Test Discussion GU 57: Light Mid-range Adjustments

Discussion in 'Testing Feedback' started by Tunso, Jan 26, 2016.

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  1. MEBegnalsFan Devoted Player


    Tunso, giving Light player 3 seconds after interrupt to get back into our combo without needing to wait x amoutn of second would resolve this issue with all interrupts and make Light more inline with other powers. I sent you a PM on this.
    • Like x 2
  2. MEBegnalsFan Devoted Player


    OMG....Just make the initial startup timer 1.5 seconds. Than if interrupted treat Light similar to other powers and give us a window not to lose our AM. This would solve all of Light's AM mechanic issues. Please!

    If you do these, I will stop posting here and wait for the update as these changes will put a big smile on my face and many other players faces as well.
    • Like x 4
  3. Delta796th Loyal Player

    But CAN keep AM up
  4. MEBegnalsFan Devoted Player


    I wanna hit like a million time on this post. This is the best news I have heard all day... :)
    • Like x 2
  5. MEBegnalsFan Devoted Player


    Yeah I can...I do it all the time...I use one ability walk around, use around, etc... you have 3 seconds between each ability and you can jump around using them, not jump cancel, but still have them go off when jumping to the next spot. It is not mobile like Ice or Munitions but it is mobile. It also does not have tagging, so power loss is no longer an issue and EMP can still hit hard without any prior ability hitting any prior enemy.
    • Like x 1
  6. Jacob Dragonhunter Steadfast Player

    I know that's why I said " it might be off topic" in my post..

    Not entirely true, if you use jump while your activating your spells you can still be a little bit mobile, but not by much.

    Begnals... look above..
    :)
    Edit: Nvm you saw his post, lol.
  7. Delta796th Loyal Player

    Thank you for the clarification, the reason I ask was when previous AM update you actually DID NOT stay in combat when continuing combos. As for the AM it was quite clear just by the posts in this thread that there was confusion about when exactly.

    I'm not trying to push the subject, but it was clear there was confusion as ramping & 2.5 seconds was described by you or your team if memory serves back when AM was introduced. As someone who uses a laptop for work only and has no need for a PC (those have all been replaced by better and more mobile tech at home) I have no longer anyway to participate in testing....But being the person in my own league with the most HL experience I'm often asked questions about what's happening in these changes when it's a power that I currently play. Or a power I extensively played for years

    My apologies for asking ?'s
    • Like x 1
  8. SixSigma Well-Known Player

    Oh gotcha, I really wish they had a test server on the PS4 as well.
    • Like x 1
  9. MrHoiPolloi Well-Known Player


    This is something they could definitely use too. That being said, having this added to HL will be a huge win for hard light users and I couldn't be happier to hear it is being investigated.
  10. TheInheritor New Player

  11. Avian Dedicated Player

    Tunso Test
    Hard Light
    Precision test

    10x 10 second parsing test.

    Stats
    - CR 126
    - Might: 8900
    - Precision: 4835
    - Wpn: 5806


    Incluedes R&D mods, mainframe mods (max damage, core strength and relentless precision), generator mods, league hall proficiencies and 160 SP invested.

    Exlueded the first parse of every test.

    Melee Test 1

    Rotation:
    Claw > Hold Claw > Swing x4 > Boxing x5 > Chainsaw x5 > back to Claw

    Average DPS: 37,143
    [IMG]


    Melee Test 2

    Rotation:
    Ram > Whip Trash > Whip Trash > Impact > Chainsaw > back to Ram

    Average DPS: 38,047
    [IMG]





    Range Test (within 13m)

    Rotation:
    Ram > Fan > Impact > Light Blast > Minigun > back to Ram

    Average DPS: 33,889
    [IMG]


    Range Test (max range)

    Rotation: Ram > Fan > Impact > Light Blast > Minigun > back to Ram
    Average DPS: 28,100

    [IMG]


    My suggestions
    The numbers are in line with other powers that have received mid range updates. However only the melee powers do the most damage within the 7m range and the powers are designed so you'll always be right on the target when using them.

    The problem with this is that melee in the way that Hard Light works by litteraly sticking to the enemy is not viable in the way 8-man content is designed. The melee options can only be used in solos, duos and 4-man content.

    My suggestion is to give the range powers a buff within the 7m range. Change the current mid range for range powers to being within 8-13 meters and give range powers an additional damage increase while within 7m. This damage increase shouldn't be as high as the melee increase since even though they aren't very viable they should still have the highest damage potential. Increase the damage of range powers within the 7m by about 2k damage per second compared to what it is in the current "within 13m" damage per sec.

    To make it clear
    Melee rotation is fine at 37/38k
    Range should do 35k within 7m, 33k in the 8m-13m range and max range 28k.
    • Like x 3
  12. Rokyn Dedicated Player

    Great testing! Once again similar numbers to me and Kuroki.This is exactly my concern as well. Is melee viable? I don't think range combos will be updated to do more damage within 7m but the fact that Melee combos, for their high risk and high reward, are performing well above the 35.5k mark then it might not be a bad idea. But in general the power-set is hitting the sustained damage benchmarks pretty well.
    • Like x 1
  13. Rokyn Dedicated Player

    I have a small question regarding AM damage in Control role...Since it is possible for Light users to infinitely combo to power regen and do AM damage without weapon combos.....could it be possible to add some type of power cost reduction mechanic similar to Atomic's combos in Tank role and similar to how WM currently works?

    Pretty much let's say I debuff enemies and I start combo chaining to regen power and after that....Mary Sue over there starts using her power and you pop Recharge in the middle of your combos to give her power and you go back into combo chaining and so forth. You can do the same with WM except you get power cost reduction when you cast a power. That's all.
    • Like x 2
  14. zCaution Well-Known Player

    great testing, my test show similar numbers. as of right now they are doing a good job with HL, still time to see if it improves but right now HL is in a good spot. still a little more to go. but anyway great testing dude :)
  15. tinoman Dedicated Player

    That's what i've been asking for range powers in melee distance to do melee damage you hit the nail right on the head. But noone reads my questions.
  16. Xibo Loyal Player

    Could I ask if Snap Trap becomes AoE? Because if so, would help us a lot to use this ability not only on bosses. Tunso, thanks for your hard and excellent work!
    • Like x 4
  17. Green Lantern Fadi Loyal Player

    Yes this ^^^^^ make it happen tunso
    • Like x 1
  18. Jupiter Ross Well-Known Player

    Dont forget GH as well...only issue thats been left out is crit %...kinda on the low side compared to like DD Am's i.e. Munition Rage and Celestial to an extent...when infinite combo was 1st introduced you(Tunso) stated that it was supposed to have the built in Inspiration crit buff but we(players) can definitely see a difference in crit % when Inspiration is active...could you look into this and/or clarify what we shoild expect crit wise as players thx
  19. dr strangeonline Loyal Player


    Thank you very much! We'll keep doing what we're doing. Appreciate you looking into this!
  20. dr strangeonline Loyal Player


    Most of us misunderstood what he meant by that. He was actually referring to the damage buff increase of using the AM. With the AM active we receive a normal crit chance based on our Skill Points, Mods etc.

    The AM formula for how much an attack is increased does include Inspiration, the Dazed PI increase, and Situational Buffs(like under 35% health).

    Using Inspiration with the AM will lower overall damage since we maximize our damage potential by combo'ing without stopping.
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