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PTS update FC.21.20111016.4

Archived PostArchived Post Posts: 1,156,071 Arc User
edited October 2011 in PTS - The Archive
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 happens



Here are the details of the Patch

UI
  • 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.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Can one last UI addition be slipped in for the radar on the bottom left of the compass opposite the quest log extension button?

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Psst... Robo... >.> Single Blade doesn't have Sword Cyclone, that's a Dual Blade move.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The new minimap icons are ugly. You've made them smaller and smooshy just to add the hideout icon? Meh. The hideout button is a what? A door? Looks the same as the missions button.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    Content and Gameplay
    • Resistance: Ironclad will now correctly drop Loots (Algo Gear and Until Tokens) in addition to his costume unlock

    Yay! Now I can finally get that dang axe.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Malvourus wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Only a few hours to go until this one hits, yay! :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Well, it seems defiant-dodge just got a heck of a lot easier. I don't think I like this. Now we'll see 10k tanks doing 2k dps while reducing charged attacks by about 80%. I don't think I like this at all...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Is Open Palm Strike: Focused Chi Blast supposed to hit the primary target with both portions of damage? Considering how crappy the damage is of other "ranged" attacks in the melee sets, the damage seems a little high. Especially considering it scales with Focus while other "ranged" melee attacks do not and its base damage is already higher than those other attacks as well. It also does a pretty high amount of knockback and it can be charged while moving.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Bugs
    • Queen City map: (1271 -66 65) - Missing collision on first dock ramp results in player falling through and getting bounced around between the dock's collision and the boats.
    • Intro cutscene - Trader Jack isn't sitting down in cut scene resulting in a talking chair (kinda funny actually).


    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Uppercut and Chi Blast do not cont toward form of the Tiger
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Jaybezz wrote:
    Uppercut and Chi Blast do not cont toward form of the Tiger

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Kien. wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Legominism wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    TacoBomber wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Dardove wrote:
    The axe wasn't the problem. It was dropping. It was just that he didn't drop anything else.

    He never dropped ANYTHING for me. Even after my 50+ runs. So yay. Atleast I'll get somethin'
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Galactiman wrote:
    Is Open Palm Strike: Focused Chi Blast supposed to hit the primary target with both portions of damage? Considering how crappy the damage is of other "ranged" attacks in the melee sets, the damage seems a little high. Especially considering it scales with Focus while other "ranged" melee attacks do not and its base damage is already higher than those other attacks as well. It also does a pretty high amount of knockback and it can be charged while moving.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    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.
    The only two things that's actually valid for are the flat absorbs from Invuln and IDF. Damage reduction and bubbles affect it the same no matter what. (y/x)*2=(y*2)/x
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    so, parry scales with CON also... hmm how does Defiance dodge + 5 heals sound to you? >_> , plese elusive monk is good , no need to mess with it >.> if you lunch this on live there will be dodge defiance tanks ._.
    :eek:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    _SP33D_ wrote:
    so, parry scales with CON also... hmm how does Defiance dodge + 5 heals sound to you? >_> , plese elusive monk is good , no need to mess with it >.> if you lunchi this on live there will be dodge defiance tanks ._.

    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?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Signed. Defense stacking shouldn't be the way, the change only makes it worse. Especially when it concerns EXTREME defenses.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    make elusive monk useable with ranged attacks:} and buff damage of ranged through avenger or make the forms affect ranged damage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Zellgarith wrote:
    make elusive monk useable with ranged attacks:} and buff damage of ranged through avenger or make the forms affect ranged damage.

    This, or leave parry alone.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Gonna have to disagree with you here. I'm quite pleased that it is now a viable option in melee builds outside of the normal critical monkey variety. It is a melee advantage in a melee set. Do not make it work with ranged attacks. Kiting and abusing melee in PvP is a joke; it is a challenge just to keep LK and Monk up period against players that know what they're doing. If you want ranged to have advantages like Monk and LK (with their own appropriate drawbacks), this is not the thread to make those requests.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    maybe if you make CON reduse dodge?? >_>
    that will work fine.. all is good , but defiance + dodge.. just doesnt go....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sorry man, they are two separate layers on the character sheet. Until they are not, dodge will be combined with other types of mitigation. Tyme for Regen dodge spectacular!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    >.< , so basicly
    if this goes on live, new fav will be BOE, so they cant hit anything >_>
    ( not that its not popular alrdy )
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    10 Char...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ok so I noticed the Parry change last night and made a post about it on page 1 of the thread. I then went to sleep, and lo-and-behold, had nightmares about defiance-dodge tanks running around wreaking havoc. So first thing I did this morning was grab my pencil, hopped on PTS, and did some solo number crunching. Here's what I got:

    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
    • Total HP right under 10k (It's very possible to be in the 10k range by trading some other stats)
    • Defiant gives 17% per stack, totaling 102% resistance
    • During melee combat, dodge chance was at 60%, avoidance at 58%

    High-CON Defiance: 350 CON, Energy Shield+LK
    • Total HP in the mid-11k (Again, it's possible to be 12k+ by sacrificing some other stats)
    • Defiant gives 18% per stack, totaling 142% resistance with Laser Knight
    • Standard 10% dodge, 17% avoid

    Invul-dodge: Dodge defense gear, 250 DEX, Evasive Maneuvers r2, and Parry+EM
    • This build is not only currently possible on Live, but also very prevalent
    • I did not have much CON, so my total HP was 6.3k
    • Invulnerability gives 63% resistance. (My other SS was around the same as my DEX)
    • During melee combat, dodge chance was at 60%, avoidance at 58%

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    only what can counter this is to stay range, and range builds that can kill tanks are ruin tanks and some special builds like kiens >.>
    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 >_>
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    [*]Parry: Elusive Monk: The amount of Dodge and Avoidance Rating granted by this advantage no longer scales with your Dexterity.
    So, when will Defiant no longer scale with Con?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    So, when will Defiant no longer scale with Con?

    Those are two separate and distinct powers. I'm not understanding what your implying.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Lintymint wrote:
    Ok so I noticed the Parry change last night and made a post about it on page 1 of the thread. I then went to sleep, and lo-and-behold, had nightmares about defiance-dodge tanks running around wreaking havoc. So first thing I did this morning was grab my pencil, hopped on PTS, and did some solo number crunching. Here's what I got:

    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
    • Total HP right under 10k (It's very possible to be in the 10k range by trading some other stats)
    • Defiant gives 17% per stack, totaling 102% resistance
    • During melee combat, dodge chance was at 60%, avoidance at 58%

    High-CON Defiance: 350 CON, Energy Shield+LK
    • Total HP in the mid-11k (Again, it's possible to be 12k+ by sacrificing some other stats)
    • Defiant gives 18% per stack, totaling 142% resistance with Laser Knight
    • Standard 10% dodge, 17% avoid

    Invul-dodge: Dodge defense gear, 250 DEX, Evasive Maneuvers r2, and Parry+EM
    • This build is not only currently possible on Live, but also very prevalent
    • I did not have much CON, so my total HP was 6.3k
    • Invulnerability gives 63% resistance. (My other SS was around the same as my DEX)
    • During melee combat, dodge chance was at 60%, avoidance at 58%

    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.

    Working as intended.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sigma7 wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Legominism wrote:
    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 ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sigma7 wrote:
    Working as intended.

    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
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Those are two separate and distinct powers. I'm not understanding what your implying.
    There's no better reason to make EM not scale with Dex than to make Defiant not scale with Con.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    insted of making everything scale with everything nad make WTF out of pvp, its much easyer to go one step back and forget the new parry <.<
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    _SP33D_ wrote:
    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 don't think Cryptic goes back to the drawing board very often.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Legominism wrote:
    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?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    umm yeah, it will replace it, becouse from what i have seen, i have a supertank, and i have a few dodge builds, my dodge builds survive much longer than the tank with tons of heals, so ye mixing those 2 is a bad idea. Boosting tanks, would require to stay out of mele range, that folows bt range powers boost, and in the ned we boost the game for nothing , oh wait, ye.. then mele dps builds stay the same, DW users are gone and you done have to cry rivers of tears about "DW spammers"
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Xeiros wrote:
    It is a melee advantage in a melee set..

    Its a melee advantage in a melee set with DEX as a (very) recommended SS.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ashen_X wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Legominism wrote:
    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).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I just want to say I find this all very entertainnig and enlightening.

    How will it play out!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The_Last wrote:
    I just want to say I find this all very entertainnig and enlightening.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I have a suggestion... I notice the icons for the new unarmed powers look slightly strange. I think if you darkened the orange a smidgen and increased the shadows it might look a bit more similar to the current MA icons. Just being knit picky though. I didn't notice anything else aside from the fact that the focused chi blast stops at your current target and won't hit anything behind it. For instance, I targeted a box with it and the blast didn't hit the box behind it. However, when I targeted the box behind it, it naturally hit both. So while I assume this is working as intended, I think it'd be nifty if it went the full 25 feet. Not necessary though, awesome either way. :)

    Many apologies if I am mistaken about any of these things lol
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    There's no better reason to make EM not scale with Dex than to make Defiant not scale with Con.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Empyreal10 wrote:
    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. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    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.

    Nope. Only directly affects critical rates and severity.
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