Corebreach

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  1. Quote:
    Originally Posted by American_Knight View Post
    The best sapper type character i had made was a elect/energy blaster with super speed. 1) run into the mob with super speed hitting POWER BOOST
    2) fire off SHORT CIRCUIT
    3) then throw out BALL LIGHTNING for your -end -recovery
    The only Electrical Blast attacks that always apply -Recovery are Short Circuit, Tesla Cage, and Thunderous Blast. Ball Lightning only has a 30% chance of interrupting End Recovery on each target it hits.
  2. Corebreach

    Stealth question

    Quote:
    Originally Posted by TankShock View Post
    But other Stealth powers still stack, correct? How about the Stealth proc? Been gone for a year, thought maybe a mechanic had changed.
    All here:

    http://paragonwiki.com/wiki/Stacking#Stealth_Stacking
  3. Do Assassin's Strikes currently get the (10% + 3% per teammate) chance of critting? If so, what's the damage bonus?

    Did they ever get that crit chance? What was their damage bonus then?
  4. Quote:
    Originally Posted by Pans_Folley View Post
    Quote:
    Originally Posted by Zombie Man View Post
    Take Grant Invisibility.
    Can this trully be done? I run a few different toons with stealth powers like Steamy Mist and Shadow Fall and my poor pet is spotted every time.
    It works. Grant Invis gives enough +stealth to make the recipient unseeable at any distance by any enemy that has standard perception. A single weaker stealth power, like Steamy Mist, only lets you get 10'-20' away before the enemy notices you.

    Your pet still dies a-plenty by getting caught in cones and other AoEs. Don't worry.
  5. Quote:
    Originally Posted by Ultimo_ View Post
    Now, as I proceed into the real life of the character (L20-40), I wonder why Enervating Field is considered so valuable? It reduces enemy damage, which is already mitigated by Radiation Infection, and it reduces Resistance. Is this latter half really so valuable?
    It's as useful as any other -20% to -30% Res debuff, so, yes. I personally know no one who took it for the -Dmg or who made a Rad Emission character and didn't take it.

    Quote:
    Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs). Does this sound reasonable?
    Yes. LR is nice for huge targets but I've found it more of a luxury for ordinary fights. Accelerate Metabolism is higher on the "take this power" list.
  6. Quote:
    Originally Posted by Machine_Man_X View Post
    Sorry, but I don't understand what you are asking.
    I think he's asking, "Why wasn't the IO system designed so that every recipe has exactly the same demand and/or have a droprate proportional to its demand?"

    I've wondered the latter myself, and I'm not the only one. TO/DO/SO drops have been weighted since launch, IIRC. I don't know of any problems that caused, although to be fair, the fact that they were also directly buyable didn't give problems much of a chance to arise in the first place.
  7. Quote:
    Originally Posted by JohnX View Post
    Wow. My disappointment is steller. I'm surprised that no one else has had a problem with this. I think I'm about to have a btch fit. And I'm a guy, so thats pretty bad.
    There's a single-player RPG that automates a lot of the boring travel/selling/combat grind. It's been out for a few years now, actually. You can download it from http://progressquest.com/.
  8. Quote:
    It's on again!

    I'll only be here an hour or two, so put that brain in gear before the zombies eat it.

    The prize has been claimed!

    Congratulations, Mr. Spectrum!

    Enjoy your newfound and completely unexpected wealth. (Apparently, he wasn't looking for me. Well, "Tough!" I say.)

    For the record, I was hiding in the Training Enhancement store in the far northwest corner of Independence Port.
  9. Quote:
    All you have to do is find me before I log off. I'm in the least-used store in all of heroside.

    Good luck!

    EDIT: No one found me. The contest is closed for now, but I'll be back!
  10. Quote:
    Originally Posted by Miladys_Knight View Post
    Actually it is relevant and Castle and perhaps other devs are aware of the situation.
    You also said they weren't going to do anything about it. Did they say why?

    Also, do they think it's a problem because it renders teammate buffers less useful or because it renders squishies too un-squishy when solo?

    Quote:
    The other thing is that as time goes on more and more loot is generated. This means that favored or main toons will eventually accumulate every thing needed for top line builds even for casual players.
    Yes. So loot may become prevalent enough for the devs to act upon sometime in the future even if they never change their threshold concerning when to act. I'm aware of that. It doesn't change the present.

    Quote:
    The other thing that is important to consider is total defense set bonuses available. It is not at all expensive to gather up set bonuses that grant an additional 12-15% defense to all positions. For an un-armored AT an additional 15% defense cuts incoming damage down by 33% that's pretty significant for an AT that previously had to use inspirations to do that.
    Ironically, this improves the value of, say, getting a +30% Defense buff from a teammate.

    Quote:
    As far as getting things changed I'm not really interested in changing inventions. I like all the levels of character customization available. First it was costumes, next it was enhancements, and finally it is power effects. These are all good things.

    The problem is not the availability of individual customizations, the problem is that the original defender concept no longer fits well in the game as it has evolved.
    The problem is the two combined, not one or the other. Changing either would fix it, though we all know how players react to nerfs.

    I do, however, still think it's entirely relevant that if the devs balance based mostly on SOs, nothing will be done.
  11. Corebreach

    Is this wrong?

    Quote:
    Originally Posted by JC_THREE View Post
    I have a question, is it wrong to buy mostly cheap recipies on the market, buy the somewhat expensive salvage (in some cases, ie. 3 mil. a piece-ouch), and then craft the recipies and make a profit on the market?
    It is allowed by the game's mechanics, and it is not against any official player behavior policies.

    That is the only objective answer I or anyone else can give you. Whether it is wrong is a subjective matter. Ultimately, the only person who can answer that question for you is you.
  12. Quote:
    Originally Posted by Miladys_Knight View Post
    I can build a Tank with IO sets, both a cheap build, and an expensive one that can solo +4/x8 without any defender buffs (I have a fire/fire/pyre built this way). I have absolutely no need for forcefields, sonic buffs, heals, FS etc. I can solo fine, at a reasonable speed, against a full team's worth of +4 mobs.

    I can build a Scrapper with IO sets, both a cheap build, and an expensive one that can solo +4/x8 without any defender buffs (I have a BS/shield and a dark/regen/body built this way). I have absolutely no need for forcefields, sonic buffs, heals, FS etc. I can solo fine, at a reasonable speed, against a full team's worth of +4 mobs.

    I can build a Blaster with IO sets, both a cheap build, and an expensive one that can solo +4/x8 without any defender buffs (I have a Arch/Energy Hover blaster soft capped to ranged and with good AoE defense and an Energy/Energy/Force blapper built this way). I have absolutely no need for forcefields, sonic buffs, heals, FS etc. While a bit more mez protection than defiance provides MIGHT be useful I can combine insps faster than they drop to keep me in all the break frees I need. I can solo fine, at a reasonable speed, against a full team's worth of +4 mobs.

    I can build a Controller with IO sets, both a cheap build, and an expensive one that can solo +4/x8 without any defender buffs (I have a Fire/FF, a Fire/Storm perma stunner, and a Plant/TA/Fire built this way). I have absolutely no need for extra forcefields, sonic buffs, heals, FS etc. While a bit more damage than containment provides MIGHT be useful I can survive just fine and take all the time I want to kill the mobs. I can solo fine, at a reasonable speed, against a full team's worth of +4 mobs.
    All irrelevant, unfortunately. The devs purposely ignore builds such as these when balancing the game because such a small fraction of the player base attains them.

    If you want things changed due to the strength of IOs, you need to convince the devs (and anyone else who approaches balance similarly) of two things, not one: that set bonuses really are that strong, and that enough people really do use them. And that is more a matter of talking the devs into lowering what they consider "enough", since they already have access to the raw data.
  13. Quote:
    Originally Posted by Humphrey78 View Post
    I've been know to flip these every so often. I'm pretty bold with my listing price, but would never think of listing them for 50 mill.
    Between going a week without seeing any below level 50 get put up for sale, reading another poster say he was also frustrated by that fact (and willing to spend up to 100M to solve it), and deliberately doing this after a 2XP weekend, I figured there was an outside chance someone would be frustrated and rich. I didn't expect there would be supply again.

    The buyers are controlling prices again, like they always do. It hasn't sold yet.
  14. What's the best build? Please answer briefly and correctly without asking for further details.

    Thanks!
  15. Tired of covering level spreads? Your wait is over!

    Sometime Wednesday evening between 6:00 and 9:00 p.m. Pacific I will put a crafted level 21 Gaussian's Synchronized Fire-Control: Recharge/Endurance Reduction IO up for sale on the Black Market with a minimum bid of 50 million infamy. Beat the competition -- bid early, bid high!

    I will post the result of the sale on Thursday.
  16. Quote:
    Originally Posted by MEdelen View Post
    Why cap tohits at 95% if you can get bonus sets that put it over that.
    Restricting hit chances so they never go all the way up to 100% or down to 0% is common in RPGs. It ensures combat is never completely predictable, which designers think makes it more interesting.
  17. Quote:
    Originally Posted by CaptSammy View Post
    However, if someone has already placed 10 bids at 35,000 for a lvl 50 common IO recipe that will vendor for 75,000 and I come along and put in 10 bids for 41,000 (still not a bad profit) that MAY affect the profitability of the first guy.
    Do not be distracted by the profitability issue. Even if flipping and arbitrage were impossible, and the only reason anyone bought anything was to immediately craft it and slot it for their own use, there would be competition.
  18. Quote:
    Originally Posted by StrykerX View Post
    I think quadruple inf is working as intended. Double XP weekends give 2x XP and 2x INF to normal players, so level capped or exemped players who (pre I16) got their XP converted to INF get 2x (2x INF), or 4x INF.
    During Double XP weekends, Exemplars got about 4x the standard Exemplar inf. Non-Exemplars got 2x the standard non-Examplar inf.
  19. Quote:
    Originally Posted by Fulmens View Post
    I'm thinking of taking my two-billion-inf Luck Charms down and distributing them to the poor.

    Should I?
    If you want to give something to the poor, give them something valuable. What can they do with a couple thousand inf?
  20. Quote:
    Originally Posted by Dr_Brainbottle View Post
    There are two different kinds of concealment: stealth and invisibility. If you want to command minions, you can't be INVISIBLE. However, if you combine multiple sources of stealth you can be very VERY stealthy, which has all the benefits of being invisible (at least in PvE) without the drawback of losing control of your minions.
    To clarify, the power named "Invisibility" in the Concealment pool has an "Only Affect Self" restriction among its effects. That's the reason you can't command your pets while it's on, and that power is the only stealth-boosting power with that restriction, other than phase shifts.
  21. To the OP:

    To write something to the Help Channel in-game, put "/hc" before your message. But before you do that, go into the Chat section of your Options and make sure "Show Villain Broadcasts" (or "Show Hero Broadcasts", if you're redside) is Enabled. That way you won't miss any responses.
  22. Quote:
    Originally Posted by 3dent View Post
    Now, this is a bit tricky... If you have team, it's important that everybody enters thew bank mission SIMULTANEOUSLY. Then you all head to the bank (a $ symbol on the map) as fast as possible, do not fight on the way.
    What's truly important is that everyone gets close to the bank at about the same time. Entering the mission simultaneously is a roundabout way of making that more likely, but it's not foolproof and it's not the actual key point. If one player has a faster computer, connection, or character and rushes to the bank ahead of everyone else, the robber will still spawn before the whole team can tackle him.
  23. Quote:
    Originally Posted by Drugfree Boy View Post
    uh? I have found as many PUGs after I16 as I used to find before I14, but I had a very hard time finding them during the reign of the AE farms.

    Now they are easy to find on the high population servers, on Infinity I could almost never find any PUGs, except low-level blue side
    I suspect that PUGs are easier to find in I16 than in 14-15 -- that's the change I expect from looking at what I16 altered -- but I haven't been playing the game enough lately to say honestly that I've seen an increase. The only truthful statement I can make is that I haven't seen I16 make things even worse, which is what the OP claimed.
  24. Quote:
    Originally Posted by jerrylee View Post
    But if they are looking for a team oriented game, it seems that is far less available than it was prior to I16.
    In my experience, getting into a pickup group the old-fashioned, almost-effortless way became much harder back when AE was introduced in Issue 14. I16 has had no further noticeable effect.
  25. Quote:
    Originally Posted by Father Xmas View Post
    Not this again.
    Yes, this again. The description for that option in the option panel itself says "double". You and I both know that pre-I16 Exemplaring did not give double inf, just more inf. But either the person who wrote the option description doesn't know that, or the mechanics have actually changed -- which will be impossible to verify until they fix this new bug.