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The -regen component in Diamagnetic is -10% of base regen and maxes out at -40%. This debuff appears to ignore level differences. Resistance to regen debuffs will resist this though. For example:
A Rikti Pylon has a base regen of 102.25 hp/sec (0.33%). Stacked to the cap the Diamagnetic debuff wants to be -40.9 hp/sec (-.13%). The actual debuff is -5.32 hp/sec (-.02%) (leaving the Pylon at 96.93 hp/sec).
A lvl 38 Crabspider Longfang has a base regen of 1.61 hp/sec (0.22%). Stacked to the cap the Diamagnetic debuff wants to be -0.64 hp/sec (-.09%, leaving the Lt. at 0.97 hp/sec).
A level 52 boss goes from 5.74 hp/sec to 3.44 hp/sec.
One thing I should note is that regen does not actually work by granting X number of HPs every second, but rather grants a base amount of our health every X seconds. Regen buffs and debuffs change the time interval rather than the amount of health gained. A small debuff in HP/sec could translate into a significant gap between health ticks, which can make regen debuffing more useful vs. Lts. and bosses than may first appear.
The to-hit debuff is -5% and is resistable, but is not affected by level differences. In general, lts. have 10% resistance and bosses have 20% resistance (so vs. lts. each debuff is 4.5% and vs. bosses each is worth 4%). AV type enemies resist it very strongly, for example a Rikti Pylon with the full stack reduces the 20% to-hit debuff down to 2.6%, which is 87% resistance. Some enemies have additional resistance, such as Zeus Titans, who only suffer a 3% debuff for each application (Zeus Titans also have extra regen debuff resistance). -
The other way around. Most of the pseudo-pets use the aura tech.
However, even in standard auras, having these procs activate every 2 seconds without any animation time cost is very, very strong. Just because it is not spawn-nuke strong does not mean it is fine as is. The auras are not intended to be that strong. Even at 1 proc chance per 10 seconds, it is still a very nice addition. -
Quote:I was simply including the conversion cost for completeness. Although the thought of running tip missions daily annoys me much more than the thought of running trials daily. Personal preference is funny like that.Beside killing stuff for doing 20 tips and 2 Moralities and selling the recipes and salvage you will find, you will get 2 A-Merits to get a recipe you can sell on the market for 100-200 million Inf. easily.
One day I may be able to run to mission objectives and just complete tips fast, but I am not counting on that. -
Quote:I bolded my addition.-1) With all of that, you craft a Favor of the Well, and then convert the Favor to 100 Threads. You have 100 threads, plus 7.5 million inf.
-2) You convert the 2 Notices to 80 Threads (40 each), and you convert 30 Shards to 30 Threads. You have 110 Threads, plus 2 Shards. -
Quote:They never said BotZ was a bug. As a matter of fact they specifically admitted they made a mistake in judgment.I think rather than admit they made a mistake in judgment when creating this power they would rather say it was a bug just to nerf it. Its not the first time it's happened and it certainly won't be the last. (see blessing of zephyr nerf)
As far as I know, we had only one red-name say Interface+rains/patches/auras was working as intended and they retracted that pretty quickly. It seems pretty likely they wanted Reactive to act like any other proc, just that it would work in all your powers instead of just one and that the higher tiers could be more potent.
Dev post on the BotZ change.
Relevant quote for those who would rather not link to that thread.
Quote:So, why are we making this change? Frankly, we screwed up by making the set bonuses too good and too easy to stack. This was mentioned by players way back when the set was first introduced, but at the time it was felt that the situation would be manageable. Time, however has proven that to be wrong and, as a result, we have had to take this step. -
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Quote:Heh. I am actually fine with EXing and I like having TF type content in the lower level ranges. Eden was originally designed to be end game content though. I think it would be fabulous for it to be that once again. After all, with the Praetoria tie in, one could expect the DE to be a bit more Incarnatey.I would love being able to do all the TFs at level 50. Exemping down is personally one of the biggest reasons I don't do lower level content on my guys.
Making it co-op is always a great idea, DE is world threatening enough, plus there is plenty of power for the taking or chaos to be influencing amongst the DE plotline to entice any villain. So many ideas, so little time sadly. -
When this bug got introduced, I am pretty sure Rikti drones were affected. I distinctly recall that the drones would charge into melee like they were Freakshow begging to be farmed, odd behavior since they were always delighted to stay at range prior. As far as I know, Rikti drone behavior was fixed quickly, but many of our pets have remained stupid for a long time. It is disappointing.
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Re-tooling the Eden task force to be lvl 35 to 50 would be a fabulous idea, IMO. If they ever actually adjust that trial (they once hinted at their desire to rework it so that it had some more stuff to do), I hope they also consider reworking its level range. Side-benefit is it could force them to re-examine the level expansion they made to DE and make it more thoroughly.
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I wouldn't say that necessarily. I still get a lot more uncommons than commons. I am not opposed to it being fairly easy to bump my chances of getting better rewards through good league play though, and with the ability to downgrade, I am happy to agree that it is fixed.
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The debuff is so small, I do not think it is worth slotting. 3.75% base to-hit debuff. You will not hit the regen cap on your own. If you want to hold aggro, after slotting for Heal, 2 Taunt duration in RttC is strongly encouraged because the base duration is short, but 2 Taunt IOs will make it much more effective.
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Interestingly, a rare can be made from 340 threads + 100 million influence. 8 Notices will convert to 320 threads, so not all that far off from meeting the thread requirement. Many people in beta complained much more loudly about never being able to get the vast amount of threads needed in the system than the influence costs (yes, some complained about the influence too, but the thread cost was the bigger complaint).
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A long time ago, I once posited that Sonic's AoE potential was much higher than most people gave it credit for. Howl and Shockwave do low damage, but recharge very fast. With as much +recharge as we can now get, this is not as big of an advantage as it once was, but it can still be leveraged. With a Reactive proc, Sonic is even more capable and Sonic blast boosts the damage of the Reactive proc quite nicely.
I expect some very good (Edit: AoE) damaging Sonic blast builds to emerge very soon. -
Quote:APP Melt Armor, for instance.That's not a 'nerf' it's an adjustment. When a power is lowered too far down to make it useless and then never adjusted, that's a "nerf".
It is funny that the current Interface change likely fits the original (gaming) definition of nerf. OTOH, Interface itself is still very strong, it is simply its interaction with some powers where the reduction goes too far. Of course, it is all moot, since the dev team is already working on the adjustment to make it work properly. -
I don't think I'd like the repel aura, but bowling for baddies was fun when my Kin had Repel. Can it make me immune to -jump? That would be nifty.
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Aye, my Emp/Ice uses Ice Storm often. Caltrops and Ice Storm (and Blizzard, but Blizzard kills things without Reactive) will be reduced. But Frost Breath, Acid Mortar, Seekers, and Trip Mines should all function normally.
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I agree with that. 112 would make more sense for Favors. OTOH, stupid is as stupid does.
If they give out more than 2x Notice conversion + 32 threads for Favors, then converting Notices to threads is stupid, you should convert Notices to Favors, then Favors to threads.
If they give out exactly 2x Notice conversion + 32 threads for Favors, then one could bypass the influence costs of converting shards to threads as well as the timer limit. I actually like this option though, because you would be spending time to save influence, which is a nifty idea. -
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Quote:Heh. I actually converted several Notices to shards so I could convert those shards to threads. Figure I did 8 and averaged 5 shards, that means I lost out on 280 threads plus whatever inf I used in the conversion. Oh the pain.I'm fine with the NotW conversion. The ability to get two common components from the WST is very nice from my point of view (especially considering the shard break down was 1-1.5).
LOL. Because everything they release in the future must be of equal cost and value to everything they released in the past? Whatever. I do no feel fleeced, but I never had that much fur to begin with. -
Quote:It is a matter of perspective. It is good to me, because I also enjoy running the trials. Getting 2 commons from one TF a week is a very nice boon for me.Yes, it is better than the previous rate, but it isn't at all "good".
This is not to say I do not want to see still more ways to earn incarnate stuffs, but I very much like the pace in which they are announcing and rolling out the alternate methods. Part of me wishes those alternate methods were here now, but I still like the idea of keeping the trials as the only viable method for a bit yet.
I am still hoping they go with the idea of an Incarnate level version of the 6 lvl 45-50 task forces (they could throw in the Shadow Shard TFs too and make those zones cross faction, but now I have to go calm the fairies down, they are mad the Unicorn stepped on their rainbow). -
The to-hit debuff is likely the better choice in standard fare. Against AVs, the damage debuff would be better.