PTS update FC.21.20111016.4
This build is scheduled to hit PTS by 10:00PM PST
This patch addresses a lot of the issues and feedback since the last build.
The focus remains on the new Vibora missions, unarmed review and new Unarmed AT's. Your feedback is always appreciated.
Please format any bugs you find in the following format:Bug
Where it happens
What happensHere are the details of the PatchUI
- Open Guild banks will no longer disable transfering items into your inventory
Bloodmoon Event Items:
- Will of the Tiger and Will of the Tiger Cub now properly work as different items. They also have different cooldowns now.
Content and Gameplay
- Resistance: Ironclad will now correctly drop Loots (Algo Gear and Until Tokens) in addition to his costume unlock
Queen City
- The Zombie Crates
- Fixed Tracing the Twins not being granted
- Fixed Minefield door and Dogz not giving mission credit in Minefield sweeper
- Fixed Black mask and simulacrum sanctum
- The Flyover now has VO
Powers
Fighting Claws:
- Form of the Tiger: Now works properly with Brimstone, Havoc Stomp, and Sword Cyclone: Butcher's Blades.
Dual Blades:
- Dragon's Wrath: Should now properly have a charge animation.
Dual Blade:
- Sword Cyclone: Butcher's Blade: Should now properly have a charge animation. Also, hit timing should now properly match the actual animation, instead of taking place shortly after the animation plays.
Unarmed:
- Dragon Uppercut: Chi Flame: The DoT applied by this power was not properly receiving some melee damage bonuses. This has been fixed.
- Burning Chi Fist: The DoT applied by this power was not properly receiving some melee damage bonuses. This has been fixed.
Martial Arts:
- Parry: The lockout on how often Parry can return damage has been reduced from 6 seconds down to 5 seconds.
- Parry: Elusive Monk: The amount of Dodge and Avoidance Rating granted by this advantage no longer scales with your Dexterity. Instead, it grants a flat amount of Dodge and Avoidance Rating based on your level. If you had more than around 250 Dexterity at level 40, you will notice a decrease in the amount of Dodge and Avoidance granted by this power. If you had less than 250 Dexterity at level 40, you should see an increase. The advantage window now properly displays full numerical information for this advantage.
Comments
I would like to request putting the instance exit button on there so we don't have to go through three windows of the PDA to get to that option.
Yay! Now I can finally get that dang axe.
The axe wasn't the problem. It was dropping. It was just that he didn't drop anything else.
Question: Anyone noticing the Ghost Hands FX missing from the One Hundred Hands power? I've ranked it to 3 and even purchased the Ghostly Hands Advantage and it didn't add it.
Imo form of tiger needs a total remake >.> it's SLOWEST focus stacker in game atm that has no ways to stack focus outside of melle range, and even if u get in melle, charged attacks are quite hard to land opposed to taps. Not even mentioning attacks that have no charge functionality. No reason to pick it over other forms ever... Mb make advantaged *stack focus while held\rooted* a baseline? But imo it should proc on knocks too since almost no enemies in pve use holds\roots, but many have knocks.
The form is ok, but in comparison to the other three its a bit one dimensional. Its very good in sustained fights but in pvp not many players stand still for very long. One more positive thing it has is that the form isn't based on chance. Its always a guarantee focus stack when you do half charge. Tempest is based on chance, Master is based on chance and the SB form to a degree is based on chance.
Oddly enough, SB form's best bleed stackers in both speed and being guaranteed all come from out of set. WHYYYYYY.
Cuz nobody cared to look at the bleed mechanic since this game was launched. Same with Shredded which I doubt many ppl recognize as even existing. There are a couple of sets that don't have in set synergies oddly enough or that work best with other sets than their own.
Edit:
Not sure if this is a bug but there is a problem with Kinetic Darts and Ego Blade. The problem is with the Leeching Strikes advantage, since it applies only on attack it's strange that it would work for both in the same way since one is ranged and the other melee. It should have a higher chance of application for Ego Blades or it should apply the moment you are within 50ft of the target otherwise Kinetic Darts is outright better than Ego Blade.
He never dropped ANYTHING for me. Even after my 50+ runs. So yay. Atleast I'll get somethin'
Yes, it's supposed to hit the target with both parts of the power. But keep in mind - the power is outright halved because of the 'advantage'. So half of the damage is done to the target, and the other half is done to the target and everyone in line.
But here's the problem - because the damage is now applied twice, it can be defended against twice. So Defiance, Invul, Force Shield's Advantage, Energy Shield's Advantage, LF, IDF, etc etc etc will reduce the damage this power does further.
:eek:
Yup, I hope that we can talk the Team to leave Parry alone. PvP is already insance as it is. UNLESS, Parry's change is an indicator that ranged will get buffed?
This, or leave parry alone.
that will work fine.. all is good , but defiance + dodge.. just doesnt go....
if this goes on live, new fav will be BOE, so they cant hit anything >_>
( not that its not popular alrdy )
I compared 3 different tank builds, all in Protector role and all decently geared:
Defiance-dodge: Dodge defense gear, 250 CON, Evasive Maneuvers r2, and Parry+EM
High-CON Defiance: 350 CON, Energy Shield+LK
Invul-dodge: Dodge defense gear, 250 DEX, Evasive Maneuvers r2, and Parry+EM
I then ran 3 different theoretical scenarios. I say theoretical because I was solo so didn't have someone DPSing me. These numbers are simply mathematical computations based on the above stats.
Scenario #1: 3-second Charged Spike Attack: typical of boss fights and even more so in PvP
Defiance-dodge = 1/(1+1.02) x (100% dodge chance) x (0.42 avoid) = 0.21, or 79% TM, or True Mitigation
High-CON Defiance (70% chance undodged) = 1/(1+1.42) = 0.41, or 59% TM if undodged
High-CON Defiance (30% chance dodged) = 0.41 x (0.83 avoid) = 0.35, or 65% TM if dodged
Invul-dodge = 1/(1+0.63) x (100% dodge chance) x (0.42 avoid) = 0.26, or 74% TM
Scenario #2: 1-second Normal Attack: most PvE attacks
Defiance-dodge = 51% TM if undodged (40%), 79% if dodged (60%). Weighted average = 68% TM in the long run
High-CON Defiance = 59% TM if undodged (90%), 65% if dodged (10%). Weighted average = 60% TM in the long run
Invul-dodge = 39% TM if undodged (40%), 74% if dodged (60%). Weighted average = 60% TM in the long run
Scenario #3: 0.5-second Maintains: The expected result should be obvious by now, but I'll post it anyway
Defiance-dodge = 51% TM if undodged (70%), 79% if dodged (30%). Weighted average = 59% TM in the long run
High-CON Defiance = 59% TM in the long run. The dodge and avoid are negligible on maintains.
Invul-dodge = 39% TM if undodged (70%), 74% if dodged (30%). Weighted average = 49% TM in the long run
EDIT: I will be on PTS doing some actual in-combat tests, and will post soon. But from the above, what gives, Devs? In almost all situations, Defiance dodge trumps all other forms of high-end stacked defense. Thats not even counting how much it will trump Regen, LR, and PFF.
so basicly , you boosted tanks with dodge, boosted range with attacks that cant be dodged, so in the end, this is all becouse of ppl cryigng about dodge/ DW builds
ofc im not talking about PVE becouse PBE is easy, you can pve with an AT >_>
Those are two separate and distinct powers. I'm not understanding what your implying.
Working as intended.
It should be clear to everyone that the devs are clueless about the defense stacking problem. So much for reading the pvp thread on the hero forums and passing it along to the powers team lol.
i agree, but lets not judge them, they sugested it put it on PTS, it doesnt work ( it works but its OP >_> ), back to drawing bord
I hope thats sarcasm. In no situation is defiance-dodge at a disadvantage. None whatsoever.
EDIT: screw it. i hope this makes it unto live. i have a str/con build just salivating at the thought of getting parry. then we'll all have the same exact tank build cuz its obviously better than all other variation of tank builds, and then nobody will play pvp again cuz it'll be boring as **** watching tanks going at it while kien shoots pesti at us. sweet deal, guys. i like it
I don't think Cryptic goes back to the drawing board very often.
They do - in direct proportion to the care with which the arguments to do so are constructed.
Is anyone saying Parry is gong to replace laser knight as the "can't scratch this" block of choice? Is this because of the specfic threat posed by DW is melee, and therefore falls into the range Elusive Monk affects?
Its a melee advantage in a melee set with DEX as a (very) recommended SS.
I remember many players being opposed to the idea of having restrictions on powers. What happened to be the hero you want to be? I can't be that if I can use laser knight or elusive monk on my ranged toon.
I was only responding to the point made by the previous poster as to why EM should be divorced from DEX. His reasoning was that it was in a melee set. I pointed out that the melee set it belonged to encouraged DEX as a SS (hopefully countering the point that being a melee advantage meant that it shouldnt scale with DEX).
Personally I think the idea of allowing advantages such as LK and EM to function in conjunction with ranged attacks would be fine (at a reduced value since there are fewer instances in which those advantages could be disabled on a ranged combatant than on a melee).
How will it play out!
lol you already know how it will play out. The question remains how long will it take Cryptic to acknowledge that there maybe a problem? My guess, six months. Yours? And no "never" isn't allowed as a choice.
Many apologies if I am mistaken about any of these things lol
Right, still not getting it. It would make more sense if Con actually had any inherent effect on the Physical/Energy Resistance ratings; which only get effected through gear. Defiance then provides a buff on top of that rating scaled to Con.
Dex improves the Dodge rating; then Elusive Monk provides an additional buff on top of that to Dodge/Avoidance that scales with Dex as well. That's kinda double dipping.
Again, not necessarily disagreeing that there's a problem with the change; just don't fully understand your analogy.
DEX by itself provides no benefit to dodge at all. Now that EM no longer scales with DEX, I'm not sure anything dodge based scales with DEX anymore.
I'm sorry, meant avoidance. I was referring to the Dodge/Avoidance mechanics as a whole. I'll log on to double check later, just both from memory and the wiki. There was a direct effect that Dex has on that rating.
EDIT: You know what? Just checked, I get it now. Let me just remove that part in the wiki now.
Nope. Only directly affects critical rates and severity.