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Posts
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Joined
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Alright, giggety-giggety.
[...and thanks for the heads up!] -
Any new info outside of what was given to us in the i24 Overview?
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Quote:These new bonuses still have to compete with players that would rather soft-cap their defenses.What do you think of this? He stated mez resistance bonus become 2 resist bonuses + resistance to mez (IE s/l res and hold res) and that the resistance bonuses are being increased.
I think this change will GREATLY benefit my characters. I may be able to cap resistances besides fire on my /FA Brutes. In fact, I see little reason to chase Def anymore since I have no DDR. Granted Def will still be nice but I would rather cap my resistances then be defense soft capped on my brute.
Thoughts on this?
The sets that have these bonuses still have to be comparably useful regardless of the resis numbers.
[Also, Defense can have both typed and positional value; Resistance is limited to typed]
Beyond that, I can see it being useful to close gaps and/or bolster resis numbers in resistance builds (provided the set or the set's resis type is needed).
I can also see it being useful in high defense (or other mitigation) builds that may be looking for a different layer of mitigation to add.
The status resistance, however, may leave many people unimpressed:
Tankers, Brutes, Scrappers and Stalkers already have protection
Dominators have Domination
VEATs have access to both status resistance and protection
Blasters can attack through mez
That leaves Khelds, MMs, Corrs and Defenders to sort out the available benefit.
Then, players that are building with mez resis in mind have to weigh potential slotting against what's already available in 'procs' and uniques: Aegis, Impervious Skin and the proposed Blaster ATE (as well as Incarnate Abilities; Clarion, Melee and Control Hybrid and some Lore pets).
OT: I would be slightly disappointed if none of the Alphas ended up with any status resis mods. -
A side question regarding IO bonuses... I notice that both the ATEs and the UD enhancements have attribute modifiers attached to their Procs; any chance of that transferring over to regular IO set procs?
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Quote:Actually, I think I can talk about this. What were previously +Immob, Hold, Sleep, Stun, etc. Resist have been changed to be +Res Fire/Cold, Lethal/Smash, Energy/Negative energy and resistance to all common statuses. So basically you get a small amount of +damage resist to 2 types and +status resistance.
Also, all old damage resistance set bonuses have been improved to work this way too.
Synapse
lol, now its time to datamine Mids for all the dmg resis and mez resis bonuses; see what can be postulated.
Ranged = 12 potential combo bonuses
Melee = 16
PBAoE = 8
TAoE = 8
Heal = 6
and so on....
[long story short; we should have double the availability for both and an increase in option for supplementing or maxing] -
Quote:Stackable (rule of 5) single point mez protection to specific mez group(s)?You're getting warm. These set bonuses are actually better than that. There's more than just mez resist. What could it be?
Synapse
[...which isn't good enough BTW... I want mez REDIRECTION! ] -
Gotta roll a Plant/NA... just because. I can see a NA/Sonic Defender in my future as well (but the jury's still out on if the 'fender secondary buffs outclass Corr Scourge).
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Quote:Which, IMO, was directly tied into how they chose to allocate those resources (see continuing (and finalized, lol) discussion with GG for reference).Then that isnt an issue with resource allocation but more how the playerbase plays the game.
Edit: I'm not mad at the Devs for creating Praetoria; I'm just disappointed that we're probably not going to see much in the way of [its] further use and I'm actually hoping the[y] figure out a way to squeeze it for all that its worth (which may be irrelevant now thanks to the inclusion of micro-transactions).
Edit: Edit: I felt similarly about Cimerora (and I'm willing to bet that it required a heck of a lot less in the way of resources than the whole of Praetoria). -
Quote:But that was always going to be the case - multi-team Trials need as many players available as possible, so separate faction Trials were never an option - if a genuine 1-50 faction like Villains weren't going to get separate Trials, a 1-20 temporary faction like Praetoria was never going to get any either.
Not what I was getting at:
Timing - Blowing the Incarnate load too soon; they pitted a bit of basic, low level content vs. 'a lot of super shiny' almost right off the bat
Weighting - most of the Incarnate story was generated through Primal side contacts and content (whether it was iTrial related or not).
My argumentative side is getting the better of me and I almost regret stating my opinion on the matter. You're more than welcome to hash this out with me in another thread if you'd like but I'm done in this one. For reals this time. -
It wasn't really a matter of outline per se, IMO, it was more an issue of timing; basic Praetorian content vs Incarnate content... and how that Incarnate content was weighted; Primal-based vs. Praetoria-based.
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Quote:When have I said that they couldn't? You're so busy trying to prove your point that you're actually starting to reiterate/echo/regurgitate mine; please reread and absorb my original post.Why? They're pre-war zones, with pre-war content - they let players experience life from inside the evil empire before its destruction.
My main issue is allocated resources vs actual returns. -
As far as story progression is concerned, they have been:
Quote:New Incarnate Story Arc (Free for VIPs): The majority of Praetoria except for one last bit of civilization outside of the city has been destroyed. This tiny corner of civilization crumbles from constant attacks by the Devouring Earth, and its days are numbered unless someone with the power of an Incarnate fights against the forces of Hamidon! Characters who are ready for this great challenge can contact the Vanguard scientist Number Six in the Rikti War Zone.
[Edit: Not that I want to derail the thread any further so I won't go into much more detail about this... as it has probably been discussed ad nauseum already.] -
Maybe I am but that's still 1 full world environment; 6 full zones worth of coding, tech, art and other resources that is now reduced to 1 or 2 that could've been better allocated elsewhere, IMO. (because they could've accomplished a similar (if not the same) storyline with less resource for the same end result.
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I did ask about new IO sets at the last Freedom Friday and was going to ask about IO set revamps due to new mechanics (Absorption) at the upcoming one.
I like that things did get looked at but before I can say yay or nay (to the revamp) I'll need to see exactly what this entails and how this would alter my toons that already have them slotted.
I'm also glad that there are new sets to go with the revamp but I was hoping more for something from underrepresented and unrepresented attributes.
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Yay customization! Yay Blasters! Yay VIP Sets! Yay Pool Upgrades!
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Kinda disappointed that with all the effort and resources put into Praetoria, it turned out to be such a big bust that the Devs had to, literally, nuke from orbit; practically eliminating the possibility full level range content originating from Praetoria itself.
Please get the most out of those already expended resources that you can; even if it means using some timey-wimey stuff to squeeze a 'what if' 1-50 out of Ouro.
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I like that the Lore branch continues to expand (and between it, Alpha and Interface, there's a lot of options); I just hope that kind of expansion continues to happen for the Judgement and Hybrid branches. -
Quote:What's your secondary (this is in regards to your END troubles)?Not going well. I am pretty unimpressed with a KM Stalker's damage output. So much so I do not think Moonbeam would greatly improve it's DPS. Endurance usage is really high. Crafted a Recovery Serum temp and have an end gain of 4.16 e/s and still managing to run out. Currently running: (BU-CS-BU-AS) HB-SB-HB-AS-CU-BU-AS. Planned build after i24 is: (BU-CS-BU-AS) MB-SB-AS-CU-BU/HB.
For MB to be a perma-snipe in the above, it would need BU to recharge every 2nd cycle of the attack chain.
Are you also using the Gaussian proc in BU and/or the Decimation proc in Focused Burst?
The ATE2 proc in AS?
I'm also planning on slotting the Forced Feedback proc into Focused Burst and Quick Strike (possibly Burst as well; if and when they get it fixed).
Planned build (with minor potential tweaks):
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
i24 Mil'Ki Serial: Level 50 Magic Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), FrcFbk-Rechg%:50(40)
Level 1: Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34), Ksmt-ToHit+:30(34)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), P'ngS'Fest-Stun%:30(40)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(9), P'ngS'Fest-Stun%:30(42)
Level 6: Assassin's Strike -- SStalkersG-Acc/Dmg:35(A), SStalkersG-Acc/Dmg/Rchg:35(7), SStalkersG-Dmg/EndRdx/Rchg:35(7), SStalkersG-Acc/Dmg/EndRdx/Rchg:35(9), SStalkersG-Rchg/Hide%:50(23), Empty(50)
Level 8: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(15), GSFC-Build%:50(40)
Level 10: Static Shield -- EndRdx-I:50(A), ResDam-I:50(21), ResDam-I:50(23)
Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(15)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 16: Charged Armor -- EndRdx-I:50(A), ResDam-I:50(17), ResDam-I:50(19)
Level 18: Conductive Shield -- EndRdx-I:50(A), ResDam-I:50(19), ResDam-I:50(21)
Level 20: Lightning Reflexes -- Run-I:50(A)
Level 22: Grounded -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(31)
Level 24: Burst -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(25), Erad-Dmg:30(25), Empty(39)
Level 26: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(27), Thundr-Acc/Dmg/Rchg:50(27), Decim-Build%:40(37), FrcFbk-Rechg%:50(48)
Level 28: Energize -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(29), Numna-Heal/Rchg:50(29)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Stun%:30(43)
Level 35: Power Sink -- EndMod-I:50(A), EndMod-I:50(36), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Dark Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Acc/Dmg/Rchg:50(39)
Level 41: Shadow Meld -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Summon Widow -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(45), ExRmnt-Dmg/EndRdx:50(45), ExRmnt-Acc/Dmg:50(45), S'bndAl-Build%:50(46)
Level 47: Power Surge -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Tactics -- AdjTgt-ToHit/EndRdx:50(A), AdjTgt-ToHit:50(50), AdjTgt-ToHit/EndRdx/Rchg:50(50)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Panac-Heal/+End:50(A), RgnTis-Regen+:30(43), Numna-Regen/Rcvry+:50(43), Numna-Heal:50(46), Heal-I:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17), P'Shift-End%:50(37)
Level 50: Cardiac Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Paralytic Radial Flawless Interface
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Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 26% Defense(Smashing)
- 26% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 14.13% Defense(Energy)
- 14.13% Defense(Negative)
- 6% Defense(Psionic)
- 16% Defense(Melee)
- 10.06% Defense(Ranged)
- 6% Defense(AoE)
- 1.8% Max End
- 15% Enhancement(Accuracy)
- 38.75% Enhancement(RechargeTime)
- 135.5 HP (11.26%) HitPoints
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilized) 13.5%
- MezResist(Sleep) 2.5%
- MezResist(Stunned) 2.5%
- MezResist(Terrorized) 2.5%
- 4% (0.07 End/sec) Recovery
- 54% (2.71 HP/sec) Regeneration
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
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Powered Armor Suits are too generic and easy to emulate (costume creator + blast set = voila!... whatever power armor suits your fancy).
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Quote:the characters have traveled through time. They see a statue of a great hero from the past - one of the characters.
That's what I'm beginning to think... an Ouroborous related mission that has the mission holder as the point of reference for the 'statue' (which they hopefully 'greyscale' by the time it goes live).
Especially when coupled up with the other odd teaser 'map pic'. -
I've seen a couple of mentions that Stalker KM's Concentrated Strike might undergo changes; any verification on what that might be (if any)?
Thanks. -
Wouldn't Evolution count as a Ghostbuster sequel?
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Quote:It was what is was and I'm glad for that. An incredibly fun movie that went hand in hand with the decade that spawned it.Philip K. Dick did. Pretty much all his stories question identity in one way or another.
On the original movie, I do think it would have been better with less Arnie and Gratuitous Violence. The story really demands a more intelligent hard SF approach, and it sounds like the remake doesn't rise to the challenge.
It would have been a completely different experience altogether if they would've went all cerebral with it (not necessarily better or worse). -
Don't get me wrong, I'm a child of the 80s and its hard to diminish the impact that Arnold left on 80s action flicks but I'd rather take the reboot on its own merit (when I finally go check it out) instead of comparing it to a guilty pleasure classic.
I wish they would reboot The Running Man (outside of The Hunger Games) along the lines of something closer to the short story. (could make a heck of a mini-series) -
The Max HP debuff sounds like the illusory portion of the damage found in Controller Illusion attacks.
*ack*