BizarroJ

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  1. I guess I don't understand diminishing returns fully, then. My understanding is that it would grant a lesser effect when you stack multiple powers, but I am getting a lesser effect from single powers. Like, if I turn on a single toggle, my smashing resist will go from zero to 39-ish as opposed to zero to 54-ish.

    I'd call that "diminshed returns" not "diminishING returns!" Because of the exponential nature of damage resist, the 50-ish percent resist I get with all my toggles on is actually 2x worse (i..e, I am taking 2x as much damage) than my normal level of 75-ish percent.

    EDIT:
    Okay I think I get it. It's not really a stacking penalty per se...it's that instead of like PvE land where you increase with no penalty until you hit a hard cap, it's gradual. You get more and more nerfed the closer you get to cap, even if it's from a single power.

    Fine, but that kinda gets hosed for PvE content in a PvP zone. Like a CC AT gets to fire his CC powers at an NPC in a PvP zone (enough acronyms for you?) and it works fine since CC nerf keys off the target, not the zone. Maybe I am not asking an original question here, but why not nerf tanking against players only, instead of blanket based on the zone? Heck in my exactly one PvP experience ever, I already had someone train a bunch of NPCs on to me as a weapon (which worked!). As a Tanker I think I'd laugh at that. Heck I hit Power Surge and my resists as a lightning ball dude were STILL LESS than I am as normal ol' me in the non-PvP world.
  2. This is probably an incredibly newb question, but I am just starting to mess around with PvP, and I notice that with my Tanker, my damage resistance (according to "Combat Attributes") goes down dramatically when I zone into a PvP zone.

    This appears to happen in any PvP zone, regarless of whether I am auto-exemplared, auto-sidekicked, etc. The decrease is significant (55% down to 39% resist for charged armor for instance). If I do a "show info" on a power, the "detailed info" matches what it is normally (when I am outside the PvP zone). This is by contrast to examplaring down (for instance in a mission) so far that my enhancements start scaling down...in that case the "detailed info" matches reality.

    What gives?
  3. Is the 8-person minimum a hard limit for the Lord Recluse Strike Force? I ask because I play with a group of friends that's rarely more than 6 online, but we think it'd be fun to try the LRSF with fewer than 8 people. If it is a hard limit, anyone have a feel how easy/hard it is to get a couple people just to help you create the TF then quit, which I assume works?

    BTW if 8 people is a hard limit, let this be a feature request: no minimum size for TFs/SFs! You can always form and then have some people quit, so it's not like there's a hard prohibition against running a TF/SF with fewer than the "required" number of people, so why put in artificial barriers to challenging yourself (esp. when a theme of I16 seemed to be removing several such barriers!).