-
Posts
2820 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Erratic1
-
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
You could perhaps name the scenario where there are a bunch of single fights? Whatever it is, it does not strike me as being a significant portion of the game. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Never count out the DPS min-maxers. Last night I was testing out my planned build for my most recent Tanker. He has 0% global haste, but in the midst of fighting, hit the 142-167% range due to Force Feedback and attacks with guaranteed or high likelihood to occur knockdown/ups. That made the AoEs repeatedly spammable. Leftover bosses simply got drug along to the next group. -
IOs NEVER STOP WORKING. YOU DO NOT OUTLEVEL THEM. That is the benefit. You stop wasting influence to upgrade them. As for the level of the IOs, a level 25 Accuracy gives you 32.0% whereas a level 35% give you But the 35 costs you 46,050 influence to craft versus 17,400 influence for the 25. I almost never craft anything over 30 while levelling, mostly live with 25s. There is no reason to waste the influence for the partial gain...unless you want to.
-
Heck, be lazy and just sell excess recipe drops. It adds up even unimportant ones. And sell all those regular enhancements too.
-
The cost to make level 25 and 30 crafted IOs is in the 20-25Kish range. Any crafted you slot should not be removed until you are slotting set enhancements. And once slotted, you are not needing to upgrade, so what you would have spent upgrading enhancements does not get spent. That adds up. I typically gift my starting characters with 1 million influence from a higher level character and then they are on their own. My most recent Sentinel is at level 42 and has 13 million influence. So take it he has made at least 12 million (though in reality it is higher since he had to pay for his crafted IOs at some point). A 40 makes plenty of influence for funding lower level characters. If you have a guild, you can even use your respec to recover those crafted IOs, stick them in a storage bench, and recycle them to other characters, really keeping your costs down. (Well, you could mail them to yourself too, but that is a headache since you have to mail them one at a time.)
-
Savage will lower endurance cost and recharge times while you maintain stacks of Blood Frenzy. Regen has its own endurancevrecovery boost, so you should not have endurance issues and you'll have a recharge boost. Claws boosts damage. I seem to recall seeing Regen has a minor (decaying) damage boost. Don't think either will be bad. Savage would probably tolerate global recharge boosting better but DoTs don't stack.
-
SS/Bio is one I have had great success with. Also have an Energy/Elec, who is not as far along as the aforementioned one, but performing quite nicely at 50.
-
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Oh my God, Becky...look at her nerf...it is so big. It looks like one of those developers nerfs. Who understands those CoH developers? -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Darn good question. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Logged in and popped a small red. It gave its advertised boost. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
I never said otherwise. Build Up has a 90s base recharge rate and you can at max reduce it to 18 seconds. With a 10s duration, that is what...10s up and 8s down? So 180% damage for 10s and 100% damage for 8 on live, for an average of 144.44% versus on test having 170% for 10s and 100% for 8s, for an average of 138.88% or a reduction of 4%. And that is if you maintain maximum recharge reduction, with the loss being lower the less global recharge you are maintaining. Allow me to suggest that is basically a meaningless change. Rage applies on one, and only one powerset--Super Strength. You go from an 80% (or 160% double stacked) boost to 70% (or 140% double stacked). That is a 5.5% drop. Again, not that meaningful. I leave Follow Up as an exercise for the reader. In terms of what is causing tanker mission time clears to leap as much as they have, this is about as much of a non-factor as the new opponent healing factor. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
My gut feeling was to go the other way as that keeps the proc reduction in place. Without falloff, you end up with just the reduction from the base, so Guarded Spin: 21%, Eye of the Storm: 23% reduction, Innocuous Strikes, 15% reduction. Is that still too steep? Let's say you're averaging 20% reduction across the various AoEs. If AoE damage is the primary mode of clearing trash, then you're looking at an increase in mission timers of 25%. So what took 2 minutes before will now take 2 minutes, 30 seconds. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
I had previously thought reducing the overcap falloff was called for. Reaching the point where the falloff should just be dropped. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Something about selective quoting applies here. Almost like the following was not part of my post: -
My understanding is that at cap a Brute would outdamage a similarly capped Scrapper. The oft stated claim was that dps is all Scrapper brought.
-
I don't think anyone routinely crossed that short of being on teams featuring serious damage buffs ala Fulcrum Shift stacked with others.
-
You took Whirling Hands and skipped Power Crash didn't you?
-
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
You quoted my response to: There was no context there. It is a flat claim that damage is being nerfed, " across the board". It is not. Period. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
"Across the board" means everything. Not just AoE, and not "AoE" when beyond certain numbers of target" and not, "AoE past a certain number and only to those past that number." "Across the board" is a plainly wrong claim. -
This is already the case. I came across the awfulness of Kinetic Melee on Live and Homecoming has been humming along for years with plenty of changes to plenty of powersets, yet KM remains miserable. As a result it is rarely seen in the wild. And yes, that is frustrating. But that lack of change did not stop other global changes from going through for gain or loss.
-
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
The word "buff" means something. Are you continuously, 100% of the time under a damage buff you have applied to yourself, say like Build Up? Even if so, that is not base damage being lowered. It is not changing. -
Powerset balance has to happen on its own. Kinetic Melee is a miserable set regardless of AT. Its existence however is not a reason to delay global changes. KM simply needs to be addressed in its own right. Same for any other underperforming set.
-
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Procs aren't "the" problem. They contribute to it. And damage is not being nerfed across the board. If you are not facing crowds above the overcap limit, you will not see a difference (this is not to say I agree with the limits as they are, just that your notion of damage being uniformly lowered is wrong). -
Panic which is being mirrored currently somewhere else? 😛 I do not see much argument as goes the overcap penalty being too extreme nor too much that points at other factors being major contributors to slowing down Tanker performance on the test server. So starting from 30% being too extrreme a cut in Tanker damage output, how much is a proper/acceptable amount?