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Posts
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I would trash in way more end-reds in your attacks, running 4 toggles (granite, rooted, muds, FA) outside Conserve makes the heavy end-using attacks hit hard.
Hurl imho is way too long casting, for ranged the epic set works better. i would replace it with that aoe stun power, with FA and 2 acc it hits pretty good. -
Am i the only one having the annoying thing that each defiance buff is shown as a power that i do? I'm AR, if i do a snipe, i see the snipe shot in my buff icons, FA, same.
Added i have that +100% recharge proc (wich shows that hand) with a annoying darkarmor rez-icon often poping up.
Then AR also have the bug that slug always shows the effect icon on yourself, giving me the most moving buff bar i've seen thus far.
I join the group 'fury bar', would make it alot better to see your performance. (outside defender, believe every AT has a direct looking effect of their powers - even the chance to). -
but that would the relative damage buff, but its funny people keep saying 12,5% base dmg buff is so little while it scale up massive with more enhance/bonus you have
Tier1/2 mez-shoot-through is actualy really nice, as long u dont have high dmg mobs its really nice to use. -
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I had my burst from 20dmg eventualy up to 39dmg on a rikti boss while mezzed, i'm happy
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did you kill him?
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eventualy yes, they do pretty pants damage at range. Its when they grab that blade i serious start running... or trying to.
Btw, the base is increase, thus the enhance comes after. 50 dmg + 12.5% = 56.25, enhanced 112,5 dmg. remains 12,5% dmg buff. -
its still 12,5%, read up the maths
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I had my burst from 20dmg eventualy up to 39dmg on a rikti boss while mezzed, i'm happy
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So far my testing have to say its pretty impressive. Note the fact i never, or hardly, got on such low HP then i could benefit from old defiance much.
But rikti suddenly became so much easier -
62.5 Damage Attack << thats the point. You add 12,5 dmg, not 12,5% dmg
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Ill help, since the target has no res, the only thing taken into account is the increase to base ranged damage, so total damage should be 112,5. Thats it
[/ QUOTE ]Nah. The 12.5% is applied to the base damage of 50, which is then buffed by 100%. So the end result should be 125 damage.
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What i'm doing wrong here:
50 + (50 * 12,5%) = 50 + 6.25 = 56.25
56.25 + (56.25 * 100%) = 112.50
In % based:
100% + (100% * 100%) = 200%
12.5% + (12,5% * 100%) = 25%
50 * 225% = 112.50 -
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Note, he didnt take new defiance in account, a buff that starts running the moment you attack.
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I urge to read what I wrote in the previous post. Duh.
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Err? I replied to extremus... -
I would say,
go. Test defiance.
Seems to be up on the testserver -
Note, he didnt take new defiance in account, a buff that starts running the moment you attack.
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If, with Newfiance and a reduction/removal of unresistable damage the 600 damage w/unresistable portion becomes 750 damage [u]compeltely[u] resistable I think there's a problem. It (as far as i can work out) means Blasters will do more damage against targets with no resistance and less damage against targets with resistance.
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As far i checked redtomax info on the powers and their unresistable portion, i think it need quite alot data mining to find the exact breakpoint to get to your statement.
stupid but quicky example:
blaster does 100 dmg = 50resitable/50unresistable
Troller get hit, has 50% resist, means 75 damage (50% of 50 + 50).
Lets say they fire of a few pre-powers or whatever, so they gain 40% damage from defiance 2.0, unrestable get removed:
100+40 = 140 * 50% = 70dmg
if we take it with unresistable dmg, it will become (50+40% = 70 unresist, 70 *50% = 35, makes 105 total damage, this offcourse provided the unresistable damage is buffable too).
Thats nearly a 50% increase of the initial raw damage. -
If i read the source topic, quite alot of the US players seem to agree to the fact blasters might get overpowered with the new defiance (that is, if the 60-70% dmg buff avarage is true).
Yet, if i look around at all the PvP of others games, i see 1 huge difference. CoX is mostly about low-gravity superspeed bouncing balls firing off random powers, sometimes you get hit by a rubberbander and before you can counterhit he is already 20-50ft away.
Has anyone ever did a supress-all-travel-powers match? Plain walk/jump (as of lvl1 ability) perhaps with both sides cap buffed (thermal/sonic) and just let 8vs8 clash into eachother pounding eachother head in. -
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Problem is even now a Blaster, solo, has trouble dropping a buffed Squishy even if they're only relying on a self heal from range.
If all the damage gets reduced via resistance, it makes it all the harder. This is bad for balanced team fights IMO as it'll lean even more to the single digit kill fights that can be seen. It's less about who can get the most kills and more about which team drops the ball first because Res is such a big safety net when you throw in the odd heal.
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But then you can also turn the story around, if you have the same buffs they cant take you down easy either. (ok most do have tricks to make it a living nightmare).
Valid point there though, in range of new defiance, dispite you can continue shooting while a troller locks you down, most of them can also cause a tremendous -recharge (rad, kin, ice, psi defender) wich makes it yet less usefull again.
I often watch the 'high guilds' fights in GW, it sometimes take over 10 minutes before even 1 goes down, while everyone is just jumping around in rather small rooms nonstop hitting eachother. Yet less comparable, as you can change your build/setup within seconds.
Then you get to the PvP-style people prefer, 1 hit wonders like instagib of Quake/CS/UT, or mass-massacre like errrm.. well FWO had, or a steel-mate style where it requires alot of effort to get down at least 1 of the other team. (TG, shine a light on AoC regarding PvP)
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Where exactly do i say PvE powers get nerfed itself? All powers are PvE initinaly designed, they worked eqauly in PvP. Get overpowered, PvP version get nerfed. So its a funny list, but not what i meant. (simple one, CE interupts anything PvE, but wont interupt AS anymore).
As for the elitism, i'm not talking about money or time spent to get such builds, i'm talking about playability in general. Casual def-based players that see the strength of defence in PvE but have no, to little, chance in PvP. (in terms, PvP is available from start off, unlike many other games you wont get easy acces untill you are quite far in the game).
So i think differently about PvP, free country free opinions. Bad wording? My mistake, my apologies. They could have made CoH PvP into such great and fun thing.. why they keep fooking up? (i am a high supporter of the dual-build option for example).
As you say about ED now being better then pre-ED, it applies equal to the new defiance. Sometimes there are big sacrefises for 'the better cause'. People who are expert with frankenfury will get hit hard, people who are unexperienced/new to the game, or hardly ever had benefit from old defiance, will only gain massive increase of output. -
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I just wish they remove entire PvP from CoH, saves another possible powerfix is some PvE power gets way to powerfull in PvP and get nerfed due it.
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This is due to lazy game design. The lack of some critical game mechanics such as interruptability and buff striping that are major equalisers in balance are not present in this game screws a lot with the mechanics imho and off balances PvP.
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Imho its better to have nothing, then a really gimped thing that supposed to be called 'pvp'. If only they could look at their other game for a moment, they have a far better balanced pvp aspect. -
There is a reduction indeed, but its not inline with all other tier2 powers of blaster. Full Auto and Flametrower afaik have no chances, except a very tiny redraw reduction.
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as you say your self just now, its set/setup
Funny, first you say its all about team play, now you take 1v1 examples. (take a granite/ice for example, 1 of the best pve, 1 of the weakest PvP).
Just admit, PvP always had a gimp-factor, first it was defence, then it was the new IO's, the TP, mez, toggledrop, now its resist.. Not to mention the 'elitism' of IO's making the 'gap' towards the casual players even worse.
I just wish they remove entire PvP from CoH, saves another possible powerfix is some PvE power gets way to powerfull in PvP and get nerfed due it. -
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I reached 50 with my main over a year ago, I was on the old site, do I need to readd him ?
(his name is gen. pansington, he is an ice/ice natural tanker)
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Yours is still on my list.
(it isnt old or new, its just another list) -
However they can counter def way easier then other sets (except FA scrappers - although against elude even they also get a hard time) imho compensating their drop in damage versus high resist.
A 'good' tank is highly subjective, more related to set/setup then to player. -
FINALY!! Woooooo!
A Blaster that solo can take down a granite without problems.. ya right
Oh wait, stalkers have unersistable too in their AS..
DOOOM!!! NERF!!!! BOOOOOOH!!!
I dunno, dont really care about PvP anyway -
Currently its still bugged afaik, we dont get it on testserver untill everything is working properly.