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Quote:These are decent numbers, you're not quite soft-capped, but you're close enough you'd probably never notice the difference.
The result, for my level 43 Fire Shield scrap is...standing in Perez Park with all my toggles on,Tier 9 power off
Ranged-44.01
Melee-44.01
AOE-41.20
Quote:Which looked real good and I even started to fist pump..."I did it"...when I took a look at the other numbers
Smashing-18.82
Lethal-18.82
Fire-19.75
Cold-19.75
Energies-18.82
Psionic-15.07
Oh no, those numbers look terribad
That means, if someone shoots a gun at you, you have 44.01% defense to that attack. The 18.82% Lethal defense doesn't matter at all. It uses the highest defense number that applies to a given attack, and ONLY the highest defense number.
Quote:I took a look at my Resistances and except for smashing/lethal they were worse.
Smashing-28.82
Lethal-28.82
Fire-11.25
Cold-11.25
Energy-11.25
Psi-not a thing
Toxic-11.25
Quote:So, I understand Smashing/Lethal to be the most common of damage, and Energy damage is king in the higher levels...looking at my numbers anything coming at me with a knife or somthing smashy or energy related will cut right through me like butter....
A knife is flagged as Lethal AND Melee. The game will use whichever defense is higher. In this case, your melee defense is 44.01%, and THAT is the defense the game will use to determine whether you are hit. Your typed defense simply DOES NOT MATTER in this instance. -
Even for those characters that get more than that built into their powersets? Seems kind of redundant.
I always slot the usual suspects. I also frequently slot a full set of Gaussian's in Build Up or Aim if I can spare the slots. -
Quote:Not exactly. The devs aren't making it so he never existed at all. He's just going to be dead and no longer active in the game world.Yes, the devs will be retconning Statesman out of existence, until he manages to break the dimensional barrier by punching it really hard.
He will be mentioned quite frequently by people, and will probably get a statue somewhere. -
Quote:Especially if applied retroactively.I think I could live with one, minor perk per origin without getting stressed that the change had invalidated my original choices. Disadvantages could create a lot of bad feeling though if they contradict character concept or change the way a character plays.
It would really suck if you chose a specific origin because of your backstory and then they introduced something that breaks your character badly when applied to that powerset.
I like my origin like it is, thanks. I don't want to feel like I have to make every character a specific origin because it has the best selection of bonuses to it. There will be a consensus reached as to which origin has the best set of bonuses in it, and you will rarely see a character of any other origin afterward. -
Dark Armor laughs at her.
"Is this supposed to hurt?" -
Quote:Because the whole point of the game's costume creator is that your costume has nothing to do with your powers, and vice versa.why because you say so?
not EVERYONE will think the same way as you do and i can see how it would make a good gap in the market work as people might want this to happen.
I'm sure you've seen the propensity for power gaming among the game's population. Introduce costume pieces that give you bonuses for wearing them and the game goes from having a huge variety of character appearances to having a whole lot of people wearing the same costume in different colors. I don't like the Power Rangers enough that I want to see the game turn into them. -
Don't know if anyone else has mentioned it, but I noticed Manticore and Sister Psyche are conspicuously absent from the pic.
I suspect the devs are doing this as a means of trimming down the Freedom Phalanx to match the numbers of Recluse and his LTs. Probably ending up with one character representing each of the orginal hero ATs. Positron = Defender, Synapse = Blaster, Citadel = Tank, Numina = Controller, Ms. Liberty = Scrapper. Plus whatever AT the player created character ends up being.
It would not surprise me in the slightest to see Sister Psyche and Manticore both out of the Phalanx as well, they're both Defenders, or a Defender and Controller, which are covered by other characters.
BaBs will likely take over as the Atlas Park trainer, since it is a major point in his backstory that he spends most of his time training new heroes now.
Ms. Liberty will take over the STF, and I have no idea who will take over Manticore and Sister Psyche's TFs, but it shouldn't be too hard to find someone. -
You have to physically move the shield to intercept the incoming attack. You cannot protect your entire body with a shield all at once, you can only protect yourself from attacks that you have moved the shield in front of. Your own reflexes are used to put the shield in the right place at the right time to stop incoming attacks. Hence, positional defense.
Energy Aura is typed defense because it doesn't matter which direction the attack is coming from, it protects your entire body all at once. -
You can't put them in storage because, as far as I'm aware, there is no way for a storage container to know that only one account is allowed to take those items from it.
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I'll echo Faultline, and I enjoyed the Hollows after the revamp quite a bit as well.
I still like the Freaklympics, just because it strikes me as something the Freakshow would definitely do.
Croatoa, for as old as it is, is still a good storyline. I like how they make the point that all these mythological beings popping up is a little unusual, rather than the norm. There are a few annoying as hell individual missions in it though.
More recently, I liked pretty much all of the added story arcs in the 20s. (Nance, Adair, Cooling, MacArthur, Ross, etc.)
I enjoyed the Praetorian storylines immensely. Mostly I liked the fact that there is no clear cut "good guys" or "bad guys" in the entire storyline. Any person in any of the arcs could be viewed as heroic or villainous depending on the viewpoint you're looking at them from.
And yes, I actually DID like the majority of the writing in the SSAs. Admittedly, there WERE a few "Buh-wha?!" moments, but I enjoyed how the Phalanx fell apart after decades of being steadfast heroes (and really it was only a few characters that did). You saw the nasty side of some of the characters that you didn't see much of before.
Sister Psyche is willing to kill, Manticore is an arrogant, selfish jerk, and Statesman had a huge case of complete disconnect with the people he was supposed to be protecting. None of that was especially discordant with what I knew of the characters.
Oh, and Manticore pretty much caused the whole mess with his selfishness, which fit perfectly with my impression of the character. He's a spoiled rich boy who is only a hero because he wanted revenge on the guy who killed his father. I would not be surprised in the slightest to see him get booted out of the Phalanx and turn into a true vigilante or outright villain after all this. If his wife ends up dying or pulling a Dark Phoenix, it's virtually guaranteed.
I don't want to derail the thread with discussion of it, but the biggest reason Wade's plan succeeded was because of Manticore's arrogance. -
I'm considering a StJ/Regen brute.
My main is a Claws/Regen scrapper, and over the years I've done a few things Regens aren't supposed to be able to do, so I'd like to see what a brute can do.
Plus, Quick Recovery at level 4 will be really nice for offsetting Street Justice's early level end problems. (It recharges and activates so fast you end up burning through endurance really fast prior to having Stamina slotted well.) -
Also, I haven't played it that high yet, but it seems as though (on paper at least) Abyssal Gaze would be one of the best holds in the game. A full mag 3 hold put into one of the strongest attacks in the set? Yes please.
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Shield tanks can hit the soft cap just through powers and a single Steadfast Res/Def. SR tanks can hit it through power choice alone, with no IOs necessary at all. That's because they get higher base values on their defense powers.
Also, the reason typed and positional defense don't stack is kind of thematic. With positional defense it is assumed you are dodging the attack, while with typed defense it is assumed you are deflecting it somehow. That's why Super Reflexes and Ninjitsu are positional defense, and Ice Armor and Energy Aura are typed defense. SR and Ninjitsu let you dodge the attack, while Ice and Energy have the attacks bouncing off a barrier you've placed around yourself. -
My villain wants to kill Wade because he was used by him, and is currently threatening his survival.
He couldn't give a crap less if that makes him a hero in the eyes of society, he just wants him dead.
If the goody two shoes heroes want to think that means there is something redeemable in me, fine. That will just make it easier to kill them later when they hesitate to kill me first.
I might save the world, but you better believe my reasons had nothing to do with "doing the right thing". -
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Quote:This.Wow. The most trays I've ever used is 5, and even then I've never used all 50 the slots, despite the fact that I have nearly double the powers to put in them. I only slot what I actually use.
I have tons of temp powers on my main, and I've never even used most of them one time unless it was necessary for a mission.
I can't envision a situation where I would want to have every single one of those powers clickable at a given time. -
A couple things being overlooked in the whole "They're incompetent!" crusade:
Point 1:
Have any of you played through the villain side arcs? Manticore was defeated in SSA3 by the villain PC. The villain side arcs are designed to make you feel just as powerful as the Freedom Phalanx too, in the form of beating them up. Since the arcs are designed to be soloable, sending the entire Freedom Phalanx to protect her is kind of ridiculous, unless you expect the average player to be able to take on 7 Elite Bosses simultaneously, while solo.
I'm assuming that several of the people posting here have NOT played through them, otherwise SlickRiptide would not be under the impression that it was Blitz who killed Alexis. It was not Blitz at all, in fact he had no idea she was going to be killed. The culprit was either A) the villain PC, or B) Darrin Wade (he shoots her in the head).
The arcs are designed to be played from both sides with the same end results. If the Freedom Phalanx didn't screw anything up, it ruins things from the villain perspective because the Phalanx would have won.
Point 2:
Why do police officers get bereavement leave when a loved one dies, instead of being told to get back out on the street immediately?
Easy answer: It's because they would be distracted by grieving for their loved one and won't have their full attention on their job. Same goes for soldiers, if they recieve word that a loved one dies they are not immediately sent into combat if it is at all avoidable.
Yes, even though both the police officer and soldier are consummate professionals, grieving for a loved one WILL have an adverse affect on the performance of their job. They will not be as competent as they would normally be until they have had time to get through their grief and focus on things again. Both the cop and the soldier would stand a VERY good chance of getting themselves or someone else killed because their mind wasn't on the task at hand.
Now, with that said, look at the timeline of arcs 3 through 5. We experienced them over the course of 3 months. For the characters in the game, no more than 2 days had passed. Statesman died within 48 hours of his daughters death. Arcs 3 and 4 probably took place in teh saem 24 hour period.
Since Alexis was known and apparently well liked by everyone in the Phalanx, it is reasonable that her death would hurt all of them. She was mother to one, and daughter to another, and probably a close friend to all of the others, at the very least. The only one I would expect to not be affected by her death is Citadel. Everyone else was distracted by grieving for their daughter/mother/friend and didn't have their mind fully on what they were doing.
That's part of what I meant by "They're still human beings". Any other professional who routinely has the lives of others in their hands is given the opportunity to get through their grief before they are asked to resume their duties. The Freedom Phalanx had no such opportunity before they had to deal with the next threat.
It is perfectly reasonable for anyone in that situation, professional as they may be, superhero or not, to not be at the top of their game. It defies human nature to expect otherwise.
Yes, the Freedom Phalanx are superheroes, and consummate professionals at what they do. But I don't care how professional you are, if someone that close to you dies, it is GOING to affect how well you do your job if you are not allowed to get past it first.
You want to give them crap for bickering and being incompetent? Lets have someone YOU care about brutally murdered and see how well YOU function over the next couple days. I'd be willing to bet you wouldn't be a very good police officer or soldier....or superhero, until you've had time to ge past it.
Killing Alexis was the linchpin of Wade's plan, and he had to act on the rest of his plan immediately, while the Phalanx was still trying to cope with what just happened. With everyone distracted and not at the top of their game, they were much easier to deal with. -
See, the point of your argument is that the Freedom Phalanx are incompetent.
I disagree. I think they got caught with their pants down by an enemy they woefully underestimated.
Look at what Wade did, arc by arc.
1) Trapped Synapse, for the sole purpose of testing his relic to ensure that it would work like it's supposed to. Synapse being rescued was completely irrelevant, it would not have mattered in the slightest if he'd lived or died. He also got to remain in the shadows by using the Lost as patsies.
2) Sent his cronies into the Midnighter club to steal the skull of Numina's father. Then showed up himself as a gesture of "goodwill", ostensibly to help the Midnighters. His reason for doing all this? Twofold: A) There was something in the Midnigter Club he needed to further his plan, and he couldn't just walk in and take it, and B) Numina was a threat to his plan, and he wanted her distracted by trying to figure out what the Rulu-Shin wanted with her father's skull. he also wanted to find out if he could steal her powers to, but discovered he couldn't.
3) Killing Alexis Cole-Duncan served one singular purpose: Pissing Statesman off enough for him to ignore any trap Wade set for him in teh assumption that he could just shrug it off.
4) Taking Sister Psyche out of the picture by any means necessary was CRUCIAL to his plan succeeding. Why? She's a frigging mind reader, if she'd been with Statesman she could have warned him exactly what Wade had planned, and he wouldn't have walked right into it.
5) He planted a bunch of red herrings to keep the player character occupied while he set up his trap for Statesman.
As far as the Phalanx's reactions go:
1) No particular reaction in the first arc. Because the Phalanx thought they won.
2) The Phalanx was focused on figuring out what the Rulu Shin wanted with Tommy Arcanus' skull, and hadn't even deduced that they were connected yet.
3) Manticore's reaction is the hardest to explain, but it fits the character. Alexis got kidnapped on his watch. Manticore has a chip on his shoulder about proving that he belongs in the Phalanx, because he is the only member without real superpowers of his own. Everything he does is to prove that he really belongs where he is. As rich as he is, he has a HUGE inferiority complex when you bring metahuman ability into the discussion. That right there explains why he decided to try and recover Alexis on his own, rather than let the other Phalanx members know that he failed at something when they might not have. The kicker there is, after Alexis was kidnapped, nothing he or anyone else could have done would have saved her, because killing her was the entire point. Darrin Wade was very well aware of that inferiority complex of Manticore's, and was counting on him to try and do it on his own.
4) Sister Psyche and Aurora underestimated Malaise, simple as that. They figured that there was no way he could overpower both of them, because they had both been inside his mind and knew exactly how powerful he was. The Dirge was unexpected, and Psyche needed to divert some of her power to keep her, Aurora, and you clearheaded enough to function. Manticore, on the other hand, simply wanted to kill Malaise. He didn't rush to his wife's assistance for one simple fact: She can take care of herself, and has proven that many times. He didn't try to rescue her because he didn't think she was faced with anything she couldn't handle. Once that was proven to be a mistake, there was nothing he could really do about it.
5) I've already covered why Statesman walked into an obvious trap: he didn't know the nature of the trap, and figured he could shrug off whatever it was. And he didn't fly off and leave a bunch of helpless people to fend for themselves, he flew off and left a bunch of people he knew could handle things without him. Which would speak better of the Phalanx: That Statesman is confident enough in his teammates' abilities that he doesn't feel the need to babysit them? -or- Statesman feels like he can't go anywhere because his teammates need him there to hold their hands at all times?
Really, the only person who dropped the ball here is Manticore. His stubborn insistence on proving that he is worthy to be a member of the Phalanx by guarding and rescuing Alexis on his own directly led to her getting killed.
The point of all this is that, unlike what you seem to expect, underneath all their powers the Freedom Phalanx are still human beings and capable of making mistakes. Superhuman powers do not automatically confer an inability to ever make a mistake.
In my opinion, this series of arcs humanized the Phalanx more than anything previously written. They're not omnipotent beings who are so superhumanly competent at everything the do that making a mistake is impossible. They're human beings, with all the flaws inherent in being one. -
Quote:Point is: Statesman didn't CARE if Wade had set a trap, he was too angry.As a story teller though, you should know it's possible to put one character in the spotlight without making another incompetent. Not only that, but by keeping the non-spotlight character competent but their enemies that well prepared, you show said enemies are genuinely brilliant, and it forces the spotlight character to really step up their game adding credit to them too.
For example, with the fifth part of the SSA, I had proposed this scenario for Statesman's death:
Players exit the cave, cut scene begins as normal, Darrin Wade then tells States he does kill... and nothing happens. Statesman than hold up a glowing chunk and taunts Wade that he figured out this was some kind of trap, checked around before hand, and smashed it. Wade is forced to 'retreat' with the cover of a small army of Rularuu that you aid States in taking down. Then, Wade reveals he had a backup plan the whole time, just in case his first failed, and now he caught you too! States dies, but before Wade can get to you, you break free, and prove yourself to be a lot stronger than wade had anticipated. then it proceeds as normal.
States gets points for recognizing a trap.
Wade gets points for planning in the event of failure besides just running.
And player is given points, being able to break binds that stopped even Statesman and proceeding to force a genuine retreat out of Wade.
Also, this is a guy who has survived ground zero of a nuclear explosion, it is entirely reasonable for him to assume that Wade would be unable to hurt him with any trap he set.
He walked into it, probably fully aware that Wade had set a trap. Why should he think that Wade can do anything to actually hurt him, let alone kill him?
As I mentioned before, Wade's plan worked because he did a decade's worth of research into the psych profiles of the Phalanx members. He KNEW how they would react to everything he did, and he played them like a fiddle. He probably DID have a back up plan too, except he didn't need it because Plan A worked how it was supposed to. The player character is the wild card, the thing he DIDN'T plan on or come up with a contingency for.
Wade did everything right. He did his homework and took his time setting everything up just right. He also camouflaged himself by posing as a powerless relic thief. Recluse would have failed if he'd tried this because it would have been expected from him, Wade pulled it off because everyone underestimated him. Including us. How many people posted saying "I can't believe it's Darrin Wade behind this! He's a nobody!" If I were planning something like this, that's what I'd want everyone to think too. -
Quote:This actually illustrates the underlying point pretty well.Sister Psyche: "$Character, I'm going to absorb the Dirge of Chaos now, but I need you to incapacitate Malaise for me first."
Aurora Borealis gives you a [Tranq Dart].
Aurora Borealis: "Use this to put him under. It's got a triple dose and should do the job."
/target Malaise
/powexecname Tranq Dart
<Malaise cries out in dismay and faceplants>
<Sister Psyche absorbs the Dirge of Chaos>
Sister Psyche: "I think I'm going to be sick ..."
<Aurora Borealis aims Sister Psyche at Malaise's prone form>
Aurora Borealis: "Better out than in ..."
<Sister Psyche vomits all over Malaise>
Aurora Borealis: "Thanks for the assist, $Character. We'll take it from here."
<Sister Psyche vomits all over Malaise AGAIN>
Aurora Borealis: "Okay, that's not good ..."
DA-TA-DA-DAAAAAAA-DONE!
Hero Merit?
Extra Reward Merits?
Something Else?
Or Something Else?
If the Freedom Phalanx were as unfailingly competent as Sam expects them to be, our presence would have been completely pointless in every one of the arcs. If they did all the things Sam suggested, what do WE do in the meantime, other than stand back and watch them win?
The point is WE are the heroes of the story, and in order for us to be the heroes, the Phalanx has to screw up. If they didn't, the entire series of story arcs would have been nothing more than us tagging along while the Phalanx handles the situation.....again.
As Redlynne sarcastically points out, how fun would that story arc have been if our entire involvement in it was to stick Malaise with a tranquilizer? -
Quote:That one's easy.I
Let me explain. So we need Malaise to mind-ride with Sister Psyche. He uses the Dirge of Chaos to sew destruction, and he needs Psyche to strain herself trying to stop the thing. Here are a few questions that need to be answered:
1. Why would she do that in the first place?
If she did NOT absorb the Dirge of Chaos, it would be affecting YOU as well as all the Longbow. Since the effect of the Dirge is to send people into a blind rage, it would remove your control of your own character, which is A) Not possible with the game engine, and B) a very bad idea for any dev team to do in the first place.
If you pay attention to the flavor text, it specifically states that you feel Sister Psyche's mind protecting your own mind from the Dirge, enabling you to remain clearheaded. She's only protecting 3 people from it: You, herself, and Aurora. She's letting the rest of the base descend into chaos. The most people she would be protecting from it would be 10, if you are running the arc with a full team.
Also, the thing you seem to be discounting entirely: The Freedom Phalanx are only human, and have flaws just like anyone else. They also make mistakes, just like anyone else. The entire point of this arc is that Darrin Wade's plan worked, and if the Phalanx did everything you said they should have done, it would not have.
Manticore is a jerk. That was established a long time ago. But you can't entirely blame him for Alexis dying. She was going to be killed regardless of who was coming to save her. Whether it be just you and Manticore, or all of the Phalanx and the entirety of the US military, it wouldn't have mattered, because she was dead before anyone even showed up.
Statesman wasn't leaving people in the lurch that depended on him for protection. He left people that he had every reason to believe could take care of themselves to their own devices for a while. Saying that he flew off when he was needed is a disservice to the rest of the Phalanx, implying that they are so weak they can't handle anything without Statesman there to hold their hand.
Psyche got suckered in by the fact that she really believed that Malaise was redeemable. I suspect he never actually "turned over a new leaf", he was just good enough at hiding his intentions from a fellow mind reader that she never picked up on it. He was a double agent the whole time, I'm betting.
Liberty went off the deep end, but can you blame her? How would you react if YOUR mother were murdered?
The villains pulled off a plan successfully by playing on the fact that the Phalanx would splinter if you pushed the right buttons. Wade has been planning this for over a decade and knew damn well how the Phalanx would react. Kill one person and you throw the whole team into chaos, and he knew it.
You're not giving Wade enough credit for doing his homework on the psychological profiles of the Phalanx. He was pulling their strings the whole time. He KNEW that Statesman would fly off on his own, and he KNEW that Manticore would insist on saving Alexis by himself to make up for screwing up in the first place. And he also knew that Sister Psyche would underestimate the threat that Malaise posed, because she thought she knew his capabilities.
Simply put, the villains won because they came up with a plan that played on the frictions present between members of the Phalanx, and counted on them reacting a certain way. Which they did. -
Quote:More than you can provide by yourself.I'm tired of Scrapyard taunting me. He can't kill me, but whenever he see's me he runs like a person being butchered mercilessly. It's sad really.
Just now, I checked his combat attributes and he had 0 displayed immobilize protection. All he had displayed was 100pts KB and repel protection. I managed to stack 9 immobilize, spiking to 12 at one point, but he just kept running around.
So, How much immobilize do I need so I can finally gut this dude?
If you have 2 or 3 people spamming immobilizes on him you can probably get him to hold still, but if you're just spamming immobilizes you probably aren't doing much damage to him, making the fight take longer.
If you can deal enough damage to drop him solo (not easy, but very possible with some builds), find a tank or a brute with a strong taunt aura to keep him stuck to them. -
Musculature isn't as nice on a brute as it is on a scrapper. The extra little bit you get out of it will barely be noticeable when you've got fury built up.
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Got a purple a couple weeks ago. But, then again, I've been spending most of my time leveling lowbies instead of playing at a level they will drop at, so my experience isn't very helpful.
Wait! My level 10 character has never gotten a purple drop! DROP RATES HAVE BEEN NERFED!! DOOOOOOOOM!!! -
Quoted for emphasis. I'd like to know the answer to this as well. I'm considering dropping to Premium for a while to save some money and want to know if I'll still be able to use those pieces.