Slot for your main attack/power that you will use. Simple solution. I use both HW and Might powers on my Tank and he uses a Might damage mod because of Haymaker. It's not hard to figure out solutions to what you call a "problem"
|| Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
Don't a few MA powers already show up in multiple sets? I wonder how those will be tagged after a revamp?
These are: Rising Knee, Inexorable Tides, Shuriken Storm, Shuriken Throw, and Chained Kunai that show up in all 4 MA trees. Still, how will these 5 powers be tagged?
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-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=- "Okay, you're DEAD, what do you do NEXT?"
I guess if one's energy and CD management is otherwise OK one could slot 2 MA mods, 1 for each of the most used frameworks. E.g. one for Unarmed and another for Single Blade.
Frankly, I am going to have to place myself in the "would prefer the damage mods encouraged customization" camp. Yes, these mods offer negligible boosts to damage, but that is largely because the Cryptic Damage math is completely disassociated from the in-game information on damage boosting.
What I would prefer to see is that the mods get reset to work with the already existent special effects groupings:
This would help encourage more customization in power selection, and still keep flavored mods from being too generic. (Still wouldn't completely help my pseudo-pet sniper, who uses fire, ice, crushing, magic, and electrical, but I knew the risks when I built him. His passive is Aura of Arcane Clarity to bring down the recharge on Sigils of Radiant Sanctuary.)
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Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
that list is all wrong...first of all, there is no 'Storm' damage group; second of all, crushing, slashing and piercing fall under Physical, not Technology and Martial Arts - those are powerset frameworks, and Supernatural is split across two powersets
the correct list would be:
Elemental: Fire, Cold, Toxic
Energy: Electrical, Particle, Sonic
Physical: Crushing, Slashing, Piercing
Paranormal: Dimensional, Ego, Mystical
I agree that the MODs have to be for each damage type,,I think it might make things more customizable and easier to understand for players.
Or maybe think about a MOD that could add elemental damage to powers that don't have it, so we can have elemental MA powers, without doing that much work on them.
A Mod that boosts Physical/Non-Physical damage? Could work, but will it be on Offensive slot or Utility slot? That's the question.
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I could see damage type def pen mods show up that have similar functionality to a DUC but for specific damage types and provide slightly higher def pen.
Similar ratios to Confronts relative to the new threat mods. It'd be cool if such rewards were added to endgame or event type content. And not alerts.
that list is all wrong...first of all, there is no 'Storm' damage group; second of all, crushing, slashing and piercing fall under Physical, not Technology and Martial Arts - those are powerset frameworks, and Supernatural is split across two powersets
the correct list would be:
Elemental: Fire, Cold, Toxic
Energy: Electrical, Particle, Sonic
Physical: Crushing, Slashing, Piercing
Paranormal: Dimensional, Ego, Mystical
Don't think they were talking about 'damage types', which is what you've listed. Their list was following the pattern of which passives/powersets use the same damage. (i.e., Stormbringer, which boosts Cold/Crushing/Lightning)
I could see damage type def pen mods show up that have similar functionality to a DUC but for specific damage types and provide slightly higher def pen.
Similar ratios to Confronts relative to the new threat mods. It'd be cool if such rewards were added to endgame or event type content. And not alerts.
If we could trade in DUC for these, this would be really really cool.
> @pantagruel01 said: > What rank of dual blade mods will drop from Red Banner? Hell if I'm gonna spend hours farming them for a handful of rank 1s or 2s. > > Probably r3 like every other special mod?
Seemed a little high for such low level enemies but I guess that'll probably be it.
These are: Rising Knee, Inexorable Tides, Shuriken Storm, Shuriken Throw, and Chained Kunai that show up in all 4 MA trees. Still, how will these 5 powers be tagged?
Either that's going to change and they'll be placed into one set each, or they'll be tagged for all four mods and only get the highest bonus.
As tempting as that is, no I'll probably hang onto it and use it. Eventually. Even though I'm disappointed in what it will become. At least I won't have to set up a red-banner-mob-farming sweatshop to get a decent dual blades mod.
These are: Rising Knee, Inexorable Tides, Shuriken Storm, Shuriken Throw, and Chained Kunai that show up in all 4 MA trees. Still, how will these 5 powers be tagged?
Also among damage powers are 2 lunges: Smoke Bomb Lunge and Thunderbolt Lunge. There's a large number of non-damaging powers that are shared across all 4 frameworks as well. To pick on Fighting Claws, only 6 out of its 26 total powers are unique.
Ideally, they'll be tagged to work with the highest bonus so that they work properly in every framework they're available for. Ideally.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
Possible bug: TK's Rupture seems to do about 1k less damage on the PTS than it does on Live. I did these with the same gear+specs+etc. Live: Your Id Blade Annihilation deals 12836 (10011) Ego Damage to Regenerating Test Dummy C. Your Id Blade Annihilation deals 11227 (8756) Ego Damage to Regenerating Test Dummy C. (Rupture)
Your Id Blade Annihilation deals 13965 (10892) Ego Damage to Regenerating Test Dummy C. Your Id Blade Annihilation deals 11227 (8756) Ego Damage to Regenerating Test Dummy C.(Rupture)
PTS: Your Id Blade Annihilation deals 12668 (10868) Ego Damage to Regenerating Test Dummy B. Your Ego Annihilation deals 10158 (8715) Ego Damage to Regenerating Test Dummy B.
Your Id Blade Annihilation deals 13817 (10777) Ego Damage to Regenerating Test Dummy B. Your Ego Annihilation deals 10158 (8715) Ego Damage to Regenerating Test Dummy B.
It also seems like on Live, the Rupture's name was broken? I mean this could be a stealth nerf, in which case, you should just say you're nerfing it and NOT have it be stealth. But until it's a confirmed nerf, I'm saying it's a bug since you did touch the power. (@irandellx also had similar results to me)
You can just add up the numbers from the main attack and rupture on PTS. That should be similar to the combined live numbers.
But looking at those numbers I think the change stopped the DUC from working for the rupture. You should be able to see that when looking at the individual attacks, that shows you target's resistance.
That also makes sense for the fix to stop block canceling preventing leech stacks from being consumed. The fix to that was probably to move the rupture to its own power (like all other ruptures), but that breaks the DUC from being applied to the rupture (like all other ruptures).
The regen mods were never set to scale off of anything (if something was scaling them that would be a bug), however nothing about them was changed this patch that would affect that.
it isn't just the values that changed, the trigger time did too...before, it triggered as soon as you took damage - now it seems to only trigger 4 seconds after having taken the damage
The regen mods were never set to scale off of anything (if something was scaling them that would be a bug), however nothing about them was changed this patch that would affect that.
I hope that is not going to be the final "awnser" for people who spend money upgrading a previously viable mod. Even with the "compensation" it's now 100% useless, since compared to 60 something HPS (at best) there are many superior options for defense mods.
1) Powerful Energy Aura - I really like this aura, however I feel as if it needs to be more 3D as mentioned earlier in this thread. A good example of what I'm referring to is the Sacred Aura. It looks 2D but works well in all ways you look at it. I've also noticed that it seems a little static when running with a travel power...but honestly it looks more like it's for standing there and impressing everyone than for movement use.
2) Electrical Energy Aura - Again, I'm really liking this aura. I like the speed at which its ticking along and it's not overpowering in the VFX department either. Pretty solid IMO!
I would really lile these mods to be added to open missions instead pf alerts, take Ascii for example.
We don't have enough Open Missions to make "sense" for some of the mods we have to drop.
Example: There is nothing outside of that one mission where you fight Medusa...for her mods to drop. Alerts and Custom Alerts cover these bases well so far.
If there was a Force Mod for example: [Gravitar's Disdain], I'd expect that to drop from her Rampage but also be part of a Key Pack. etc
Destroid Rise Again is ran alot, Ascii open mission too, both are a good source of scr and mods, but yes, not the topic of this thread.
You need more than one for DRA as opposed to Ascii, where you can solo it. Revamping the OMs/adding mods to alerts would be good but it's kinda tedious for our small Dev staff. If they do it, they'll do it but until then we can wait and see.
|| Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
Comments
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
These are: Rising Knee, Inexorable Tides, Shuriken Storm, Shuriken Throw, and Chained Kunai that show up in all 4 MA trees. Still, how will these 5 powers be tagged?
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
What I would prefer to see is that the mods get reset to work with the already existent special effects groupings:
Elemental: Fire, Ice, Toxic
Storm: Electrical, Ice, Crushing
Energy: Electrical, Particle, Sonic
Technology: Piercing, Sonic, Particle, Crushing
Martial Arts: Crushing, Slashing, Dimensional
Paranormal: Dimensional, Ego, Magic
Supernatural: Dimensional, Magic, Toxic
This would help encourage more customization in power selection, and still keep flavored mods from being too generic. (Still wouldn't completely help my pseudo-pet sniper, who uses fire, ice, crushing, magic, and electrical, but I knew the risks when I built him. His passive is Aura of Arcane Clarity to bring down the recharge on Sigils of Radiant Sanctuary.)
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
the correct list would be:
Elemental: Fire, Cold, Toxic
Energy: Electrical, Particle, Sonic
Physical: Crushing, Slashing, Piercing
Paranormal: Dimensional, Ego, Mystical
Or maybe think about a MOD that could add elemental damage to powers that don't have it, so we can have elemental MA powers, without doing that much work on them.
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
Similar ratios to Confronts relative to the new threat mods. It'd be cool if such rewards were added to endgame or event type content. And not alerts.
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Block timing explained
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> What rank of dual blade mods will drop from Red Banner? Hell if I'm gonna spend hours farming them for a handful of rank 1s or 2s.
>
> Probably r3 like every other special mod?
Seemed a little high for such low level enemies but I guess that'll probably be it.
Either that's going to change and they'll be placed into one set each, or they'll be tagged for all four mods and only get the highest bonus.
My super cool CC build and how to use it.
Also among damage powers are 2 lunges: Smoke Bomb Lunge and Thunderbolt Lunge. There's a large number of non-damaging powers that are shared across all 4 frameworks as well. To pick on Fighting Claws, only 6 out of its 26 total powers are unique.
Ideally, they'll be tagged to work with the highest bonus so that they work properly in every framework they're available for. Ideally.
Live:
Your Id Blade Annihilation deals 12836 (10011) Ego Damage to Regenerating Test Dummy C.
Your Id Blade Annihilation deals 11227 (8756) Ego Damage to Regenerating Test Dummy C. (Rupture)
Your Id Blade Annihilation deals 13965 (10892) Ego Damage to Regenerating Test Dummy C.
Your Id Blade Annihilation deals 11227 (8756) Ego Damage to Regenerating Test Dummy C.(Rupture)
PTS:
Your Id Blade Annihilation deals 12668 (10868) Ego Damage to Regenerating Test Dummy B.
Your Ego Annihilation deals 10158 (8715) Ego Damage to Regenerating Test Dummy B.
Your Id Blade Annihilation deals 13817 (10777) Ego Damage to Regenerating Test Dummy B.
Your Ego Annihilation deals 10158 (8715) Ego Damage to Regenerating Test Dummy B.
It also seems like on Live, the Rupture's name was broken?
I mean this could be a stealth nerf, in which case, you should just say you're nerfing it and NOT have it be stealth. But until it's a confirmed nerf, I'm saying it's a bug since you did touch the power.
(@irandellx also had similar results to me)
But looking at those numbers I think the change stopped the DUC from working for the rupture. You should be able to see that when looking at the individual attacks, that shows you target's resistance.
That also makes sense for the fix to stop block canceling preventing leech stacks from being consumed. The fix to that was probably to move the rupture to its own power (like all other ruptures), but that breaks the DUC from being applied to the rupture (like all other ruptures).
Regen mods seem to have lost some potency
Do they still benefit from role/healing bonus?
Or was this the intent?
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Epic Stronghold
Block timing explained
It heals once per 4 seconds, and heals for about half of what the tooltip says per tick.
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
1) Powerful Energy Aura - I really like this aura, however I feel as if it needs to be more 3D as mentioned earlier in this thread. A good example of what I'm referring to is the Sacred Aura. It looks 2D but works well in all ways you look at it. I've also noticed that it seems a little static when running with a travel power...but honestly it looks more like it's for standing there and impressing everyone than for movement use.
2) Electrical Energy Aura - Again, I'm really liking this aura. I like the speed at which its ticking along and it's not overpowering in the VFX department either. Pretty solid IMO!
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I am @RavenForce in game
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Suggestion: Add Ripper's Rage Mods (the might offense one) to Ripper alert drops.
Add Venomous mods to whatever Infernal powerset villain we have in alerts ( cant remember which)
Add Mindslayer's (or was it Medusa?)TK mod to Mindslayer/Medusa as a regular drop from her on alerts
Example: There is nothing outside of that one mission where you fight Medusa...for her mods to drop. Alerts and Custom Alerts cover these bases well so far.
If there was a Force Mod for example: [Gravitar's Disdain], I'd expect that to drop from her Rampage but also be part of a Key Pack. etc
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[#]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!
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You would request a revamp of every single one, so that mods can be added to them? Lol. Okay.
I mean, Destroids Rise Again was revamped...I honestly can't remember the last time there was a call out for someone running that Open Mission.
Anyway, that's a whole different conversation which needs to be started elsewhere, not on this thread.
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[#]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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