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PTS Update FC.26.20120212a.1 - We're back!

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Ok, and i also can only say : Please please give us back our old bags .. the new ones are really horrible :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Lohr wrote:
    so far with tracking the upgrades. I've noticed the following

    Primary Offense Gloves
    Focused, Virtuous, Deft and Decisive all give +47 Ego, +56 Offense and 7.3% Bonus Healing. Seems like there are 3 more than should be.

    Devastating and Tough both give +47 Constitution and +53 Offense


    I've found 7 different patterns on Primary Offense Upgrades (gloves).

    +47 Stat, +47 Stat, +53 Offense

    +47 Stat, +79 Offense
    +84 Stat, +53 Offense
    +47 Stat, +53 Offense

    +47 Stat, +53 Offense, +3.6 Critical Severity
    +47 Stat, +53 Offense, +7.3% Bonus Healing
    +47 Stat, +53 Offense, +74 Critical Strike

    I am jumping to conclusions, but I can already see that my toon that has 95% crit severity on live will NEVER reach that level again under the new regime without compromising my stat bonuses...

    its not worth going for crit severity.
    What is critical strikes effect?

    This post has been edited to remove content which violates the Cryptic Studios Community Rules and Policies -Smackwell
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    These were only greens too. So who knows.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The_Last wrote:
    I am jumping to conclusions, but I can already see that my toon that has 95% crit severity on live will NEVER reach that level again under the new regime without compromising my stat bonuses...

    its not worth going for crit severity.
    What is critical strikes effect?

    We still don't have the customization trees, which I believe was mentioned to be the place a lot of the severity was moved to. As for what Critical Strikes does, gonna go out on a limb and wager that it scales your Crit Chance only on the same point-for-point scale as Dexterity does. Power Cost Discount works like Int, offense seems to work like an additional Super Stat (as it does on live, it's just hard to find in copious amounts), and the likes.


    This post has been edited to remove content which violates the Cryptic Studios Community Rules and Policies -Smackwell
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Bug : Parts of the ground around Snake Gulch are invisible from the Distance

    Pictures :
    http://beldin.be.funpic.de/CO/screenshot_2012-02-15-17-53-14.jpg
    http://beldin.be.funpic.de/CO/screenshot_2012-02-15-17-53-40.jpg
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The_Last wrote:
    I am jumping to conclusions, but I can already see that my toon that has 95% crit severity on live will NEVER reach that level again under the new regime without compromising my stat bonuses...

    its not worth going for crit severity.
    What is critical strikes effect?

    crit strike adds crit chance, crit sev add crit sev, simple as that. note that 3.6 is actually 10% and 74 is actually 7.8% tho. if dex affects the crit chance or pre affects the healing chance that i do not know.



    This post has been edited to remove content which violates the Cryptic Studios Community Rules and Policies -Smackwell
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    +47 Stat, +47 Stat, +53 Offense

    +47 Stat, +79 Offense
    +84 Stat, +53 Offense
    +47 Stat, +53 Offense

    +47 Stat, +53 Offense, +3.6 Critical Severity
    +47 Stat, +53 Offense, +7.3% Bonus Healing
    +47 Stat, +53 Offense, +74 Critical Strike

    I would always go for th
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Lohr wrote:
    so far with tracking the upgrades. I've noticed the following

    Primary Offense Gloves
    Focused, Virtuous, Deft and Decisive all give +47 Ego, +56 Offense and 7.3% Bonus Healing. Seems like there are 3 more than should be.

    Devastating and Tough both give +47 Constitution and +53 Offense


    I've found 7 different patterns on Primary Offense Upgrades (gloves).

    +47 Stat, +47 Stat, +53 Offense

    +47 Stat, +79 Offense
    +84 Stat, +53 Offense
    +47 Stat, +53 Offense

    +47 Stat, +53 Offense, +3.6 Critical Severity
    +47 Stat, +53 Offense, +7.3% Bonus Healing
    +47 Stat, +53 Offense, +74 Critical Strike

    Does crticial strike refer to crit chance? Does this mean you can get crit chance without having to stack dex?

    How is critical strike differet from critical severity? I don't be home for another 5 hours DANG YOU WORK!!!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Pretty sure critical strike is +Dex (crits only). Oh, there's also increased PD/ED, it's likely that the +47 stat/+53 offense item also has +PD/ED. I expect no-one to ever want to use PD/ED items.

    Incidentally, at four alerts per item of (totally random) green secondary gear, ten for totally random green primary gear, this grind is going to be on a par with Unity grind.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Pantagruel wrote:
    Pretty sure critical strike is +Dex (crits only). Oh, there's also increased PD/ED, it's likely that the +47 stat/+53 offense item also has +PD/ED. I expect no-one to ever want to use PD/ED items.

    Considering just how much PD/ED it takes to be worth two shakes, yeah. Don't see that happening either.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012


    Breathe Pion, breathe!
    Gad, he's gonna collapse!
    People don't use words like that!

    Relax Pion, relax, it's ok, they were just talking of the stars.
    Remember your pressure points... Woooosssaaaaaah...

    ::wakes up::

    whu... what happened?





    So... the new itemization whatever is making our gear/stats more complicated?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The_Last wrote:
    I am jumping to conclusions, but I can already see that my toon that has 95% crit severity on live will NEVER reach that level again under the new regime without compromising my stat bonuses...

    110% on live here, ruined character high five?

    *ruined character high five*

    It seems like anyone who's currently a ranged crit build will have no choice but to forget about crits and switch to int/ego and exploit the hell out of quarry's triple dipping damage scaling now. +int SS dmg, +ego SS dmg, +even more int/ego SS dmg from audactiy, +rng dmg from ego also boosted again by audacity.

    Basically, there'll be no reason to use any of the passives except AoPM and Quarry if they don't update them all since the same thing applies to "str/dex AoPM focus form" for melee characters...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Pantagruel wrote:
    Pretty sure critical strike is +Dex (crits only). Oh, there's also increased PD/ED, it's likely that the +47 stat/+53 offense item also has +PD/ED. I expect no-one to ever want to use PD/ED items.

    Incidentally, at four alerts per item of (totally random) green secondary gear, ten for totally random green primary gear, this grind is going to be on a par with Unity grind.

    Hmm. I'll have to look at that when I continue with the numbers tonight. Though I didn't offhand keep track of those as they appeared to be the same, but I might have just not paid close enough attention.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Energy From Blocking on Role doesn't work as intended (If I understood correctly)

    Reproduction steps:
    Level 40
    PFF as defensive passive
    Standard blocking power.
    No superstat
    Tested Against Laser in powerhouse
    I Geared to have 58 REC

    Hybrid:
    [Combat (Self)] Your Personal Force Field absorbs 459 damage.
    [Combat (Self)] You lose 24 (1500) Fire Damage from Blue Beam.
    [Combat (Self)] Your Determination gives 9 Energy to you.

    Tank:
    [Combat (Self)] Your Personal Force Field absorbs 459 damage.
    [Combat (Self)] You lose 24 (1500) Fire Damage from Blue Beam.
    [Combat (Self)] Your Determination gives 9 Energy to you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    This is the most amazing bug I have ever seen:

    The telephone poles in Westside have been squished up to the start of the telephone wires. Every single series of wires in Westside has this issue, causing these poles to create snaking monorail-ish coils to be throughout the district..

    I was absolutely astounded when I saw it. I just hope its an easy fix, because if you have to move those poles manually? Tedium to the max.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    I'm unable to play the Alerts. I was queued up for an hour, and it would periodically drop me from the queue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Question: Are we capped in the number of alerts we can do in one day?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Falchoin wrote:
    Impressive and Glorious prefixes appear to be missing either stats or bonuses (One stat w/ one effect).

    Harmonizing prefix appears to either have additional stats or an additional effect (Two effects w/ x2 single stat).
    Items with the 'indemnification' prefix provide no additional effects.
    Lohr wrote:
    ... SNIP ...


    Please keep in mind that many stats are not showing a tool tip yet (or doing anything for that matter). Many of these items currently have an "invisible stat" that you cant see yet because we don't have it generating a tool tip yet. In these particular cases all the items are actually correct, but have stats that do not yet show!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    [...snip...]

    It seems like anyone who's currently a ranged crit build will have no choice but to forget about crits and switch to int/ego and exploit the hell out of quarry's triple dipping damage scaling now. +int SS dmg, +ego SS dmg, +even more int/ego SS dmg from audactiy, +rng dmg from ego also boosted again by audacity.

    Basically, there'll be no reason to use any of the passives except AoPM and Quarry if they don't update them all since the same thing applies to "str/dex AoPM focus form" for melee characters...

    Damn, that almost sounds like my Quarry munitions toon is finally gonna be effective :D

    Right now, her survivability and DPS seem so low she can't seem to kill any mobs in Elite instanced missions before they kill her (I can steamroll through most missions on Elite with just about any other toon I play).

    Still, I get your points about the Quarry triple dipping and the lack of crit severity on the upcoming changes.

    PS: Ima have to log to the PTS sometime this week when I get the chance and start testing all these changes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Please keep in mind that many stats are not showing a tool tip yet (or doing anything for that matter). Many of these items currently have an "invisible stat" that you cant see yet because we don't have it generating a tool tip yet. In these particular cases all the items are actually correct, but have stats that do not yet show!

    veeeeerrrrry interesting...

    Any hints as to what they are? :D

    So far the new gear seems to be following my expectations; it looks like you're really expanding customization options through gear attributes, especially if there's effects we can't even see (or measure) yet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Incidentally, I don't believe I've seen any random drops from the Alerts. Are drop tables gone in general, or removed from creatures in Alerts?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Empyreal10 wrote:
    veeeeerrrrry interesting...

    Any hints as to what they are? :D

    So far the new gear seems to be following my expectations; it looks like you're really expanding customization options through gear attributes, especially if there's effects we can't even see (or measure) yet.

    Talking with him in chat, one of the phantom stats was Cooldown Reduction.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Stat diversity ftw, am I right guys?

    http://steamcommunity.com/profiles/76561197965927580/screenshot/469735874902101423?tab=public

    Guys..?

    Seems I hit the coded hardcap for recharge and cost discounts... :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Please keep in mind that many stats are not showing a tool tip yet (or doing anything for that matter). Many of these items currently have an "invisible stat" that you cant see yet because we don't have it generating a tool tip yet. In these particular cases all the items are actually correct, but have stats that do not yet show!

    Like I said, I know I am jumping to conclusions, but just look at viper's analysis.
    I am very concerned, and a nerf to quarry is not the solution by the way.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Stat diversity ftw, am I right guys?



    Guys..?

    Could you delete that lol....

    ::nervous laugh::

    Pantagruel wrote:

    Incidentally, at four alerts per item of (totally random) green secondary gear, ten for totally random green primary gear, this grind is going to be on a par with Unity grind.


    I don't acre how fun the alerts are, doing them THAT many times will get stale very quickly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Pantagruel wrote:
    Incidentally, I don't believe I've seen any random drops from the Alerts. Are drop tables gone in general, or removed from creatures in Alerts?

    In the other thread for alerts, it mentions the final rewards are not hooked up.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The_Last wrote:
    Could you delete that lol....

    ::nervous laugh::

    Should i go get aopm and a melee build for everyone to take a look at too?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Meh, even if you're not using Quarry as a support character there's little to no reason to diversify outside of PRE despite the massive change to +healing via the PRE stat. It seems more beneficial to continue stacking PRE for the other bonuses via auras, ebon sigils and the like. Maybe if the other currently PRE scaled supportive powers worked with +healing instead I'd have a reason to spread out a bit more. Until then I'll enjoy my 520 PRE with AoRP.

    So far it's not stat diversification at all. It's just allowing us to pump the numbers we have on live even higher.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Bug: floating mystic crafting node at Desert: -1084 -1 258

    Bug: (already reported by others) Neutronium Posse pathing is leading them into the new geo for the irradiated town, and getting them stuck.


    Visuals: Ground in new Atomic Wasteland should be more like the new rocks, it seems out of place as is.

    Visuals: 'Druids' faction have no models, using DEMON - I presume Placeholder.

    Visuals: Ripper alert button uses image of Viper X

    Question: Since we will be seeing more of Mindslayer, and her schtick is throwing Telekinetic blades, has she been updated to use the ranged TK blade powers?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Falchoin wrote:
    Meh, even if you're not using Quarry as a support character there's little to no reason to diversify outside of PRE despite the massive change to +healing via the PRE stat. It seems more beneficial to continue stacking PRE for the other bonuses via auras, ebon sigils and the like. Maybe if the other currently PRE scaled supportive powers worked with +healing instead I'd have a reason to spread out a bit more. Until then I'll enjoy my 520 PRE with AoRP.

    So far it's not stat diversification at all. It's just allowing us to pump the numbers we have on live even higher.

    Except builds like mine that focused on crit rate and severity.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Falchoin wrote:
    Meh, even if you're not using Quarry as a support character there's little to no reason to diversify outside of PRE despite the massive change to +healing via the PRE stat. It seems more beneficial to continue stacking PRE for the other bonuses via auras, ebon sigils and the like. Maybe if the other currently PRE scaled supportive powers worked with +healing instead I'd have a reason to spread out a bit more. Until then I'll enjoy my 520 PRE with AoRP.

    So far it's not stat diversification at all. It's just allowing us to pump the numbers we have on live even higher.

    i was thinking the same.. Slick will seemingly only need one stat now.. PRE. But to be fair most of my concepts are based on one stat... the difference is, when they are support toons PRE is pretty much the only stat that does anything. In the other chars the secondary (tertiary) stat plays a much larger role.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Should i go get aopm and a melee build for everyone to take a look at too?

    lol Oh, please do. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Here we go, ready for infinite energy, survivability, and high damage with literally no sacrifice?

    http://steamcommunity.com/profiles/76561197965927580/screenshot/469735874904212237?tab=public

    Sign up for AOPM Martial arts today!

    The fact that this is just with green gear... I mean, seriously, you'd be untouchable with a full set of purple/blue elite gear.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Here we go, ready for infinite energy, survivability, and high damage with literally no sacrifice?

    http://steamcommunity.com/profiles/76561197965927580/screenshot/469735874904212237?tab=public

    Sign up for AOPM Martial arts today!

    The fact that this is just with green gear... I mean, seriously, you'd be untouchable with a full set of purple/blue elite gear.

    The huge superstats are great and all, but haven't you majorly hit diminishing returns of your superstat bonuses by then or did they change those as well? I would switch to Str is the main superstat and use Enrage for the huge damage boost.

    Meh, I need to get on the PTS for myself to see how this stuff is working.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    kidbs wrote:
    The huge superstats are great and all, but haven't you majorly hit diminishing returns of your superstat bonuses by then or did they change those as well? I would switch to Str is the main superstat and use Enrage for the huge damage boost.

    Meh, I need to get on the PTS for myself to see how this stuff is working.

    Focus forms scale up forever just like enrage does, except with the added higher crit chance, and since everyone is now forced onto the same level crit damage wise, you now dish out FAR more dps with consistent crits off high base damage than someone who was previously a high crit severity + wotw build, they just got knocked down to the same damage level as aopm, except they're missing out on +120 to all stats.

    If you were ranged non-crit before, you basically just switch over to str con/ego and aopm, then gear for str/ego so you get the damage bonus from enrage plus the new ranged bonus on top, plus the complete disregard for energy issues of any kind, plus being able to spam mindful reinforcement forever to never take damage.

    Aopm literally has no downside anymore now that the you can get stats high enough to push damage bonuses higher than an offensive passive, at worst, you'd lose ~20% damage from role, but in turn you gain decent-high resistance to all crowd control, more + healing, more bonus from super stats for being in hybrid...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Focus forms scale up forever just like enrage does, except with the added higher crit chance, and since everyone is now forced onto the same level crit damage wise, you now dish out FAR more dps with consistent crits off high base damage than someone who was previously a high crit severity + wotw build, they just got knocked down to the same damage level as aopm, except they're missing out on +120 to all stats.
    The only reason to ever use WotW instead of AopM for damage was the fact that you could use WotW in an offensive role. AoPM has been insane since the F2P launch when they tripled its power (AoPM was better than arcane clarity or ebon destruction before it got boosted).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    [Ricky voice] AME, youz gots some nerfin' to doooo!!!!! [/Ricky voice]
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Focus forms scale up forever just like enrage does, except with the added higher crit chance, and since everyone is now forced onto the same level crit damage wise, you now dish out FAR more dps with consistent crits off high base damage than someone who was previously a high crit severity + wotw build, they just got knocked down to the same damage level as aopm, except they're missing out on +120 to all stats.

    If you were ranged non-crit before, you basically just switch over to str con/ego and aopm, then gear for str/ego so you get the damage bonus from enrage plus the new ranged bonus on top, plus the complete disregard for energy issues of any kind, plus being able to spam mindful reinforcement forever to never take damage.

    Aopm literally has no downside anymore now that the you can get stats high enough to push damage bonuses higher than an offensive passive, at worst, you'd lose ~20% damage from role, but in turn you gain decent-high resistance to all crowd control, more + healing, more bonus from super stats for being in hybrid...

    And! If you're already using Con to bump up your enrage, and Int is through the roof, Imbue should be up about every 17 seconds to spike offering a severity somewhere in the 80% range. Ish. I'll have to play with it, but yeah, AoPM is stupid powerful.

    So what's the FoTM right now? Defile + Epidemic + AoPM + Enrage + MR... let's see how badly we can break this game lol
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Pion wrote:
    let's see how badly we can break this game lol


    Are 'we' the ones breaking the game ?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Locking thread.
    Please post all comments and feedback in the following threads:
    Thanks!
This discussion has been closed.