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Posts
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None of the powers in TW are bad really, but you don't need or necessarily want all of them in a single build.
IMX, having both Crushing Blow AND Defensive Sweep is unnecessary. Titan Sweep isn't bad, but you can do without it easily enough, considering how much other AoE you have already from both primary and secondary. Like any Brute primary, Taunt is optional but very helpful if you ever tank (and the TW taunt looks great).
Definitely don't skip Follow Through, Rend Armor, Whirling Smash, Arc of Destruction, or Build Momentum. -
Historically, even if they agreed with you, the devs have preferred to change whether the offending farm IS in the game, rather than balance around it. Even the ones that have survived are, nevertheless, only a small part of the game's content.
Quote:I think that your missing where I'm coming from though.
If the high (relative to other melee ATs) caps are a balance point then caps for all melee ATs need to be looked at and brought into line.
If caps are irrelevent then there is no reason for all melee AT caps not to be adjusted inline with Brutes - just because it's the current positon it doesn't make it right.
The various caps are certainly something to be considered, but they do not tell the whole story. A decent argument can be made that Brutes step on Tanker toes too much (although my preferred fix would be for Tankers less like Brutes, not more), but the caps are only a small part of that discussion. If the Tanker damage cap went up to 500% and the Brute resist cap went down to 85%, Brutes would still be stepping on Tanker toes, because they'd still do more damage than Tankers and still be plenty tough for almost any plausible task. -
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A single +4 MI is relatively manageable; a +4 MI plus a whole spawn of Carnies (which will generally include at least one other MI or DRM) is another matter.
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A zombie! Aaaaaaaah!
Oh, your subscription expired.
It is a hilarious use of the image, though. -
Tech Knight!
Oh, I guess there's some new pool powers, and Blaster changes, and story arcs or something? But let's focus on the important things, here. Tech Knight! -
Only if you consider farms to be a balancing point for some reason. There are vanishingly few real missions where a /FA or /Elec Brute won't face attacks against their non-capped resists. The only other sets that can reach 90% resist to *anything* without insps are Invuln (and only during Unstoppable) and Stone (and only against S/L, and Stone isn't winning many damage competitions).
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:E
Keep your hands off my Scrappers!
The thing I like about Scrappers is that they DON'T have a Fury bar. They don't worry about gathering aggro to maintain Fury, or setting up an assassin crit combo. They walk right up to the enemy and hit them in the face, no setup required, no other considerations to weigh. I don't dislike Fury - I've got plenty of Brutes - but I don't want it for my Scrappers either.
I get why Scrappers and Brutes can appear redundant, but as an avid melee player, I would absolutely not be happy if that "redundancy" was removed. -
/option_set (http://paragonwiki.com/wiki/Option_s...ash_Command%29) from that list should work, and conveniently the example on its own page is for toggling xp:
Turn XP off: /option_set NoXP 1
Turn XP on: /option_set NoXP 0
You'd need two separate macros/binds - one to turn it off, one to turn it on - unless you did some tricky stuff with bindfiles, I think. -
Quote:Oh, I'm sure it is, but Cleave doesn't appear to be the absolute ceiling of what they'll allow, is all.Interesting either way, though. I would call that evidence enough if it was not because very recently in a coffee talk Syanpse stated attacks hitting for too much was indeed a worry.
(Also, the StJ AS gives 2 combo points, which combined with the ATO1 proc easily allows Shin Breaker - AS - crit CU3. Add extra attacks for Assassin's Focus if desired.) -
Yep - on SOs, Tankers are definitely tougher than Brutes. Significantly so. It's with high-end builds where they become hard to tell apart - but that's still not really because Brutes are as tough as Tankers (the HP difference and the Tanker ATO proc are a significant gap, even if we don't count any other AT differnces). It's because Brutes with IOs, Incarnates, etc are so tough that the value of being tougher, even a lot tougher in a strictly numerical sense, stops meaning very much.
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It's nice for mag 3 effects, too. I haven't used it enough yet to say how well it stacks up to the other powers, but I like being able to hold/stun/confuse bosses in one shot with my Fortunata.
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Earlier post about area factor:
Quote:Areafactor is given by a super-ugly formula:
1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
This is frankly kinda hard to understand by looking at it, but it can be simplified (in the algebraic sense, it's still accurate) to:
1+radius*(11*arc+540)/30000
...which is nicer to look at, because you can more clearly see that the areafactor starts at 1, and increases for larger arcs and radii. For circular attacks, the arc is 360, and the formula further simplifies to:
1+radius*.15 -
Quote:The Gravitational Anchor proc on beta is 3.5 PPM, which will be 4.375 in i24. Since ST immobs tend to recharge quickly, and AoE immobs tend to recharge quickly AND have a huge area, this proc in particular will not see much improvement or become worse, for most uses.So random thought, how does the purple immob proc for chance to hold effect single target and aoe immobs now?
PPM procs in toggles get a chance to fire on each tick, with the toggle's tick frequency as their cycle time. Over time, you'd get the same number of procs as you would putting it in Build Up and using that as soon as it recharges. -
I tested with a Fortunata against a Fake Nemesis, and the +1 mag showed up pretty consistently on a Power Analyzer (but more on that in a moment), but the Control message overhead appeared only sporadically, frequently not showing even though the extra mag was clearly present in Combat Attributes and the Fake was clutching its head Held from a single Dominate.
However, the extra magnitude from Control seems to not proc if the target is already affected by a mez of that type. I was unable to get the +1 mag Hold if I already had a Dominate on the target, whether the target was actually held or not. Similar for immobilize from Subdue and Stun from Psychic Wail. -
Quote:Control Hybrid powers are not PPM, according to their own text descriptions and also City of Data. Doublehit is the only Hybrid power that uses PPM, as far as I'm aware.Pretty sure it follows the PPM formula:
PPM * ((Activate Period) / (60 * Area Factor))
In other words the chance to proc in a toggle is VERY low. (Same with the other hybrids)
I've got a character with Control Core Embodiment, lemme go test this and see if the message pops up and/or if I'm actually getting the bonus magnitude in Combat Attributes. -
More like "two-thirds as good as Scrappers" than "absolute garbage". 1.125 isn't THAT much larger than .75, after all. Also, the way Radial double-dips on recharge and on the area factor penalty tends to make it poor for fast attacks and large AoEs, so for certain tasks (especially farming), Core can be preferable even for a Brute.
Kangstor is right that doublehit is equally good for any AT, though. It doesn't care at all about AT modifiers, only the activation time, recharge time, arc, and radius of the power. -
It's easy enough to get the archetype you want using Converters; getting a specific piece for that archetype is harder.
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I'm thinking _Klaw_ is talking about the "Crash Protection" effect listed in Unrelenting's short description, which the speaker (who is that? I don't watch the coffee talks) says we should look at "very carefully" to for a clue about other changes they haven't discussed yet.
Which is, uh... that is very interesting, actually. -
I think it's reasonably likely that they'll be on the market; I won't be surprised if the reward token option isn't changed for a week or two afterward though.
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Quote:Rend Armor (6.424), Clobber (5.84), and Crushing Uppercut (6.36-7.155, depending on combo level) crit for more than that. Knockout Blow would be 7.12, basically a CL3 Crushing Uppercut. It's on the upper end, but not wildly out of line with existing crits.There still are issues with KoB and the way criticals have been managed so far, though. I think the strongest attack I have seen for scrappers is Cleave doing a wooping 5.52ds in a crit chance (and it's a small cone!)
I would say: settle in that number as the "Crit cap per blow" and from now on, any attack that goes over that simply does (5.52 - BaseDS) with (5.52 - BaseDS)/BaseDS chance to crit.
This would mean for KoB a 1.96 crit with a 55% chance to crit. -
You'd be looking at a proc chance of ~20%, depending on how much recharge is slotted in the power. Not worthwhile, IMO.
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The raised fist makes me guess it's a statue that players can compete for somehow, but that doesn't explain the aura on the hands, nor why it's in Galaxy City. Hm.
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Quote:Procs in "field" powers like Caltrops already only get one chance (each) per 10 seconds. PPM procs actually DON'T have this restriction, they get a chance to fire on every tick, but their proc chance is calculated using the tick frequency as the cycle time.Right now they can proc as often as the power ticks, after i24 they will only be able to proc every 10 seconds. I don't know what'd happen with two, they might get their own 10 second counters or share one.
So, you've got the now/i24 mechanics swapped. -
Quote:I'm aware that you really dislike Hybrid, but you should probably read the suggestion, since making them work "like Hybrid" in this case does nothing at all except let you choose to get the crash over with early, if desired (well, the power starting to recharge at the end of its duration rather than the beginning would be a change, but t9 crashes are usually too severe to use anywhere near as often as they recharge anyway). T9 powers already can't have 100% up-time, after all.No more hybrid like half-**** toggles thanks I prefer current crashing ones to that fail of a power that sits in the *****.
I've long thought something like this would be a nice improvement. Arcanaville had an interesting idea in another thread about t9 powers providing increasing benefits (including offensive benefits) as they approached the end of their duration, so that the power would be more likely to let you end any fights you started as the crash got closer.