Fleeting Whisper

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  1. Quote:
    Originally Posted by Fire_Minded View Post
    its those of you that dont like me,know i speak truth.
    I don't even know you, but you're just speaking opinions.

    Have a good rant?
  2. Quote:
    Originally Posted by Catwhoorg View Post
    Example a power slotted to 40% tohit debuff (such as Rad infection) is resisted by 85%at 50, leaving a net effect of 6%.

    Flash arrow is slot able to ~11.3% and uses that full effect.
    Here's an interesting comparison:

    Flash Arrow, against a level 50 AV, is about as effective as all of Dark Miasma's tohit debuffing combined (without Dark Servant). Level 1 power in "the weak set" vs. all but the final power in "the tohit debuffing set" results in about the same -tohit effect against a lv50 AV. Against Lord Recluse and his Lieutenants in the STF, or against the Freedom Phalanx in the LRSF, FA comes out ahead.

    Disclaimer: I realize Dark Miasma brings more to bear than -tohit, but Trick Arrow also contains more than just Flash Arrow. I also admit that adding Dark Servant tips the balance in favor of DM.
  3. You're going to get very little support for outright replacing powers. Particularly Team Teleport (used by many Masterminds, as well as coordinated superteams) and Acrobatics (used by a number of Fiery Aura and Dark Armor characters for knockback protection, as well as some squishies for Hold protection).

    You might get away with suggesting ana ddition of a 5th power to the pools, similar to the 5th power in the APP/PPP pools.

    WRT the powers you've suggested:
    - Radial knockback is generally looked upon poorly by players in this game, and you've put it in all four of these suggestions
    - Increased speed (which you've put in your Flight and Speed suggestions) means very little in the face of the hard speed caps, especially when those caps are reached with very little slot/enhancement investment.
  4. Concerning practical play:

    The only way I could approach 36 hours to 50 (or, more accurately, have approached, which also discards exploits) was on a double XP weekend where I was on an 8-man team almost constantly during my play. I did go 1-50 during the double XP period, though I never took a more accurate measure of my time (and, obviously, I did in fact sleep)
  5. While I haven't specifically tested with Trip Mine, I would imagine that it would explode (with no effect) on the phased enemy. I base this assumption on the fact that NPCs (both enemy critters and player pets alike) will attack phased targets at will, and won't stop just because they aren't accomplishing anything.
  6. Quote:
    Originally Posted by Zamuel View Post
    That said, is Team TP able to uproot otherwise immobile things like most of the traps in Traps, the location based AOEs in Trick Arrow, Spirit Tree, etc?
    I think it can transport some immobile things, but not all. Bizarrely, if I recall correctly, TTP can transport Spirit Tree, but not Triage Beacon, despite the fact that they're the same thing mechanically.

    Also, it seems that immobile pets don't actually become locked in place until the animation finishes. One of the people on the Traps superteam a while ago had picked up TTP, and we realized that if you started laying a Trip Mine at the same time our teleporter began the animation, the timing is almost perfect to explode the mine right on top of the enemies at the end of the teleport. However, TTP wouldn't move a Trip Mine that had already been placed.
  7. Privacy Filter

    Makes your monitor look black unless you're close to the screen and not looking at an angle.
  8. Quote:
    Originally Posted by Mr. NoPants View Post
    It would have been really gross and bad and I'm sorry to anyone who figures out what she was planning on using as proof.
    Her proof isn't gross.
  9. Quote:
    Originally Posted by Derangedpolygot View Post
    Team Teleport's range of 25 feet really makes it a useless power.
    Team Teleport is not a travel power. Team Teleport is a 'ambush the enemy with an entire team of players and pets' power.
  10. Quote:
    Originally Posted by AmazingMOO View Post
    Even then, there doesn't appear to be any kind of even or fair enforcement, or nor is there any given appeal process
    There is an appeals process. You can submit a support ticket about the issue, and escalate it to someone able to arbitrate a decision. As for fairness in enforcement, well... part of the enforcement, as far as we know, is simply the discretion of the GM that answers the petition. You may not like it, but I personally would prefer such discretion to a rigid set of rules laid out.

    Quote:
    Originally Posted by AmazingMOO View Post
    CYA means abiding by the rules in the extreme by all parties.
    No it doesn't. CYA means doing what it takes to keep the company out of trouble.

    Quote:
    Originally Posted by konshu View Post
    Is there any reason why all players found in violation of the naming policy can't be given a temporary generic name and then a token for a free name change?

    This seems so reasonable to me I'd assume it was already the case. But ... maybe it's not.
    It is the case. Anyone who gets genericed has the opportunity to get a new (non-generic) name. Anyone who walks around with a generic name has it entirely through their own fault.
  11. Fleeting Whisper

    Sonic superteam?

    We had a Rad/Sonic Defender superteam a while ago. It was kinda scary how quickly the team became unstoppable. We ran the Synapse TF with just about everyone at lv15, and took down Babbage in under 50s... and that's including Babbage running like a pansy.
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    forget exactly the kind of buff Quartzes drop... either to accuracy or to-hit.... pretty sure it's to-hit, though
    The Quartz emanators grant all DE in the radius +100% tohit... You would need 145% defense in order to ignore that. It's much better to just kill the emanators ASAP.
  13. Also, Sands is a melee cone, while GSA is a single-target.
  14. Quote:
    Originally Posted by AmazingMOO View Post
    These policies needed to be accessible to players from day 1. Keeping them secret five years into the game's life is pretty darn inexcusable.
    Sorry, MOO. While you normally make very intelligent arguments (whether I agree with them or not), this demand is just naïve. Primarily because being specific on the rules followed by the GMs allows people the chance to pour over the policy to find all the loopholes to exploit. And don't think they wouldn't.

    Currently, players will break these rules (intentionally or accidentally), and then someone might report them and they might get genericed. If the genericing policy is made public, we will see a rise of players who follow the letter of the rules, but not the spirit. I think this would hurt much more than the possible threat of maybe getting genericed for something you did on accident. Possibly. Sometime.

    The other issue is that I'm sure part of the genericing process is, quite simply, at the GM's discretion. You may not think it's fair, but that's also probably the only way for NCSoft to properly cover their ***: no set of rigid rules and policies will correctly enforce name/costume violations.

    All in all, I'd much rather have a vague definition of a violation and be genericed for it, than to accidentally break the spirit but not the letter of the law and force the GMs to exert the "we can ban you for any reason at all" rule.
  15. Quote:
    Originally Posted by Human_Being View Post
    All of the various Phase Shift powers in the game are also duration toggles, Except for the Ethereal Shift craftable temp power. Unlike the others, Ethereal Shift is a five-use Click power that will give you a full thirty seconds of Phase time once activated.
    Spirit Potion (temporary power obtained from Archmage Tarixus' mission "Deliver puzzle box to Hardcase") is also a click phase power.

    Spirit Potion has 3 charges, lasting 60s each, making it the only phase power lasting longer than 30s. Unfortunately, the mission to obtain it cannot be reacquired by Flashback.
  16. Quote:
    Originally Posted by Catwhoorg View Post
    Earth is for HUMANS!
    Which Earth?

    Quote:
    Originally Posted by The_Killbot_5000 View Post
    "Bring it!" - The Purple Claw (Vanguard Elite). Defending Earth from Rikti since I10.
    You may be protecting Earth from Rikti, but you're obviously incapable of protecting yourself from Atlas!
  17. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I think I can flag that emote to key off of multiple badges. Is there a badge villain side that would be an appropriate unlock for the dice7 emote?

    How about the "Deuces Wild" exploration badge? That's easy to get...give you guys something to waggle in the face of heroes.
    Personally, I think there should be a CheatAtDice emote available only to villains, from character creation, which is the same animation as Dice7. It's the same way heroes get ListenPoliceBand, and villains are capable of unlocking ListenStolenPoliceBand, both with the same animation.

    On the other hand, some of the unlock suggestions in this thread are pretty darn appropriate for Dice7, too...
  18. Fleeting Whisper

    A small request

    1. Turning in candy canes all year:

    Place the Candy Keeper (or alternatively a second Candy Keeper) outside the Chalet, so that the Chalet does not need to be open in order to get the Candy Cane rewards

    2. Year-Round Chalet:

    I'm against simply keeping it open year-round. However, I would love to see it converted into a water part for some kind of summer event
  19. Fleeting Whisper

    Stalkers & Hide

    Quote:
    Originally Posted by Techbot Alpha View Post
    I'll get a stealth IO one day anyway, just to beat those peasky Rikti Drones and KoAs! >_< Evil.
    Quote:
    Originally Posted by SmegHead View Post
    They'll still see you.
    I don't think KoA ignore stealth like the Rikti Drones do. KoA (and Vanguard Sword) just have increased perception, meaning you need to have extra stealth to be effective. I could be wrong, though.

    Rikti Drones (and Rularuu Sentries - the eyeballs) ignore stealth entirely. They don't have increased perception (which would mean that, like Vanguard Sword, they aggro sooner), but they will always see you, even when you're at the stealth cap.
  20. Quote:
    Originally Posted by Fusion_7 View Post
    You rise up with angle wings
    Acute, right, or obtuse?

  21. Quote:
    Originally Posted by AzureSkyCiel View Post
    the only other MM pets that make use of defense would be the thugs, the basic punk lacks any defenses or abilities, but come level twelve, the enforcer grants everyone, himself included a +6.8% defense, once you get your second enforcer, you will have a +13.6% defense to all pets
    Protector Bots each apply a force shield to your other robots for 7.5% each (totaling 15% on Battle Drones and Assault Bot, and 7.5% on each Protector Bot), as well as one force shield on the MM himself (7.5% total)

    Also, Enforcers' Maneuvers grants 8.5% defense, not 6.8%.

    Also also, Enforcers' Maneuvers is applied to all Thugs in range, not just your Thugs.
  22. Quote:
    Originally Posted by Eva Destruction View Post
    Well, forum PvPing against yourself is one way to win at PvP....
    Guess which country won the civil war?
  23. Quote:
    Originally Posted by dj13 View Post
    Yes please! I would love to see a couple more wing styles added. I always liked the look of the margonites with their blazing energy body parts.
    I also wish GW had more Margonite-style armor choices than just gloves, but that's a thread for a different forum, I think
  24. Fleeting Whisper

    Multiple Procs

    Each proc is limited to once per 10 seconds. If you've got multiple procs, all three perfor the check at the same time.
  25. Quote:
    Originally Posted by Roderick View Post
    If the enemies have +Acc or +ToHit built in, or use powers that grant either, then you need proportionately higher defense to floor them.
    +Acc does NOT affect the soft cap in any way.

    To answer the original question, 45% defense is the soft cap for all enemies up to +5. +6 (and above) enemies start getting tohit bonuses against you, and +tohit does affect how much defense you need for softcap.

    While 45% defense is still the soft cap for +5s, enemies which are higher level than you, or higher rank than minion have their hit chance floored at something higher than 5%.

    Essentially, enemies get +10% acc for every level they have over you (until +6, where they get +tohit instead of +acc). Lieutenants get +15% for being lieutenants. Bosses, EBs, and Snipers get +30%. Monsters, GMs, and AVs get +50%. The accuracy provided by the critter's level difference is multiplied by the accuracy provided by their rank (and also multiplied by the accuracy of the power they're using, but for simplicity, assume they're using a 1.0 acc power).

    As such, a +5 AV still gets his hit chance floored when you have 45% defense, but their hit chance will be 1.5 (level difference) * 1.5 (AV rank) * 0.05 (floored from your defense) = 0.1125 = 11.25% chance to hit, rather than 5% chance. On the other hand, a +0 minion is 1.0 * 1.0 * 0.05 = 0.05 = 5%


    Edit: Paragonwiki's page on Attack Mechanics is a very good resource for this.