For one, it's consistent, I'm not noticing any bugs just yet, it does however seem to be a little clunkier than Reaper's Embrace, not in terms of damage output, but when the damage -hits-.
For two. The Buff you gain, Electric Body, seems to be a little lackluster. It'd probably be better if you up'd the chances up to maybe 50% at max if you have Ionic Reverb on, and perhaps make it activate regardless if it's affected by Negative Ions or not.
Ultimate powers are now omitted from Medusa's damage reduction effect.
Why it needs the 50% damage nerf at all? This offence is supposed to give underperforming attacks, like melle combos, a chance to compete against broken charged attacks and some maintains. If someone is using this he is ALREADY nerfing all of his non-combo damage abilities by not having any bonus applied to them... So why pidgeonhole combo builds into using nothing but combos even further?
"If life is illusion, then I am no less an illusion, and being thus, the illusion is real to me"
Not exactly a bug, but Grond's gloves don't play nice with laser shotgun. You need to tap to build up plasma shear, but you need at least a minimal charge to refresh the onslaught stacks. (taps will not refresh it) I said this in the suggestions thread. Increasing the timeout on the plasma shear stacks would make it much more friendly to use. 2 sec drop off allows for 0 margin for error. 4 seconds would allow you to put in a quick partial charge to refresh stacks and still get another tap in before they drop off.
Electric Vengeance. Kind of agree with the Rinzler. Rather then the electrical body thing, just have it apply NI to the primary target if it is not applied. Else it consumes it for the extra damage. So you get the burst damage every other hit. Basically trades the extra rupture damage from reapers for an AoE effect. Or at least make it equal to the standard bleed chance of 25%. (I also would have to change out my bleed based form and EU to use it better)
The PVD doesn't have the 1 sec cooldown that Reapers has.
hey kais, this update has broken cosmic strike. almost all powers save for a select few are no longer stacking cosmic strike.
I can confirm that this is indeed happening. I tested this myself and it's either not proccing correctly or it's being incredibly clunky to the point it refuses to work except the occasional time it does
The change from 5% below 50% hp to 10% below 50% hp is appreciated. However, the +100% below 5% hp remains useless because the threshold still checks after the heal increased the target hp.
The fix for this is to check the threshold for the doubled heal before applying the heal. If this is not possible for technical reasons, consider raising the post heal threshold to 25% hp, but increase its cooldown to 300 sec. This allows it to happen occasionally while not being something to rely on. Right now its 10 sec cooldown is totally meaningless because it will never proc when healing players.
I have included proof of this effect by using the test dummy, whose 5% threshold is 5k hp. In both cases the dummy was healed when at 0 hp.
Comments
For one, it's consistent, I'm not noticing any bugs just yet, it does however seem to be a little clunkier than Reaper's Embrace, not in terms of damage output, but when the damage -hits-.
For two. The Buff you gain, Electric Body, seems to be a little lackluster. It'd probably be better if you up'd the chances up to maybe 50% at max if you have Ionic Reverb on, and perhaps make it activate regardless if it's affected by Negative Ions or not.
Why it needs the 50% damage nerf at all? This offence is supposed to give underperforming attacks, like melle combos, a chance to compete against broken charged attacks and some maintains. If someone is using this he is ALREADY nerfing all of his non-combo damage abilities by not having any bonus applied to them... So why pidgeonhole combo builds into using nothing but combos even further?
Electric Vengeance. Kind of agree with the Rinzler. Rather then the electrical body thing, just have it apply NI to the primary target if it is not applied. Else it consumes it for the extra damage. So you get the burst damage every other hit. Basically trades the extra rupture damage from reapers for an AoE effect. Or at least make it equal to the standard bleed chance of 25%. (I also would have to change out my bleed based form and EU to use it better)
The PVD doesn't have the 1 sec cooldown that Reapers has.
I can confirm that this is indeed happening. I tested this myself and it's either not proccing correctly or it's being incredibly clunky to the point it refuses to work except the occasional time it does
The change from 5% below 50% hp to 10% below 50% hp is appreciated. However, the +100% below 5% hp remains useless because the threshold still checks after the heal increased the target hp.
The fix for this is to check the threshold for the doubled heal before applying the heal. If this is not possible for technical reasons, consider raising the post heal threshold to 25% hp, but increase its cooldown to 300 sec. This allows it to happen occasionally while not being something to rely on. Right now its 10 sec cooldown is totally meaningless because it will never proc when healing players.
I have included proof of this effect by using the test dummy, whose 5% threshold is 5k hp. In both cases the dummy was healed when at 0 hp.