Wonderslug

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  1. Quote:
    Originally Posted by seebs View Post
    Also, the tendency for tanker attacks to claim to be AoE when the actual attack itself isn't, just the taunt.
    Actually, tanker attacks are the most prominent example of what I was talking about. In a technical sense they really ARE AoEs, just with the radius of the damage portion set to something minuscule or possibly even zero.

    At least, that's how they were implemented with the introduction of Gauntlet (or Punchvoke as we called it back in the day before every consarned AT up and demanded some highfalutin' so-called "inherent")--we know because for a good long while it was possible to abuse map geometry to convince mobs to violate physics by jumping into the same place at the same time, and tankers could hit them all with their allegedly single-target attacks. (Using Energy Transfer in such a situation was a bad, albeit hilarious, idea). There was also at least one occasion where a build made it to the test server where all the tanker attacks had their damage radius set to the taunt radius.

    Unless there's been new tech introduced that is presumably how they still function. Fixing that display issue would either mean displaying the radius of each effect separately (which could get ugly) or telling the display that powers with a radius should show it, except when they shouldn't (likewise).
  2. Quote:
    Originally Posted by Arcanaville View Post
    The eighth one was one I thought would be difficult. Blind. Few people probably even know or remember that Blind has a sleep component, much less that it uses a pseudo-pet to generate it.
    Okay, yeah, I knew that and still never would have remembered Blind. Somehow that two-foot radius sleep doesn't stick in the mind. I'm always a little surprised when it actually hits something.

    I'm assuming that's a relic of Issue 0 design, since there are plenty of multiple-radius powers now. Come to think of it, that's another category of things the real numbers display handles poorly.
  3. Mental Blast is fine. The biggest problem it had was lowish damage for a longish animation. After boosting the damage 64% that's no longer really an issue.

    As a note, any guide written before I15 (June '09) is going to be completely worthless for dominator secondaries because of sweeping changes to every set except Electric Assault.

    Your current build is fine. Of remaining powers, I'd say the must-haves are Terrify (which will be your every-spawn mass soft control but should probably be slotted as an attack), Mass Confusion, Drain Psyche, and Psychic Shockwave. Everything else is at least okay.

    I never skip AoE holds, but some people do. I personally wouldn't bother with Subdue--too late and too similar to Mental Blast--but if you plan to seriously pursue permadom, then you should have enough recharge to use it and Mental Blast and drop Psionic Dart off your tray. Ordinarily this would be an excellent way to murder your endurance, but you will also have enough recharge to keep Drain Psyche up most of the time.

    Telekinesis is a very powerful but very expensive, very fiddly tool with a ridiculous learning curve. Until you have mastered it, it is mostly an excellent way to piss off teammates and/or cause wipes. In six years I have seen it used well...I think three times. Somewhere there is a well-written guide on the mechanics and tactics of Telekinesis, but personally it is not worth the trouble.
  4. Lightning Rod (and Shield Charge) are pets, but there's no hit check required to summon them. They're location powers; they get summoned even if there are no targets at all in range.

    Chain Induction used to work with granted powers, which is why it "stole" XP, could harm players when used on confused foes, and had all damage after the initial hit determined by the target's rank rather than your enhancements, fury, or other damage buffs. The fix for all those issues was reworking it to use pets.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Off the top of my head, among player powers I can think of... eight, not including archetype variants. Three in one set, two in another set, one in a related set, one in another set, and one that I bet most players don't even realize summons a pet at all.

    If anyone wants to test their game knowledge, I'll post the ones I'm thinking of tonight unless someone guesses them all.
    Hmm.

    Pretty sure three in one set is Transfusion, Siphon Power, and Transference in Kinetics.

    Two is probably Jolting Chain and Synaptic Overload in Electric Control, with Chain Induction in Electric Melee being the one in the related set.

    Twilight Grasp in Dark Miasma.

    I'm stumped on the mystery pet, unless it was TG and I'm missing another more obvious one.
  6. Quote:
    Originally Posted by seebs View Post
    The mind/psi guides say that mesmerize can stop a boss without domination. It's listed as a 3.5 mag sleep in Real Numbers. I thought bosses had 4 points of mez protection. So, is sleep an exception, or did it get nerfed, or what?
    Saying a boss requires mag 4 to be mezzed is a convenient shorthand. Technically any value over 3 will do the job, but mez magnitudes as a rule are integer values so it is very seldom relevant. What exactly a 3.5 magnitude sleep was supposed to accomplish is anyone's guess--geko (the original powers guy) did many strange and often regrettable things, the reasoning for which may never be known.

    On a technical level, everything has an inherent value for each mez type, which is a negative number. For bosses it's -3, for lieutenants -2, and for most other things -1. Mezzes take effect whenever the value rises above 0. Theoretically, you could hold a boss with mag 3.00001 (-3 + 3.00001 = 0.00001 > 0)--it's just that aside from knockback and intangibility, mez magnitudes pretty much only come in whole numbers.

    Except Mezmerize.

    For some reason.
  7. It's a mistake, and a particularly long-standing one, too.

    I have a dim suspicion that Terrify might once have had a to-hit debuff, in the long-ago times when it was a DoT and fear made things run away in a blind panic instead of anything remotely useful. But I wouldn't trust that memory, since my only mind control characters postdate the fear change.
  8. Relative elevation is a good general guideline simply because that's how things tend to work out while traveling, but I think what's actually checked is the distance between your peak elevation and your landing point. Simply landing lower than you started won't necessarily cause you to take damage: if you step off the roof of a two-story building with SJ on, for example, you won't take damage.

    I suspect the game simply adds your maximum jump height to the normal safe falling distance; whether you start lower or higher than you land isn't actually relevant.
  9. Fiery Embrace hasn't been a damage buff of any sort since I18. Instead, it adds a fully enhanceable fire damage component to all of your attacks for 20 seconds. The added damage is usually about 45% of the base damage. This is a much better deal for everyone, fire/fire included.
  10. Quote:
    Originally Posted by kendo View Post
    how are HOs different from IO set pieces? if you slot an heal/end HO, won't that reduce the endurance use of his heals, and not all his powers?
    Set IOs are flagged as a single "type" of enhancement, while HOs are flagged as every type they can enhance.

    Every melee damage IO, for example, is recognized by the powers system as a damage enhancement even if, say, it enhances acc/end/rech and doesn't buff damage at all. Only powers flagged to accept damage enhancements will benefit. Likewise, pet damage IOs are all treated as damage enhancements, which is sometimes problematic since pets generally have multiple powers which inherit their slotting from the power that summons them. If one of those powers doesn't accept damage enhancements, it doesn't get the benefit from pet damage IOs.

    HOs, on the other hand, are actually flagged as multiple enhancement types, which is why you could slot, say, a Microfilament into Power Blast and still get the end reduction. (It would be silly, but you could.) It's also why HOs behave much more reliably in pets, especially things like Dark Servant that can be slotted for a multitude of different effects (but not, notably, damage).
  11. Quote:
    Originally Posted by plainguy View Post
    I am considering Caltrops and Oppressive gloom running. Maybe even just using web grenade on the boss to keep them in place but out of melee range.
    Or just hit them with Beanbag or Taser. Three acc/stun/recharge in either, plus OG, will let you perma-stun a boss easily with recharge to spare.
  12. First, Alpha boosts will not be visible in the combat window because they are not global bonuses. They function as though they were slotted in each power you have individually. ED checks only slotted values, not global buff values.

    Open your enhancement window, mouse over a power, and note the slotted recharge enhancement value. Close the window, unequip your Alpha, and then check the same power again. The slotted recharge value should be smaller.

    Quote:
    Originally Posted by Socorro View Post
    I got the Spiritual Uncommon for my Brute (Recharge Bonus). Without it, I already have high recharge (77.50% - 147.50% with hasten).
    Is that global recharge, or does that factor in slotting as well? If that's the total value of all recharge, bear in mind that adding the Spiritual Uncommon will shave, for example, at most one second off a 20-second power (from ~8.1 to ~7.1 seconds). If you have additional recharge from slotting and/or the slotted recharge values are high enough that the Spiritual boost is being partially reduced by ED, it will be even less.

    For faster-recharging powers it will be even less noticeable; for super-long recharge powers it will be rather more noticeable.
  13. Quote:
    Originally Posted by Vanden View Post
    Yes, that's how I figured it was arriving at ~40%, but my understanding was that in the formula for players attacking critters, defense was still being applied after the accuracy mods, not before.
    So far as I'm aware the only real change that has ever been made to the hit formula was moving the position of the 5% floor to prevent accuracy from making negative to-hit more negative, which was sometime around I4-I5. I don't believe defense has ever been applied after accuracy for anyone; if it was, that was a very early change.

    The I7 changes indeed had no effect on player vs critter attacks, because they only changes made were setting all critters to 50% base to-hit (at least up to +6) and converting rank- and level-based to-hit bonuses to accuracy bonuses. The actual mechanics of accuracy, defense, and to-hit were unaffected.
  14. Okay, so sou've got ~94% accuracy total.

    The purple patch means your base to-hit against a +2 target is 56%. Normally, your final to-hit is 56 * 1.94 = 108.64%, capped at 95%.

    The drones' 35% defense drops base to-hit from 56% to 21%. Your accuracy will raise that to 21 * 1.94 = 40.74%, which sounds like what you're seeing.
  15. Quote:
    Originally Posted by Panzerwaffen View Post
    Passing on this one. I've bought every other pack, many of them twice, including the wedding pack. There simply is nothing worth buying in this one, as far as I'm concerned.
    Likewise. Getting emotes as part of a pack is dandy, but I cannot begin to fathom buying them at $1 apiece. You're selling a Happy Meal toy, for the price of a Happy Meal, only without the actual meal.
  16. I for one welcome our new marching band overlords.

    (Technically all this demonstrates is that trombonists are insane, but any musician knows that already.)
  17. You're not imagining it. It went live in April of last year: http://paragonwiki.com/wiki/Patch_No...4-08#Defenders

    It's not impossible the change could have accidentally reverted due to sloppy code merges, though.
  18. Quote:
    Originally Posted by Bitt_Player View Post
    Oh, Japan.

    I'm trying to remember which YuGiOh Abridged episode it was where LittleKuriboh subtitled the intro song with what was essentially a parade of Mondegreens.
    It's the Other Abridged Movie, which for some reason doesn't appear to have been reposted on his Youtube channel. He did the ending theme too (Cloak a sea otter, Raquelle had an emo man...).

    I'm not sure "translating" lyrics like that technically counts as a mondegreen, though; I think there's another term for that.
  19. Hmm. Sifting through my bookmarks, listing only stuff no one's mentioned yet:

    Gunnerkrigg Court (http://www.gunnerkrigg.com/) - Antimony Carver sees dead people, but she's still not that weird compared to the rest of her boarding school. Sizeable archive. Continuous story, start from the beginning with the knowledge that Antimony's head shape rapidly becomes less peculiarly ovoid.

    Bad Machinery and its predecessor, Scary Go Round (http://www.scarygoround.com/) - Slices of life in smallish-town England, if it involved zombies, mad science, time travel, devil bears, inept mayors, jam, magic pencils, and cursed sports magnates. Gargantuan archive. Discrete but related stories, starting from the beginning helpful but not necessary. No knowledge of SGR technically needed for Bad Machinery.

    Hark, a Vagrant (http://harkavagrant.com/) - Mostly warped looks at historical figures and literature. Decent archive. No continuing story.

    Digger (http://www.diggercomic.com/) - A story about a wombat, a talking statue, a crazy girl, a hyena whose name has been eaten, and a shadow that may or may not be a demon. Sizeable archive. Continuous story, start from the beginning.

    Hanna Is Not a Boy's Name (http://hanna.aftertorque.com/) - In addition to having a girl's name, Hanna Falk Cross is of dubious value as a paranormal investigator. Small archive. Continuous story, start from the beginning.

    Fey Winds (http://kitsune.rydia.net/index.html) - Would be a pompous high fantasy potboiler epic if not for a complete inability to take itself seriously. Decent archive. Continuous story, start from the beginning.
  20. Quote:
    Originally Posted by Trickshooter View Post
    As far as I'm aware, a power can't affect both.
    I can't think of any powers that do it deliberately, and I wouldn't be surprised if the system wasn't designed to allow multiple target categories, but the fact that Carrion Creepers continues to deal damage to dead critters suggests it's at least theoretically possible.
  21. Quote:
    Originally Posted by Trickshooter View Post
    Fixing it would require a redesign of the power or the game engine. In other words... wait till CoH2.
    Actually, I wonder if the dead spawn target problem could possibly be skirted by allowing Transference/Transfusion to target both live and defeated targets. I suppose it's possible that the act of switching states from live to dead could somehow throw a monkey wrench into the works. While conceptually very odd, it is probably not really exploitable, given that bodies fade and can't be moved.

    Hmm.
  22. Calystix is in the room with the ginormous Leviathan teeth, right? One tooth should be shimmering, as I recall. You need to click on that.
  23. As it happens, I have a MA/Fire scrapper on live who was hovering in the low 20s for a long while. I made him knowing full well that was a fairly dodgy combo, as scrappers go. Then I got into beta.

    Lately I've been pushing him a bit. There may have been some maniacal cackling involved.