Test_Rat

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  1. Quote:
    Originally Posted by bpphantom View Post
    Then they need to plan better. You can't send a bunch of kids to storm the beaches. Bring buffs, bring DPS, bring heals, bring debuffs.
    FYI, they did send kids (green recruits) to storm the beaches.
  2. Test_Rat

    Fire/Psi/Psi

    Char and dominate are two holds that double as single target attack powers.

    Seeing as you are a perma Dom with drain psyche, please remove all your extra slots from stamina and health, and slot Char as a hold, or slot it as an attack.

    Besides Char will be wonderful fallback when you encounter Psi resistant enemies.
  3. Quote:
    Originally Posted by EvilGeko View Post
    I don't exactly agree with this. It's not wrong to say that Bonfire is very, very strong now and probably is more effective than the devs would like. But 'game-breaking' seems a bit much to me.

    There are Tanker/Brute/Scrapper combos that can do more damage in more safety than a character using Bonfire. My Fire/Shield Scrapper for instance is still SIGNIFICANTLY stronger in most ways to my Fire/Rad Controller with this proc. The proc narrowed the gap.
    Geko, it's 100% mitigation, with no practical AoE cap.

    It's the definition of game breaking.

    I don't want to see the KB return, but this power should be fixed immediately.
  4. Quote:
    Originally Posted by Leo_G View Post
    I think the other obvious nerf is to just make the KB conversion an actual proc rather than some kind of set bonus. Make it so the KB conversion is 100% on powers that KB but, in powers that persist like toggles and passives, the conversion only occurs on 10 second tics like any other proc.

    For the purpose of the proc, it should be slottable in powers that really do damage.

    It should also convert 100% of the KB into KD when activated.

    But I don't see why this proc has to function uniquely by functioning on every tic rather than after every 10 seconds.
    Bonfire without this proc is a terrible power.
    So situational that it is best not taken.
    A kd every 10 seconds with the rest of the icks being kb is just as bad as the 100% kb the power does naturally.

    I agree with the proc, bonfire is grossly overpowered.

    However if they make it not take universal damage sets suddenly after the fact, I am going to be rather annoyed. Find another solution.
  5. I went ahead.

    Yeah bonfire is absolutely nuts, and it should never have gone live like this.
    Reducing the KD rate by 50% would be appropriate, but please do not add back the KB!
  6. Its radius is so small. but it fires rather fast.

    Any thoughts on Fissue?
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    Both Repulsion Field (Force Field) and Repel (Kinetics) are flagged to ignore the purple patch specifically because of this issue. Because the animation time for knockdown is longer than the knockdown pulse rate (2 seconds) any enemy that gets too close is completely disabled and unable to react after it enters the patch.

    In another thread I estimated the knockdown chance of Ice Slick as 57% every 2 seconds and Earthquake at 51%. Bonfire, at 100%, is clearly the best of them. Yet its recharge is 60 to their 90 and its duration is 45 to their 30.

    I think IOs should make us more powerful. But in this case I think it goes way too far. IMO when an IO ends up creating a power that is so extreme the developers would never deliberately give us that ability (in fact, went to the trouble of specifically coding that effect out of similar powers) it needs to be reeled in.

    It should be noted that Bonfire is a power available in APPs while Ice Slick, Earthquake and so on are not. It would actually be less overpowered to just give Masterminds both of these powers than to give them Bonfire under these conditions. By "both" I mean both of them together, in the same APP: Earthquake + Ice Slick on top of each other have less of a chance to lockout an enemy than Bonfire does.
    So you are saying hold off until synapse makes a Statement?

    Ok putting the fire dom back on ice.
  8. Putting the Oppressive Force KB->KD pro in Bonfire is rather awesome.

    I am thinking of reviving my Fire/Earth/Soul Dom for the sole reason of playing with this.

    Is a nerf coming to this something that I should worry about and change my plans based on?
  9. Quote:
    Originally Posted by Shubbie View Post
    THey arent tiring of it, they are just finishing because everyones done running them.

    Everyone thinks a nerf is coming this week, so they are all getting their hybrids done before it happens.

    Thats not really surprising at all.
    This seems to be good incentive to cancel my sub, as I am still working on the first 4 slots.
  10. Quote:
    Originally Posted by Person34 View Post
    But fear not: my NW has hit 345 DPS vs pylons (that's the highest I've been able to achieve because procs are so random, most of the time it averages 3:10 or so), so on the DPS front a correctly built NW can hang with the best stalker combos.
    See the above.

    SoA don't need buffs (maybe banes a tad).
  11. Tail feathers?

    Could I have a set of generic tail feathers for the bird head, wings and legs you put in the game?
  12. How about this?

    Can anyone help me out with some efficiencies I may have missed?

    This is a 41.3% SL Fire/Kin/Fire Mastery Controller including Agility.
    I can likely cap it but then I would be loosing permahasten, which I barely have now with 1 siphon speed up at all times...

    Is it worth capping the SL defense with the loss of perma hasten? I figure I can pop a luck now to prop myself up to standard softcap if need be.


    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dmg/Rchg:50(5)
    Level 1: Transfusion -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal/EndRdx:50(9)
    Level 2: Fire Cages -- HO:Nucle(A), Ragnrk-Dmg:50(13), GravAnch-Hold%:50(15), Posi-Dam%:50(15), SWotController-Rchg/Dmg%:50(17), TotHntr-Dam%:50(17)
    Level 4: Siphon Power -- Acc-I:50(A)
    Level 6: Hover -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(19)
    Level 8: Hot Feet -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(19), Armgdn-Acc/Rchg:50(21), Armgdn-Acc/Dmg/Rchg:50(21), Armgdn-Dmg/Rchg:50(50)
    Level 10: Siphon Speed -- Acc-I:50(A), RechRdx-I:50(23)
    Level 12: Flashfire -- Amaze-ToHitDeb%:50(A), Amaze-EndRdx/Stun:50(23), Amaze-Acc/Rchg:50(25), Amaze-Acc/Stun/Rchg:50(25), Amaze-Stun/Rchg:50(27)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(29)
    Level 16: Tough -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-EndRdx:40(33)
    Level 18: Cinders -- UbrkCons-Dam%:50(A), UbrkCons-EndRdx/Hold:50(33), UbrkCons-Acc/Rchg:50(34), UbrkCons-Acc/Hold/Rchg:50(34), UbrkCons-Hold/Rchg:50(34)
    Level 20: Speed Boost -- EndMod-I:50(A)
    Level 22: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
    Level 24: Maneuvers -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(37)
    Level 26: Air Superiority -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Acc/Dmg:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
    Level 28: Increase Density -- RctvArm-ResDam/Rchg:40(A), RctvArm-EndRdx/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40)
    Level 30: Ring of Fire -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(40), Enf'dOp-Immob/Rng:50(40), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/Rchg:50(42)
    Level 32: Fire Imps -- SvgnRt-PetResDam:50(A), SvgnRt-Acc:50(43), SvgnRt-Acc/Dmg:50(43), SvgnRt-Dmg/EndRdx:50(43), SvgnRt-Acc/EndRdx:50(45), SvgnRt-Acc/Dmg/EndRdx:50(45)
    Level 35: Transference -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Rchg:50(45), P'Shift-EndMod/Rchg:50(46)
    Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(46)
    Level 41: Fire Blast -- HO:Nucle(A)
    Level 44: Fire Ball -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(46), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48)
    Level 47: Fire Shield -- ResDam-I:50(A), ResDam-I:50(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 1: Brawl -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(11), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I:50(A)
    Level 4: Health -- Mrcl-Rcvry+:40(A)
    Level 4: Hurdle -- Jump-I:50(A)
    Level 4: Stamina -- EndMod-I:50(A)
    Level 50: Agility Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Polar Lights Core Superior Ally
    Level 50: Clarion Core Epiphany
    ------------



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  13. Quote:
    Originally Posted by Laevateinn View Post
    Mace has no good ST blast either, but does offer -Res which is valuable on a character that caps damage, and the shield has energy def (I'm skeptical of the viability of pure S/L builds against modern content).

    Last week I respecced into a S/L/Range capped ice APP build and the ice shield isn't as ugly as I expected.


    Still evaluating if the gain in ST/AoE is worth it.
    Going to be using beast legs, and they stick out of the ice most times

    Poisonous Ray's damage does seem comparable to other Ranged blasts (outside of fire) and I notice you can use the Celestial Mace/Axe Hybrid thing as An option (and it looks awesome).

    Ok will rebuild with mace mastery tonight.
  14. Quote:
    Originally Posted by Laevateinn View Post
    With DoT interfaces, it could be. Just cage, hotfeet and imps (no APP attack) were enough for me to outkill a rad/rad blaster. Your cages isn't procced out though.

    (edit) hotfeet is a 20ft radius.
    I will try a SLE build instead in that case.
    The issue is that I cannot stand the look:

    Earth Mastery Armor: Covered in POO.
    Ice Mastery Armor: It just looks horrible.
    I love the look of Black Scorpion Shield, but everyone says the mace redraw is horrible. But if Hotfeet, Proc'd Cages. and IMPs are enough this is the option I will rebuild around.

    Quote:
    Originally Posted by PrincessDarkstar View Post
    I didn't think it was a 3D radius though, I thought it only worked on the same level as the character, so hovering above people's heads wouldn't work.

    I could be wrong though.
    Its definately 3d.
  15. I will be hovering, so that should take care of the melee defense issues.

    Hot feet is a 15 ft radius right?

    I know the nummy proc won't benefit me, but i needed that last bit of set bonus.

    I can go another way: is hot feet and fire cages enough AoE?
  16. This is my new project.

    I wanted the Mastery, and I wanted to range soft cap it as well.
    Seemed to have worked, but I have some strange stuff in there.

    Can you masters take a look and tell me if anything I have done will just not work?

    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
    Level 1: Transfusion -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(7), Numna-Heal/EndRdx:50(9), Numna-EndRdx/Rchg:50(9), Numna-Heal/Rchg:50(11), Numna-Heal/EndRdx/Rchg:50(11)
    Level 2: Fire Cages -- SWotController-Rchg/Dmg%:50(A), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(13), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(13), SWotController-EndRdx/Rchg:50(15), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(15), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(17)
    Level 4: Siphon Power -- Acc-I:50(A)
    Level 6: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(19)
    Level 8: Hot Feet -- Armgdn-Dam%:50(A), Armgdn-Dmg:50(19), Armgdn-Dmg/Rchg:50(21), Armgdn-Acc/Rchg:50(21), Armgdn-Acc/Dmg/Rchg:50(23), EndRdx-I:50(23)
    Level 10: Siphon Speed -- Acc-I:30(A), RechRdx-I:50(25), RechRdx-I:50(25)
    Level 12: Flashfire -- Amaze-ToHitDeb%:50(A), Amaze-EndRdx/Stun:50(27), Amaze-Acc/Rchg:50(27), Amaze-Acc/Stun/Rchg:50(29), Amaze-Stun/Rchg:50(29)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(31)
    Level 18: Cinders -- UbrkCons-Dam%:50(A), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Acc/Rchg:50(31), UbrkCons-Acc/Hold/Rchg:50(33), UbrkCons-Hold/Rchg:50(33)
    Level 20: Speed Boost -- Zephyr-ResKB:50(A)
    Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(34), RedFtn-Def/EndRdx:50(34)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(36), RedFtn-Def/EndRdx:50(36)
    Level 26: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(36), Flight-I:50(50)
    Level 28: Ring of Fire -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx:50(37), Thundr-Acc/Dmg:50(37), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39)
    Level 30: Afterburner -- LkGmblr-Rchg+:50(A), Flight-I:50(39)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Dmg/EndRdx:50(40), ExRmnt-Acc/Dmg:50(40), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-EndRdx/Dmg/Rchg:50(42), ExRmnt-+Res(Pets):50(42)
    Level 35: Transference -- Efficacy-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(42), P'Shift-EndMod/Rchg:50(43)
    Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(43)
    Level 41: Fire Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:30(43), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Dmg/EndRdx:50(45), Thundr-Acc/Dmg:30(46)
    Level 44: Fire Ball -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(46), Ragnrk-Acc/Rchg:50(46), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48)
    Level 47: Fire Shield -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I:50(A)
    Level 4: Health -- Mrcl-Rcvry+:40(A)
    Level 4: Hurdle -- Jump-I:50(A)
    Level 4: Stamina -- EndMod-I:50(A)
    ------------



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  17. Quote:
    Originally Posted by DreadShinobi View Post
    Kinetics' Fulcrum Shift does stack. My Kins easily run around with 30 fulcrum shifts on them. Kinetics is _always_ better on corrs.
    One caveat:

    You can easily softcap a Defender kin to positional damage, so if you want to be more defensive while still doing pretty damn nice damage (and better heals) defender still is a wonderful option.
  18. Quote:
    Originally Posted by Nethergoat View Post
    defensively they're very similar- in practice if not mathematically.

    offensively, corrupters completely destroy defenders.
    Wrong.

    My traps/DP defender is standard soft capped to all typed and positional damage, and incarnated soft capped to range, while having perma hasten, and
    Perma soul drain.

    Please show me a /trap corruptor with similar defensive and offensive capability?

    Solo defenders are much tougher than corruptors. There is no question of that.
    Due to the better pool and in set defensive numbers defenders can be built for more offensive bonuses than corruptors could hope to match without further falling behind defensively.

    I think there is balance there.
  19. I don't know why it matters but For those asking:

    I personally felt the performance of the SBE Procs and PPM procs in general were way out of line. I came to this conclusion after buying about 10 bucks worth for my Traps defender.

    It was clearly becoming a situation where people who had the disposable income were outstripping the performance available to people who didn't want to spend money on paragon points, and I for one am happy the devs put an end to it (though I wish it would happen sooner than issue 24).

    I still think anyone saying they felt a 100% chance on something called a PROC was acceptable or even made sense?

    PROgrammed Random OCcurance is what I remember PROC standing for.

    A 100% chance is not even close to random.
  20. Quote:
    Originally Posted by DreadShinobi View Post
    Other <previous> developers should be. Arbiter Hawk has been doing a fantastic job as well taking feedback for the hybrid slot.
    I meant Paragon Studios as a team of course, not just Synapse.
  21. Quote:
    Originally Posted by Synapse View Post
    There's a reason I like to have an open discussion with players as opposed to just putting blinders on and saying "I'M DOING IT MY WAY!". You guys always bring up excellent points that I may not have considered, or may not have considered as much as I should have. So cheers to you all. Anyhow... back to the drawing board...err drawing spreadsheet...

    Synapse
    Wow, other developers should be embarrased.

    Kudos.
  22. Quote:
    Originally Posted by firespray View Post
    This is one of my biggest concerns as well. Especially considering that there is no good way to stop from getting these boosts. Especially on a large team or league when they're flying around so freely.

    Take my fire/sr scrapper for example. He has enough recharge to run a gapless chain of GFS/incinerate/cremate. Since the cap on recharge is 500%, no amount of added recharge can let him run a better chain, so any recharge buff is going to actually lower his damage.

    Though it seems like positron is seriously considering the idea of a minimum chance to trigger, which should hopefully fix this problem for the most part.
    The problem is as Uberguy mentioned.

    My Elec/EA/Mu stalker has just enough recharge (110% global) to run its chain and boost its survival powers (Energy Drain/Energize). On teams Any recharge buff I get hurts my build.

    Then I have my SS/Shield who needs to go for as much recharge as is sanely possible to get the most benefit out of Shield charge. Procs will practically be useless in his AoEs and massively diminished in his Single target attacks.

    Its frustrating and these aren't extreme examples. Look at Uberguys DB/Regen vs DB/SR example. That is going to be night and day.

    (Heck and all stalkers have a interest in high recharge as AS is the best attack they have, and they all want it used as much as possible).
  23. Quote:
    Originally Posted by UnicyclePeon View Post
    SLooks like, based on a Synapse post just a few moments ago, that we will be looking at about a 50% chance for high recharge builds. If I understood his post correctly. Which I may not have.

    Lewis
    Yeah I am not too happy with what Synapse just stated though:

    HERE

    Quote:
    Originally Posted by Synapse View Post
    I've read some good points in this thread and I wanted to let you know I am continuing to read all of your comments. I do want to stress that in most cases this change will increase proc chances. I'll give you guys some concrete numbers once I have them, but my internal examples I am using look pretty good.

    Before we continue let me explain the math. There seems to be some confusion regarding how Procs Per Minute work. Here's the formula that is currently in game:

    If power is a click: (PPM * (Base Recharge Time + Time To Activate)) / (60 * Area Factor)

    This basically adds your Recharge Time and the power's Cast Time and Divides them by the 60 times the size of the power's area of effect (if any) and then multiplies it by the power's procs per minute. In short: powers with long recharge times and cast times proc more than powers with low recharge times and cast times. Additionally, powers with large area factors have a reduced chance to proc as well.

    If power is not a click: (PPM * Activate Period) / (60 * Area Factor)

    This applies to powers like damage toggles and the like.

    The proposed change would do the following:

    1) Increase the PPM value by 50-75% (So a 4 PPM proc would become 6 or 7 PPM) NOTE: The exact amount is still being figured out.
    2) Change the Base Recharge in the formula to your actual power's recharge. This is the part where I think a lot of you are scared. I'll show you an example of how this will actually play out in game later in this post so you can decide how much this will actually impact you.
    3) Procs will have a maximum chance to trigger. I'm leaning toward 90%. Someone mentioned a minimum chance to proc. I really like this idea and I am thinking about this value being 10%, but I'll have to test this internally to find out if this breaks anything.
    4) All non-PPM enhancements with a chance to trigger less than 100% will use PPMs. (Note: Enhancements like Numina's Convalesence: Regen/Recovery will not be affected by this change as they have 100% chance to trigger).

    Okay, now onto the example. Let's use Assassin's Strike slotted with Stalker's Guile: +Rech/Chance to Hide (Standard):

    CURRENT PPMs
    Assassin Strike
    Base Recharge: 15 seconds
    Cast Time: 1 second
    Area Factor: 1

    Stalker's Guile: +Rech/Chance to Hide
    PPM: 4

    Proc Chance: 106.7%

    PROPOSED PPMs
    Assassin Strike
    Base Recharge: 15
    Cast Time: 1 second
    Area Factor

    Stalker's Guile: +Rech/Chance to Hide
    PPM: 6

    0% Global Recharge/Power Recharge
    Proc Chance: 90%

    0% Global Recharge/95% Power Recharge
    Proc Chance: 86.9%

    100% Global Recharge/95% Power Recharge
    Proc Chance: 60.8%

    200% Global Recharge/95% Power Recharge
    Proc Chance: 48%

    300% Global Recharge/95% Power Recharge
    Proc Chance: 40.3%

    Superior Stalker's Guile: +Rech/Chance to Hide

    0% Global Recharge/Power Recharge
    Proc Chance: 90%

    0% Global Recharge/95% Power Recharge
    Proc Chance: 90%

    100% Global Recharge/95% Power Recharge
    Proc Chance: 76.1%

    200% Global Recharge/95% Power Recharge
    Proc Chance: 60%

    300% Global Recharge/95% Power Recharge
    Proc Chance: 50.4%

    PPM: The above values are assuming we apply a 50% bonus to existing PPMs.

    You can use the formula I listed above to figure out how this will impact you. If you're confused how all of this works I am happy to answer questions. My goal here is to enlighten you all on the complex world of procs. Also, I am currently considering having a minimum chance to proc that scales with the enhancements Procs Per Minute if that is possible with the code. We'll have to see.

    Regards,
    Synapse
  24. Quote:
    Originally Posted by Synapse View Post
    Okay, now onto the example. Let's use Assassin's Strike slotted with Stalker's Guile: +Rech/Chance to Hide (Standard):

    CURRENT PPMs
    Assassin Strike
    Base Recharge: 15 seconds
    Cast Time: 1 second
    Area Factor: 1

    Stalker's Guile: +Rech/Chance to Hide
    PPM: 4

    Proc Chance: 106.7%

    PROPOSED PPMs
    Assassin Strike
    Base Recharge: 15
    Cast Time: 1 second
    Area Factor

    Stalker's Guile: +Rech/Chance to Hide
    PPM: 6

    0% Global Recharge/Power Recharge
    Proc Chance: 90%

    0% Global Recharge/95% Power Recharge
    Proc Chance: 86.9%

    100% Global Recharge/95% Power Recharge
    Proc Chance: 60.8%

    200% Global Recharge/95% Power Recharge
    Proc Chance: 48%

    300% Global Recharge/95% Power Recharge
    Proc Chance: 40.3%

    Superior Stalker's Guile: +Rech/Chance to Hide

    0% Global Recharge/Power Recharge
    Proc Chance: 90%

    0% Global Recharge/95% Power Recharge
    Proc Chance: 90%

    100% Global Recharge/95% Power Recharge
    Proc Chance: 76.1%

    200% Global Recharge/95% Power Recharge
    Proc Chance: 60%

    300% Global Recharge/95% Power Recharge
    Proc Chance: 50.4%

    PPM: The above values are assuming we apply a 50% bonus to existing PPMs.

    Regards,
    Synapse
    Hm. My builds all lay within this range.

    Elec/EA/Mu Stalker
    Plant/Earth Dom
    Fire/Earth Dom
    SS/Shield/Soul Brute
    Traps/Arch/Dark Defender.

    Seems I will be heavily impacted by ths change in regard to my global recharge, power enhancement, AND AOE factors...

    There is nothing I can do about the single target procs, but the AoE procs look like junk now.

    C'est la vie.
  25. Quote:
    Originally Posted by UberGuy View Post
    Here's another use case where making the PPM based on actual recharge seems to create what I think are undesirable side-effects.

    Imagine you have two Scrappers, one DB/WP and one DB/Regen.

    DB can get a seamless attack chain that's pretty respectable at fairly low levels of global recharge. WP has one power that benefits from +recharge - it's self-rez. So basically the DB/WP can get enough recharge for their DB chain and not worry about more.

    Regen benefits significantly from very high levels of global recharge, and it's quite reasonable to build Regen for more global recharge than is needed for the basic seamless DB attack chain.

    So, built in ways that make sense for their primary/secondary, and using the same attack chain, the same procs in the DB/Regen's attacks would activate less often than those in the DB/WP's, simply because the DB/Regen built in a way that is optimized for their secondary.

    That really feels wrong to me.
    This is a very valid concen that I would like to see Synapse address.
    Kudos Uberguy.

    As for the people claiming bait and switch: You either could not do math, or you are not very sincere.

    Who in their right mind thought the situation with the SBE PPM and ATIO PPM procs was working as intended?

    I don't care that Synapse on a off the cuff respones said "These are ok" they were just mathmatically so superior that they were a massive incongruence in a game where the dev team had a committment that: Pay to Win would not exist.

    I am happy they are being addressed, but I am not happy its going to take till issue 24 for it to happen.

    I am saying this as a player who builds his toons to perform in the top tier of builds in the game (definately a recharge addict).

    Lets calm down, wait to see the new PPM figures and see how it goes.