The Go Go Gadget Guide to Everything Gadgets

Discussion in 'Oracle’s Database (Guides)' started by TheDark, Feb 15, 2013.

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  1. TheDark Devoted Player

    A few things, first I'm posting base info plus additional info I managed to observe tonight. Not all of the powers and details are here because I had to only 5 hours to free up for testing.

    A big thanks and credit to Shiny Mackerel for helping out & confirming the base equation.

    I ran the numbers below myself. Most should be within the +/- 5% range. A few seem to be limited by smaller amounts. Penryn also has base info and will probably be in this thread or the Gadgets Test server thread. We use it to find mistakes, common observations, corrections, etc. It's recommended all players who run numbers like this compare data. Which leads to my final post below.

    BASE NUMBERS

    2/11/17
    Might 8419
    In Controller role for base info to remove the 10% damage bonus
    For multi Target powers, multiply total damage range, or average, by 2 for complete damage if it’s not done already.
    NOTE: I'll add more color at some other time.

    EMP Pulse (Electromagnetic Paralyzing Pulse)
    Cool down 3 seconds
    Power Cost 300
    PI electrified enemies take additional damage
    Defense debuff 10%
    500 ms Stun duration
    Instant damage with no delay
    Burst
    Multi Target
    13 meter distance
    360 degree Area of Effect
    No PI
    6902-7501
    Base 91 – 99
    95 average
    With PI
    7604-8293
    Base 100 – 109
    105 average

    Cuff Em
    Cool down 0.5s
    Power Cost 100
    Dazes enemies
    Retains Stealth
    Instant Damage
    Burst
    Single Target
    7 meter distance
    5283-5773
    Base 78 – 86
    82 average


    Surprise Attack
    Cool down 3 seconds
    Power cost of 300
    Dazed enemies take additional damage
    Damage registers .8 seconds after casting
    Burst
    Single Target
    About 10 to 12 meter distance
    No PI
    7848-8573
    Base 117-127
    122 average
    With PI
    8526-9284
    Base 127-138
    133 average

    Stealth PROC
    Only occurs when transitioning out of Stealth with certain powers ( Example: Surprise Attack)
    Burst
    Single Target
    4858 – 5384
    Base 72-80
    76 average

    Gauss Grenade
    Cool down 0.5 seconds
    Power Cost 200
    Electrifies enemies
    Dazed or Frostbitten enemies take additional damage
    Instant Damage
    Burst
    Multi Target
    Far Range
    25 meter Distance
    About a 10 - 12 meter radius 360 degree AoE
    No PI
    3773- 4172
    Base 56-62
    59 average
    With PI
    4178-4579
    Base 62-68
    65 average

    Taser Pull
    Cool down 3 seconds
    Power Cost 300
    Electrifies enemies
    Instant Damage
    Burst
    Single Target
    Far range
    25 meter distance
    6061-6725
    Base 90 -100
    95 average

    Vortex Cannon
    Cool Down 3 seconds
    Power Cost 300
    Dazed enemies take additional damage
    Damage Debuff 10%
    Instant Damage
    Burst
    Multi Target
    Mid range
    Around 12 to 13 meter distance
    No PI
    4946-5450
    Base 73-81
    77 average
    With PI
    5389-5988
    Base 80-89
    85 average

    Neural Neutralizer
    Cool Down 12 seconds
    Power Cost 200
    Dazes enemies
    Dazed enemies take additional damage
    Instant Damage
    Burst
    Multi Target
    Melee Range
    5 meter radius distance
    No PI
    2021-2218
    Base 30-33
    31.5 (32) average
    With PI
    2233-2414
    Base 33-36
    34.5 (35) average


    Bunker Buster
    Cool Down 60 seconds
    Supercharge cost 2000 (100%)
    Damage Over Time
    Multi Target
    Far Range
    24 meters
    360 degree AoE
    20 ticks
    1907-2085
    Base 28-31
    29.5 (30) average
    560 total low – 620 total high
    30*20= 600 average total


    Stasis Field
    Cool Down 6 seconds
    Power Cost 200
    Dazes enemies
    Instant Damage with no delay
    Damage Over Time
    Far range
    25 meter distance
    Defense Debuff 10%
    Single Target in Damage Role
    15 ticks
    595-664
    (-10% 535.5 – 597.6)
    Base 8-9
    8.5 (9) average
    120 total low – 135 total high
    128 total average damage on 1 target
    Multi Target in Controller role
    About a 12 meter radius AoE
    6 ticks
    Flat 446 damage (which may be a bug)
    Base 5.8 (6) per tick
    36 damage total on 1 target
    72 total on 2 or more targets
    1 tick registers first in multi target situation (Troll Stance). So the primary target receives 6 ticks. Then 5 ticks register on the surrounding targets. In a group of 3 targets, there is a total of 16 ticks.
    Self Destruct
    3922-4331
    Base 52-57
    54.5 (55) average
    Multi Target Self Destruct deals 2 ticks of damage per target. (example, in a group of 3 targets, a total of 6 ticks were dealt. 2 per target which then was followed by 6 DoT ticks.)
  2. TheDark Devoted Player

    BASE NUMBERS PART II

    CryoField
    Cool Down 6 second
    Power Cost 300
    Frostbitten enemies take additional damage & may be encased in Ice cubes
    Heal Debuff 25%
    Damage Over Time
    Multi Target
    Melee to Mid range
    12 meter distance on 360 degree AoE
    15 ticks
    No PI
    540-606
    Base 8-9
    8.5 (9) average
    120 total low – 135 total high
    128 total average
    With PI
    606-671
    Base 9-10
    135 total low – 150 total high
    143 total average

    CryoFoam
    Cool Down 2 seconds
    Power Cost 200
    Inflicts Frostbite
    Burning or Electrified enemies take additional damage
    Grounds, Stuns & Roots Targets
    Burst
    Multi Target
    Far Range 25 meters
    12 meter 360 degree AoE
    No PI
    4067-4443
    Base 60-66
    63 average
    With PI
    4416-4915
    Base 66-73
    69.5 (70) average

    Fear Gas
    Cool Down 2 seconds
    Power Cost 200
    Inflicts Dazing PI
    Burning or Electrified enemies take additional damage
    1 second mobile Channeling
    Far Range
    24 Meter Distance
    About 12 meter radius 360 degree AoE
    Damage Over Time
    No PI
    10 ticks
    First 2 ticks are minor burst type damage
    1619-1808
    Base 24-27
    24*2= 48 low 27*2= 54 high
    51 total average on the first 2 minor burst hits
    The proceeding 8 ticks are DoT tick
    202-268
    Base 3-4
    3*8= 24 low 4 * 8= 32 high
    28 total average on the 8 ticks of DoT
    Total for Fear Gas with NO PI
    72 total low & 86 total high
    79 total average (no PI)
    With PI
    3 ticks of minor Burst Damage
    1755 – 1951
    Base 26-29
    26*3= 78 total low & 87 total high
    83 average
    The third tick deals a knock down effect.
    Prematurely jump canceling allows for full damage to register.
  3. TheDark Devoted Player

    I'll work on a layout or something for the above. It's mostly to separate the actual might influenced numbers from base #'s.

    So Penryn & I thought it would be a good idea if we shared the equation for base info. Penryn & myself can't analyze every power in the powersets on test server. Time, school, work, dailies on Live, real life etc just doesn't permit it at least for me. The formula is in the game under the stats menu, but the defense of NPCs is not. With Shiny's help, defense was thrown into the equation.

    By sharing this, everyone can compare not just damage on burst and DoT type of powers, but we can also balance power costs, cool downs, etc from the player base perspective. We'll be able to go from powerset to powerset and analyze similar powers while at the same time see why some abilities are so different. That's a major reason why I'm an advocate, and I've promoted, base number info. With great detail on each power, you can literally build a rotation from this without going in game (of course, this excludes outside tools testing unless info is there too).

    It's usually the crowd that understands both practicality & number base detail is important that visits this thread. So naturally I'm going to share that here. By exposing it to a smaller crowd, who may ask questions on how to apply it, they'll be in a a better position to understand how it works. From there they can pass on to everyone else and hopefully it can be performed correctly. It's not too difficult.

    If sharing, credit the source/sources.

    Base
    Shiny Mackerel:
    Damage = The number you see from your power damage. My tip: Find the lowest low hit and highest high hit.

    Might = Add you might obviously. My tip: Try to maintain that same might through builds and phase changes on Test so you can see by how much a power was buffed or nerfed.

    the * 100 part is just to make a whole number so you aren't dealing with decimals. If you wanted to reverse it, divide by 100 when you apply to your base to find the damage.

    /0.80 (divide by .80) is to account for NPC defense which is 20%. If you use a defense debuff, use /.90 (divide by .90) instead. Take into account that a power like EMP can register it's damage before the target is applied

    Note, in order to steer clear of the 10% damage bonus you get in damage role, stay in off role with no Home turf damage bonus mods or league buffs. If you do stay in damage role, subtract 10% from your highest and lowest hits.




    For Shields in game on Test (in stats menu)
    Shield Strength = Base Shield Multiplier * (112.5% Restoration + 150% Dominance)
    Do what Penryn did. Shiny too. Apply the 112.5% to your Resto. Apply 150% Dominance. Add them together. Go get hit by something that will one shot your shield. Use open world locations. Look at your combat log and add up the hits NN or Distract (whatever shield you use) took. Take that total (sometimes it will be a one shot or it can be a few hits since Controller shields never broke on 3 hits) and divide it by the total you get from 112.5% Resto + 150% Dominance. You'll get a decimal. That's the base multiplier. To turn that into a percent for easy viewing, just multiply by 100.

    Example,
    "I have 5710 Dom and 7896 Restoration."

    shield = base Multiplier * (8883 +8565)
    112.5%^Resto ^150%Dom


    8883+8565= 17,448 total."
    "NN absorbs 7115
    Distract absorbs 3954"
    "NN base multiplier = 7115/17448 = 0.408 (40%)
    Distract base multiplier = 3954/17448 = 0.2266 (22%)"



    If you use info from here, credit your source & sources
  4. TheDark Devoted Player

    Since I started referring to the interaction between our PI's on test as a web, I tried making a diagram. Not just to show which powers benefit from which as a visual, but I want to throw in power cost, cool down but more importantly whether it's single or multi target.

    Unfortunately it's too sloppy so I'm still thinking of an easier layout. From the looks of what I have so far, I'm leaning towards requesting CFoam stay as burst damage. For its power cost and given the direction the devs made on some PI powers, if CFoam becomes a weaker DoT compared to CField there isn't much benefit in practical game play ("comps"). Yes, we'll be able to stack DoTs but burst damage with an incoming stream of power will be superior.

    On Live, Foam and CField have literally the same base damage per tick. It's just one last longer than the other. If FOam is made into DoT and made weaker while still benefiting from exploiting burning, then we have too many DoTs. NG & thermite are DoTs. As it stands now on test, CField is a strong flowing DoT with an increased 360 Area of Effect. Fear Gas requires channeling which takes time away from a hybrid style of burst damage from weapons or other powers in conjunction WITH it. What I mean is I can use CField then use burst attacks from weapon or powers while the CField ticks are going off. with FG you have to channel the entire damage (actually you can pretty much jump cancel & still receive full damage so that's a bug on test).

    Taser is Single target burst for Foam and Gauss is multi but depending on power and type of instance you might not be able to use it all the time. if you can it should work. Foam does more damage than Gauss though. That's another perk to keeping it burst. Anyway this is all feedback designed around maximizing damage through damage over time and since CField is really good right now, again, i rather not have a design involve too many DoT slots.

    I threw EMP in a damage loadout I tried in a duo and found myself using ElectroStatic pulse devices constantly for the AoE PI applicator, and to save power. They deal damage and allow me to benefit from multi target damage PI boosts on EMP.
  5. apocalypsegodx Loyal Player

    I'm so happy and are going away I even came back when I herd this news
  6. apocalypsegodx Loyal Player

    Quick qwestion for u dark dose surprise atack work out side of stealth ? If it dose can u clip it with a non aggressive power and still get damage I'd like to get on the test server but I'm away from home for a few more months
  7. TheDark Devoted Player

    Surprise attack only works from within the stealth tray. You can't use it on the standard tray. The damage is also instant. After I read crimsons comment I went to check it again. The damage off Surprise Attack actually registers around .8 seconds after you use it. I haven't tried using something like stealth > surprise attack> Battle Display yet. I did try Surprise Attack then Battle Display, then ES Pulse Device, then a trinket, Then 2 of them at once after Surprise Attack. The power you clipped with will register but not Surprise Attack. BD if I planned on performing weapon combos for a while. As long as you use a power that permits clipping before Surpise Attack brings you out of stealth it should register.

    Aside from SA being single target, good thing about is the damage and that it allows a new PROC of burst damage most of the time when it doesn't bring you out of stealth. So you have a high burst hit with a medium burst hit in 1 second that can be performed every 12 seconds.
  8. Crimson Mayhem Loyal Player

    I don't think Surprise Attack can be clipped, it has a cast bar and doesn't hit instantly. I actually had to use Enhanced Stealth to make it work since otherwise I would get kicked out of Stealth by incoming damage before finishing the SA cast.
  9. TheDark Devoted Player

  10. Penryn The Gadgeteer

    With a 500ms stunning time, that isn't much of a paralyzing effect. Maybe "Electromagnetic Somewhat Uncomfortable Pulse"?

    Jokes aside, the damage would be reduced on it if the stun effect was made any longer.
    • Like x 1
  11. TheDark Devoted Player


    Yea I read that too. I'd prefer if they kept CC separate of influencing damage. In content like raids with NPCs with high will power, the dps can't control them. Damage should be based on other factors and not control effects.
  12. TheDark Devoted Player

    I haven't been able to deal Test Server for a while due to real life. This weekend I should be able to. I plan on finishing my base damage info for this build, look at control effect changes and then power healing. I plan on getting to damage rotations but until they fix some bugs with it, any numbers presented by anyone can't be taken reliably. For example, I'm sure Sticky Bomb is still dealing the range of 3 targets and not 2. In other words, it's not splitting. So prioritizing that for this test phase isn't my top deal.

    The dev's aren't really throwing everything into the powersets as they are on test so they can be adjusted. It's just pop what they have, start work on next powerset, then adjust small things once people complain on the powerset that's on test.

    I don't test other powersets extensively, so it will be difficult getting numbers and ranges to compare the powerset rotations with eachother. There is no standard for what we're suppose to aim for with stats, mods, proficiencies that anyone is enforcing. It's really only individual powers that can be compared as is. The supercharge damage and their type is what you can compare individually.
  13. TheDark Devoted Player

    I only did very few testing this weekend. I wasn't into it. But I can confirm Sticky Bomb is still broken. It's registering 3 targets worth of damage so avoiding it would be a good idea until they fix it. That's if you want reliable testing. It's suppose to net 2 targets worth of damage like all other normalized abilities.

    I was thinking about powers I used with in the past. I would prefer a self buffing PROC power like Intimidation. It worked with clipping other powers while granting might based burst attack that had a chance to activate as you used your rotation. I always had CField for the DoT around me and Fear Gas for another DoT but back then FG worked because of no dovetail. If I use another DoT it has to be something that can be constantly clipped while granting me burst damage.

    There's 1 burst power I used last time, and another that was recommended that fit well, but they have to be used with weapon burst attacks. I still use CField. Right now it doesn't look like play from tray would keep up with a hybrid that has a high rate of damage occuring. The other thing that was confirmed for me is the PI usage. If you have high rate of performing something without a PI & power being more efficient, then you can essentially get away with not using a PI to buff your damage. Especially if it's coming at the cost of power, the risk of dropping too low with power for the rest of the rotation, and this 10% PI bonus isn't emphasizing use for it.
  14. TheDark Devoted Player

    Base Info for 1.4 Stats Revamp Incomplete
    Again, Sticky Bomb is broken so avoid using it in rotations unless you want to give false feedback. Taser Pull was nerfed in order to balance it with power cost & Stasis Field was also nerfed since last build in damage role. That wasn't really a smart move because now Stasis Field nets more damage in Controller role just for being multitarget. So I'm noticing a common mistake the devs are making with total damage net. I'm liking PDart as a low cost multitarget burst attack. It's definitely better than Taser Pull which is single target. That's because in a 2 or more enemy scenario, PDart's damage doubles on the board. I'll add what I have left later on and I'll finish base testing some time soon.

    For all multi target powers, the average is doubled.

    # Range with 8419 Might
    Base Range
    Base Average and/or Base Total

    Sticky Bomb
    Currently not splitting correctly
    Cooldown 0.5 seconds
    Power Cost 300
    Burning enemies take additional damage
    Enemies encased by Ice, Nature, Mental, Light, Earth or Gadgets will explode & damage nearby targets – Damage will not register on SB burst due to the breaking of the encasement
    Healing Debuff 25%
    Burst
    Damage registers about 1 second after casting
    Multi Target
    Stuns primary target then knocks down surrounding NPCs
    Far Range @ 25 meters
    360 degree AoE on target with 7 meter radius
    No PI
    4177-4646
    62-69
    66 average
    With PI
    4582-5109
    68-76
    72 average

    Thermite Mine
    Cooldown 0.5 seconds
    Power Cost 100
    Inflicts Burning
    Enemies encased by Ice, Nature, Mental, Light, Earth or Gadgets will explode & damage nearby targets
    Vulnerable to Interrupt
    Retains Stealth
    Melee Range
    Damage registers 1 second after power is triggered
    Multi Target
    360 degree AoE with a radius of about 5 meters
    You can extend the range from 5m to 7-9 meters if you plant the Mine, then use Self Destruct
    No stun
    Damage Over Time
    5 ticks
    No PI
    542-606
    8-9
    40 total low – 45 total high
    42.5 (43) average


    Implosion Mine
    Cooldown 0.5 seconds
    Power Cost 200
    Electrified enemies take additional damage
    Vulnerable to Interrupt
    Retains Stealth
    Burst
    Melee Range
    Damage registers 1 second after power is triggered
    Multi Target
    360 degree AoE with a radius of about 5 meters
    You can extend the range from 5m to 12 meters if you plant the Mine, then use Self Destruct
    Pulls & stuns target
    No PI
    5479-5993
    81-89
    85 average
    With PI
    6003-6564
    89-97
    93 average



    Paralyzing Dart
    Cooldown 0.5 seconds
    Power Cost 100
    Dazed enemies take additional damage
    Damage Debuff 10%
    Instant Damage
    Burst
    Multi Target
    Stuns 1 Target
    Far range over 28 meters
    360 degree AoE on target with 7 meter radius
    No PI
    2717-2961
    40-44
    42 average
    With PI
    2965-3293
    44-49
    47 average

    Napalm Grenade
    Cooldown 0.5 seconds
    Power Cost 200
    Inflicts Burning
    Dazed or Frostbitten enemies take additional damage
    Multi Target
    Stuns 2 targets
    Far range over 25 meters
    360 degree AoE on target with 7 meter radius
    Damage Over Time
    5 ticks over 3 seconds
    No PI
    607-673
    9-10
    9.5 average
    45 total low – 50 total high
    48 average
    With PI
    674-740
    10-11
    10.5 average
    50 total low – 55 total high
    53 average


    Stasis Field
    Cool Down 6 seconds
    Power Cost 200
    Supercharge Generator
    Dazes enemies
    Instant Damage with no delay
    Damage Over Time
    Far range
    25 meter distance
    Defense Debuff 10%
    Single Target in Damage Role
    6 ticks
    592
    (-10% = 532.8)
    7 average
    42 total damage on 1 target

    Multi Target in Controller role
    Encases 2 targets
    6 ticks
    Flat 448 damage
    6 per tick
    36 damage total on 1 target
    72 total on 2 or more targets

    1 tick registers first in multi target situation (Troll Stance). So the primary target receives 6 ticks. Then 5 ticks register on the surrounding targets. In a group of 3 targets, there are a total of 16 ticks.
    One Target is also debuffed in Controller stance & that target receives 10% more damage.
    The first tick register regular damage. The proceeding 5 out of 6 ticks register damage with the defense debuff.

    Self Destruct with Stasis Field use
    3922-4337
    52-57
    55 average
    1 Self Destruct cast on 1 encased target will deal 1 tick of damage to each surrounding enemy. If there are 3 close targets and 1 is encased, all 3 will take 1 tick of Self Destruct Damage. This damage splits starting on 3 targets.

    If there are 2 encased targets, each encasement will deal 1 tick of damage to surrounding enemies. For example, if 2 targets are encased in a group of 3 enemies, you will deal total of 6 ticks of damage from Self Destruct. 3 ticks from each encasement.

    Self Destruct is multi target in both Damage & Controller Role


    CryoField
    Cool Down 6 second
    Power Cost 300
    Frostbitten enemies take additional damage & may be encased in Ice cubes
    Heal Debuff 25%
    Damage Over Time
    Multi Target
    Melee to Mid range
    12 meter distance/radius on 360 degree AoE around your toon
    15 ticks – Rapid ticks (good for D.P.S.) About 2 ticks per second
    No PI
    540-606
    8-9
    8.5 (9) average
    120 total low – 135 total high
    128 total average
    With PI
    606-673
    9-10 average
    135 total low – 150 total high
    143 total average


    Taser Pull
    Cool down 3 seconds
    Power Cost 100
    Electrifies enemies
    Instant Damage
    Burst
    Single Target
    Far range
    25 meter distance
    3325-3689
    49 - 55
    52 average


    EMP
    Cool down 3 seconds
    Power Cost 300
    PI electrified enemies take additional damage
    Defense debuff 10%
    Instant damage with no delay
    Burst
    Multi Target
    13 meter distance
    360 degree Area of Effect
    No Pi
    6886-7556 (recorded with debuff up. First hit eliminated)
    91 – 99.7 (100)
    95.5 (96) average
    With Pi
    7601-8294
    100 – 109
    105 average


    Gauss Grenade
    Cool down 0.5 seconds
    Power Cost 200
    Electrifies enemies
    Dazed or Frostbitten enemies take additional damage
    Instant Damage
    Burst
    Multi Target
    Far Range
    25 meter Distance
    No PI
    3773- 4172
    56-62
    59 average
    With PI
    4178-4579
    62-68
    65 average


    Vortex Cannon
    Cool Down 3 seconds
    Power Cost 300
    Dazed enemies take additional damage
    Damage Debuff 10%
    Instant Damage
    Burst
    Multi Target
    Mid range
    Around 12 to 13 meter distance
    No PI
    4946-5450
    73-81
    77 average
    With PI
    5389-5988
    80-89
    85 average

    Neural Neutralizer
    Cool Down 12 seconds
    Power Cost 200
    Dazes enemies
    Dazed enemies take additional damage
    Instant Damage
    Burst
    Multi Target
    Melee Range
    5 meter distance
    No PI
    2021-2218
    30-33
    31.5 average
    With PI
    2233-2414
    33-36
    34.5 (35) average


    Bunker Buster
    Cool Down 60 seconds
    Supercharge cost 2000 (100%)
    Damage Over Time
    Multi Target
    Far Range
    24 meters
    360 degree AoE
    20 ticks
    1907-2086
    28-31
    30 average
    560 total low – 620 total high
    30*20= 600 average total



    CryoFoam
    Cool Down 2 seconds
    Power Cost 200
    Inflicts Frostbite
    Burning or Electrified enemies take additional damage
    Grounds, Stuns & Roots Targets
    Burst
    Multi Target
    Far Range 25 meters
    12 meter 360 degree AoE
    No PI
    4041-4443
    60-66
    63 average
    With PI
    4450-4881
    66-72
    69 average
  15. Crimson Mayhem Loyal Player

    So did IMine's cost get reduced? With the numbers you provided it's really good. TMine not so much, the whole dot does as much damage as PDart so no reason to use it over that, especially considering PDart's range. So I think TMine's damage should be buffed by maybe 20% to make it a viable choice.
    The same goes for Napalm, a dot build doesn't seem viable right now except for CField. No reason to use Napalm over Gauss when the whole dot will do significantly less damage than the burst.
  16. TheDark Devoted Player

    IMine had a low power cost from what I originally put like 3 pages ago. Back then they didn't give us costs. I think it was originally 100 power. IMine is like the old EMP when it comes to delayed damage now but yea.

    From what I have so far, anything associated with burning PI is weak in general. I'm ok with burning PI being strict Damage Over Time PI but it is weak.
  17. Crimson Mayhem Loyal Player

    IMine was 300 cost for a while, at that point it was literally a worse EMP (same cost slot, PI, damage type) so it's good to see that it was moved to the 200 slot. That makes it absolutely viable, as a delayed and interruptable but higher damage CFoam alternative or a lower cost and magnitude EMP alternative.

    I like that the dot isn't actually part of the PI anymore because let's face it, no one ever used burning for the base [1-2] ticks. But of course when the new full dots still total for the same or less than bursts with the same PI and cost then they aren't worthwhile.
  18. TheDark Devoted Player


    I wish I could agree on no one ever used burning for its actual DoT, but I actually remember players in the past complaining their Burning DoT was being overwritten lol. You know, back when same DoT powers were granted to the last user. Obviously now they stack. Idk how many times I tried explaining to people that the actual damage that was being overwritten was extremely minimal compared to everything else being used for damage. Not just for Gadgets or Mental, but for Fire users too. Some of these guys were the go-to-guys for their powersets in the day. Some Fire players didn't understand that their powerset was mostly burst and that fire's DoT, aside from like 1 or 2 exceptions, was just low base burning dot. It was just a Power Interaction set up. Nothing more. The only remnants I found of that old burning DoT was in the Fire PI consumable.

    I like the old logic they had in the past where the DoT powers registered more damage compared to burst because they played out longer. Something like a 8 or 15 tick power that ran its course while you did burst might & precision damage then just recast to start up the rotation. But I also like a balance of 1 or 2 rapid DoT tick powers too for practical use. Of course, long duration DoTs on bosses.

    I'm still leaning towards requesting a might PROC self buff like Intimidation though. Same or similar function as the old Intimidation. Its clipping ability would probably make the awkward transitions from powers smoother. there's battle display but that's for precision damage.


    So for news on Sticky Bomb, the devs know it's broken now but it's going to take a while for them to fix it. They're currently working on something that's not related to Stats Revamp. Until they get back to SR, SB is definitely going to mislead players on test.
  19. The Game Well-Known Player

    I haven't been following this since they brought the old animation. I'm assuming we have to use more DOTs than burst to get our damage? Not too sure on what's going on...
  20. Crimson Mayhem Loyal Player

    Where did you get that assumption from? If you're talking about the revamp, there are still plenty of burst and dot options.
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