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Quote:Well that part does, although the AOE nerf effects anyone that was taking the set. It now has the smallest melee AOE in the game.So this matters to people who aren't going to pair it with fire armor.....
Although I would argue why should one set suffer if paired with another? Fiery Embrace should have a universal effect and if it was made too powerful should be made equal across sets. -
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To show what I am talking about regarding two powers from STJ with two part dots.
This also shows how small the AOE is on Spinning Strike.
If you notice both Initial Strike and Spinning Strike are two part DOTs, Fiery Embrace is only applied once in each case. In the case of Spinning Strike, it is a 25% damage increase. If it was applied twice, it'd be going to 50%. -
Quote:No this isn't correct, Initial Blow is a 2 part DOT as well. However, in the real numbers it shows Fiery Embrace as a 45% damage increase on this power. The Fiery Embrace is not applied twice in Spinning Strike.Spinning Strike is a 2 part DoT, the damage from fiery embrace is added twice, on the first dot and half a second later. Real numbers doesn't show if fiery embrace's damage buff applies to the combo system. I don't think there's any type of nerf here.
The 6ft might just be a typo, all melee attack are 7ft (thanks castle) I can't imagine the Devs would make an attack with less range then that.
The information layout for street justice's real numbers looks more informative then what I remember in Beta. Looks like this powerset is ready to go on sale next Tuesday.
Also if its a typo it was changed because 2 days ago it was 8 foot. -
Quote:I would not have known either until I was pulling up the DPS on the set and comparing the effects of Fiery Embrace again on it to other sets.It hasn't been released yet, so I don't think any changes would qualify as a nerf. I'd call it a tweak, adjustment, or a fix since it hasn't gone live. Thanks for the update, I wouldn't have known about the changes otherwise.
To put this change into perspective, Foot Stomp and Tremor have a 15 foot radius, all the other melee sets PBAOE's have an 8 foot radius with the exceptions of Fire Sword Circle (10 Foot) and Thunderstrike (Technically a targeted AOE at 7 Feet).
STJ now has a 6 foot AOE... to also put into perspective nearly all melee attacks have a 7 foot radius with the exception of KO Blow being 13 Feet. -
No its not, the set was made weaker, therefore its nerfed. Its AOE was made smaller and now on some of the attacks Fiery Embrace only is a 25% increase down from 45%.
Also Fiery Embrace only effects the level 0 charge of the power. (But thats always been true to my knowledge) -
I am looking over Street Justice numbers after today's patch and I noticed a few things changed. The AOE is now down to a 6 foot radius it was around 8.
The other thing I noticed is how Fiery Embrace works with it. For other powersets, Fiery Embrace is 45% damage increase, for some of the powers in Street Justice its only boosting them 25%.
Example: Footstomp with Fiery Embrace deals 45% more damage just looking at base numbers, with the Street Justice set Spinning Strike only deals 25% more damage.
Thoughts? -
Here's my question, why are people stacking typed defense instead of positional such as melee? Wouldn't it be better to max out your melee defense so that it includes all types of melee rather then limiting yourself to just smashing/lethal?
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Strange thanks I thought I had that link and my window even showed I had typed it in hmmm... fixed now thanks.
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Quote:Curious what IO's do people generally go? IO's that boost melee defense?There is no faster farmer/plvler than SS/Fire. Period.
/SD isn't very good at surviving ambushes, which is the fastest kind of farming map, because it's defensebased, not resist. Not saying it can't be done, just that you will likely rely on orange inspirations to keep you alive.
But. That's in the AE.
For general play, /Fire is very squishy barring significant IO investment. /Shield is easily softcapped to all positionals. -
I've tried several different free sites and it seems to get deleted after about a week (Maybe due to traffic?). Anyways, anyone know where I can host it without problems?
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Quote:Well with the first two attacks you can build up to a 3 combo point in 2.3 seconds, I don't see that as that long given the time it takes for an AOE to recharge.People dont seem to understand how spinning strike (is that what its called?) works.
It's actually pretty crappy. It'ss like thnunder strike, both of which can be summed up as "Super cones" which are better than cones (kind of) but not as good at a PBAoE. Both are medicore at best, and lets not forget that you will need to build up a combo level of 3 to get that nice dmg. So SJ wont come anywhere never SS/.
SJ has really good STdps though, its AoE is just lacking. Of course, it looks WAY cool and it really really fun XD
Not to mention STJ's buildup not only increases ACC/DMG it puts you at combo level 3. -
Quote:Well the AOE of a level 3 Stj attack does near Headsplitter damage. Thats pretty good and top of that all the other attacks animate in half the time of SS attacks and they debuff resistance. The extreme attack does KO Blow damage with a faster animation and when its on 3 charges it does near ET level damage.It sounds like SJ is more similar to claws than it is to SS. At least in terms of AoE, but that's all that matters for farming. Claws also has a stronger AoE attack than SS, but with a smaller radius. And while claws is great at AoE, it's not considered to be on the same level as SS.
Therefore no, I don't think SJ will overtake SS as the #1 set. When farming, the extra size of the AoE tends to be more important than the extra damage with a smaller size.
Any other opinions too? Curious to hear more. -
Going off this seems SS/Fire is one of the most powerful now. My question is, I've looked at the numbers in game for Street Justice, do you think it will out perform SS? It has some faster animating attacks, the AOE while smaller in radius hits for nearly twice the damage of Footstomp at 3 charges, the Extreme attack at 3 charges does nearly Energy Transfer level damage, it has -res in a charge builder, and two if its primary attacks are .83 and .97 animation times like Dark Melee.
It doesn't have perma-rage but perhaps the other aspects could make up. The only downside I could see is how does it work with Fiery Embrace? Does it go off the base off the attack for the damage bonus or will the damage bonus increase with the amount of charges used? -
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I logged in today to see spam from people selling infamy/influence in help chat. At this point, I would vote that even free accounts be disabled from talking in any public broadcast. Its 5 dollars is all they have to spend if they want chat privileges, I think its worth it rather then seeing a bunch of spam from these gold sellers.
I'd post a screenshot of the spam but I don't want to advertise for them. Reporting them won't work because they can just make a new free account. -
Quote:What change was made to TF?If you ever played it before the changes to TF and ET then yes it is that bad. It will always be a pale shadow of it's former self.
If you are the type that gets frustrated by an attack landing after the team has killed the target due to a long animation time then the set is not for you.
If you like AOE the set is not for you.
If you like upper middle of the pack ST dps that shines on hard targets then EM/ is an ok set.
The major issue is that KM does everything that EM does well and then betters it without the frustrations that EM brings. The animations are a touch faster. The damage is equal or better. Your Pbaoe is more useful by doing KD instead of stun and you get a nifty ranged attack -
On Fiery Aura's Fiery Embrace power, I notice the damage bonus you get is modified by the base damage of the power. For example, Energy Punch would do lets say 20 additional fire damage while an ET would do like 80.
My first question is, is this modified by damage bonuses or enhancement bonuses at all? I would try and test this but sadly my only fire aura character is on test server which is down.
My second question is a bit unrelated but its about alpha slots. The alpha set is a global bonus, how does it work with the other Incarnate Powers? From what I understand, only the +DMG Alpha effects the other incarnate powers. Does this include the power that grants a moderate fire damage to your attacks?
Going off that question, is the fire proc Incarnate power modified by the base damage of an attack? Or is it a flat value?
Edit: Another question completely unrelated, where can I host my Avatar picture? I've had like 3 different places now and they all keep getting deleted or something. Thanks. -
Quote:I think they have the Player Guides forum because everything in that forum gets marked as "saved" so it will never be deleted during a forum pruning. If it was in a Scrapper forum guides could be lost.My thoughts on board changes:
I've always thought it a bit odd that there was a separate section for "Supergroup & Villaingroup Recruitment" and "Player Events" outside of the Server boards. I think that these should either be merged into the Server boards or made a sub-board of the individual server boards.
"Player Guides" is another distraction. It should be rolled into the individual areas the guides cover. If I'm looking for a guide on how to build a scrapper, I should look in the Scrapper board rather than 'Player Guides'.
We need a new board for Trial and TF strategy. Right now there are guides mixed into 'Player Guides' that really need their own sub area.
"Archetypes & Powers General Discussion" needs to be rolled into the individual AT boards. The AT boards themselves should probably NOT be merged. Keep one for each basic AT, one for Khelds, and one for VEATs.
PVP areas should probably be merged. PVPers may not agree.
Euro Lounge and Oceanic Lounge should probably be rolled into 'General Discussion'. Ideally, they should be made sub-boards of 'General Discussion' if possible.
"Screenshots & Fan creations" should probably be merged with "Multi-Media City of Heroes and Villains". -
Ok let me give some feedback as I read farther I didn't realize you wanted ideas until now. Lets look at another major MMORPG game's forums
1) They have a class forum for every class. *CHECK* We do too, do not merge these Archetype Forums.
2) They have a Forum for Tanks, DPS, and Healing. In my opinion, we should also add these forums but have them be something like: (Tanking), (Melee DPS), (Range DPS), (Support, Crowd Control and Pets) -- The last one is 3 labels in one category. -- Or if you want to simplify it even further, just do a Tank/DPS/Support for 3 forums. -
Quote:No offense Zwill, but your opinion here (And whoever else proposed this idea) is not very good.While I certainly appreciate your viewpoint:
What if we provided guidelines so that posts were easily identifiable within each forum?
I don't particularly view it as pigeonholing, simply as...well...simplifying. There's a rather large amount of forums to sift through here on our boards, and to a new, or even veteran player who hasn't spent time on the forums, it's a bit confusing.
Forums should be easy to understand at a glance.
Unlike other games, the City of Hero archetypes are *ALL UNIQUE* -- Yes a Brute can be a Tank but also can be a melee DPS. The forums are not difficult to understand when I first joined this game I did not have trouble going through the various forums. -
Step 1: Go to Ouroboros
Step 2: Select the Crystal
Step 3: Select the Mission
Step 4: Error occurs, cannot process that request. -
Quote:No as I said in my post earlier I did a Sara Moore TF and half those Fake Nemesis in door missions were not counting either and it was a level 50 TF. Also I watched when I hunted in PI. I sometimes had a spawn with two Fake Nemesis in one spawn. Sometimes one would give credit and the other would not. Thus, it cannot be level related if two from the same spawn and one in the spawn gives credit and the other does not.Actually, I just checked, it might be isolated to just PI and street hunting there.
Personally I think its related to the shield they do at low health. -
Seems like it would be useless on a /Regen Brute then. I was hoping for an alternative heal if I was under -Regen but if its that small of a percentage...
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I could not find the answer to this so looking for an answer from someone here.
1) What is the probability of this going off? I am going to slot it in an auto power (Which I know has a chance every 10 seconds) but what is the percentage? Normally things are listed like 10%, 20%, etc.
2) What is the value of the heal? Does it vary by Archetype? Is it based on your base hp? Max HP?
3) How much endurance does it give? Is it based on max endurance?