Hello again, You may have remember me mentioning something similar before but after doing some Testing on the PTS I found something disturbing, while testing/Reviewing a Force Build I compared 2 Passives with this Kinetic Manipulation and Quarry, Super Stats are Ego Prime, INT/Con Seconadary, Form - Concentration, Role - Ranged, wearing Heirloom Gear.
Now, Initially you'd think Kinetic Manipulation would be best suited for Force powers, at first glance yes, BUT comparing the numbers With 8 Stacks of Concentration I found with Quarry with 3 Stacks of Audacity actually Trumps Damage wise, now to add insault to injury someone with Quarry can use Force Cascade multiple times while Kinetic Manipulation only advantage is getting the first shot off cheaper but unfortunity for ~8secs leaves then Passiveless, How is that Balance people? No wonder I see Quarry get abused, it boosts INT/EGO, gives Dodge and Boosts Physical damage better then Kinetic Manipulation at Ranged, my assumption also is that Quarry cannot be stripped by Skarn's Bane also.
Can't you give Kinetic Manipulation a chance to serve it's purpose in Contrast and not be overshadowed by Quarry? Boost the Ranged Physical Damage Kinetic Manipulation gives some more to tip the scales at-least somewhat, maybe Reduce Force Power Cost like Ego Form does to Mentalist powers, or reduce Quarry's Physical Damage Percentage.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
By itself, Quarry does not beat Kinetic Manipulation in physical damage bonus.
After you factor in the synergies that audacity brings and if you have int/ego as superstats then you gain 'more' damage from using quarry than kinetic manipulation if and only if you have enough int to make audacity worthwhile(takes 300 int at rank 3 to reach the cap of 30 int/ego per stack). Kinetic Manipulation is an energy form so your force cascade costs less but removes your energy form upon use. Force cascade costs more for your Quarry user.
Kinetic manipulation also has a bonus to your physical and ranged physical resistance. Quarry dabbles in dodge% and audacity brings avoidance%.
Now, something that you can actually use for your argument: Kinetic Manipulation is the only 'ranged' dps passive clone that differs from the rest.
All 'ranged' dps passive clones have the same values and scaling for everything but Kinetic manipulation is the only odd-ball that has different(lower) values for the resistances it gives. For whatever reason(more than likely because there are a lot of mobs that have physical attacks) Kinetic manipulation is roughly 25% less effective for both resistance values than the other 'ranged' dps passives.
Bonus to damage, however, is the exact same as the others.
Edit: I was curious so I looked on my cheat sheet. An equal stat Rank 3 Kinetic Manipulation barely beats a rank 1 'ranged' dps passive in resistance and it fails to beat a rank 2 'ranged' dps passive in resistance.
No no no...It was Colonel Mustard in the DINING ROOM with a leeead pipe! :biggrin:
You're way off. It was Tachyon, in a sub dimensional time ball of stuff trying to get back into the universe by altering the basic underpaying fabric of reality so powers work in an unbalanced way so he can come back.
Cheapskate fabric of reality, my typo assumes.
Kinetic Manipulation should have Knock Resist added to it... so it's basically the ranged version of Unstoppable. That seems fine to me.
Force Cascade removing KM temporarily makes it similar to the way Gigabolt functions. Typhoon is a mystery tho (It's not really, we all know why it gets to not have some sort of artificial cooldown).
KM just needs to be beefed up a little, have the Energy Form Cancel thing not apply to KM (as a perk for being an in set passive power)
I think it should have a cost discount (like mentioned earlier) to Force Powers.
If anything in the force powerset should be given knock resistance it should be PFF, couple that with some nice scaling damage resistance (as PFF goes down it starts of good and gets tougher as you refuse to allow yourself to be killed)...ah..but that is another topic...
Your error is in trying to make a Force DPS build at all. while I'm a great fan of the force powerset, The fact is force isn't meant for DPS but rather spike damage.
Your error is in trying to make a Force DPS build at all. while I'm a great fan of the force powerset, The fact is force isn't meant for DPS but rather spike damage.
urdoinitrong? Divide the spikes up over the time to present them and you have DPS.
- - - - -
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Used to be coach on the forums. Still @coach in game.
KM just needs to be beefed up a little, have the Energy Form Cancel thing not apply to KM (as a perk for being an in set passive power)
I think it should have a cost discount (like mentioned earlier) to Force Powers.
If anything in the force powerset should be given knock resistance it should be PFF, couple that with some nice scaling damage resistance (as PFF goes down it starts of good and gets tougher as you refuse to allow yourself to be killed)...ah..but that is another topic...
Both KM and PFF should get knock resist. PFF should also get hold resist. Both should scale with how much health the shield has left.
After all, how can you hold or knock someone who's in a force field that can absorb the force of a tank being thrown at it?
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After you factor in the synergies that audacity brings and if you have int/ego as superstats then you gain 'more' damage from using quarry than kinetic manipulation if and only if you have enough int to make audacity worthwhile(takes 300 int at rank 3 to reach the cap of 30 int/ego per stack). Kinetic Manipulation is an energy form so your force cascade costs less but removes your energy form upon use. Force cascade costs more for your Quarry user.
Kinetic manipulation also has a bonus to your physical and ranged physical resistance. Quarry dabbles in dodge% and audacity brings avoidance%.
Now, something that you can actually use for your argument: Kinetic Manipulation is the only 'ranged' dps passive clone that differs from the rest.
All 'ranged' dps passive clones have the same values and scaling for everything but Kinetic manipulation is the only odd-ball that has different(lower) values for the resistances it gives. For whatever reason(more than likely because there are a lot of mobs that have physical attacks) Kinetic manipulation is roughly 25% less effective for both resistance values than the other 'ranged' dps passives.
Bonus to damage, however, is the exact same as the others.
Edit: I was curious so I looked on my cheat sheet. An equal stat Rank 3 Kinetic Manipulation barely beats a rank 1 'ranged' dps passive in resistance and it fails to beat a rank 2 'ranged' dps passive in resistance.
No no no...It was Colonel Mustard in the DINING ROOM with a leeead pipe! :biggrin:
My Characters on PRIMUS
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You're way off. It was Tachyon, in a sub dimensional time ball of stuff trying to get back into the universe by altering the basic underpaying fabric of reality so powers work in an unbalanced way so he can come back.
Cheapskate fabric of reality, my typo assumes.
Your argument for balance should have gone in a completely different direction :biggrin:
Remember: Half the people you know are below average...
Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.
Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...
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Force Cascade removing KM temporarily makes it similar to the way Gigabolt functions. Typhoon is a mystery tho (It's not really, we all know why it gets to not have some sort of artificial cooldown).
My super cool CC build and how to use it.
I think it should have a cost discount (like mentioned earlier) to Force Powers.
If anything in the force powerset should be given knock resistance it should be PFF, couple that with some nice scaling damage resistance (as PFF goes down it starts of good and gets tougher as you refuse to allow yourself to be killed)...ah..but that is another topic...
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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The only offensive passive worth using is Quarry. QED
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Used to be coach on the forums. Still @coach in game.
urdoinitrong? Divide the spikes up over the time to present them and you have DPS.
SIGNATURE:
Used to be coach on the forums. Still @coach in game.
Both KM and PFF should get knock resist. PFF should also get hold resist. Both should scale with how much health the shield has left.
After all, how can you hold or knock someone who's in a force field that can absorb the force of a tank being thrown at it?
My super cool CC build and how to use it.
My brain just shut down after reading this...
Remember: Half the people you know are below average...
Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.
Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...
Handle @brayv
Bah Full charge or nothing else LOL