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Posts
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Jump Kick's animation is actually substantially longer than 1.5 seconds, but it can be canceled after that point. Several of KM's powers work that way as well. This was not always the case, however, and originally you had to wait out the entire pointless post-kick double-flip before you could do anything else, which contributes to the lasting stigma.
But in any case, yes, Air Superiority is seen as good not because it's a stellar attack, but because it's an excellent mitigation and utility tool that is also a not-entirely-terrible attack. -
Quote:You can convert 10 shards to 10 threads once per day. You can convert 10 shards to 5 threads at any time.I'm confused again.
Can I convert shards to threads?
Is there any 'hard' data for shard drop rates and conversion values?
Can I solo Incarnate stuff or not?
Thanks for everyone trying to explain btw
I'm not aware that anyone has firmly nailed down the shard drop rate.
All current content specifically designed for incarnates is team-based. If you are asking if you can earn incarnate powers solo, the answer is yes, but it will be much slower than running trials or even weekly strike targets or standard team play. You would need to spend 156 threads to unlock all four post-Alpha slots without earning any trial XP, and the first-tier powers require a total of 60 threads to create entirely from scratch. -
Quote:Ageless, aside from giving you a big chunk of blue on activation, will very briefly cap out your recovery (~14 end/sec), then give you approximately 3 targets worth of Drain Psyche recovery (as you have it slotted now), then 2 targets, then 1 target. So probably quite a lot! But as mentioned, Clarion is definitely a strong contender for your Destiny slot.
How much help will ageless be in this department?
For reference, base recovery is 1.67 end/sec (although with inherent Stamina that's now effectively more like 2.33 end/sec for anyone over level 1). Your Drain Psyche is adding about 1.57/sec to that per target hit. That's only an average, though: recovery always occurs in units of 6.67% of your maximum endurance. Increasing recovery simply increases the rate at which those units are returned.
If you have a lot of fast-animating powers (which is one of the reasons why fire blast is considered strong, along with the free DoT) and high recharge, it is quite easy to temporarily "outrun" your recovery, especially without endurance reduction, at least until you hit the kinds of ridiculous numbers you get from Ageless, Adrenaline Boost, Recovery Aura, or a saturated Drain Psyche.
The other thing to bear in mind is that, while Mids will show you numbers for end drain and net recovery, that only factors in your toggles. Unless you are Toggle Man, your click powers will always burn far, far more endurance over time (and in much bigger chunks) than toggles, particularly once you have enough of them, or enough recharge, to be constantly activating them. -
That's the Death Goggles, from the science booster pack, on what I think is the Insectoid face.
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You're running a high-recharge build and you have zero endurance reduction in any of your single-target blasts. That is going to cause problems.
From your slotting it looks like you're using Subdual as a blast, which is especially going to hurt since it's priced as a control power: you're using 8.53 endurance every time you fire it. Using just that, Fire Blast, and Blaze once each is taking nearly a quarter of your total endurance. If you're actually using your AoEs on single targets it's even worse than that.
That said, Drain Psyche with one target is already an enormous recovery spike; were you simply not using it at all without a crowd present? Do note it's also a massive enemy regen debuff. -
There's been a lot of good brainstorming, I know. But Geko started from a very flawed premise and I just cannot see getting over that without changes at least on the order of the Dominator overhaul, which if you start tabulating suggested changes and indentified problem spots is probably an underestimate.
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Quote:But when it comes to Kheldian questions, they don't even say "Yes we know Kheldians need some work, we are aware of the issues." They just IGNORE IT. They don't even let us know they saw the questions...Quote:...
-Kheldians are on the short list of powersets that are go9ing to be looked at when time permits
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It's not like kheldians have never gotten any attention, you know. There are a few small changes coming in 20.5, but go look at the patch notes for Issue 13. Then for added perspective take a gander at the laundry list of handicaps they launched with in Issue 3.
Yes, there are many powers that could use tweaking, but at this point slapping spackle on the holes is not going to do anything to address the systemic issues stemming from fundamentally flawed design decisions made six years ago by an inexperienced dev team and a powers designer whose basic philosophy was "I'll throw numbers at it until I find some that work okay."
The most critical one is this: kheldians were designed as shapeshifters with alternate forms tailored to specific purposes, specifically "shoot things" and "be hard to kill," which together encompass most of the highly nuanced combat system the same inexperienced dev team built into the game. At the same time, human form powers have significant overlap with the powers that come with those alternate forms. Human form, which actually contains the vast majority of available powers, is thus unavoidably consigned to comparative mediocrity, because it cannot--not will not, not should not, cannot--come too close to the performance or capabilities of the alternate forms without making them completely redundant. And if you do that you have just completely eliminated the core concept of the archetype. It's a Catch-22 situation.
You say you're not asking for a complete rework of the AT, but really you should be. Any changes of any significance that don't somehow address that foundational issue are worrying about carpet color while the house is on fire. -
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Quote:I haven't dusted off my ice/kin in a while--are you saying that he now uses different models for IS and GIS?Something tells me that the introduction of the new "Greater" Ice sword model for that power might be playing a role in his sudden obstinacy. And if that's the case, this obstinacy is not sudden at all, since the "Greater" elemental weapon models have been around for some time.
If so that is hilarious, in a not-very-funny way: way back when he used the greater model with GIS and it was taken away from him because once he pulled it out he refused to use anything else.
All they have to do now is make a silly decimal error on its accuracy and it will have come full circle. The more things change... :P -
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Lower-level content is always assumed to chronologically precede higher-level content. If you're doing Sutter, Apex hasn't happened yet. Yes, it does tie your personal timeline in knots, but such is the nature of non-static MMO timelines.
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I know there was an issue in pre-beta where the changes often would not stick unless you changed something else as well. IIRC you didn't even have to keep the changes--you could change a costume piece and change it right back again before exiting. Try that.
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I'm afraid your memory is playing tricks on you. Taunt has had a target cap of five since Issue 5. Taunt auras follow the guidelines for other PBAoEs.
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Quote:It was actually written in I14 beta, and it was the first DC that Aeon picked, so it's definitely not on the cutting edge. I actually had to cut some stuff *out* to make it fit after I14 went live, due to some backend changes that happened after it was written. There are definitely places I'd touch up if I could, but alas.BUT to be fair, a lot of my negative comments are related to DC arcs having a tendency to show their age as time goes by. I'm almost positive this arc was written back when the size limit was 100k - recent arcs can be a lot more elaborate (which I tend to like) simply because there's more room to work with. Never mind the fact that things that were innovative a year or two ago are old hat these days. Which tends to make DC arcs a time capsule of what was 'considerably better than average' back when it was DC'd.
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Oh, ninjas are definitely of the highly expendable, slaughtered-in-swarms variety. But if you take and slot Maneuvers and stay with your little Narutards to keep them in Dispersion Bubble, your Genin will have ~35-39% defense (their minuscule baseline defense scales with level) and your Jounin will be positionally soft-capped. Toss in an +def pet proc and you can have them all basically softcapped.
Ninjas do need some babysitting--you need to yank their leashes from time to time to stop them from zerging the whole map--but really, if you can't keep 'em alive at that point, especially if you also take Provoke, it's time to start hunting for PEBKAC errors.
You really want a challenge, try keeping the little bastards alive with Poison, especially against anything with AoE -
I took Frozen Aura before it did damage. On purpose, even.
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Quote:Well, I agree there's only one sensible, intuitive and unambiguous definition, which is the mechanical one. My fault for being sloppy with terminology there.In the same way, there is one and only one definition of "monster" irrespective of what some critter designer seven years ago decided to put in the text label of the critter.
But there's also some metafictional baggage attached to monsters, which is why I don't see the situation as entirely analogous to the rampant misuse of "accuracy." There seems to be a conceptual divide, for the most part well respected, between what constitutes a monster (usually bestial, primal, and/or really big) and an archvillain (usually reasonably human-like), Scrapyard and the the Hydra being the obvious exceptions on each side. In that light, CF Jurassik and Numina Jurassik, for example, are clearly monsters, and are called monsters, even though one of them is mechanically not a monster.
I remember when the "giant monster" concept was introduced, a dev--I want to say it was Positron--actually posted to explain the differences between monsters and giant monsters, and to assure us that monsters in instanced content would be the regular kind: which is to say, the kind that are not technically monsters at all. In that sense the devs created multiple categories of "monster" by fiat.
The problem, of course, is that the conceptual categories of monster/GM/AV the devs presented and the mechanical classifications of same a) do not map neatly to each other and b) are both trying to occupy the same namespace, which is just a recipe for confusion. That's the same basic problem you have with archvillain-class Numina and boss-class Kadabra Kill both being labeled "Hero," which is also a frequent source of confusion and which drives me nuts. I think the conceptual distinctions are important, but not so much so as to justify giving players misleading or apparently contradictory information.
So yeah, I let the flavor text influence my choice of words.
Calling the term "monster" meaningless was perhaps hyperbolic. Would you accept "ambiguously and often inappropriately employed in numerous situations"?
Actually, I'm now wondering if originally all "monsters" really were actual monster-class critters, especially since at the dawn of time they were considerably more fragile than they are now. I do recall both monsters and AVs were tinkered with early on; IIRC, a precursor of the current "levelless" GM system was introduced sometime after the first Halloween event, either as the cause of or in the wake of the infamous "Winter Lord babies" kerfuffle. Presumably at that point most instanced monsters would have become the AVs-wearing-nametags they are today, if they weren't already. If that was the case, continuing to call the instanced versions "monsters" could almost be justified as grandfathering in. -
Unfortunately the distinction really isn't clear in game because sometimes the rank given in target window straight-up lies.
There are many examples of things called "monster" that are not actually monster-class critters, flagged to ignore combat modifiers or not. The Jurassik in the Numina task force isn't the same critter that spawns in Crey's Folly. The Crystal Titan in the Eden trial is notably squishier than the Quarries you fight earlier in the same trial, because it has far less HP than they do. The Kronos Titan you fight at the end of World Wide Red most definitely is not the same critter that ambushes you in Founder's Falls. Last I checked Portal Corp Adamastor and Psychic Babbage were bog standard archvillains masquerading as "monsters"--they even degrade to elite bosses.
Some of that content, I admit, I haven't run in a long time, so I can't swear some of them haven't been relabeled, but Paragon Wiki at least still lists all of them as having a rank of "monster." The end result is that "Monster" is as meaningless a label as "Hero" because it has no consistent meaning; it's flavor text that only sometimes conveys actual game-mechanical information. -
The Devouring Earth monsters are a weird neither-fish-nor-fowl corner case, really. They have GM HP and mez resistance, but come in distinct (but hidden) levels and don't scale.
The "monster" vs "giant monster" distinction is pretty silly at this point and mostly just causes needless confusion, since actual non-giant monsters are a) pretty much found only in musty old I0-I1 content, b) usually archvillains in all but name, but sometimes not, and c) indistinguishable at a glance from giant monsters. The worst case is probably critters like Jurrasik, Adamastor, and the Kronos Titan, which have giant monster and archvillain-we're-calling-a-monster versions.
Because transparency is for chumps, apparently.
(Don't even get me started on the ridiculous and lamentable decision to use a custom "Hero" rank to mean anything from "archvillain-class good guy" to "ordinary boss that downgrades to lieutenant." Or the tendency to label signature characters "Hero" or "Archvillain" even when they are boss- or, worse, pet-rank critters.) -
The monsters in PI are 48-50, near as I can recall from back when you could see their levels by viewing their info. They also don't use level scaling, so combat modifiers are in full effect fighting them.
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Well, you know. It takes a lot of concentration to maintain that catwalk strut.
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At this point there are some kinds of salvage I won't even think about selling unless I'm literally already standing at the market and sometimes not even then, ones that often have 2000+ for sale and no bids up. Salvage full? I have six Temporal Analyzers? Fifteen Kinetic Weapons? Right click > S. Oh look, more space just magically opened up!
(...on a tangential note, after ten issues I have just now looked at the description for Temporal Analyzers and realized they are watches. Not even fancy Science Watches: ordinary wrist watches. Just beat up some Rikti? Jack their cheap-***, $5 drugstore watches while you're at it, why not.) -
Running Old!Posi now is a very, very different experience compared to running it when it came out, or even prior to I16.
- You didn't have Stamina. Ever. Because you only got powers up to 14.
- If you weren't 14 you might not have a travel power. Enjoy sprinting over half of Paragon!
- What is this "super sidekicking" you speak of? That's crazy talk. So you're level 11 and you don't have a mentor, man up and brawl those +4s!
- What's that? You're a scrapper who doesn't get access to mez protection until level 16? What a pity. You probably won't enjoy these Murk Eidolons humping your leg, then.
- At that level range Vahzilok and Thorns scale pretty brutally. Running it with three people isn't so bad. Running it with eight makes every Vahz spawn a raging tsunami of bile. And the Thorns? Chill of the Night, Dispersion Bubble, Earthquake--who needs to hit things, AMIRITE?
- It's just too damn long. Positron admitted it was supposed to be two stories that got welded into one simply because of tech limitations. -
Quote:Well now, see, I think it's playing pretty fast and loose with the term to call a lot of World Wide Red "content." Technically newspaper missions are "content." But spending entire missions, of what by current standards are newspaper-level quality, on obtaining single pieces of information that only minutely advance the plot is nothing more than padding for length. If someone went through WWR and gutted all the filler you could probably get it down to half its current size, and it'd be all the better for it.The ENTIRETY of Faultline, however, constitutes less content than JUST Crimson's World Wide Red.
Not that I don't agree the Faultline stuff was a bit short, but that was I8. They'd just finished banging out ten full levels of content on a skeleton crew. I'm willing to cut some slack there.
(The VEAT "arcs," now, those are pretty inexcusable.)