PleaseRecycle

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  1. I find it hard to believe that anyone actually cares about this change in light of that thread about badges the other week. I don't recall a single person arguing that individual badges were truly meaningful to them as anything but an indicator of some specific bit of progress. What is believable is that people are opposed to any change at all, but after some reflection they may find that this doesn't mean much for either their gameplay or their roleplay experiences.
  2. Quote:
    Originally Posted by Zortel View Post
    Sign me up for keeing the badges of the arcs we did and introducing the Penny badge for doing her TF (and making either viable for the TFC accolade) and Statesman's Pal for Hero's Hero/Positron's Pal for Hero's Epic.
    I agree that they should add totally new badge tracking tech to solve this grievous conundrum.
  3. Quote:
    Originally Posted by Combat View Post
    Secondly, I was trying to find the simplest possible way to show a set's potential. Recharge and endurance are practical concerns that are very important to gameplay, but it takes much more to make up for a lack of damage than to overcome high recharge rates or endurance costs. A spines/sr scrapper simply doesn't possess the basic tools to out damage a war mace/shield scrapper.
    Does your in-game experience back that up? Mine doesn't. I often see SS/FAs wonder aloud why they're dying on a Tin Mage or what have you after their endurance bar took a long walk off a short pier. Even more true of TW characters in general. For how easy the forums think endurance management is, a lot of people seem to have trouble with it! I don't always build for sustainable endurance in all situations myself because that can be a build-compromising challenge in some cases.

    Your criterion is too simplistic. Don't you find it odd that the people who make the game have such a radically different weighting of the value of damage set features?
  4. I would totes comment here but you only posted mids chunks, not the actual plaintext build blocks. The only reason I mention this is to muse as to whether anyone else at all still does things the old fashioned way. Come on! Where's the rigor?
  5. Quote:
    Originally Posted by Zombie Man View Post
    They see me phasin', they hatin', controllin' and try'na catch me holdin' AVs
    Improved. You're dating yourself, ZM.
  6. Ha, as of today Hybrid's mode of operation has changed. No more large endurance cost, no longer permanent. No real impact on my staff stance, either. Where I'd have run assault other toggles will fit, and I still say any damage increase would have an impact elsewhere in the set. A little disappointing, but then again assault was looking kind of unbalanced itself.
  7. That's kind of what I like about it. The reason I don't want to see the damage adjusted upward is that I don't believe the powers guys would agree that staff should keep everything it has right now and also get more damage. Frankly, form of the soul is a little bit too good and I suspect it is the first thing that would be "looked at."
  8. Well all I can say is that I hope those other meleers don't want to use rebirth or barrier. If they choose to do so they're going to have some hard choices to make about the feasibility of continuing to run either assault or tough and weave, possibly more. Ageless does a lot of heavy lifting. If you can agree with me on that point, and we can also agree that staff doesn't need ageless, then we've just agreed that there's something good about staff beyond the damage numbers alone.
  9. Of course, and what I'm saying is that staff's tradeoff is different. It's much easier to justify taking those offensive tools since it already covers the gaps that we're so used to covering in other ways. Musculature is basically bundled free with staff fighting as far as I'm concerned, and soon the same will be true of assault. At this point you'd have to tell me with a straight face that getting almost 300 DPS isn't anything special in and of itself because it isn't just that staff can get there, it's that it can do it while still keeping all of this other stuff.

    I don't care about pylon times in a vacuum and if you look at staff in that light you may well be disappointed, what I care about is that it can do very good damage in single target as well as aoe with amazing endurance management and a gaggle of other little tricks for those blue moon situations. You don't get to say musculature and assault don't count for staff unless I get to say that ageless and cardiac don't count for other sets. The truth is they do count and reaching your ideal build is all about balancing the myriad factors available. Staff does this in a novel way, that doesn't mean it doesn't do it.

    You did hit upon my conceit in this thread: yes, the forms besides soul are essentially worthless in my opinion. They might be good for a laugh and the +tohit bonus in particular has some real applications, but for my money it's soul all the way. I don't count that against staff's diversity because that's my perspective alone.
  10. I can't agree that mace is really competitive with staff for aoe given the fact that its only power that ticks as many boxes as all of staff's powers is crowd control. Having recently played and purpled out an elec stalker, I also dispute that its aoe is all that. It's a great set but it is mediocre at aoe, particularly given the fact that lightning rod has the pseudopet damage cap and cannot critical. SS is better at aoe if you count the fact that rage's buff turns patron aoes into real killers. That it does, fair point. TW is better at aoe because TW is broken and should be severely nerfed. Spines is an odd set to bring up since you already used it as an example of a set with much worse single target, which it is. Claws is great at aoe, I won't deny that. Fire melee is in my view one of the absolute worst aoe sets along with energy melee: breath of fire is not just slow, it also requires you to do the bunnyhop shuffle to get anywhere close to its target cap. FSC is bog standard. So, in my view there are three sets that are arguably better than staff for aoe. I can live with that.
    Quote:
    Originally Posted by Combat View Post
    Every set has a baked in method of running Assault. It's called Ageless, IOs, physical perfection, superior conditioning, and teammates. And even if Staff magically got 75% bonus damage and no other set did, it would STILL beat the top DPS sets. A scrapper running PS-SR-PS-SS with 100% enhancement and 100% bonus damage would deal a total of 25.29 DS in 7.128 seconds, or about 244 DPS. And yes, that is counting the bonus damage of Sky Splitter and criticals. In order to get up to "good" levels of DPS, you have to add in reactive, musculature (275ish), plus about 50 DPS worth of procs, or 7 purple procs and 7 regular.

    My point is that even spotted 75% extra +damage, Staff isn't going to wow because it lacks the tools. And other sets will find ways to run Assault.
    None of those things are baked in. All of them require one compromise or another, the most significant being ageless and body mastery. If you take body mastery you're not taking blaze mastery. If you take ageless you're not taking rebirth. SS/FA is not running Assault without cardiac, ageless, or a very endurance-focused body mastery build. Staff/anything for non-stalkers can easily run as many toggles as you care for and you're free to take musculature, rebirth, and the APP of your choice. That's huge and it bears repeating, so get used to me repeating it.
  11. Combat, why is it that you have yet again elected to ignore the level three perfection bonus for eye of the storm? Is it because you feel that it's an impossible goal for a staff fighter to achieve three stacks of it, or is it because you're still pretending the forms don't exist?

    Staff is also the only melee set for any AT with a baked-in method of guaranteeing one's ability to run Assault Hybrid. If you think a permanent 75% damage buff for scrappers is insignificant I can see how that wouldn't sway you.
  12. Quote:
    Originally Posted by DreadShinobi View Post
    I'm not and I have, as well as others, been providing "proof" of why it needs change. You just choose to ignore it.
    Is that why you've fled from the staff threads in the AT forums under fire from all sides?
  13. Quote:
    Originally Posted by Combat View Post
    Even if we treat Shatter as a single target attack, Whirling Mace is fairly comparable to Eye of the Storm (aka Whirling Staff) and Crowd Control is clearly better than GS or IS. And you don't need 3 weak AoEs in the end game, just one really good one. See: old-Psy Shockwave, Footstomp, Whirling Smash (yes, TW has other good AoEs, but they'd still be good with just WS), etc.
    You're ignoring the fact that eye can do ~15% bonus damage every time it is fired as a part of staff's best aoe chain, you're ignoring the -res, you're ignoring the +def, and you're ignoring the bonus range. You also wrote off the forms as useless in high end content, presumably you haven't been keeping up on issue 23. You're also apparently ignoring the fact that axe's aoe is far worse than mace's.
    Quote:
    So please, don't call me uneducated or worse. I know what I'm talking about. Staff fighting hits a peak early, but the AoEs simply do not deal enough damage to compensate for long animation times. So when I say that it is about equal to War Mace or Battle Axe, it isn't because "it feels like it should be there." It's because they seem similar, looking at the numbers. And War Mace definitely has better single target. See: Clobber.
    I don't think you are ignorant, that was merely a set-up to assert that you're angling for undue buffs. Like I said to Shinobi, I'd love to see you try to mathematically demonstrate that change is appropriate, let alone necessary.
  14. Quote:
    Originally Posted by DreadShinobi View Post
    If you don't care about making progressive changes then why bother continually making an oppositional appearance in these threads?
    Who said I don't care? I'd have thought it should be clear by now that I do. Staff is balanced now, self evidently so. You're asking for it to be changed to be unbalanced. Prove that it's necessary.
  15. Well of course, but I suspect most people who have issues with staff's damage are big on incarnate activities. I know DreadShinobi is. I'm just saying that with Hybrid it becomes impossible to argue that the forms have no value because soul will easily pay for Assault which will give staff fantastic damage that many other sets won't be able to take advantage of due to endurance problems.
  16. Sure doesn't. The only ice power that has that option is Hide. Your only recourse is dark colored ice which may or may not be minimal enough for your tastes. I just realized you may mean the graphics option rather than the power customization option, but same answer. It isn't a particle effect so it won't be disabled.
  17. I'm pretty sure Zwill asked people not to talk about those things.

    Regarding staff's performance, I don't need to prove anything. I'm not the one asking for changes. It's great how it is and in this game as in life it is up to those who wanted to alter the status quo to justify their position. Who else besides you has done any numerical argument for staff buffs? Combat suggests new numbers he feels would be better yet makes no effort to explain why change is necessary or desirable in the first place. You can't just say "Hmmm, this single target seems kind of low to me plus I didn't like my pylon time. Obviously the set needs to be overhauled." Not only do you guys continually ignore staff's aoe potential in thread after thread, you dismiss offhand every other thing about it.

    By the way, as I've said elsewhere, once Hybrid is out the real value of staff will be incredibly obvious. I don't think that point has escaped you, but it certainly doesn't help your case.
  18. Yeah but what if you call your courier just before going in on an AV and it gets ganked? Your team will be furious with you for feeding.
  19. Even ignoring everything else that could be corrected about your stance, Shubbie, once the Hybrid slot is out the value of Form of the Soul will be blindingly obvious even to SF's most vitriolic haters. I guess we shouldn't let that stop us in the mean time, eh?
  20. Actually one difference that I personally find very significant is that unlike previous combo sets, staff's finishers are also builders depending on context. In practical terms this means that if you use a finisher with less than three perfection, you'll get to keep on trucking for a while with the level three buffs so the combo points aren't wasted as they are with previous sets. You also have the option of simply not using finishers if you want to maintain level three perfection buffs intentionally. Just in terms of the combo sets, staff is as far as anything has been from dual blades' restrictive system. You have a huge amount of leeway to use the system as you choose to (if you're not playing a stalker).
  21. That you think Staff's aoe could be called comparable to axe and mace, let alone worse, leads me to believe that you either don't know what you're talking about or are intentionally obfuscating in this silly crusade for buffs. Fortunately, the devs can probably tell that the anti-staff echo chamber is primarily composed of about six people.
  22. I've barely had a chance to play with the set given the simultaneous release of a certain other game. Shazbot! Shazbot! No. I am the greatest! Shazbot!

    Ahem. From what I have played, it seems like a blast. The animations are something else, the forms give you something to think about at a point when most sets' main decision is whether to fire tier 1 -> tier 2 -> cone or tier 1 -> cone -> tier 2, and the relative endurance lightness of it even without the forms is a relief early on. My one complaint about staff is that if you use the new battle fury aura with it, whenever your left hand lets go of the staff a little bit of your battle fury remains stuck to it. One might say that this simply demonstrates the extent to which your staff means business, but I find it alarming that it implies that one of your bones is in the staff.
  23. Quote:
    Originally Posted by KillerShrike View Post
    We don't think Staff Scrapper seems very compelling; given the DoT nature of the AoEs and middle of the road ST damage we didn't think the crit factor would be very exciting. The serious number crunchers could convince us otherwise, but that's what it looked like to us.
    Think of it this way: fury buffs the DoT effects over their full duration. Criticals front-load the damage. If you dislike DoT then clearly staff isn't for you on any AT, but if you're okay with it but would prefer your damage up front then scrappers and stalkers are better than brutes and tankers.
  24. Quote:
    Originally Posted by Granite Agent View Post
    My experience at 50, not alpha'd yet, running 54x08 malta as well as the Cimmy wall is that the AOE is not all that and a bag of chips on a stalker.

    It's nice, but the DOT nature of the AOEs has a lot of mobs running away (no inherent taunt, and the DOT nature gives them time to run) ... also (need to see mids to confirm) the damage of GS and EotS seems lower than comparable AOEs in other sets ... but this last could be observer error. Wish MIDS was out. A cursory look at City of Data for Brutes and Stalks seems to confirm this though.

    I really think Sky Splitter should be a narrow cone like Shatter than can hit a few targets. EotS damage feels like it should be higher given the DOT nature and extremely long everybody-was-breakdance-fighting animation.

    Several sets probably have better AOE including War Mace, Super Strength, StJ (*maybe), TW, and DB.

    Shrug.
    After all of the "Hah! Why play staff on anything but stalkers?" all I can say is that I repeatedly told you so. Not just you of course, but methinks this is not the last we've heard of this.
  25. Quote:
    Originally Posted by Arcanaville View Post
    Because then Scrappers will have the only damage modifier not divisible by 0.05?
    I won't feel that scrappers are truly balanced until their damage modifier is irrational. One half of Euler's number would suffice. Finally they'd do damage as transcendental as their adherents have always known they deserved.