Dersk

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    How many suggestions? As many as you can provide, within reason.
    Spell Driver (1) (2) (3)
    Magebolt
    Incantus Covalence (4)
    Aetheoretical
    Slipspell (5)
    Luminous Aether (6)

    I'm starting to realize my knowledge of "magic" terminology makes this quite difficult. I might have to stick to joke names like "A Wizard Did It".
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    Wouldn't a self-righteous blowhard like him need something that he can point out in a dictionary and then browbeat people about not knowing?
    Does he speak latin? Without reference to space age terminology, an etymologist would likely read it as a combination of "arcanus" and "nauticus" to mean a "sailor of magic" or "magic sailor". It does sound better than those though.
  3. Quote:
    Originally Posted by Starflier View Post
    Arcananaut
    Quote:
    Originally Posted by Samuel_Tow View Post
    Could you break that down for me? Despite myself, I actually like the sound of this name quite a bit, but I kind of wish you could explain what the reasoning behind it is.
    Quote:
    Originally Posted by Samuel_Tow View Post
    my vocabulary of uncommon words in English is actually sorely lacking
    Arcane + Astronaut (or Cosmonaut). While "naut" by itself is really more of an aquatic term, when people stick it to the end of something else, modern vernacular implies a space-age quality about it. I think in this instance the spelling of "Arcanonaut" might be more appropriate, assuming I've read into that one-word post correctly.

    Edit: assuming this is not a random reference to Arcanaville
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    (i.e. magic and technology)
    According to my name checker for character creation, "Magic and Technology" is available on Virtue. It even comes with its own theme song if you're into that sort of music. Sorry, I just find it amusing.

    Samples of names you like would be helpful. Favorite character names of mine are "My pants are on fire" and "Ask me if I care", so the names I could suggest might not be even remotely palatable to you. Though, the first few things that come to mind are names like "Flex Hex", "Electromagetic", "Arcanode" (Arcane + Anode), and "Merlin's Constant" (in contrast to Planck's Constant and a thousand other constants). How many suggestions do you want?
  5. I have 10~12 characters per server on 7 different servers. One such character is a 15 earth/ff controller on protector (not to pick on protector). I took him to 15 in 2011... solo. The absolute worst possible solo character. I did this slow leveling while actively broadcasting to start/join teams and with the "looking for any" tag on. That's not indicative of the entire server, but that kinda stuff doesn't happen on virtue, which is why I'll never really move to a place like protector.

    My 70-some-odd characters aren't empirical evidence of anything other than my own experiences... but that experience is freedom and virtue are a lot more fun for starting a new character.
  6. Quote:
    Originally Posted by Darth_Khasei View Post
    People have a seriously hard time just doing their own thing without trying to measure that against what others are doing
    I find it amusing at how terrible it is for people to use their peers to judge challenges and success in a multiplayer game. It's almost like we're social creatures or something.

    To reduce it to the absurdity of wanting to control what "other people can/are doing" shows you don't understand what it is you're berating... not that you're above those human beings giving in to their pathetic side.
  7. I like the visuals on ice control because I can identify what's happening without it obscuring everything else. I hate earth control, specifically the AE immobilize teammates seem to love, because I can't see!

    Most powers seem to fall into one of two categories. There's "I can't tell what is happening because there's no effective visual que" and "I can't tell what is happening because the power effects are obscuring everything."

    From the brief look at your 2nd vid, I have to say the set looks like it could be one of those that has visual that are informative rather than [censored] annoying. That's not the impression I got from the character creater, so it's a big relief.

    Too bad I think the set looks silly.
  8. This feels like a kludge. It's awkward. I enjoy analyzing and manipulating numbers to the point of eye strain, but this kind of mechanic would lead me away from snipes regardless of the damage contribution since it would be a hassle instead of fun. The whole debate concerning different AT modifiers highlights what I see as frustrating, rather than something that just needs to balanced properly.

    The larger this boosts a character's damage, the more annoyed I would become when encountering all of the tiny needle pricks that would come with this system as described. While I would be able to manage the hurdles of sidekicking one level too low, or running against enemies with tohit debuffs, or any of the myriad of problems I could encounter, managing those types of downfalls wouldn't be fun. It would leave me with the crappy snipe I didn't originally want and now probably can't use at all due to the circumstances (such as those pulsing debuffs).

    Fun, I think, would be more in the neighborhood of aim and buildup (edit: or fortitute, or targeting drone, or or this or that) providing this benefit regardless of the exact tohit buff, or fiddling with the snipe interruption/activation so there isn't a steep cliff between "omg awesome pow pow" and "your power was interrupted".

    Fun would be the power's use being reliable and autohit. That'd be so $$.
  9. Burnout recharges One with the Shield. I'll make the lazy leap saying it works like it says, on every primary and secondary power, including Strength of Will.

    By the way, One with the shield does not stack with itself. Reactivating the power before it crashes resets the timer on the buff and crash.

    I've used burnout with unstoppable, but I didn't look for a visual confirmation for double-stacking... since my resists cap at 90% with one application.
  10. Invincibility has a duration of 1.25 seconds and a tick rate of 1.0 seconds. For that quarter second every second invincibility doublestacks.

    The real numbers display has changed lately. It may have been i21. Before, the numbers display would adjust as quickly as the numbers themselves did. However, now the numbers have a delay that can be easily seen by monitoring last hit chance and attacking, or looking at defense and resist values while adjusting powers. Since this delay has appeared, the quick changes to powers like invincibility don't show up, at least not reliably so.

    I'm going to guess that the real numbers display is now on its own tick rate, and it looks to be about one second. That would mean that it's quite easy to take invincibility into a fight and never see the displayed values with invinc doublestacking.

    The same behavior happens with rise to the challenge and against all odds, if you care to go looking.
  11. Or they could just, y'know, move the health/endurance crash up 10 seconds so the tank isn't completely helpless without a dozen inspirations needed to counteract any DoT or status effect (s)he picked up, providing enough time to reestablish basic defenses.
  12. Quote:
    Originally Posted by EvilRyu View Post
    Also pick a map thats not a cave.
    I'm quoting this so I can find it easier for future reference.
  13. Get the screenshot uploaded to a site that'll host files for you. This is commonly done by your ISP, if it's offered, or through sites like photobucket and facebook.

    Code:
    put the url of the photo in a post like this: [img]place.com/photoname[/img]
    Hit preview before making an ugly sight for the rest of us.
  14. Dersk

    hyperinflation

    Quote:
    Originally Posted by Dersk View Post
    There are several crushing impacts sold for 10 to 20 million in the levels 30~33.
  15. Dersk

    hyperinflation

    Quote:
    Originally Posted by Rylas View Post
    I'm just going to call straight up shenanigans on this right now. I checked CI enhancements just now and all level 50 CI's are selling within 2-5 million. So if you're more-than-likely made up number of what they "used to go for" is true, then there's been no inflation what-so-ever.
    There are several crushing impacts sold for 10 to 20 million in the levels 30~33. I think that's hardly an intelligent marker for inflation given the recent change in focus towards high level content. Anyway, a lot of the price trends I see people talk about here are not totally incorrect, they're just too isolated to describe larger market trends.
  16. Quote:
    Originally Posted by cybermitheral View Post
    If I put it in Leadership instead the 5% chance would occur every X secs.
    Its the X im interested in.
    It'll have a chance to occur every ten seconds as with all toggles. The leadership toggles tick every 0.5s, but 'chance for' enhancements won't check in a toggle every tick.
  17. Quote:
    Originally Posted by JD_Gumby View Post
    On the other hand, you've blasted through there faster and with fewer chances for faceplants. A worthwhile trade-off.
    Every point defending teams for experience can be used to defend confuse for experience... except confused enemies can't start a taskforce.

    I suggest confused enemies count as teammates for the purposes of starting taskforces!
  18. Quote:
    Originally Posted by Ammon View Post
    Do fifty mobs with Confuse and without, and the group without get more XP. Period. Fact. Unarguable.
    Defeat fifty enemies with a team and without, and the player without a team will get more XP. Period. Fact. Unarguable.

    Teams reduce XP.
  19. Dersk

    Ice Armor

    Quote:
    Originally Posted by AWRocketman View Post
    Related to the topic, but a little off. Does Energy Absorbtion stack?
    Energy absorption gets a certain amount of defense for each enemy and a bonus amount for the 1st. The per enemy amount stacks between applications, but the 1st enemy bonus does not.
  20. Quote:
    Originally Posted by Pyrthas View Post
    Of course, a Cold def with PBU usage like Dersk's should again have no reason to use a Nerve.
    Not having tried it, scuttlebutt says the defense buffs from ice domination are not affected by the relevant portions of power build-up or power boost. They are flagged as such; I think it's described as "is not affected by buffs" or somesuch. The reason why, as I've read, is that allowing resistance powers the capability to accept buffs and enhancements makes them susceptible to crazy and unintended side effects. The same situation can be found with sonic resonance and its buffs. NO PBU BUFFS FOR JOO!

    It's all very unintuitive, but only things like fortitude and forcefield buffs, which have no enhancable resist component, get the awesome defense softcapping capabilities when mixed with PBs

    So, what you have is cold domination characters who simply do not gain buffing benefits from PBU but in this instance can benefit from Nerve since it's an enhancement but not a buff to the character, and do so in a way that cannot be replicated by IO set bonuses.
  21. Quote:
    Originally Posted by cursedsorcerer View Post
    Spines/Regen first por favor.
    I chuckle at the thought of reading the complaints about fury generation with spines. No, really, I want to see it and enjoy Brutes having been denied ice sets due to the alleged effects on fury and then release spines first. The irony of it is so delicious the thought alone leaves a pleasant aftertaste.

    In reality it'll likely be entirely reworked before or when it is transferred to brutes, if ever, but I will still dream my dreams...
  22. Quote:
    Originally Posted by McNum View Post
    I did have PBU once, but it only lasts for four casting of the bubbles. Not worth it, since I want to softcap the entire team, not half the team.
    Power build up enhanced for recharge combined with a small amount of global recharge makes PBU available twice within the duration of the forcefield buffs. I can provide PBU boosts to both forcefield buffs applied to three people each time, allowing 6 people to carrying the boosted buffs throughout a mission. The only decision I have to make is who the one person (besides myself) that doesn't get the boosted shields, and that's typically a very easy choice.

    I've gone through entire pickup taskforces without missing people when it was their turn to get the pbu bubbles, surprisingly. In the relatively rare instance that someone doesn't catch it, They'll just have to manage dealing with dispursion bubble to get their godlike defense.

    It's quite liberating to give the team that level of defense without them tied to dispursion's radius. [censored] small buff that it is.
  23. Quote:
    Originally Posted by YoumuKonpaku View Post
    The only thing they'd benefit from on Nerve is the Defense increase, and if they're softcapped, it doesn't really matter, does it?
    I agree with the minimal impact the current incarnate benefits have with respect to defense, but I think this is a hard statement to accept. It comes close to a very telling issue though.

    It really does matter because a player wouldn't simply take that alpha slot and ignore the changes. He or she would substitute sets chosen for defense bonuses (which may or may not have been slotted yet) with other IO sets for other bonuses such as recharge, max health, recovery, etc.

    The most extreme example I can think of would be a shield tanker with combat jumping and weave that, using your enhancement values (56% vs. 70%) would take an SO'd build with about 40% defense to one with 43% defense. For such a character, that's about the defense gained from the gaussian's set. Not every character uses that set, but even fewer will see that much of a difference.

    So, I don't think that there is an issue with being unable to utilize that benefit for characters that have defense powers, it's just that it's much harder to imitate an effect of the other incarnate options with a single IO set bonus.
  24. So, I had a radiation defender with fallout and vengeance. And, then, people weren't dying.

    I cried.

    True story.
  25. Quote:
    Originally Posted by Taosin View Post
    I'm assuming by this you mean by choosing the recipes so my Healing in RttC doesn't exceed the Enhancement Diversification 90% limit?
    ED isn't the problem here. It's just that you should find a good reason for 6 slots in rise to the challenge or get rid of the 3 slots dedicated to tohit debuff. By looking at your claws portion, you need those slots elsewhere.

    Quote:
    Originally Posted by Taosin View Post
    Current Claws
    Strike: 3 x Dmg, 1 x Acc
    Slash: 3 x Dmg, I x Acc, 1 x DefDeBuff
    Spin: 3 x Dmg, 1 x Acc, 1 x Taunt, 1 x EndRed
    Shockwave: 3 x Dmg 1 x Acc 1 x EndRed 1 x KB

    Flight
    Air Superiority: 3 x Dmg, 1 x Acc
    Fly: 2 x Flight
    You've put three endurance redux in a single resist toggle but have attacks without any endurance reduction at all. Without end redux, some attacks can consume more endurance during a fight than all of willpower's toggles combined.

    For improvements to performance, strip all defensive toggles down to 4 slots. That 2nd flight enhancement would be much more effective as an acc, recharge, or endredux enhancement in one of your attacks. Put the new slots into claws until every attack you use has 6 slots. All of them. Every. Single. One. At 50 if you can't 6-slot all your attacks then you need to use fewer attacks or scrape enhancements from something else.

    A special note for the taunt and defense debuff enhancements: Don't. You're better served for those purposes by enhancing for recharge and/or accuracy. I'd love for slotting secondary effects like that to be worthwhile, but in reality they only serve to provide alternative IO slotting means, such as Achilles' heel resistance debuff or a damage proc from a taunt set.

    Air superiority is poor compared to claws attacks... the knockup from airsup is useful but a fully slotted claw brute will keep a single target tumbling throughout the majority of a fight simply due to liberal use of focus. Airsup will cause you to use more endurance for less damage and slow you down overall. Stripping it of enhancements will also give you more enhancements for your other attacks.

    For IO set starters I think you should go ahead and put 4 serendipity in each defense toggle that you think needs defense. 5 (skip the acc/dam) crushing impact in strike and slash with the 6th slot used to fill whichever hole you find the biggest issue, which will probably be recharge. 6 Multi strike works for a cheap start in spin.

    A build that focuses more on max health, recharge, and/or defense will be more effective (see LygerZero's comment) but will likely take a lot longer to properly build and will cost a lot more. The above set recommendations are easy to get, cheap to buy, and noticeably superior to basic enhancements. Replacing those with more expensive enhancements is a pittance on the scale of fitting several sets with Kinetic Combat, so you're not committing to anything less efficient by doing this.

    I strongly suggest Tough. If you want to capitalize upon defense than weave will be a priority as well. Assault does absolutely crap on a brute and is a prime candidate for replacement by the fighting pool. I'd drop either fast healing or a claws attack (slash, eviscerate, or shockwave) giving room for tough. It's difficult for me to describe the lifestyle change of adding tough on top of a set that already has some smashing and lethal resistance. With strength of will you'll be able to cap s/l res. Please try it out on a 2nd build or on the test server. It requires no IOs to work. If you aren't amazed at the difference when fighting rikti, crey, cimerorans, council, or most any group feel free to skip this advice.

    I'm trying not to ramble, but I want to explain my suggested changes rather than post a build and say "do that".