oh i see what u r saying now, my bad. I was wondering the same thing 4 HL, like if i do WM combo and use st at the end 2 get the %50 modifier. Havent tested it out yet. probaly will 2mor. But yea if it doesnt matter which power u use thats pretty bad. If the power is supposed 2 modify every after for 5 seconds then we should get that no matte what combo/powers we r using
I began testing power other than my own (HL) and im beginning to find some powers that don't work that probably should. (not talking about 60%ers). first is mass terror from mental. also i notice what i like to call pulse powers that had the fast rapid ticks were affected by the WM but now some of them are not like snap trap no longer is. i'm still doing a good bit of testing but these are what i found so far. sorry in advance if these have already been stated.
The 2hold brawling into MA combo doesnt work in the Watchtower for me but works in my base, where i recently respecced. It just does two regular hold moves
It works, but there is a timing issue. You can do the Knee attack, but getting 4 taps to 2h is a nightmare to accomplish. Timing and server delay is hard to pull off. 2h was always intended to be a hold combo weapon. Why they chose taps is beyond me.
I've been playing around with DOTs a bit. I WM comboed to Wintry Tempest (WM buffed) then used the Flip Slash - Pulse Beam WM combo. While I was in the Pulse Beam animation, the DOTs from WT were buffed up, going from 200-300 per tick to over 1000 on crits. That's in addition to the occasional 2k-3k+ ticks on Pulse Beam. The same thing happens to Icy Field ticks if I proc the field using a WM buffed power. If I just cast WT by itself, the buffed ticks do not occur during the Pulse Beam mastery channel. I'm brainstorming other ways to test and/or take advantage of this effect.
So, you were seeing the DoTs buffed before you even capped a second WM combo? You sure you weren't just seeing normal crits? I think Bobburt was finding that DoT ticks within the buff window after the combo were buffed, which makes more sense. If what you describe is accurate, it sounds broken.
Step one: WM combo to buffed Wintry Tempest Step two: Flip Slash Mastery to Pulse Beam Mastery While Pulse Beam was channeling, the DoT from WT was critting way, way higher than normal, going from 400ish to over 1000. Not all ticks were crits, though. If I just cast WT then did the WM combo, I never saw those crits during Pulse Beam. I managed to repeat this numerous times but I'd love it if someone else could try it. Maybe I'm seeing things.
Ok, I took video of this so I could quote some numbers. It seems the big numbers were during the buff window after all. Wintry Tempest initial hit (buffed) - 2372 tick 1 - 222 tick 2 - 1761 (it was might damage. I believe the crit window is still active?) tick 3 - 177 tick 4 - 122 -Start Pulse Beam- tick 5 - 526 (crit) tick 6 - 518 (crit) tick 7 - 543 (crit) -Avalanche JC 1st snowball to proc an icy field, buffed initial hit 2710- tick 8 - 916 (crit) IF tick 1 - 135 IF tick 2 - 95 WT tick - 272 IF tick - 55 WT tick - 164 IF tick - 95 IF tick - 105 -Start Pulse Beam- WT tick - 517 (crit) IF tick - 95 WT tick - 234 IF tick - 110 WT tick - 1330 (crit) IF tick - 491 (crit) So, upon further inspection, it seems as if the DoTs only crit during the WM buff window. I suppose this confirms Bobburt's findings. In-game in real time, there were just so many numbers rolling, it was hard to place them at any specific point in time.
I noticed the same thing. I like the WM combo to pulse beam but I'd be lying if I said I could land it more than 50% of the time in an instance. I am happy to report that the initial buff of using a super power seem to maintain through the whole combo. Using an enduring damage mod with the combo gives you crazy numbers.
Regarding this combo there is still a timing issue even after the recent changes to remove cast bars from standard bridging weapon combos. Regarding those changes I have found it is easier to pull off combos across the board and the return of a clip for those bridging combos seemed to work for me. I am not seeing the addition of Dual Mastery though? Will that come in a future patch? Edit: The Weapon Mastery "super" animation is a lot better messaged now.
what was the reason for this? The back bone of nature dps'n is keeping those poison spores DoT's active. Why is nature not going to get the crit bonus from weapon mastery? And why are poison spores/nature the only power interaction/power in the game that this crit damage bonus is being taken away from? WHY!!!!!???
Does anyone here know what they mean by "improved pets" ? Is it referring to the shields that can be placed on them now? I haven't been able to get on test yet. Stuck at work. -.-
I too am at a loss, wasn't WM suppose to provide a means for other powersets to obtain Celestial/Rage dps levels without the precision-combo power system they use? Are Nature and Sorc in a place without WM where they are already equal to Celestial/Rage?
Mepps said: ↑ “Weapon Mastery ·Improved Pets: Being in control of an improved pet now prevents Weapon Mastery super power critical damage bonuses from applying. This currently affects Sorcery Fury and Guardian and Nature Swarm pets specifically. ·Applying a Poison Spore power interaction now prevents Weapon Mastery super power critical damage bonuses from applying for 12 seconds.” Yeah, was wondering about both of these. Seems odd to single these out. Would be nice to get clarification as to what this actually means and why.
Grrrrrrr! Fury is not pleased, and neither am I. Stooopid work, end already so I can get home and get on test.
When Nature and Sorcery got their improvements their mechanics were tuned to be allow them to hang with the combo powers in terms of damage output. Each power is intended to have some way to achieve top DPS without having to rely on weapon mastery. That mechanic will be mutually exclusive of weapon mastery and won't stack. Refer to Jens' post here if you're not sure what I'm talking about: https://forums.station.sony.com/dcuo/index.php?threads/game-update-36-and-balancing-dcuo.198865/ In the past we probably would have waited until we had finished the combo damage pass and closed any known loopholes before letting anyone get their hands on it. But keep in mind we decided to let you guys try Weapon Mastery early, before balance passes were complete, so we could get feedback as early as possible. Obviously we are not going to let you combine two "awesome" level mechanics because the power that can do that becomes the new alpha. This is the opposite of what we're trying to accomplish here. When Earth, Electricity and every other power is updated to include their specific mechanics they likewise won't stack weapon mastery but will be able to achieve that level of damage output without it.