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Are you getting a combat log entry when the proc is firing off? It might show up in the pet and/or healing channel, or it might be under the damage one.
The chance to KD proc is designed in a peculiar way, I think to try to prevent it from stacking with the existing effects that have had their KB magnitude reduced.
I think that's most likely the cause of the issue. If someone who has the proc (I haven't been on enough to run the new event yet) can confirm that they are seeing combat log entries that enemies have been knocked down by the proc when they in fact have not, I'll PM Synapse/Hawk the details. -
It wouldn't be too hard to "fix" Bonfire. They could just make half of the KB unenhanceable, and leave the other half as-is. Then you could still boost the knockback effect with KB enhancements, but the Overwhelming Force special wouldn't be able to reduce the mag low enough.
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Quote:The targets are determined the instant you activate the power. It doesn't matter how many move in or out of the cone during the windup -- it will still hit the ones that were there when you started the long swing (and not the ones that weren't).That is cool! Yes, TW is amazingly powerful, but half the time I am watching a blaster knock the foes around me away while my Arc of Devastation is still winding up. Blehhh!
If you have your to-hit roll channel displayed, you can even know which ones it will hit long before the animation finishes. -
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Quote:The explosion VFX is not tied to the KD proc. It's a separate proc that does nothing except play the effect. It has a "penchant for the dramatic".The explosion VFX played, but the mob just stayed upright.
You should get a combat log message (might show up under the pet and/or healing channel) saying "You knock down TARGET with Overwhelming Force!" when it fires, regardless if the KB mag is high enough to do anything or not. -
Quote:Mechanically, it shouldn't be able to. It's a negative enhancement, and the KD proc is flagged to ignore enhancements.I suppose it's possible the proc is suppressing its own KD; as it suppresses existing KB in any power.
If it's not working, it's more likely that the proc isn't firing for some reason. It's supposed to be 20%, so as long as you're not facing mobs with KB protection it should go off fairly often. -
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You *MAY* be able to identify the native level of one of these by dragging it to your chat window and seeing what it says there. The level number is normally hidden on them because it's not supposed to be relevant.
Most attuned enhancements always award at level 1 in order to prevent this.
I suspect this is a bug in the reward table. I have no idea how hard that is to fix (i.e. if it's hardcoded to set the level), or if they'll be able to change all the existing ones that have dropped if/when it gets fixed. -
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The enhancements can be traded.
At the moment they can't be auctioned. Signs point to this being a bug that will be fixed at some point. -
Hrm, I think I know what happened.
Let me guess, it also can't be linked in chat?
Methinks this is a result of overzealously hiding stuff on beta that we're not supposed to see yet, and forgetting to undo it before it goes live. -
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Quote:Indeed this is one of the plot points you come across in DA -- the follow-up to Vernon's arcs involving Pyriss.There's no reason a DE can't have retained enough humanity to fight with heroes or on his own to take over the world. And this is just me spitballing a few ideas. More will come if allowed. Don't be so closed minded and unimaginative.
I also have it on good authority (conversations I can't repost publicly) that a certain former dev wanted to do an epic archetype based on a praetorian DE that broke loose, and had even started implementing some of it in their spare time. The idea probably has been scrapped since then, however, in favor of other things.
Of course some random guy saying that on an internet forum has about as much weight as Forbin_Project claiming to be ex-CIA and have seen evidence of an alien squirrel invasion. -
Quote:It gets worse. Even if you manage to hold one before she summons the pets, they can phase while held, leaving you unable to keep the magnitude stacked, and creating a good possibility that she'll just summon them anyway the instant the hold wears off.However, lets just take Carnies. Illusionists spam it, and Master Illusionists spam it, and Master Illusionists summon three pets that spam it. That's fairly unique: a boss that spams an attack you have zero protection from, that also casts three pets you have zero protection from, that attack while phase shifted.
IOW, MIs suck for everyone, except possibly Dark Armor tanks. -
They do not.
Scrapper Laser Beam Eyes does technically have Taunt, but it only works when the power is used by a Brute. (which is impossible)
Brute Laser Beam Eyes has taunt... when used by a Tanker.
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It's unique (so only 1 per build), and only can be slotted in powers that take damage enhancements, though.
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Well PB is definitely up more than often enough to boost Farsight, which is where the majority of your buffable defense will come from, except for the S/L from Scorp Shield. You look like you're over on S/L by quite a bit so that should be okay. Don't forget that Protector Bot gives you some as well.
Just glancing at your build, you have Force Feedback in battle drones and assault bot. That won't really have any effect at all since pets can't have their recharge buffed. So unless you're planning on resummoning a LOT it seems like those slots could be used for something better.
I'd probably throw a lockdown proc in Time Stop just for kicks if I could free up a slot. Not too useful for GM soloing, but locking down bosses in other content is nice. -
Because they have a release calendar planned out months in advance and have a target date that Water Blast is supposed to go live on. All other market releases are scheduled around that, and have been for some time.
If any mistake was made, it was putting it on beta early enough that people would "OMG WANT" and complain about it. But of course that's a calculated risk, because there might be serious issues found that take time to fix. In this case they got lucky and Water Blast seems to be relatively trouble-free after a few tweaks.
You can say what you want, but nothing posted to the forums will result in a change of the pre-planned schedule. -
I'd just be happy if Cognitive Radial didn't get unfairly punished with a lower damage DoT because it's Psi and "exotic".
In truth it's resisted much more by iTrial enemies -- *cough* IDF -- than Energy (Preemptive), Negative (Spectral), and in most cases Reactive (Fire).
I know this was discussed multiple times when the new Interface abilities first came out, but nothing came of that and it bears repeating. -
I'm not sure this is the most effective ST DPS attack chain for Archery. Explosive Arrow has better DPAS than Aimed Shot, and can take both Posi's and Explosive Strike procs.
Fistful is only very slightly less DPAS than Aimed Shot, but pulls ahead with procs if you put the purple unique in Blazing instead for PPM. It also recharges quickly, which is one of the reasons (besides ROA of course) that Archery is so good at AoE. It does impose a range limitation of 50' though. -
As I mentioned in our conversation earlier, I think the main reason it's considered "exotic" is the lack of typed defense for it. The tag does actually exist, as seen in your list, but isn't really used except for a couple powers, and no power in the game grants defense to it.
However, a lot of players have the misconception that Toxic damage is "untyped" and bypasses defense. That's not true at all. Virtually all powers that do toxic damage do have positional defense tags, and a solid number of them are also tagged with another damage type -- in most cases Lethal, but sometimes Energy or even Fire. So a set like Super Reflexes will probably have a lot less trouble with Toxic damage than a pure resist set, Granite excluded.