I could take or leave Sparkstorm's toggle option. Atm its dps is kinda 'meh' if used as a normal AoE instead of a toggle used on top of something else, but at the same time I can understand why the toggle option reigns in the attack's base dps a bit. If the toggle was to go then I'd want it replaced w/ something more compelling than a special adv that knocks enemies out of it
Toggle allow the user to use the power while block. Combine with the knock back (inherit before this patch and an advantage after this patch) and you got an auto Enrage that stack up to eight while the user is blocking, not to mention grabbing aggro without targeting anything. It one of the main power in this tank build I use. https://www.arcgames.com/en/forums/championsonline#/discussion/1206736/kaiser-behemoth-tank-build
The disadvantage is that you can't use any other damaging toggle like the Dino Injection or Ego Blade Pandemonium. Obviously, I would choose to leave it there.
Yea, I'm aware of its other uses. I had an Elec Tank that revolved around the Sparkstorm + Elec Vengeance block playstyle for trash. It was good & fun, but also a bit gimmicky. Given how nice Storm Summoner w/ pull-in adv can be for clumped groups as a tank, I may not miss it if it were gone, though.
Perhaps an answer lies in giving the toggle more of a dps-related drawback, like how MM w/ Ego Storm can't crit anymore. Regardless, I'm not sure the devs want you to be able to threat/dps that much while blocking, but its up to them if they think its anything worth addressing atm.
Yea, I'm aware of its other uses. I had an Elec Tank that revolved around the Sparkstorm + Elec Vengeance block playstyle for trash. It was good & fun, but also a bit gimmicky. Given how nice Storm Summoner w/ pull-in adv can be for clumped groups as a tank, I may not miss it if it were gone, though.
Perhaps an answer lies in giving the toggle more of a dps-related drawback, like how MM w/ Ego Storm can't crit anymore. Regardless, I'm not sure the devs want you to be able to threat/dps that much while blocking, but its up to them if they think its anything worth addressing atm.
The basic idea of a damaging toggle is precisely to dps while block, or use the said power while you use other power on top of it. This is kind of the reason why many cosmic tanks take toggles like Dino Injection or Ego Blade Pandemonium when they tank cosmic because if you're not creating threats in a cosmic fight while you're block, you're doing something wrong. With the knock in the Sparkstorm, it pretty good on an Enrage toggle user.
In fairness, I think the damage is fine for what it offer, especially the toggling part. You toggle Sparkstorm and you can use your other attack to stack up the dps to ridicnous amounts. Apparently, the power is not meant to be use alone, like most other power these days.
There are no plans to remove Sparkstorm's toggle advantage. However the next patch will introduce knockdown to the power (with the adv swapping it to knockback) that will consume Negative Ions. Since all Negative Ions interactions now check for player specific applications, it makes Sparkstorm not as appealing for a straight electric DPS add.
At this point we're mostly focused on bug fixes and number tweaking with the Electric changes.
Debuff + LArc + Ball of Lit rotations are prob close to where LArc + NI was before when optimized (talking 100ft range here)
"Probably"? It would be nice of the people discussing the performance of powersets to post numbers instead of their feelings.
Here's Debuff + LArc + Ball of Lit at 6,841 DPS....just 3% shy of the "impossible" benchmark. Try doing that on Live with LArc + NI and then say they're close.
At 100ft, Elec absolutely destroys everything else in terms of performance except for PA
At 50ft, Elec tops everything as well, though by a smaller margin.....but the fact is that it still beats everything despite this being the most useless range for an Elec setup. Also this specific distance from the target has no advantage over 15ft in the vast majority of the game...
At 15ft, Elec tops every ranged set and most melee sets as well.
Realistically, as an Elec user you are going to stay at 100ft when it's advantageous to keep your distance. In which case, you'll win out over every other ranged user - other people at 100ft can't even come close and, in this scenario, the 50ft people will be at a disadvantage...they already can't beat you even if for some reason you match their range.
When it's advantageous to be at 50ft, you might as well be at 15ft and completely crush every other ranged player's DPS.
In conclusion, with the exception of PA, Elec as it is on PTS wins vs every ranged DPS powerset at every range.
"Probably"? It would be nice of the people discussing the performance of powersets to post numbers instead of their feelings.
1. I can't parse since it doesn't work properly in CO for me anymore. 2. I already looked at the base dmg numbers before vs. Live earlier in this thread (pg. 2). W/ just LArc's base numbers, LArc's total dmg per channel on PTS is about 80% of the Live maintain's w/o debuffs. NI's 20% doesn't matter since both versions get that bonus, so the dps diff is Superconductor + Ball of Lit's buff (plus w/e extra setup w/ Superconductor). So yea, just by base numbers alone I can't see them being far off, unless Ball of Lit is *really* doing that well now. But again, I can't properly measure the applied dps.
Yea, I'm aware of its other uses. I had an Elec Tank that revolved around the Sparkstorm + Elec Vengeance block playstyle for trash. It was good & fun, but also a bit gimmicky. Given how nice Storm Summoner w/ pull-in adv can be for clumped groups as a tank, I may not miss it if it were gone, though.
Perhaps an answer lies in giving the toggle more of a dps-related drawback, like how MM w/ Ego Storm can't crit anymore. Regardless, I'm not sure the devs want you to be able to threat/dps that much while blocking, but its up to them if they think its anything worth addressing atm.
The basic idea of a damaging toggle is precisely to dps while block, or use the said power while you use other power on top of it. This is kind of the reason why many cosmic tanks take toggles like Dino Injection or Ego Blade Pandemonium when they tank cosmic because if you're not creating threats in a cosmic fight while you're block, you're doing something wrong. With the knock in the Sparkstorm, it pretty good on an Enrage toggle user.
In fairness, I think the damage is fine for what it offer, especially the toggling part. You toggle Sparkstorm and you can use your other attack to stack up the dps to ridicnous amounts. Apparently, the power is not meant to be use alone, like most other power these days.
I can see what ur saying. It seems the devs are mostly fine w/ it, and that's alright w/ me.
1. I can't parse since it doesn't work properly in CO for me anymore. 2. I already looked at the base dmg numbers before vs. Live earlier in this thread (pg. 2). W/ just LArc's base numbers, LArc's total dmg per channel on PTS is about 80% of the Live maintain's w/o debuffs. NI's 20% doesn't matter since both versions get that bonus, so the dps diff is Superconductor + Ball of Lit's buff (plus w/e extra setup w/ Superconductor). So yea, just by base numbers alone I can't see them being far off, unless Ball of Lit is *really* doing that well now. But again, I can't properly measure the applied dps.
Here is LArc on Live: 4,448
Here is LArc on PTS: 4,098
If PTS was 80% of Live then 4,448 * 0.8 = 3558...which is way off the PTS parse. Nobody thinks that NI matters either way
Lol I'm absolutely sure kamokami is not using a full in set build for this, (End stacking with the new form) which is how the set is now going to be intended to be played, considering they seem to plan on nerfing concentration into being a gadgeteering only form someday.
Lol I'm absolutely sure kamokami is not using a full in set build for this, (End stacking with the new form) which is how the set is now going to be intended to be played, considering they seem to plan on nerfing concentration into being a gadgeteering only form someday.
You are aware that you can't block things from appearing in parses, correct? Also, just because that might be the case later doesn't mean everyone is going to use that form now. Obviously using concentration or chilled form is the better option which is what everyone will be doing. That being said, the damage clearly needs to be toned down given what we're seeing.
It is a buff, but it's a bore buff; replace simple low Tier power with complexity and significant dps increases for people who can be bothered to chase all the stuff required. That's been the problem with all these recent power passes, really.
Not gonna lie, I'm unsure whether Sparkstorm's toggle advantage should even continue existing. Yeah, it's pretty cool, but now that it doesn't come with the drawback of kicking enemies out of your AoE, there's no real drawbacks for using it, provided your character has the energy to pay for it. The above test shows that it's not only a straight-up boost for AoE, but also for single target, so you're literally doing yourself a disservice if you don't include it and it strongly encourages you to play your ranged character as a melee character.
What does everyone else think about this power? I'm pretty on the fence about it and what should be done. I like it, but I also...kinda don't. :x
My electric tank is going to love it. My ranged DPS will ignore it, as my preferred play style for her is 70' up, and 70' back from the target.
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Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
So, I think Thundering Return should have a copy of the Rebirth abilitie's zombie advantage that summons Frankenstein monsters, called "It's Alive."
Is it too late to ask for a Resurrect Other version of Thundering Return? Maybe add a "Came Back Strong" advantage or something that gives recently resurrected targets a mild buff. I feel it's more fun if the target you're resurrecting is the position of (not-quite) Frankenstein's Monster.
Grind for the Grind God! Tokens for the Token Throne!
My electric tank is going to love it. My ranged DPS will ignore it, as my preferred play style for her is 70' up, and 70' back from the target.
When the change Kaiserin mentioned goes through and Sparkstorm consumes NI again, hopefully that'll be enough to get it out of the single target rotation. It should still be good for AoE though when layered on top of another, particularly Storm Summoner.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
Having tested a bit more and focused on creating a build out of this update...I must say I'm pretty happy with how everything has turned out.
I don't parse so I'm just going by what I think it pretty good...and I'm content so far.
Storm Strike - Ultimate: - The lightning strike is absolutely awesome to look at when you get a good series of screenshots and the damage it has is pretty good as well! (Also the animation is fun to charge and cancel )
I will say I think the AoE could be a bit bigger, but then again with the damage it deals, it's probably big enough.
Screenie example below, series of shots is above. (In this one it looks like a clawed hand is about to pluck me from where I stand o_O)
And it is pretty!
For me I think it may well be replacing Lightning Storm...I know I definitely want it...
Build FC.31.20170802.12
___________________________________________________________________________________________ Power Changes
Corrected some tooltip errors.
Sparkstorm
If your target is affected by your Negative Ions, Knocks Down the target and consumes Negative Ions. If you take the advantage this replaces the knockdown with a knockback.
Increased the cost of the Electric personality advantage to 3 points, as 2 points was a bit cheap for a power that can be used alongside other powers.
Electric Sheathe
Now removes the Electrical Surge debuff from you (from charging Gigabolt) and prevents it from being applied while this buff is active.
Ionic Reverberation
Fixed a bug where this could proc more than 3 times a second.
Power Source
Fixed a bug where the buff was just stacking without doing anything.
Storm Summoner & Lightning Arc
These still don't work in a reasonable way with Ionic Reverb. Are there any plans to change this before these changes go live? If not, what's the intended method of maintaining these two powers?
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
So...electricity changes. Saw some of them coming, others are a surprise--even a few nice surprises, though I'll have to wait and see on some.
I sincerely hope we're going to get a respec for the Tempest. We should have gotten one for the Glacier, so I'm not going to hold my breath until I find out for sure.
Do we have a power progression list somewhere? I haven't come across one yet, but would very much like one. HeroCreator, I'm assuming, won't be changed until the update is live, which makes sense.
Regarding Arcs: We are aware that players may not always want arcs to hit nearby targets. We've gone through and tagged all arcing abilities. This will allow us to decide what they should do against certain targets. Currently nothing has been decided yet.
No kidding. I have never understood developers' obsession with bouncing attacks--I think GW2 is even worse, actually. When you want to hit a single target, you should be able to hit a single target. Electricity has plenty of multi-target abilities, they don't all have to be multi-target. Keep in mind, I'm mainly referring to Lightning Arc, as I want AoE options also.
Lightning Arc Moved to tier 3. Damage formula changed from escalating damage to maintained damage. Damage will no longer go up the longer you maintain it. Cost has gone up. Removed the Never Strikes Twice Advantage. New Advantage: Snares targets for the duration of the maintain.
Why is it a crime for damage dealers to actually deal damage now? I don't like the move to tier 3. It screws up my Tempest.
As for the escalating damage...I don't really care--ultimately any interrupted maintains will do a bit more because they didn't start lower, so that may actually be a good thing. I'm less enthused about the cost going up. I thought it was expensive enough the way it was, but maybe that's just me; hopefully this hasn't been broken, I haven't heard/read anyone complain about it yet (though I haven't read the whole thread, either). The removal of Never Strikes Twice isn't an issue for me because I never used it. With the Tempest, any mob of significant threat isn't going to get held to begin with, so I opted for Ball Lightning on that choice. I don't even really know if anyone has used it, I expect some probably did.
Ball Lightning Moved to Tier 2. Slightly increased damage. Power was costed thinking the power did double the damage it currently does. Cost has been adjusted for its new values and is overall lower than before. Increased chance to apply Negative Ions to 25% (from 10). ... Damage now scales with your crit/severity as it cannot get critival hits on its own. New advantage: partially refreshes the superconductor debuff on the initial and last hit of this power.
Sounds good, at least for a damaging build. The Tempest can increase crit severity with the Avenger and Guardian trees, but the crit chance isn't going to be stellar so some people won't bother because they prefer other things in Avenger and Guardian and this aspect only affects one power. Still might be a desirable option for some, I'm not sure about me yet.
The change of Electrocute into an AoE hold is interesting. I'm somewhat hoping I won't have to choose between these two powers in the new framework, but I probably will.
Sparkstorm Removed the knockback from this power. It has been moved to an advantage. Doubled the chance for this power to arc if the target is affected by Negative Ions. Adjusted the cost of this power as it was using an outdated formula. Cost has slightly gone up. Fixed a bug where the random arcs this power could apply was not gonig up with ranks. New Addvantage: Knocks back targets that are affected by Negative Ions.
The knock back is changed to a knock down. I'm cool with that, I've never understood developers' obsession with knock back, dating all the way back to CoH. It's annoying on teams; solo, well, if you're using this power, you want them to take full damage, knock back can prevent that.
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As for the rest, I'm guardedly optimistic for using Electricity on freeforms. Depending on what is actually done with the Tempest, I could end up liking it better or erasing it forever...and I just bought a bunch of lvl 40 gear for it, too.
I was kinda hoping for a plain decrease to Gigabolt's debuff timer- instead of having an AO take off such a specific mechanic. But at least there's some way to expedite the debuff and give the AO another niche.
This power is strange in the sense it is a melee power that is identified as a ranged apparently for synergy with its set. Can cryptic do anything about powers identified 'incorrectly' this way to work for both?
Also mulling things over....umm...combining the charged up buff from lighting strike with stacks from antagonize results in you running super speed fast....I get the feeling that this isn't intentional... you might want to look into it.
In all things, a calm heart must prevail.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Yup. ver 3.2.2 for ACT and ver 2.3.0 for the plugin, w/ the combatlog loaded from the PlayTest game file for CO's PTS (log for Live doesn't work either). I've used ACT for years to collect data; it just stopped working altogether and no 'fix' I've tried thus far has restored its functionality.
Since its getting a bit OT for this thread, maybe take this to my PMs if you want to follow up on this.
I am not sure if this qualifies as a bug but I'll post it here:
- Storm Strike when used in the air still animates as if you were standing on the ground. Suggest using Lightning Arc's flight pose or something similar to translate better into casting this power when flying.
Electric Powerframe had always been MEH for me to use, even when i was leveling my Tempest AT in 2012 and had been pretty bare bones on my FF builds, looking forward to see more revamps for this powerframe
New Power: Power Source
Toggle form that increases ranged damage by an amount and melee slightly less.
Scales with your Endurance.
Stacks by proccing Arc effects, applying Negative Ions and completing a Circuit (consuming Negative Ions).
Really good addition, Endurance defiantly needed a Toggle scaling option, Im glad its getting one now
Lightning Arc
Moved to tier 3.
Damage formula changed from escalating damage to maintained damage. Damage will no longer go up the longer you maintain it.
Cost has gone up.
Removed the Never Strikes Twice Advantage.
New Advantage: Snares targets for the duration of the maintain.
I have been 100% expecting this
New Power: Lightning Clap
Lunge
Snares targets, stuns if lunging from more than 20ft away.
Advantage: Consumes Negative Ions and applies Charged up, a buff that increases your travel speeds briefly.
AN ELEMENTAL LUNGE!
New Power: Thundering Return
Self Rez
While active you apply Negative Ions to targets you damage, your energy is restored when taking damage and your health is restored for targets defeated.
and more themed ressurection powers, really nice
Electric Form
When striking a target affected by Negative Ions now grants you a small heal.
This is a very good BUFF since the passive has been overshadowed with the addition of Quantum Stabilizer
Post edited by avianos on
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
Yeah I jump the gun on that, sorry. I find it interesting that for what is mostly a ranged powerset, it gets a melee point blank aoe as an ultimate.
Melee... ultimate...
Oh no My hopes and dreams
and I was hyped to use it on my elementalist... , its Fractal Aegis all over again
Storm Summoner
Minor fx improvements.
If fully maintained, and if the target is affected by Negative Ions, applies the superconductor debuff.
Reduced maximum maintain time to 3 seconds. Cost and damage adjusted for this change.
Distributed the cost a bit more evenly across the initial cost and periodic. Renamed Strong Winds advantage to Magnetic. Now draws targets inwards and increases chance to apply Negative Ions if targets are close to you.
New Advantage: Snares targets caught in the storm and when fully maintained, consumes Negative Ions on targets and causes a knock up.
New Advantage: Chance to apply Plasma burn to targets.
MAGNETIC YOU SAY? I wonder if it's the right moment to suggest synergy with force for Magnetism effects... definitely not, im gonna save this for another discussion
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
A question for the more math-oriented types here: I've got an int-primary electric user who already has a significant amount of defense penetration (because, well, int primary); currently using primarily Ball Lightning and Lightning Arc for single target. Are these changes likely to be a buff or a nerf to this particular build, and should I look into picking up something that applies Superconductor when this goes live?
So... I'm honestly expecting some mechanic to make Gigabolt more Valuable to use
Electric Stealth removing the debuff was a good step, but there need to be more inset friend synergies since i bet there is no intention to remove the Debuff from power itself
Suggestion: Make it so buffs applied on player like Charged Up, Static Field or/and when the player is completing a circuit remove the Gigabolt debuff
I understand the focus on making Lightning Arc the main focus of electric DPS, but Gigabolt needs love too, especially since its considered to be on the same field as Force Cascade and Typhoon
i may be wrong and you are already working on something for Gigabolt on the next update but just to make sure
Lightning Storm
Lowered the damage on this power as its base damage was more in line with a hard hitting single target attack than a area attack.
Adjusted the costing of this power as it was using an outdated formula. Cost has gone up slightly. New Advantage: Chance to apply Stagger to targets.
Stagger has been... quite underwelming debuff both in terms of utility and synergy
unless there are future plans for frameworks to correctly use it i dont see the reason electricity randomly getting it as debuff option (currently looks like a waste of adv points and damage potential)
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
Logically, we should be looking for more synergy with the other Energy powers. Alas, they just went through a lot of effort earlier in the year to make sure Power Armor (ie: Particle) doesn't synergize with anything else, and Sonic is the abandoned red-headed stepchild of special effects.
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Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Bug: Electric Sheath (Rank 2 & Rank 3) is not preventing Electrical Surge from being applied to the user of Gigabolt whilst it is active and Gigabolt has been fully charged and fired.
Steps to reproduce:
1. Have Electric Sheath Rank 2 or Rank 3 ready. 2. Fully charge and fire Gigabolt to obtain Electrical Surge lockout debuff. 3. Activate Electric Sheath. 4. Fully charge Gigabolt 5. Try to fully charge Gigabolt again whilst Electric Sheath is active.
Thanks to notyuu for helping to test this and pinpointing the issue!
I know I raised this but just to be on the safe side in case it somehow makes it to LIVE in a different form...(I am sure we'll see a fix for this soon anyway)
Bug: Electrical Mending is capable of healing others. Please fix Kaiserin
Bug: Electric Sheath is not preventing Electrical Surge from being applied to the user of Gigabolt whilst it is active and Gigabolt has been fully charged and fired.
Can confirm, Addational information Rank 2 & 3 electric sethe have this problem, rank 1 however is working as intended.
In all things, a calm heart must prevail.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Comments
Perhaps an answer lies in giving the toggle more of a dps-related drawback, like how MM w/ Ego Storm can't crit anymore. Regardless, I'm not sure the devs want you to be able to threat/dps that much while blocking, but its up to them if they think its anything worth addressing atm.
- Be safe and have fun, champs - for science!
In fairness, I think the damage is fine for what it offer, especially the toggling part. You toggle Sparkstorm and you can use your other attack to stack up the dps to ridicnous amounts. Apparently, the power is not meant to be use alone, like most other power these days.
At this point we're mostly focused on bug fixes and number tweaking with the Electric changes.
Here's Debuff + LArc + Ball of Lit at 6,841 DPS....just 3% shy of the "impossible" benchmark. Try doing that on Live with LArc + NI and then say they're close.
At 100ft, Elec absolutely destroys everything else in terms of performance except for PA
At 50ft, Elec tops everything as well, though by a smaller margin.....but the fact is that it still beats everything despite this being the most useless range for an Elec setup. Also this specific distance from the target has no advantage over 15ft in the vast majority of the game...
At 15ft, Elec tops every ranged set and most melee sets as well.
Realistically, as an Elec user you are going to stay at 100ft when it's advantageous to keep your distance. In which case, you'll win out over every other ranged user - other people at 100ft can't even come close and, in this scenario, the 50ft people will be at a disadvantage...they already can't beat you even if for some reason you match their range.
When it's advantageous to be at 50ft, you might as well be at 15ft and completely crush every other ranged player's DPS.
In conclusion, with the exception of PA, Elec as it is on PTS wins vs every ranged DPS powerset at every range.
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Spectre beats Eido in an SG run: VIDEO HERE
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Spectre beats Eido in an SG run: VIDEO HERE
2. I already looked at the base dmg numbers before vs. Live earlier in this thread (pg. 2). W/ just LArc's base numbers, LArc's total dmg per channel on PTS is about 80% of the Live maintain's w/o debuffs. NI's 20% doesn't matter since both versions get that bonus, so the dps diff is Superconductor + Ball of Lit's buff (plus w/e extra setup w/ Superconductor). So yea, just by base numbers alone I can't see them being far off, unless Ball of Lit is *really* doing that well now. But again, I can't properly measure the applied dps.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
Here is LArc on PTS: 4,098
If PTS was 80% of Live then 4,448 * 0.8 = 3558...which is way off the PTS parse. Nobody thinks that NI matters either way
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Spectre beats Eido in an SG run: VIDEO HERE
Base numbers I have (no gear/stats, hybrid, no stars):
151 per tick (PTS)
101-224 (Live), ~+30% ramp /tick, last 5 ticks at ~+120% initial tick
Its possible I had the calc for the old LArc wrong (I asked for corroboration, but no bites), but samples seemed to confirm my formula for it:
151*9 = 1359 vs. ~1720. 1359/1720 = ~79%
If its actually not 20% but only 10% less, then that explains some of ur observations.
- Be safe and have fun, champs - for science!
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
- Be safe and have fun, champs - for science!
You probably updated your parse from your program, which mess up the program. Reinstall and don't update from that program.
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Also; You are aware that you can't block things from appearing in parses, correct? Also, just because that might be the case later doesn't mean everyone is going to use that form now. Obviously using concentration or chilled form is the better option which is what everyone will be doing. That being said, the damage clearly needs to be toned down given what we're seeing.
edit: yeah, did that and it still won't collect any data when parsing in-game. oh well
- Be safe and have fun, champs - for science!
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
I don't parse so I'm just going by what I think it pretty good...and I'm content so far.
Storm Strike - Ultimate: - The lightning strike is absolutely awesome to look at when you get a good series of screenshots and the damage it has is pretty good as well! (Also the animation is fun to charge and cancel )
I will say I think the AoE could be a bit bigger, but then again with the damage it deals, it's probably big enough.
Screenie example below, series of shots is above. (In this one it looks like a clawed hand is about to pluck me from where I stand o_O)
And it is pretty!
For me I think it may well be replacing Lightning Storm...I know I definitely want it...
My Characters on PRIMUS
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__________________________
___________________________________________________________________________________________
Power Changes
Sparkstorm
Electric Sheathe
Ionic Reverberation
Power Source
- Fixed a bug where the buff was just stacking without doing anything.
These still don't work in a reasonable way with Ionic Reverb. Are there any plans to change this before these changes go live? If not, what's the intended method of maintaining these two powers?
I sincerely hope we're going to get a respec for the Tempest. We should have gotten one for the Glacier, so I'm not going to hold my breath until I find out for sure.
Do we have a power progression list somewhere? I haven't come across one yet, but would very much like one. HeroCreator, I'm assuming, won't be changed until the update is live, which makes sense.
Regarding Arcs: We are aware that players may not always want arcs to hit nearby targets. We've gone through and tagged all arcing abilities. This will allow us to decide what they should do against certain targets. Currently nothing has been decided yet.
No kidding. I have never understood developers' obsession with bouncing attacks--I think GW2 is even worse, actually. When you want to hit a single target, you should be able to hit a single target. Electricity has plenty of multi-target abilities, they don't all have to be multi-target. Keep in mind, I'm mainly referring to Lightning Arc, as I want AoE options also.
Lightning Arc
Moved to tier 3.
Damage formula changed from escalating damage to maintained damage. Damage will no longer go up the longer you maintain it.
Cost has gone up.
Removed the Never Strikes Twice Advantage.
New Advantage: Snares targets for the duration of the maintain.
Why is it a crime for damage dealers to actually deal damage now? I don't like the move to tier 3. It screws up my Tempest.
As for the escalating damage...I don't really care--ultimately any interrupted maintains will do a bit more because they didn't start lower, so that may actually be a good thing. I'm less enthused about the cost going up. I thought it was expensive enough the way it was, but maybe that's just me; hopefully this hasn't been broken, I haven't heard/read anyone complain about it yet (though I haven't read the whole thread, either). The removal of Never Strikes Twice isn't an issue for me because I never used it. With the Tempest, any mob of significant threat isn't going to get held to begin with, so I opted for Ball Lightning on that choice. I don't even really know if anyone has used it, I expect some probably did.
Ball Lightning
Moved to Tier 2.
Slightly increased damage.
Power was costed thinking the power did double the damage it currently does. Cost has been adjusted for its new values and is overall lower than before.
Increased chance to apply Negative Ions to 25% (from 10).
...
Damage now scales with your crit/severity as it cannot get critival hits on its own.
New advantage: partially refreshes the superconductor debuff on the initial and last hit of this power.
Sounds good, at least for a damaging build. The Tempest can increase crit severity with the Avenger and Guardian trees, but the crit chance isn't going to be stellar so some people won't bother because they prefer other things in Avenger and Guardian and this aspect only affects one power. Still might be a desirable option for some, I'm not sure about me yet.
The change of Electrocute into an AoE hold is interesting. I'm somewhat hoping I won't have to choose between these two powers in the new framework, but I probably will.
Sparkstorm
Removed the knockback from this power. It has been moved to an advantage.
Doubled the chance for this power to arc if the target is affected by Negative Ions.
Adjusted the cost of this power as it was using an outdated formula. Cost has slightly gone up.
Fixed a bug where the random arcs this power could apply was not gonig up with ranks.
New Addvantage: Knocks back targets that are affected by Negative Ions.
The knock back is changed to a knock down. I'm cool with that, I've never understood developers' obsession with knock back, dating all the way back to CoH. It's annoying on teams; solo, well, if you're using this power, you want them to take full damage, knock back can prevent that.
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As for the rest, I'm guardedly optimistic for using Electricity on freeforms. Depending on what is actually done with the Tempest, I could end up liking it better or erasing it forever...and I just bought a bunch of lvl 40 gear for it, too.
And the ultimate looks like Lightning Rod from that which can no longer be mentioned game.
I'm lifetime and I want to give Kaiseri...er the game more money now.
My biggest worry is having to re-think 8 years (holy crap 8 years!) of play style on more than a few characters.
- Be safe and have fun, champs - for science!
This power is strange in the sense it is a melee power that is identified as a ranged apparently for synergy with its set. Can cryptic do anything about powers identified 'incorrectly' this way to work for both?
Does your ACT "Plugin" tab match this? http://i.imgur.com/YwwD5II.png That seems really low, but I have not tried a build geared for END. I'll give it a shot post the parse.
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Since its getting a bit OT for this thread, maybe take this to my PMs if you want to follow up on this.
- Be safe and have fun, champs - for science!
- Storm Strike when used in the air still animates as if you were standing on the ground. Suggest using Lightning Arc's flight pose or something similar to translate better into casting this power when flying.
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Really good addition, Endurance defiantly needed a Toggle scaling option, Im glad its getting one now
I have been 100% expecting this
AN ELEMENTAL LUNGE!
and more themed ressurection powers, really nice This is a very good BUFF since the passive has been overshadowed with the addition of Quantum Stabilizer
Sigils of the Storm: Please give the Sigils a 15% chance to apply Negative Ions to make them different from the Sigils of Destruction
Melee... ultimate...
Oh no My hopes and dreams
and I was hyped to use it on my elementalist... , its Fractal Aegis all over again MAGNETIC YOU SAY? I wonder if it's the right moment to suggest synergy with force for Magnetism effects... definitely not, im gonna save this for another discussion
My super cool CC build and how to use it.
Electric Stealth removing the debuff was a good step, but there need to be more inset friend synergies since i bet there is no intention to remove the Debuff from power itself
Suggestion: Make it so buffs applied on player like Charged Up, Static Field or/and when the player is completing a circuit remove the Gigabolt debuff
I understand the focus on making Lightning Arc the main focus of electric DPS, but Gigabolt needs love too, especially since its considered to be on the same field as Force Cascade and Typhoon
i may be wrong and you are already working on something for Gigabolt on the next update but just to make sure Stagger has been... quite underwelming debuff both in terms of utility and synergy
unless there are future plans for frameworks to correctly use it i dont see the reason electricity randomly getting it as debuff option (currently looks like a waste of adv points and damage potential)
My Reasoning for this suggestion
- Synergy with the FIRE framework
- Fire class: Electrical fire
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Or making those advantages very select / limited.
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Steps to reproduce:
1. Have Electric Sheath Rank 2 or Rank 3 ready.
2. Fully charge and fire Gigabolt to obtain Electrical Surge lockout debuff.
3. Activate Electric Sheath.
4. Fully charge Gigabolt
5. Try to fully charge Gigabolt again whilst Electric Sheath is active.
Thanks to notyuu for helping to test this and pinpointing the issue!
I know I raised this but just to be on the safe side in case it somehow makes it to LIVE in a different form...(I am sure we'll see a fix for this soon anyway)
Bug: Electrical Mending is capable of healing others. Please fix Kaiserin
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Rank 2 & 3 electric sethe have this problem, rank 1 however is working as intended.
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?