Test Discussion GU 57: Light Mid-range Adjustments

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

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  1. VioletSorceress Committed Player

    I think for PvE alone,
    Keeping the AM up should trigger some damage absorption buff otherwise Light gonna be too much of a glass cannon.
    Triage should temporary increase Health and Control resistance along with the healing effect.

    From there, beneficial flagged abilities including weapon buffs shouldnt cancel AM damage level.
  2. Sir Freeze Active Player

    those ideas should be implemented
  3. Green Lantern Fadi Loyal Player

    Since if we lose the damage if we stop the AM and clip something . I'm taking the super charge ( SR) and replacing it with a robot sidkik .

    I will test it today and see how is it with the robot vs with the supercharge .

    I also will include a group shield for extra protection . I will update you guys today
  4. Greenchain Well-Known Player


    Interested to see how that comes out. SR usually hits in the 60-70k range for me, after using trinket and chompers. About the double of an Orbital. That's alot to make up with RSK.

    Assume you go into a raid with a full bar that's two SR's. Should be able to recharge that twice before the end. Conservatively I think thats well over 200k in a raid. Love to see that lowered to a 35% SC.
  5. Green Lantern Fadi Loyal Player

    Yes , I will do a raid and give the results , to me the super charge might be worth it but u will lose AM buff and that's not ganna be a good idea lol, and robot sidkik will always do damage unlike super charge u have to wait for it but what sucks is , RSK can die easily but I'll see today
  6. Kuroki Honoo Committed Player

    can't get group shield and robot sidekick.

    1st tree (8) - light claws, spikequake, whiplash, chainsaw, minigun, ram, chompers, fan
    2nd tree (5) - boxing gloves, impact, grasping hand, light blast, entrap
    iconics (2) - default

    if you put in the power points to run the ranged and melee rotations you don't have the pp for rs or a sc or a personal shield or heal. clip allowed me to match my melee damage at mid range so i didn't have to spec into those since it was pointless but now for "maximum damage potential" there is no utility
  7. jr1nc Dedicated Player

    ok did a little testing today and honestly without clipping moves to maximize damage sucks now! the only way that i can maximize damage is through my AM granted its good... but not as fun when im smashing buttons and clipping! i went back to ST and it does nothing for damage! to me HL isnt there for damage... im better off playing ice,gadgets, sorc or any might power! sorry guys but HL wont be inline with other powers.... NOT HAPPY WITH THE CURRENT CHANGES
  8. Greenchain Well-Known Player


    Were you doing Tunso Tests or instances? If instances, which ones and vs whom?

    Edit: Not that I don't concur with your final analysis. Hate the term but I did like the superclip rotation. It was funa as all get out.
  9. jr1nc Dedicated Player

    Sorry just a little frustrated and dissapointed I'll get back on later and do some more testing.... as of now the best way to maximize damage and keep up with other powers would be infinite rotation AM... unfortunately to me this isn't viable in raids.... and hardlight players will lack in damage. ... but I will give it another try... I may retire my Hardlight toon...
  10. MEBegnalsFan Devoted Player

    I'm not 100% certain, but I believe Celestial has 2.7 second between combos to keep the AM active.

    Light it sounds like combo or nothing.

    Questions and concerns I have...

    • Without access to a PC, I am curious if anyone test the interruption of Light to see how they impacts a player using melee or range combo
    • Light still has the timer window of 3 minutes, resulting in damage loss as I have experienced in BD, though most bosses and instances you will not have luxury to keep your combo active for that long.
    • Does Light have a way to produce high quick damage like other powers in 10 seconds using melee? I know Range AM side you get to max damage quicker but melee was suffering server low numbers in the first ten seconds. Has this improved any?
    • Has anyone tried Light in test in the new duo with an Ice buddy and go full melee vs Ice AG rotation to see how they compare. The current duo is a good place to test the two out if both players follow each other around
    I hope Light is competitive when it hits LIVE; however, I have feeling I may shelf my HL toon for quite a while.
    For those testing mid range, didn't Tunso state the Impact and RAM produce melee damage? If that is the case you might be in melee range producing slightly higher numbers. If those two powers do produce better numbers when in melee range, that will be the slight variance that you are all seeing when in mid range - (one or two targets maybe are in melee range).
    I'm not on test and cannot test and it is annoying me to no end as I would love to test Light right now and take some results to see how Light is performing with this update. I hate not having a home PC.
  11. Kuroki Honoo Committed Player

  12. Greenchain Well-Known Player


    I was under the same impression with the 2.7 sec but that only applies IF you do not perform a weapon attack. Which is exactly what happens if mid combo the target dies. Which happens frequently. The buffs dont start the AM but don't break it either as long as used within the window (no problem).

    Ram and Impact do seem to be doing the bulk of the damage when I looked at the breakdown, about 60% combines. LB and MG were about 35% and Fan was the rest.
  13. MEBegnalsFan Devoted Player


    Why are 50% damage modifier abilities so low on the damage and Impact and Ram so high. That makes no sense as LB and Fan take more PP to get to than Impact or Ram. IMO, LB and FAN should do 60% of the damage.
  14. MrB Dedicated Player

    Oh I forgot that hl has a 3 min damage window.
    Does blocking stop the am? I'm villain on pc test and haven't gotten into an instance.
  15. D4rkB0w Active Player

    Tunso pls give us clip back, lower the dmg how much you need so it would be in line with others. I dont care if ppl will not be able to do max dmg because its "Hard" to play with clip, give us at least 1 power that you need at least little skill to play and bring back fun to HL.
  16. Greenchain Well-Known Player


    Max Damage hand mod makes the modifiers a moot point.
  17. The Sups Active Player

    The main problem with the PPs is that Spikequake, Chompers and Light Weight are useless for the Combo AM. Why not move all three of them to a particular path in the tree?

    With the current swap of LW and Whip, we won't be able to do the LB > MG > ST which IMO is the best combo for mobility that HL has got.
    • Like x 1
  18. Rokyn Dedicated Player

    The actual HL infinite AM still hits fine and around base line testing. These parses were generated today after the fix. You guys can compare them after the initial tests that were done on page 2.

    Live Test:

    Power = Light
    CR = 126
    Precision = 4887 (with Relentless Precision)
    Enemies = the 3 Sparring Dummies (League Hall)
    Time = 180 seconds (18 samples of 10 second parses)
    Damage goals = 35500 / 30000 / 25500 : melee / mid-range / long-range

    Melee
    Rotation: Claw > Hold Claw > Swing > Boxing > Chainsaw > back to Claw
    Melee average: 37,139.4

    [IMG]

    Melee #2
    Rotation: Ram > Whip Trash > Whip Trash > Impact > Chainsaw > back to Ram
    Melee average: 36,568.9

    [IMG]

    Mid range
    Rotation: Ram > Fan > Impact > Light Blast > Minigun > back to Ram
    Mid range average: 33,396.6

    [IMG]

    Range
    Rotation: Ram > Fan > Impact > Light Blast > Minigun > back to Ram
    Range average: 27,974.8

    [IMG]
    • Like x 2
  19. Rokyn Dedicated Player


    But also the worst combo for range against 2 or more enemies. The range rotation Fan > Impact > LB > MG > Ram > Fan have higher parses since it's an AoE rotation and has the same mobility (can hop around while casting Ram/Impact/Fan and move with LB/MG. Against only one target, the two rotations are even though.
  20. Rokyn Dedicated Player

    1. Light Claws
    2. Ram
    3. Spikequake
    4. Minigun
    5. Chompers
    6. Fan
    7. Whip Trash
    8. Chainsaw
    9. Boxing
    10. Impact
    11. Entrap (Swing)
    12. Grasping Hand
    13. Light Blast
    14. Iconic 1
    15. Iconic 2

    Even though the "superclip" rotation was interesting and different, it completely negated the notion of infinite comboing. I personally didn't find it much fun, just more things to clip and keeping track of your timing. At this point, can we really call AMs difficult anymore? We are pretty much a precision version of Ice in terms of diffculty. IMO, as long as the damage is there then I don't really care if the rotation takes more skill to pull off. I've been my main power Earth for a 1 year and half now so I understand what people refer to when they talk about timing and clipping DPS time.

    Though I DO want to point out something Kuroki did say in his latest video that I agree with. He spoke about how in controller role if you clip your combos you lose the AM damage and I wanted to see if the latest fix could not be applied while in controller role so you could clip your combos with Recharge to dish out power and back to AM damage. That would be nice to have.
    • Like x 2
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