StratoNexus

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  1. StratoNexus

    Energy Transfer

    Quote:
    Originally Posted by Cyber_naut View Post
    My statements that EM is on par with several competing sets in terms of single target damage are supported by not only game play, but damage studies done by players such as starsman and billz, and I'm not aware of anyone who has even suggested otherwise, much less shown conflicting evidence. And my contention that this damage is delivered more slowly than competing sets is supported by the cast times that are available to anyone who cares to look, which goes on to support the idea that such cast times make delivering the damage more problematic on teams, for obvious reasons, and have been observed by countless corpse-smashing EM users.
    Your contention that the damage is delivered slower is in direct conflict with the results of the studies you cite. Those studies are about damage per unit of time. EM consistently delivers more single target damage faster than almost every other set, according to those studies.

    Quote:
    Originally Posted by Cyber_naut View Post
    What part of that argument do you dispute exactly, and what evidence are you struggling with?
    I struggle with you ignoring or downplaying the stuns. While I may feel the devs placed too high a value on them, I certainly feel you place too low a value on them.

    Quote:
    Originally Posted by Cyber_naut View Post
    EM is clearly underperforming in overall gameplay, and it's supported by statistics, gameplay, and common sense. If one can agree that EM is on par with several sets in terms of single target ability, and is getting badly outperformed in aoe ability by the same competing sets, then obviously there is a competitive imbalance and EM is underperforming.
    Since you ignore or downplay aspects of EM that I feel are important (the stuns, and you now seem to saying its single target damage is average, when its actually top tier), obviously I cannot agree with your conclusion that the underperformance is clear and blatant.

    While I would love to see the set get another AoE damage power, that is just my personal bias speaking. The game has room for single target sets, and this one has been that way since launch, so I see no reason to change it now. However, my desire for an AoE could be satisfied nicely by making Stun an AoE with low damage and just the stun. That may be too out of character for the set, but I think it would be nifty and is certainly more interesting than just slapping damage into Stun.
  2. Quote:
    Originally Posted by Noble Savage View Post
    Duly noted. If shiny finish and/or geometry were altered, I wouldn't have a problem with leaving the legacy version.
    After reading this, I am fully behind Option 1. Always love new costume pieces, but it drives me nuts how long it takes sometimes to find stuff in the massive costume editor. Avoiding clutter is worth some minor change on a few of my costume pieces (and it seems likely in almost all cases I'd prefer the newer look anyway).
  3. StratoNexus

    Best AOE combo?

    Quote:
    Originally Posted by Unknown_Espada View Post
    I'd definitely prefer range so I don't get punched in the face.
    That changes things, all of the ones on my list operate best in melee. All of the best AoE choices, IMO, involve PBAoEs, especially if we want to descirbe it as balls-out. However, some ranger builds can come close and are also very interesting to play.

    The Fire^3 Dom could be made a ranger, but Hot Feet is really good, so just like the /Fire blaster it wants to be in melee.

    Fire/Men blaster is a good choice. But the best ranger I have played is a Rifle/Mental blaster, although an Archery/Mental might be even better (although the Rifle blossoms sooner).

    VEATs can make some nice ranger builds as well, IME.

    Fire/Dark Corruptors are wicked good with Tar Patch + Rain of Fire + Fire Ball + Fire Breath, and Fire has great single target powers to back it up as well.
  4. Quote:
    Originally Posted by Another_Fan View Post
    With +80% my teams can drop a defender from the lineup and split up more to get things done faster. That +80 is a -res and +damage buff we don't need anymore.

    Glad to see you thought this through.
    I thought the +80% was from Assault. How does that work with splitting up?

    Glad to see you thought this through.
  5. StratoNexus

    Best AOE combo?

    There are a lot of options for that. Some that intrigue me are:

    Fire/Fire Blaster
    Fire/Earth Dominator
    Spines/Fire scrapper
    WM/Shield Brute
  6. Quote:
    Originally Posted by Another_Fan View Post
    Oh yeah you know you are completely right dude +80% damage is insignificant, what was I thinking.
    On highly optimized solo builds, +80% damage would be big. Of course, it is not +80% solo, but on teams.

    On teams, it is a drop in the bucket. Sorry your teams think an additional +80% damage matters on top of what they already bring. Most of my teams would yawn at that, and that is without kinetics, with a kin, it becomes not just insignificant, but irrelevant.
  7. Quote:
    Originally Posted by Arcanaville View Post
    Alternate animations won't make Siphon Life execute faster, and the complaint seemed focused on the fact the attack is slower than the tier1/2 attacks, not that it visually looked odd. The complaint about SL was compared to the relatively long animation time of Midnight Grasp.
    You may be right, Psion1 mentioned that.

    However, BillZ's complaints seemed more aesthetic. Much more like something that could be satisfied with an alternate animation.
  8. StratoNexus

    Energy Transfer

    Quote:
    Originally Posted by Talen Lee View Post
    Cottage ruel
    Stun is a power which stuns and deals Smashing/Energy damage. So is Whirling Hands! Cottage preserved.

    Everybody wins!
  9. Quote:
    Originally Posted by Arcanaville View Post
    But claiming that all of the powers in the optimal chain should match your personal preferences is now connecting min/maxing to power choice options. This game does not, and as far as I can tell will never honor such a request.
    The thread about alternate animations might indicate that something like this could occur. How hard would it be to just mimic the exact same Siphon Life animation we currently have, but make it opposite handed? How hard would it be to make it alternate, like Brawl does? Maybe allow the Stun or Focused Burst animations as alternates?
  10. Quote:
    Originally Posted by Another_Fan View Post
    Any highly optimized solo build has just gained leadership. +80 % damage on a team is not a few percent. That is a game changer. It is such a game changer I can see masters of tf runs turning people away that don't have leadership in their builds after this change.
    Highly optimized solo build... damage on a team...

    Like teams can't already eclipse +80% damage just by having three people firing off AoEs at the same enemies.

    Teams are going to run amok! OH NOES!!!!
  11. StratoNexus

    Energy Transfer

    Quote:
    Originally Posted by Talen Lee View Post
    The '**** stalkers' solution.
    No, no. You make Whirling Hands like Foot Stomp (except keep the stun and remove the KD) and replace Stun in the Stalker set with WH!

    Everybody wins!
  12. I don't quite get why ranged is a category at all? How is that a meaningful difference between buff/debuff sets? What is the criteria for a power to be ranged? Is Recovery Aura ranged? What about Dispersion Bubble? What about Force Bubble? What about Resurrect or Mutation?

    A better category might be, Affects Enemies, that way TA and Traps still have a 2nd line to make a shape with. I think it would better represent the concept being sought.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    To be fair, I don't think GDN or ED was a a nerf related to IOs either.
    GDN was unrelated to IOs. ED was specifically introduced because the standard SO (and even more so HO) enhancers were already putting characters about where the limits of the game could handle challenge-wise.

    They could not introduce any type of skills system that further improved characters and still function within game limits of what they felt they could design at the time.
  14. StratoNexus

    Energy Transfer

    Quote:
    Originally Posted by dave_p View Post
    TF's DPA of 46.15 is also pretty disgraceful, even w/the mag 3 stun. Look at Clobber.
    The premise of a control power sacrificing damage for that control has been apparently thrown out the window in most cases (at least when it comes to armored melee attack sets). Only Stun and Touch of Fear remain now that MA had its control power changed.

    That being said, you are being unfair. You attempt to demonstrate that most sets get 1 extreme damage power, Clobber, KoB, ET, SS. Yet you then try to point at TF and say, "Look how badly it compares to Clobber." Except EM is the only set to even get two extreme attacks. The fact that one of those attacks has merely average DPA instead of above average DPA is not in and of itself evidence of any problem. It is also improtant to remember that DPA is indeed a very good metric to look at, but it is not the only metric to consider, especially when we start talking about the really high powered attacks. As much as we (rightfully) downplay its importance on the forums, sometimes, the fact that a power puts out a big orange number needs to be considered. ET deals 1.82 times the damage of Incinerate (which is not really Fiery's big hitter, but it is the power you listed, so I stuck with it), 1.56 times the damage of Clobber, and 1.28 times that of Seismic Smash.

    OTOH, in about the same time it takes to animate ET, Mace can activate Clobber + Pulverize, dealing the same damage as ET, with a guaranteed mag 3 stun and a chance for a mag 5 (but it should be noted that the stun duration of ET is significantly greater than either Clobber to Pulverize). Mace will also have spent twice the endurance, and of course EM will have taken damage.

    Quote:
    Originally Posted by dave_p View Post
    If it's going to be stuns, I like the idea of making Stun a minor AoE. Giving it Clobber damage would also help overall ST DPS while increasing the stun quotient.
    Not both. Adding damage to Stun seems pointless, the set already has 5 single target attacks and two big hitters. Adding the AoE stun is much more interesting, IMO.
  15. StratoNexus

    Energy Transfer

    Quote:
    Originally Posted by Leo_G View Post
    And I think the utility/control of the set could be brought up instead because that's the other thing the set is good at. As is, the damage is nice already. That it isn't AoE is only a hindrance if that's what you've come to expect for every set you play.
    I like your idea of making Stun a targeted AoE mag 2 disorient, with a very small radius of an additional 1 mag (so it can hit the "main" target with a mag 3). The idea also has the advantage that it seems like it would be appropriate for all the ATs that get Stun.
  16. Quote:
    Originally Posted by Jonny_B View Post
    No problem, its a discussion.

    By comparison the numbers seem to be inline with other scrapper attacks at the same level (18). IE DB - Vengeful Slice, Broad Swords - Whirling Axe. etc etc.
    Yeah, I often want to ask for a 10 ft. radius on Burst, but my Whirling Mace is the same 8 ft., so I am used to it.

    That being said, ever since they increased the range on melee attacks to 7 ft., it is actually possible to hit something with a single target melee attack and yet miss it with an 8 ft. PBAoE. I presume this is because the PBAoE range starts at the center of your character, whereas the single target attack range starts at the edge of your character. That makes 7 ft. longer than 8 ft.
  17. Both good, if one has a preference, one should play that.
  18. I was wondering if the primary count on going good or bad was where people went after they left Praetoria, rather than on older characters switching.
  19. StratoNexus

    Enhancements

    Quote:
    Originally Posted by Samuel_Tow View Post
    1. You assume Inventions are the next logical step from SOs, when the developers have made it clear that the game is balanced to where SOs are sufficient.
    The fact that SOs are sufficient does not mean that IOs are not the next logical step from SOs. IOs are the next logical step after SOs, but they are an optional step (while SOs are optional as well, they are pretty dang easy to handle so most people will take that step up from TOs).

    Quote:
    Originally Posted by Samuel_Tow View Post
    2. The distinction between enhancements is in the manual. You don't need to remember anything nearly as complicated as you describe here. You just need to figure out which border corresponds to your origin (which is in the manual) and then use enhancements that have this half-border.
    I know it is not extremely complicated. It is just an unneeded extra little complication. And it clutters things unnecessarily. And it keeps TOs as worthless.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I don't feel this is needed, especially since it removes a lot of the progression from Training to DO to SO and the improving percentages. The way the game scales with level, I'd rather have that sense of progression. Moreover, putting down DO level enhancements at level 1 where enemy stats are balanced essentially against having no enhancements at all would mean your performance would start out higher and decrease a lot more obviously than it does now.
    I agree it is not needed, but I obviously feel it would be an improvement.

    I think you are overtstating the progression, since after a brief time playing, most people learn that the progression is: Ignore TOs, probably get DOs at 12, switch to SOs at 22, if inclined learn and use IOs. I'd rather the sense of progression be: use TOs until 22, then switch to SOs, if inclined learn and use IOs. This would make drops more useful as well, and I think it is always interesting when I am encouraged to slot what drops as opposed to the current situation where I vendor or market almost all my drops early game.

    You are definitely overstating the power level of slotting DOs early game. Level 1-7 go by so fast and you have so few slots, it is irrelevant. At 8-12 the enemies are powerful enough for those few slots you have to be useful, and I would like them to be that as opposed to just leave them empty because TOs are garbage. From 12 on, DO level power is already available, so my suggestion is no change there. I think my idea would actually make you feel more powerful as you level because you are getting useful slots and enhancements.
  20. StratoNexus

    Energy Transfer

    While I'd like to see EM get something, I think you are overstating the animation drawback.

    Quote:
    Originally Posted by Cyber_naut View Post
    Of course not, the perception would be that the set was pitifully slow, because it's best powers are... pitifully slow.
    Barrage, Energy Punch, and Bonesmasher are all fine attacks with respectable animations.

    Energy Transfer's animation time is well within reason compared to other similar attacks. Total Focus is on the long end, but other sets have their own long animations (Tremor, Thunderstrike, OTC, Combustion,etc.).

    The ability to stun is pretty potent, IME. I know I get a lot of mileage out of it on my Stalker. The set was never great at AoE and its single target damage output is still spectacular. So relative to other sets, its still pretty much in the same place it always was. It was and is spectacular at single target damage. It was and is great at stunning foes. It was and is poor at AoE damage (although with Taunt and WH it is still decent at AoE aggro control).

    It is interesting that Energy Melee and Dark Melee are the only two sets left with a single target control with low or no damage. Both sets lack AoE, both are good at single target damage, and both have gobs of control/utility.
  21. You are going to want to slot up some single target attacks. The AoE powers use too much end to just keep spamming them once you have eliminated most of an enemy group (although you could just run into a spawn, unleash your AoEs, and then run to the next spawn without worrying about killing off the few survivors, so if that is your plan, maybe you can skip the single targets).

    You are going to want Stamina at level 20. I guess if you are already high level or plan to get PLd and you never want to exemplar down that low, it is fine to wait until 28 (and of course in a few months you will get Stamina early automatically).

    Blazing Aura for blasters is bad. It does too little damage for too much endurance in too small of an area. I'd take Build Up sooner and be sure to use it as frequently as you can.
  22. Quote:
    Originally Posted by scraps_ifound View Post
    I had picked Rifle for ignite.. for two burn patches would those stack and if not what other primary would good?
    Those will stack, although neither are very large (but both are still good powers).

    A PBAoE Rifler is an interesting idea. So much of the good stuff on Rifle is cones, so you would normally play at range, but I think your concept could work.

    Here is a possible idea, I took Full Auto because it is just too juicy to pass up, IMO.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Burst -- Empty(A), Empty(3), Empty(19), Empty(25), Empty(37)
    Level 1: Ring of Fire -- Empty(A), Empty(7), Empty(37), Empty(42), Empty(43)
    Level 2: Slug -- Empty(A), Empty(3), Empty(7), Empty(17), Empty(25)
    Level 4: Combustion -- Empty(A), Empty(5), Empty(5), Empty(13), Empty(15)
    Level 6: Hurdle -- Empty(A)
    Level 8: Fire Sword -- Empty(A), Empty(9), Empty(9), Empty(19), Empty(23)
    Level 10: Fire Sword Circle -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(15), Empty(46)
    Level 12: Combat Jumping -- Empty(A), Empty(43), Empty(46)
    Level 14: Health -- Empty(A), Empty(42), Empty(42), Empty(46)
    Level 16: Build Up -- Empty(A), Empty(17), Empty(23)
    Level 18: Super Jump -- Empty(A)
    Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
    Level 22: Acrobatics -- Empty(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Ignite -- Empty(A), Empty(27), Empty(27), Empty(31), Empty(33)
    Level 28: Consume -- Empty(A), Empty(29), Empty(29), Empty(40), Empty(43)
    Level 30: Tough -- Empty(A), Empty(31), Empty(31), Empty(34)
    Level 32: Full Auto -- Empty(A), Empty(33), Empty(33), Empty(34), Empty(34)
    Level 35: Burn -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37)
    Level 38: Hot Feet -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
    Level 41: Flash Freeze -- Empty(A)
    Level 44: Frozen Armor -- Empty(A), Empty(45), Empty(45), Empty(45)
    Level 47: Weave -- Empty(A), Empty(48), Empty(48), Empty(48)
    Level 49: Hibernate -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run
  23. Quote:
    Originally Posted by Silverado View Post
    For single target it would be Knockout Blow
    Energy Transfer deals more damage than KoB. Outside of criticals/scourge, it would be the best damage per click single target attack at the damage cap, with the stalker slightly edging out the brute.
  24. I'd recommend Cold and getting as close to the defense cap for SM/Le as you can.
  25. StratoNexus

    Enhancements

    Quote:
    Originally Posted by Maniac_Raid View Post
    Just curious, is this a suggestion, and idea, or a demand?
    Is this the Demand and Ideas forum? Can I make it a demand and have that work? Because if I could, I'd demand it, but since I can't, I'll stick to suggesting it.

    I also would like to demand a few other things... ah, nvm.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Eliminating DOs eliminates both a training and a profit step.
    Well, it eliminates a step, but I believe the learning curve from TO to SO to IO would be smoother than the current learning of TO to DO to SO to IO. SOs are pretty easy to figure out, there are 5 types. There are 10 types of DOs and the half graphics are a bit harder to see than the full SO graphics. It is also easier to remember, I am magic so I need the magic store or the magic SO, as opposed to I am magic so I can slot the ones that also have natural or mutation, but not the natural/tech or mutation/science, which half of the DO is my origin again?

    I think it would also be nicer if people were actually rewarded with results for slotting enhancements as opposed to whatever it is TOs do.