GU40: Mainframe Boost III

Discussion in 'Testing Feedback' started by drenz, Aug 14, 2014.

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  1. Penryn The Gadgeteer

    I don't think "Enduring Damage" exists anymore. I created a new character and "Max Damage" became available when I unlocked Boost 2. "Max Damage" is sitting in the same slot where "Enduring Damage" used to be.

    Bug Report - Maybe:
    Replenishing Adapter V is returning 1000-1200 power when I'm playing in Controller role. That is about the same power return range I saw with the IV version. Should the V version be returning about the same amount of power as the IV version?
  2. Remander Steadfast Player

    Interesting. At the Boost 2 level, is it the same Max Damage as at Boost 3? If so, I'd say that's a bug.
  3. spack2k Steadfast Player

    max damage tactical mod is killing the dps game ... ppl wont have a reason to go down the trees anylonger... is this ur intention? than go on... for example there is nothing more beast than psychic resonance ( 35% modifier) for mental which i can get by spending just 2 points in the tree ... making it a burst aoe with high base dmg for 60% modifier... not to speak of letting encasements explode part.
    • Like x 1
  4. Sef Prime Well-Known Player

    I think the reason is to give people more of a choice when using powers than just the reason for modifiers. I am cool with this idea of being able to use any power in my loadout now and not be stuck with certain powers anymore.
    • Like x 7
  5. Remander Steadfast Player

    Well, I was happy to find that Max Damage will allow me to discard WM forever and return to my Celestial combo system!
    • Like x 10
  6. Penryn The Gadgeteer

    Max Damage is a Hands Mod and Hand Mods are unlocked at Boost 2. Boost 3 increases - kind of in some cases - the effects of the Weapon and Neck mods.
  7. Remander Steadfast Player

    Ah, I thought Max Damage was part of the Boost 3 addition, but it's just a modification to Boost 2, then?
  8. Penryn The Gadgeteer

    I think that is the intention. It replaces the Enduring Damage mod.
  9. Elusian Crowd Control

    I just put it up here as well:

    How does Max Damage Mod will affect Ice Armor? Will it overwrite it as its the higher modificator (what I assume) or does Ice Armor overwrite it down to 50%? What is the next step to make Ice Armor useful then as its rendered useless? We are talking here about an integral part of Ice DPS as powers are build around that concept. Was that even considered? It doesnt seems to be the case.
    • Like x 3
  10. Scion Of Society Well-Known Player

    So major issues with the max damage mod. AS an Ice DPS our Ice armor effect is completely made useless, since it locks us at a 50%, is there going to be a fix to allow ice armor to lock modifier in at say 70%? Otherwise Ice loses its major mechanic.
    • Like x 1
  11. Giggles Loyal Player

    I love the the mainframe stuff. I can't wait for it to hit live. I have no complaints. My league and I are ready with all the spare MoTs we have. Thanks devs. :)
    • Like x 5
  12. Representative(Platina A) Well-Known Player

    It seems this new Max Damage mod is getting mixed reviews. It has my stamp of approval. Those who protest its introduction keep this in mind, players are purchasing this mod for 15k+ Marks of Triumph. They have earned the perks of this mod. Some are making it sound as though every player will be granted this by default which is not true at all. All this mod does is add more options to ones loadout. More exploration of powers can take place without sacrificing performance. Just think of all those iconic powers that will be made viable thanks to this single mod.
    • Like x 9
  13. Penryn The Gadgeteer

    I'm not disputing any of your statements, but I just wanted to point out that Max Damage is unlocked at Boost 2. Players don't have to spend 15k+ Marks of Triumph to unlock it.
    • Like x 1
  14. FinnDeHuman New Player

    [IMG]

    One can only dream...
    • Like x 1
  15. Remander Steadfast Player

    Yeah, I think that's bugged, ATM, as are some of the others.
  16. Larfleeze New Player

    I see Max Damage in two ways.

    On one hand, all the time I've spent (and others have spent) into perfecting rotations and proper loadouts for maximizing DPS is being thrown out the window. Granted, it doesn't mean it was all wasted, as for years now I (and others like me) have crushed the other DPS in groups, but still.

    On the other hand, I can now use whatever powers I want and not have to worry about getting the "right" ones that have the 50/60% buffs on them. This opens up a whole new realm of customization without losing efficiency which has always been one of this games biggest problems. You could always build however you wanted, but unless you stuck to the same 1-2 builds everyone else is you're going to be dead weight. Now I can actually make characters that are 100% movement/iconic abilities and maintain roughly the same damage as when I was using cookie-cutter builds.

    To the min maxers, I say this; You'll still have ways to get to the top. You no longer have to worry about using the right abilities in the right order to maximize the 50/60% buffs, but now you get to figure out (or copy what others figure out, in most of your cases) the new rotations using powers you never thought you would because they're all at 60% now.
    • Like x 4
  17. Superskull85 Devoted Player

    The problem is players see more customization where more customization will not exist. Why do you have a rotation?

    1) Damage Modifiers
    2) Power Interactions
    3) Clips
    4) Buffs

    Only the first reason is being lessened. You still need to apply Daze before using Jackhammer for example to get the most optimal damage. You will also want to clip in the same ways you have always clipped because by clipping you get into the buffs quicker. Which leads to buffs. You will want to use buffs before the main source of your damage.

    You will still setup Power Interaction, damage over time and buffs before you use Weapon Mastery combos. When you use the combos you will still end with some sort of lob usually the one that will gain the most damage from your setup. The main difference is you will do more damage generally.

    With combo users you will see them go back more to their Awesome Mechanic instead of using weapons. However this is no different than what happened before Weapon Mastery. No overall difference in customization.

    You will still have a rotation filled with priorities. You won't escape this and why one rotation will more beneficial after Max Damage still. ;)
    • Like x 1
  18. Remander Steadfast Player

    Of course, there will still be rotations, and many will probably be similar with just a little gravy damage. There will be more options, though. I've only started to test with Celestial, but here's what I'm seeing. If I wanted to continue with WM (yuck :p), I could split out my two buffs (Anoint and Benediction) to keep my 60% up non-stop, rather than having to clip Benediction with Anoint and use Plague as my second modifier to keep the 50% up (difficult if doing melee attacks). Alternatively, I could go back to a ranged rotation with RcW (or the cheaper ScH) and PcDL. There is also a melee option with AcB and WotPcCS which I found put out nearly identical DPS as the ranged rotation. The latter was never a good option previously. Celestial was a one-trick-pony using RcW and buffs. I'm sure Celestial is not alone in benefiting from this mod.
    • Like x 3
  19. BumblingB I got better.

    Suggestion to the Max Damage mod. If you have it equipped on current gear you are wearing, make it exclude WM crits. This will solve a lot of issues that are being voiced in General Discussion.
    • Like x 2
  20. Remander Steadfast Player

    Ooooo, you're a bad man. ;)
    • Like x 3
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