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Quote:Perhaps the better way to handle the min/max caps is simply to bound the part of the formula where the recharge+cast time goes. Everything under 3 seconds acts like 3 and everything over 45 seconds acts like 45, for example.3) Procs will have a maximum chance to trigger. I'm leaning toward 90-95%. There will be a minimum chance to proc equal to 5 plus 1.5 per PPM. Only the most extreme instances of very low recharge, cast time and area factor will cause this to occur.
Quote:5) The formula will treat Area Factor differently. Instead of simply using the flat Area Factor of the power, it will use 1 plus 75% of the difference between 1 and its actual AF.
Quote:As many of you have mentioned it seems odd to penalize players' proc chances for strengthening their builds with global recharge. So, only recharge modification from enhancements and enhancement-like effects (like Alpha Slot effects) will modify proc chance.
There is a part of me that thinks the global recharge in the build should count (if recharge is going to count at all). The massive benefits high recharge builds have far outweigh the minor reduction in proc rate; plus it gives a build choice. I can build for more recharge to get attack C back faster and/or to get heal x back faster and or control y back faster, but I may lose a few percentage points on the chance to proc in attack z. Which is more valuable to me? -
Quote:I am not saying the procs should work worse than now in AoEs, but I am saying they should not work even better.This seems silly to me. It's like claiming that we should not allow any more critical-style effects that work on AoEs, or that no future effects like Build Up or Aim should buff AoEs.
Quote:Procs are simply a limited critical. I don't see a reason to single them out as some attempt to balance AoEs in this game when, in the scope of effects that apply to AoE, they are possibly the least powerful in general.
Quote:They cannot change from flat rate to PPM without buffing procs in some AoEs, unless they do, in fact, nerf procs in AoEs period. It's inherent in the very point of using PPM mechanics that there will be powers where the proc chance to go off is higher.
Hey, my fire blaster has 2 procs in Fireball, 1 each in FSC, BA, and Hot Feet. I'll get all kinds of benefit if procs in AoEs get buffed. I have 2 in Flares (which stands a good chance of seeing a reduction, but I have only 40% rech in it, so maybe not too bad), 1 each in Ring of Fire, Fire Sword, and Blaze (which may get hit because I have little global recharge (32.5%), but 90% slotted recharge).
There is a certain irony in the fact that I skipped out on Hasten and other global recharge because I have a large number of attacks and slotted for recharge, and now I will lose out a bit from people who have way better builds with much more recharge than I, but they got that recharge globally.
I do not think it is silly to be cautious about how procs work in AoEs. It should be thoroughly examined and considered. They should certainly not get buffed as an unintended change and they should not get buffed after one afternoon of working on a formula and then figuring, "Ah, that won't be so bad." (Not that I expect that in any way, we have a lot of time before I24, and plenty of time to work out kinks). If after review someone chooses to buff procs in AoEs, sure thing (and buff defenders too). -
Quote:I am going to guess that this behavior is unintended and will be reduced. There is, as far as I can tell, no good reason to buff AoEs from the flat chance procs. I'd much rather have a slight reduction in the AoE proc rate than any increase.With the side effect (due to the AoE penalty diminishing) that most AoE powers (possibly excluding patches/rains) actually seem to improve a decent bit in proc use, too.
Given the general feeling that AoE rules when grouping, this may be a huge buff to a lot of builds (not mine unfortunately). AoE farmers are likely to enjoy it a lot, too. -
Is the current Synapse proposed formula really a potential buff for procs in some AoE powers (from the flat rate of in-game earned procs)?
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Quote:Are those numbers for every target? While I am all for not reducing the chance of my beloved procs in Fireball and Hot Feet and other such powers, I think it would be fairly ridiculous to increase the chance in any of those powers.For a normal proc (20% chance or 3 PPM) we have the following.
Fireball with 0% recharge enhancement = 39.5% chance to fire
Fireball with 33% recharge enhancement = 30.3% chance to fire
Fireball with 66% recharge enhancement = 24.7% chance to fire
Fireball with 100% recharge enhancement = 20.9% chance to fire
Fire Breath with 0% recharge enhancement = 62.4% chance to fire
Fire Breath with 33% recharge enhancement = 49.1% chance to fire
Fire Breath with 66% recharge enhancement = 41.1% chance to fire
Fire Breath with 100% recharge enhancement = 35.7% chance to fire
If this new formula ends up buffing what the procs do in AoEs, it may be more wrong than when it nerfed what they did in AoEs. -
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Quote:Would it be wrong for all powers to have the same threshold as the 4 second cycle time powers? Should Gamblers Cut be better than Slash for proc rate?They set PPMs so that, for single-target powers, PPM procs were break even with non-SBE procs for powers with cycle times of 3-4 seconds. Given that extremely few powers have less than 1s activation time and 2-3s base recharge times, that suggests they were trying to break even at a minimum on the vast majority of powers.
On the one hand, powers like Snap Shot and Gamblers sometimes suffer in DPA due to the lower damage that comes with the faster recharge, so maybe it isn't a problem if they get slightly more procs than another set. -
Quote:However, since procs have been problematic since their creation in Issue 9, it might be a happy thing that there will be lots of time to work on it, think about it, and hopefully a good chunk of time testing it. It may eliminate even more headaches in the future.
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Quote:While I know the PPM mechanic was put in to help procs be more useful in longer cycle powers, I am not entirely convinced it wasn't also put in to help regulate their strength in low cycle time powers.Implement a minimum chance to activate so that any given PPM proc is no worse than an existing "X% chance of Y" proc, no matter how fast the power it's slotted in cycles.
I know I might want to moderate the way standard Apocalypse works in Flares, for example. -
I think adding a debuff to Repulsion Bomb is a fine idea. I love Force Field, but it certainly would not be out of line for RB to crack armors. I'd line it up at -20% res with a 35 second duration. You'd be able to stack it twice with some investment for -40% (the end burn would by pretty high, and the animation time cost is horrendous).
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Quote:It would have to be a true choice. If you pick the Fire Blast like power, that would then preclude you from taking Fireball later on (without a respec, where you could then take Fireball, but then unable to take the Fire Blast like power).For example: An alternate choice for Fire Ball might be Fire Burst, similar to Fire Blast but with more DoT or something. As I said, the idea is very rough. However, I like choices and this would give us a whole slew of new, possible combinations without who new sets needing to be invented.
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Quote:The thing about Shield is not so much its mitigation, which is very good, but also how much offense it adds.TL;DR - I think Shield Defense is fine, but the scant resistances and +MAX HP aren't as alluring for the weakened DDR and base defense values, since Energy Aura got buffed. It makes the closed-beta Shield Defense flaws that got somewhat adjusted, a lot more obvious in design.
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Quote:I have this set on my Nrg/Reg stalker for concept. I even have the sniper blast!Been looking at Mace Mastery for my new Staff Fighting scrapper and while it is a pure thematic fit, the recharge times on its powers seem longish.
What is the word on how good the powerset is?
(Saw a guy with an Aquaman theme going and will bet good money he's going for Leviathan. . .boy that looks good).
The recharge times are standard for APPs, so no problem there. You have to draw the mace, and then the staff and then the mace, etc. If redraw annoys you, this would likely be a problem for you. Mace Blast's animation is long. The Web Cocoon is nice, stops runners and the -recharge is appreciable. The Spiderlings are good pets. -
OK. Using my Kat/Invuln I rounded up a good group of Malta and got them to a point where with Dull Pain down they could steadily wear me down, but with DP up I was nigh-immortal. Waited for a cycle where DP was down and I was at about half health and summoned my tier 3 IDF Partial Core Improved Ally (dismissing the commander right away). I ran this test five times.
Invariably, the battle orb would heal me almost immediately and give the little shield buff. Two out of the 5 times it managed to squeeze in more than one heal, but even those times it was still quite content to just watch me for LONG periods of time where my health was below half and do nothing. The other 3 times it healed me that first go and never again.
It died all 5 times prematurely because, at some point, it would decide it needed to try to get into melee range with me (considering I was surrounded by Malta that was difficult and NPC flyers don't think 3 dimensionally). It would just bowl into one of the Malta, not get to me and then try another route (or sometimes the same route). Once it started to exhibit this behavior, its life expectancy was short.
There was one time where it literally just started wandering around the room, I was confused at first, but now I realize it likely got stunned. All 5 times it was good at keeping the shield buff active.
OK, the battle orb is a bad healer. Stimulant blows: short range, long cast, and can be interrupted. I didn't expect it to be as bad is it was, it was pretty lame (but hey, the shield buff is a decent size AoE).
Moving on. Fire/Fire blaster with tier 4 radial storm pets. Whittled down a spawn to the point where with my shields on I was nigh-immortal but once I shut them off they could kill me. Waited until I was at half health, summoned the storms, dismissed the attacker. Monsoon healed me constantly if I was below ~75% health, which was pretty constant for awhile, but its healing and my regen did eventually get me to the point where it would stop healing and wait until I got below 75%. Did this twice, both times same results. I still think it should use O2 Boost proactively since it is also a buff, but I am not going to complain too hard considering how ridiculous it is to have an unkillable full strength hurricane.
Same test, now equipped with tier 4 radial seers. Dismissed augur. Seeker healed me just as the Monsoon did and kept up the min-mini Fortitude. Since the Fortunata has a very similar heal to the Seeker, I would expect you to have results like this, instead of results like the battle orb. I will test in a less controlled scenario and will fight and move through the mission with the seers active.
Edit: The seer did great running through the mission. She healed me fairly constantly as I was trying not to use purple inspires which pretty much meant I was constantly below half. There were several times where incoming damage far outpaced her healing ability and I had to use a respite or two, but it was not from a lack of effort on her part.
I guess you just can't trust those Arachnos (and they don't build Battle Orbs very well). -
Quote:The Radial support pets stick around the full 5 minutes, so you can have them half the time. I tried to test them in one DA mission last night, but my difficulty was only +4 / x8 so the enemies could not wound me... Yay for incarnate content.I think since most people tend to go with Core for the Boss & Lt for pure damage, this has probably been largely overlooked. Something worth testing anyway.
Frankly, since they're only up for.. what 3 minutes 20 seconds? They should be geared to use heals as often as possible. I mean, they're support pets, they don't -do- anything else but their buffs and heals.I'll use a different character or fight some regular content today.
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I seem to remember being happy with the healing from my Lore pets, but I haven't checked them out solo in a while. I will try to scope it out this weekend.
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Quote:Does it obey the dam/rech/end formula?Doesn't really do that much damage, though. For it's damage, Radius 15 would not have been unheard of.
Foot Stomp supports your assertion, it deals slightly (15%) higher damage and pays for that with 3 seconds longer recharge and 2.5 more endurance (which is part of the lack of growth thing, since those drawbacks will be wiped away, leaving only the bigger radius, higher damage, and guaranteed knock). Staff has other things going for it beyond those, but I get what you are saying. -
I prefer the higher damage the 10 foot radius allows and I am one to almost always favor larger radius; maybe its because 10 foot is larger than some other PBAoEs or maybe it is my long use of Lotus Drops and Fire Sword Circle that make me happy at 10.
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Quote:There is the argument that with /Dev and a primary with a stun you can more easily deal with 2, maybe even three bosses while also moderating some of the Lts (assuming in either case most of the minions are dead too fast to matter, although /Dev may even be better equipped to avoid even the first retaliatory minion strike).You can keep bosses perma mezzed simply by rolling an /Energy blaster and juggle it with Power Thrust. Then you can take a better primary like Fire so instead of the "slow but it works" outcome you get a "it's still fast and it still works" outcome. With a Blaze>EP>BS>Blaze chain it's not hard to kill a boss within 1-2 knockbacks. There is no sacrifice here, unlike the sacrifice you would be making rolling a nonfire/devices blaster.
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