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Posts
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Quote:Actually, Body Blow is the odd one there. It should be 6.03, and a quick look at the other KM powers doesn't show a consistent discount. At that price it ought to be 1.12 DS and recharge in 4.75 seconds.Street Justice - Heavy Blow: 5s recharge, DS 1.16, 6.03 end
Kinetic Melee - Body Blow: 5s recharge, DS 1.16, 5.82 end
Quote:Street Justice - Shin Breaker: 8s recharge, DS 1.64, 11.86 end
Broadsword - Hack: 8s recharge, DS 1.64, 8.53 end
Looking over the rest of the set, Initial Strike, Rib Cracker, and Spinning Strike (at combo level 0) all follow The Rules. Sweeping Cross is getting an endurance and recharge discount, presumably on the same logic as Shadow Maul, though not as large since (I assume) it's so much faster.
Crushing Uppercut appears to be getting an endurance discount in exchange for extra recharge. The recharge looks like it was copied directly from Knockout Blow (in fact at combo level 2, aside from end cost and cast time, CU is an exact clone). -
It is indeed typed ranged and psionic, but that doesn't make any difference because the relevant bit is the "Entities autohit: Foe" line near the bottom. (ZM's original link was pointing to the Fortuantas' Scramble Thoughts, which is a different kettle of fish entirely.)
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Quote:I would be disappointed but considerably less irritated if that were the justification, since I consider maintaining group identity a valid goal.Hey everyone,
I know there is some disappointment in a few of the COT pieces that didn't make it into the package, and I want to dispel some of the rumors that we do this to keep unique pieces in the NPC's hands.
In fact, without that justification this strikes me as simply poor communication, poor management of community expectations, and arguably a questionable use of valuable art time, though I am not going to assume I know enough about the logistics or technical issues involved to state that last one categorically.
In the future, I will simply automatically assume any pieces with truly unusual or remarkable geometry will remain unavailable to players, despite the severe clipping issues that have never been addressed on several prominent booster pack costume pieces, and save myself the effort of anticipation. -
Well, let's see. If I have mathed right, a level 40 AV regens at a rate of 69.955 HP/sec. At 1% effectiveness, that means it'd take a raw damage output of 6995.5 HP/sec just to counter their regeneration, before factoring in resistances.
Playing fast and dirty with some numbers, assuming 8 rad/ defs as a starting point... Eight LRs, between AV debuff resistance and the level scaling, would be -8% regen, bringing the necessary raw DPS down to total down to 6477.31 DPS.
Eight defs can hit the damage buff cap with perma-AM + 6 people running Assault, so assuming each can manage an average damage output of 1DS/sec, that's 18.451 * 4 * 8 = ~590.45 DPS. Eight LRs will increase that by 2.4%, or 604.62 DPS.
Assuming a phenomenally lucky hit streak and that contributions from lava would be negligible, you'd just have to find some way to improve on that by a factor of 11 or so and you could theoretically take out one of them, assuming no relevant resists! -
A smart player with a lackluster build will almost always trump a ******* with a fantastic build.
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Tough is tier 3, so no, that's WAI. Currently only the travel pools will let you pick a tier 3 power right off the bat.
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Honestly, I find the idea that they hired someone, on purpose, for money, presumably after having seen other samples of their work, to create the Paragon Market even scarier than the notion that someone at NC/Paragon is vastly overestimating their abilities or resources.
I don't know nothin' about the technical side of the market or the reasons for its manifold failings in that area, but I deal with metadata and metadata-related UIs of varyingly competent designs every day, and it feels like a slapped-together hack job on that front too. -
Since Issue 18.
If this comes as a surprise, you will probably also want to take a closer look at Crippling Axe Kick. -
Quote:That's really the only sensible way to go at this point. I don't think numeric rating systems work well, period, not without very strict guidelines, and you cannot impose strict guidelines on the general populace. A rating system open to everyone that is more complicated than "Recommend Y/N?" is ultimately going to suffer from the fact that no one agrees on the meaning of "3."That's why I'm thinking an overhaul based on recommendations and users with similar tastes is key. That way, you're led to the arcs you're most likely to enjoy -- not just "The top X arcs visible in the window sorted by rating."
The real problem with the kind of overhaul you're talking about is that a recommendation algorithm is really, really not the kind of system where you want to be rolling your own without serious experience (nor, for that matter, is a discovery tool). Unless Paragon's recently hired a Netflix refugee or something I'm pretty sure they don't have it. To get that kind of overhaul Paragon (specifically the decision-making parts of Paragon) would need to do three things that each strike me as unlikely: A) admit that the current tools are inadequate for directing players quickly and intuitively to the kinds of content they enjoy, B) recognize that they likely do not have the expertise necessary to rectify that problem, and C) decide its worth committing the time and resources necessary to secure that expertise, permanently or temporarily, and implement the required changes.
I'm not holding my breath. I can't presume to guess what the general dev attitude towards AE is, but I can't get the image of an Excel Saga-esque "Today's Experiment: Failed" stamp out of my mind, and and my single biggest criticism of Paragon as a collective is that they've historically been very bad about continued support of older content and features and about recognizing their weak areas. -
Somewhere around 30 I start looking forward to the slots as much as or more than the powers, for exactly the same reasons. Even when a 35 or 38 power is positively taunting me I can't actually resent the slot levels for getting in the way, because there are almost never enough of them.
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That'd be nice, but given that villains got the same flagrantly false unlock message for hitting 50 for five issues, I'm not holding my breath
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Not unless you count "Also, tar!" as interesting. It carries a lot of baggage as a straight-up reference, though: Greek mythology is jammed full of Alastors, both as a proper name and as an epithet for various entities, including Zeus. It's also the name of a demon, one that gets referenced fairly often in pop culture (Dante's sword in DMC1 springs to mind), which is fitting given the model used.
And as Wikipedia informs me:
Quote:Alastor, in Christian demonology, came to be considered a kind of possessing entity. He was likened to Nemesis. -
I've used them for alternate SoA builds, but mostly I use them as "freespecs" for low-level guys it's not worth burning a real respec on.
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Manticore's been gone as an actual active CoX dev since before the Cryptic buyout--he left to work for NCSoft. If you're talking about the long-distance story consulting he was doing after NCSoft bought CoX, I don't think he's still actively doing that; his last post in the lore thread was in 2009.
As for Incarnates, the highly abridged version is that we get ten incarnate slots, each of which can be slotted with a different type of power. Only the first five have currently been released. Alpha slot "powers" actually function as a global enhancement, part of which ignores ED softcaps. Judgment powers are big damn nukes. Interface powers add various proc effects (mostly debuffs, but the Reactive line also includes DoT) to most damaging powers. Destiny powers are big PBAoE buffs that start off insanely strong and degrade over time. Lore powers summon various pets, with roughly 33% uptime. -
It was in closed beta for a while, but they pulled it temporarily until they could squish all the bugs with it. The worst one found was that talking to a trainer with a 50 would let you claim the extra slots, but would let you put them anywhere and would also delete any purples in your build. Synapse said it could possibly do other bad things, potentially up to and including character corruption, without some extra failsafes.
They still want to do it, they just need to revisit the leveling/exemplaring/slot placing code first. -
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There really aren't any members of the Phalanx or the Vindicators I find particularly visually interesting or compelling. On the upside, I don't think any of them are particularly bad, either, aside from Manticore and Psyche looking a little dull.
I find the Arachnos lot are considerably more interesting to look at. I'll toss in another vote for Ghost Widow and Scirocco, especially. Ghost Widow's simple, effective, and strikingly monochrome, and of course she's got that hair. With Scirocco it's the combination of the mantle and the waist and the color contrasts that create the impression of a unique shape without him actually being shaped any different from the standard male model.
For overall wow factor:
* Lanaru the Mad: Enormous, otherworldly, humanoid but clearly not human, absolutely unmistakable silhouette. Okay, so he shares it with Faathim and Ruladak, but he's got the best color scheme and the neatest-looking powers.
* War Walkers: Also enormous and humanoid but not quite human, but I think what really sells it for me is actually the way they move: ponderous, deliberate, powerful.
* Romulus Augustus/Nictus Romulus: Generally an imposing outline, and the Roman armor pieces look nice to start with, but I think it's actually the use of color that makes this work. His design is actually very busy, almost distractingly so if you look at all the parts individually, but the bright red in the helmet crest, shoulders, and loincloth, set against otherwise subdued colors, frames his upper body and keeps your attention centered.
* Mirror Spirit: Just classy. The hair ornament and the robe are immediately recognizable.
For concept:
* Dr. Vahzilok: He's a raving madman who's stuffed himself in a giant, malformed, stitched-together suit of power armor made of rotting meat. That instantly tells you absolutely everything you need to know about him. He's showing his age as far as texture quality and polygon count are concerned, but remains absolutely A1 in the that-is-so-wrong department.
* Eidolons: Even though they're very basic designs they just give me a crazy look-I-sewed-this-myself vibe. It reminds me of Michelle Pfeiffer's Catwoman in Batman Returns. I think it's the irregular eyeholes.
* Tarantula Queens (and Regent Korol): Also very wrong. The eyes are horrifying enough (especially Korol, why does she have eyes there?), but I think the moment they crossed the creepy event horizon for me was when I finally saw the human outline and realized where their legs were.
* Nemesis/Fake Nemeses: Also starting to look a little low-rez, but he's a dude (well, bits of a dude) in a big, ornate, steam-powered brass battle suit. Much like Dr. V that instantly tells you what you need to know. -
Quote:Honestly, I did two ITFs last Saturday, during prime time, on Virtue, and the lag was already a pale shadow of what it once was. Maybe now it'll...Yesterday the devs were encouraging folks to do an ITF on Test so they can observe it.
Maybe the Valley of Lag is now a Glen of Lag.
No, I won't jinx it. -
The Crab and Wolf versions of Venom Grenade and Frag Grenade are mutually exclusive. Taking one will automatically lock out the other.
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Quote:Ignite, the power, accepts accuracy. Ignite, the power, is autohit, as powers that do nothing but summon pets generally are.
Pets_FlameThrower, which Ignite creates, and which you linked to, is not autohit and I did not intend to imply it was. It also accepts only damage enhancements.
Slotting accuracy enhancements in Ignite therefore has no effect the power Ignite, in itself, nor is that accuracy inherited by the entity it creates. This runs counter to the general expectation that summoned entities inherit the slotting of their parent powers.* Which was my point.
Burn, the power, has non-pet-related effects that do benefit from accuracy. Pets_Burn, which it summons, and which you also linked to, similarly does not accept accuracy enhancements and will not inherit their effects from Burn, the power.
* As far as I know it is still the case that Acc/whatever damage set IOs and acc/dam HOs will both skirt this limitation, as they are considered "damage" enhancement types regardless of what they actually enhance. -
Quote:The -range in Antagonize was added at the same time it was added for Taunt and Confront, in I13. As far as I am aware it has always had the 1.5 accuracy modifier, but I can say with certainty it predates I13.Hmm, checking with Mid's it looks like at some point the accuracy of Dwarf Antagonize was raised and it also claims a -range now.
Ignite: The power accepts accuracy enhancements, but the pet it summons does not. Ignite itself is autohit, as a summon, so slotting accuracy does nothing for either aspect.
The pet summoned by Burn is the same, but accuracy does affect Burn's initial hit as that is dealt by the power itself. -
Quote:You mean Intangibility Duration? There's Sonic Ca--oh, no, not anymore.(If only they'd do something about phase enhancements. What powers do those WORK in?)
Or Detention Fie--no, not that either.
Well, there's still Black Hole and Dimension Shift!
(And of course they affect magnitude, not duration, what would possibly make anyone think otherwise?)