Caulderone

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  1. Bug? You decide.

    Power Surge takes accuracy enhancements.

    Also, by the by, Grounded doesn't have the Immob/KB resist listed on test for the event. Given that I was just Immob'd by a Jack Frost, I'm pretty sure it isn't there or is very weak.
  2. I think I can live with build up + lightning rod once every 42 seconds (with LReflexes and 3 +0 recharge in BU and LR).

    That may just be me though.
  3. Hover + Teleport for me.

    If on ground, no Immob or KB. If in the air (hover), I'll just flip. If Immob'd in mid-air, I'll tport to the ground and snap out.

    Muahahahaa.
  4. Well, with the new notes, 90 sec recharge on L-Rod.

    At least it can now be used in conjunction with build-up every cycle.

    BU 3 rec
    LR 3 rec 3 dmg

    Not as much as some hoped for, but better nonetheless.
  5. Well, I can't confirm or deny anything about the Stalker version. I just logged in my DM scrapper on test who I have MG on.

    The short popup description doesn't list DoT. The long description info lists the DoT.

    So, it's likely unchanged and the short description just leaves out the DoT part of the info for brevity.
  6. Bugged this in game. Haven't read through this whole thing, so not sure if it's been mentioned.

    Thug pets' names aren't hiding based off of the setting to hide pet names. I tried toggling this setting with no effect. (This was on a stalker, not that that should matter much.)

    This could be related to the screwiness of that settings area (several of the individual settings change other settings as you click them). Or, it may be a separate issue. Either way, I prefer not seeing them and hope this gets fixed.
  7. FA is the only thing there that matters here for the mace hitting you.

    Best I recall, FA is 17% base S/L defense. So, your slotting should put you at roughly 26.6% defense to the Mace. Expected hit rate for a white minion is 50% (which jives with your no defenses 51/100). Expected hit rate when FA is on is about 24%. All your numbers jive pretty well with this given the fairly low quantity of attacks counted.

    Looks pretty much as expected to me.
  8. Swipe = barrage animation
    Strike = jab animation

    L2 damage (versus +0 hellion)
    Brawl = 3.96
    Strike = 11.01
    Swipe = 4.4/3.29 (total 7.69)
  9. That does make a lot of sense given the change that will allow buildup and aim to affect "pets" like storms/rains/etc.

    That could be pretty cool.

    edit to add: Although, those pseudo-pets only get the "buff" from buildup/aim/insps when those buffs are active before their creation. This might make this non-feasible, but it would still be pretty neat if they got it to work.
  10. [ QUOTE ]
    Base Values and Enhancements

    <font class="small">Code:[/color]<hr /><pre>
    Power Base 3x Def
    Focused Fighting 12.5% 24.5%
    Focused Senses 12.5% 24.5%
    Evasion 22.5% 35%
    Dodge 5% 7.8%
    Agile 5% 7.8%
    Lucky 5% 7.8%
    Evasion 45% 88.2%
    Hide ** Special
    </pre><hr />

    In short, each SO you put in FF or FS provides 2.5% bonus each. Each SO you put in Dodge or Agile provides 1% each.

    Please note, the values for Lucky / Evasion are expected to change with I7!


    [/ QUOTE ]

    Couple things with this table.
    1. You have "Evasion" in the last slot. Should be "Elude"?
    2. A couple of the calcs for 3xDefense are off. Multiplier (assuming even level, which is what you have in the passives) is (base x 1.56). That puts FF, FS at 19.5 (instead of 24) and Elude at 70.2 (instead of 88.2). Your statement after the table of 2.5% per SO for rough additions to FF &amp; FS even reflect this.

    Minor nits I'll pick so whenever you post a new thread with this most excellent guide, it'll be even more sweet.
  11. [ QUOTE ]
    AND now...we're changing the way Archvillains spawn. A ton of forum goers disliked adding so many AV's into missions a while back...so we've come up with a solution. If the team size and mission difficulty are ABOVE a certain level, an Archvillain spawns. Below that, players will face only an Elite Boss. If the mission is set on the first two levels of difficulty, it takes 4 heroes or more to spawn an Arch Villain. On the third level, 3 heroes or more. On the fourth level, 2 heroes. On the highest (Invincible), a solo hero will spawn an AV.

    [/ QUOTE ]

    To quote the beer commercial: BRILLIANT!

    I likes it a lot!
  12. Ok, I posted asking this on the Test forum, but got a big blank (no responses).

    Has anyone who has team teleport or group fly tested in "escort" or "ally" type missions to see if either of these powers work on the NPCs? I don't have a character I can test it with, or I would.

    I think that would be very nifty if it did. I have at least one character where team tp would be fitting concept wise. I would dearly love it to have a cool, non-standard usage such as this.

    Anyone know? Or can test it? Please?
  13. Ok, first, let me point out that I don't have an Ice tank. But, this got me a bit ... interested. (Also, I would point out I have yet to express DOOOOOOOMMMMMMM over I5, either.)

    0.5 defense (*5 SO Slots) = 0.5 *2 = 1% defense

    So, WI gives 1% defense w/ 4 slots added (5 total) with defense enhances. EA gives 1% defense per mob (up to 14) for a max of 14% with 4 slots added (5 total).

    Now, I'm underwhelmed by EA's defense, but at least it totals up to something non-trivial. However, the 1% defense from a slotted up WI is ... trivial. Trivial may be an understatement.

    Why not just drop the defense and drop it taking defense enhancements?

    *edit: My quoting skills stink so I dropped it out.
  14. [ QUOTE ]
    and States, if I may be so bold, did Hiro Protagonist have anything to do with this interest in Mesopotamian culture?

    [/ QUOTE ]

    off topic: That book was awesome.