single aoe control and then you just go into attack mode. Rarely do I have to sit there supplementing st controls into my chains to the point where it would excuse massive gaps. - 
	Quote:a 4 second recharge Stone Fist would make a tremendous difference just as it does for stone melee. I mean it is one of the fastest casting powers in the game after all.The only difference between that and a Brute is Stone Fists.
I've been saying all along Stone Assault would likely have such long recharge times that you would not be able to utilize it with your usual high recharge slotting strategy. You're not surprising me at all by pointing it out now.
And of course, if you're replacing Incinerate with Flares, we know that's a bad idea.
 I didn't say it was a good idea, just possible. More possible, perhaps, than skipping the ranged attacks in Stone. (You don't even have a choice with Stone Spears, you have to take it even if you don't use it)
"I've been saying all along Stone Assault would likely have such long recharge times that you would not be able to utilize it with your usual high recharge slotting strategy."
This doesn't make sense. It looks like the ONLY way to play earth assault is with very high recharge. Like 250% recharge (hasten+ 80% slotting+ 100% IO global) so you can get those 8, 12, 20 attacks down to 2.3, 3.4, and 5.7 and so you can spam fissure of course.
Even with one of the most extreme builds possible you'll still be stuck drastically lowering your dps with stone spears or hurl and will probably be better of filling gaps with boxing...
 sad as that is.
Yes high recharge burns more end, but for a dom perma dom is considerably more end efficienct than high recharge, but non-perma and of course having a ppp end management tool up more often.
IMO the only way to salvage earth assault at this point is to replace stone spear(s) with stone Fist. It would go from very meh (but awesome looking) to pretty awesome all around. Even greatly reducing the cast time on stone spear wouldn't do it, not with the limitations on that particular power.
Just like how NRG needs a fourth ranged attack to support such long base recharges earth assault needs a fourth melee attack to support the long recharges of the mallets+seismic. I'm honestly a bit surprised that something this far off the mark would be turned out this far down the road and after soooooo many swings at making doms good. Ya ya, we all love the devs, but making a decent assault set isn't rocket science and very similar mistakes are being made with earth as were made with psy except earth isn't redeemed by a miracle power.
I realize no dom has a melee attack as a teir 1. No dom assault set has a damage aura or a TAoE, or a mag 4 hold, so meh just replace spear(s) with Fist please... I really want to like earth assault. - 
	Quote:You mean the comment I made when the power order was announced about having to pl it up to 29 before the set is playable was accurate?That's correct. Defs can probably outdamage most Doms at range Regardless of buffs and debuffs. In other words: even an Empath can outdamage Doms at range.
EDIT: Which, let me clarify, is I think basically fine. I don't really have a problem with that. My issue is that Earth Assault appears to be basically no Fun to play until 28 (this is based on my testing and analysis, not analysis alone). That used to be the case with Psi Assault and it got changed quite a bit.
Go figure
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	Quote:1. If you have the money you can make a build that can easily cycle flashfire, cinders, empulse for total lockdown every spawn no matter how fast the team is. The -recov can be mitigated with a good build that nets end during normal times and the perf proc.I've recently made a return to my old fire/rad/psi and have found that I am immensely enjoying the experience now. I am mostly a solo'er, but I tend to find the spawn sizes boring and small without some kind of team. So you can see why I am eagerly looking forward to the new difficulty slider in I16. In preparation though I am trying to get my lil troller prepared for the slaughter that he is going to inflict. So, here are my questions for you all:
1) How useful is EM Pulse for soloing? I imagine having an extra AoE hold + foe end drain + decreased regen is extremely handy, but the -recovery to myself makes me cringe at the thought.
2) What powers would you call key for this set? The toggle debuffs, LI, hotfeet, choking cloud, and fire imps kind of go without saying, but is there anything else that will make or break my solo experience?
3) What kind of bonuses should I be aiming for during IO slotting? -KB is a given. Ranged Def? +Reharge? +Recovery?
4) How much -KB should I be looking into getting? is 1 IO adequate for the majority of soloing, or should I bump it to 2? He is a flyer (concept reasons) so I don't have the luxury of acrobatics to help in the -KB.
Thanks in advance for all your help!
I'd say it coudl be a handy power if you like your imps as it is probably they will die a lot when you crank up the slider for more and more mobs. If you don't really care about your imps you probably don't need em pulse for your survivability.
2. Fire: Firecages with grav anchor proc, hotfeet, flashfire, imps. Char is nice to have for harder targets.
Rad: heal, AM, RI, EF, LR
3. Enough recharge for perma AM+perma hasten. 30%+ranged def (or if on a budget a s/l build can work well too) but ime you will always be immobing things so they are just out of melee range to attack you even when standing in the middle of them all, so ranged def is really good. (or so I've found on my fire/strom troller). You mention being a flyer so I'm guessing you just hover in the middle and above them all, so ranged is still the way to go.
Of course you will want perf proc, numina, miracle, but beyond that perma AM should take care of your recovery.
4. 1kb IO is good for about 98% of encounters. If you want to venture out and start soloing pylons, or other AV's you'll have to adjust accordingly. - 
	Hot feet is actually really nice. The avoidance+slow provides a lot of mitigation.
To reference an earlier example: rather than the freak tank (assuming anyone fights freaks in i16) coming up to you and 2 shotting you in melee it will generally start to try and avoid hotfeet and just occasionally turn and use its ranged attack. Pretty handy.
The damage is ok on the power. Pretty solid with aim/bu and defiance running.
Blazing aura is the problem though. Your blaster wants things close, but not THAT close. /elec manip seems to realize this and made lightning field a way bigger aoe than the normal damage auras. If blazing aura was as big as hotfeet they'd work very well together providing strong mitigation and strong damage to enemies that aren't all that close (moderate range). But it doesn't work that way unfortunately.
Burn: no idea what it is useful for on a blaster other than the avoidance, but you already have that in a much larger aoe in hotfeet.
FSC = great, big aoe damage and fast enough where you can use it and then back off. Combustion = too slow. - 
	Quote:Unfortunately concept fails to meet reality in both of these cases. You need at least 100% recharge in flares to eliminate the necessity of incinerate, not that tough, but I doubt 9 out of 10 Dentists agreeFire and Earth being exceptions, of course.
 Not that either is exclusively ranged or melee, but they're both balanced so that you can skip Incinerate or the Earth ranged attacks 90% of the time, if you want. Or so it seems is the concept anyway.
For earth feel free to indicate how much recharge is needed to string attacks with the following recharge together:
8, 12, 20
The answer is more than 0.009% of the players can afford to achieve. - 
	Blaster Neutrino has base 62.6 damage.
Meaning:
1 acc/dam HO = 83.4
2 acc/dam HO = 104.2
95% dam slotting = 122
Each dam proc (aside from Purple) adds 14.4 damage per application over time. Purple adds 35 damage per application.
If you have extreme global rech and high global acc the best slotting would probably be 1 acc/dam HO, 1 dam purple, 4 procs.
However, the great thing about the corr/def version is that you don't need to slot recharge and can just use global bonuses to rapid fire the attack. To get the blaster version down to a reasonably fast rech time like ~1 second you are going to need far more recharge than just hasten and IO bonuses can provide.
An extreme IO build with 100% global rech and hasten would have about a 1.5 sec rech on Neutrino, which is what the corr/def version starts off with.
Outside of some team situations you will probably want at least 85% dam slotting and 60%+ rech slotting, which certainly doesn't leave room for 4 procs. - 
	I think the crowning jewel that shows how inconsistent pseudo pets are:
Lightning Rod.
Scrapper 200 dam
Tank 141 dam
Brute 133 dam
Stalker 133 dam.
Oops forgot to make stalkers a new one
 All well they're just stalkers right... But the best example to show how consistently corner cutting they can be with pseudo pets is tarpatch. It is the same for everyone that gets it and you better believe that makes my dark/rad def unhappy, but for that toon I say everyone can keep what they have  want a new and better one 
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	It looks like a good power, but not good enough for me to take it over fireblast+fireball.
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	If the other AT's get the dominator treatment added to their snipes they might be somewhat more useful, but even then defs and corrs have far better powers to open a fight with, which is the same issue doms have.
Set mules - 
	The devs have historically done a piss poor job differentiating the pseudo pets when handing them around various AT's. Considering some of them are done properly there is really only one explanation and it rhymes with craziness, but is actually laziness.
For anyone wondering I can assure you that if someone was doing their job Defender, Corruptor, AND MM tarpatch would NOT be the same debuff value.
It is very nice to see that L Rod has been adjusted in the port to heroes... poor stalkers must have been "overlooked". - 
	Quote:Ya, with a lot of IO's into global recharge and hasten active you can get Neutrino firing really quickly still.My Rad/EM Is a monster on test, even with the 4/8. I plan on slotting him for recharge either way, and I could probably get the recharge down to about 1.5 or less sec on Neutrino Bolt and fill it with procs.

However, it was the prospect of not needing a heap of IO's and/or other recharge that made rad so appealing when combined with all the procs you can stick into neutrino.
Neutrino does enough damage now and recharges slow enough that you benefit from fully enhancing the damage and greatly improving the recharge through slots. This means only extreme builds have the opportunity to jam it full of procs while still maximizing the power.
It's fine I guess. Just not what some of us were expecting or at least hoping for. - 
	Quote:It's not the best aoe attack that's for sure. Comparable to spine burst really as in very slow, moderate damage. Except it is a smaller aoe, but in exchange gets a lot of mitigation and solid st damage.Yay! Finnaly! It's getting to be pretty hard to get answers around here lately. Though I should've probably asked over the Brute forums.
I asked a friend to test it for me and yeah, Thunder Strike doesn't really seem to be all that IMO. Matrix bullet time slow attack for a decent ST attack (my friend did around 300 damage, I am not sure if he was hitting a even level or popped BU first or what) with half damage AoE. 150 is okay-ish for an AoE, I guess, and it does have 50% chance of stun... and 80% chance of KD... but for 3.3 seconds? Yikes.
For instance looking at the aoe:
TS 60 dam
Spine burst 71 dam (with avg dot)
Spin 99 dam
Whirling sword 81
Dragon tail 74
It also has the longest cast time of the bunch and the longest recharge.
Don't discount elec entirely based on TS being mediocre though. Jacob's ladder is a nice cone and Lightning rod is an amazing attack and even better they actually gave scrappers a new version of the pseudo pet that deals the damage so they aren't stuck using the same low damage version as everyone else.
*Well I shouldn't say everyone. Stalkers are still using the low damage brute version... but tanks and scraps get their own. - 
	No I'm sure he does, Jibikao is a knowledgeable poster. He also understands that pseudo pets are often not correctly reworked to adhere to AT modifiers meaning they often completely ignore "How AT's work". Do you require examples?
(AFAIK) I'll give two conditional statements:
a/ IF defender traps has the correct values then MM traps is overperforming
b/ IF MM traps has the correct values then Corr and Def traps need to be increased a bit more.
Which scenario one would prefer is up to the person. I'm guessing A/ is what would eventually be changed as it is easiest. I'm also guessing nothing will be changed. - 
	Quote:I tried it with a lvl 1 fire/earth and ring of fire prevented stone spear(s) from doing knock. Strangler would need to prevent knock for it to prevent knock hehe.Well i tried a plant/EA and plant hold strangler didn't prevent stone spears from performing KD.....maybe it's that way for all of EA.....lets some one with a higher toon test it out, you may be screaming doom fer no reason.
Now that they have switched out of repeating the footstomp animation in the same set they need to drastically reduce the cast time on the ground punch for Dominator stone spear(s). For the dominator specific version Bab's should remove the stupid slow rise to the peak of the punch and overall make it hit faster. Bring it down to 1-1.3 seconds.
Hurl boulder has the same issue impale has always had in that the animaion is so bloody long for the damage it does. Except hurl is a bit longer and does less damage
I want to like earth assault, but I know that I have always preferred to have a bit of ranged ability and earth assault is so bad from range I'm just not sure I can do it... I might just have to continue filling my seismic smash/fissure need with my /stone app troller. I hit harder with it on her anyway thanks to kin haha. - 
	You're right! it might even be worse

propel = 3.7 cast, 28.02 DPA
Stone spears*= 2.244 cast, 23.54 DPA
*really wish they'd take the "S" off as it isn't plural
Wavicle is correct afaik when he says Stone spears is the worst st attack Doms get in terms of DPA. In fact it is matched by only one other power iirc - Fossilize. But that is a long duration hold with huge -def and not really an "attack".
Admittedly I'd say propel is still worse in actual use because it locks you out of using anything else for so much longer.
IMO if they want to keep calling it Stone SpearS it should have a little 5ft aoe on it.
Anyway, as predicted earth is a horrid ranged set. I wasn't expecting it to be as bad as it is, but was still preparing for something awful and boy did they deliver. However, it has some of the highest DPA attacks possible in the st melee ones so I think that just about makes up for it. - 
	I believe the OP's point was that because traps is almost entirely comprised of psuedopets there was a chance that the defender version was going to be identical to the corruptor version because sometimes someone at PS takes the day off rather than making psuedopets specific to each AT.
It isn't identical which is great, but aside from the end penalty attached to MM's the corr version IS identical to the MM version and as far as I know MMs are actually supposed to be weaker than corrs when it comes to debuffing.
I believe his point is that if you take the MM version of traps as the base line than the corr version should pretty much be the current defender version and the defender version should be even stronger. Or if we say def and corr are good to go then the MM version is currently too strong.
I personally enjoyed my fire/traps corr, it was a nice change of pace and if I ever finish the build it should be pretty impressive, but ya corr traps isn't that good. 
			