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Nice they get 60% Resistance. Now how about some for Tanks.
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It's not quite 60% Resistance. It has limits. Think of it was ablative damage resistance. -
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So as a Robot/FF mastermind, I had to have a 2 min timer on PFF...WHY?
Please explain to me why it is that the damage I take goes to my minions and IGNORES their resistances and defenses! They should still get a chance to apply their own resistances. Lets assume it automatically hits, because they are leaping in front of the attack or some such, so they don't get their defense...ok.....why don't their RESISTANCES apply?????
I took forcefield so I could help DEFEND my minions...now I'm happy they can help defend me, but I'm not at all happy about the way all the bubbles that I take the time to renew every 4 minutes ARE IGNORED!
Why should any hero in PvP ever target a robot? They're harder to hit than I am, and they would get to apply their resistances to the damage. NOW, the heroes can just attack me directly. I'm MUCH easier to hit, I have FAR fewer resistances, and the damage will get transferred to the minions anyway!
We wanted a reason for the heroes to have to kill our minions. You just gave a solid reason for them to NEVER target them.
Sure, this is better than nothing...but it sure wasn't very well thought out. This may be a nice boost for PvE (which we didn't need a boost for) but it will be of little help in PvP which was where we were hurting.
Suriyama
40 bots and bubbles
Justice
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Your using you a gut guesstimate of how you think things will turn out. I've learn not to trust my initial gut guesstimates in certain areas. Math is one of them. I need to work through the numbers before I make a judgement. I think you need to as well. Let's make it very apparent of how good a thing this really is for Masterminds.
2000 pts of damage on you, all 6 pets in Bodyguard mode.
Total parts = 8 (2 parts for you and 1 part for each henchman)
For for you 2000 * (2 / 8) = 500 pts
OUCH! But at level 40, you are still on your feet.
For you henchies
2000 * ( 1 / 8) = 250 pts
Most vulnerable is Tier 1 pet. They have 505 Health at level 40. Tier 1 pet are at almost 1/2 Health. But they are still up. Your higher tier pets are in even better shape.
Now let's look at the results. You just to an attack of a magnitude that only an Arch-Villain/Hero can throw. You are hurt pretty bad, but you are still on your feet. You pets are in rough shape but still on their feet. And they are now responding to the damage in kind. And you think this is a bad thing? -
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Sounds like something Tankers should also be able to for their team.
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As a toggle, as opposed to inherent, right? If so, /signed.
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Inherent toggle? Not all inherents are pasive.
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Inherent toggles? Let see...Peacebringers getting inherent Energy Flight at first level, and a level 10 they get Combat Flight as another inherent power ...Nah! Never heard it. -
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Has anyone mentioned the old Zookeeper badge requirements?
Did you know... the Zookeeper badge originally had an error which required ten thousand Rikti monkeys to be killed before the badge could be achieved? Since Zookeeper is a requirement for a popular accolade, this resulted in monkey farming teams running marathon sessions against the psychic, gas-spewing Rikti underlings on an island off the main Peregrine Island which came to be known as Monkey Island.
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Actually Rikti Monkies weren't psychic (well maybe psychotic) with the old Zookeeper badge. The Monkies picked up their Psychic Dart attack when the counted was dropped down.
And I still want a badge called Monkey Herder for all us who had to get 10,000 of the [censoted] little pests. I too went through marathon herding sessions on Monkey Island in Peregrine. Yes, the only time Fuzun actually herded. I'd round up 1/2 of the island for a extended AoE smack down session. So many monkeys my graphic card couldn't render them all. (And I succumbed to the Monkey gas a couple of times. Oh the humility of it. A Tanker sefeated by Monkey farts...)
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Nope. Also on a happier note (...), hurricane is getting nerfed in PvP and they announced the Patron Powers for CoV...
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Hurricane wan't that big of a deal in PvP. Plenty of powers and AT that can totally ignore it.
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Why. Do. Stalkers. Get. A. Snipe.
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According to Castle Stalker Snipe + Crit < Blaster Snipe. So meh... -
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You could add more a chance to detoggle for Hurricane. Especially with the ineffective web and stun grenades and the EMP glove. Melee's can barely touch hurricane people and the jump and try to punch them to knock the toggle off is sort of ridiculous. Make Hurricane a click like you've done to Instant Healing, Phase Shift, and Quantum flight. I mean having someone just stand around with hurricane the whole time and do only that and not be touchable is a bit overpowered. Especially when you have like 10 people around them tryin got touch them and can't.
P.S. I'm not responding to any "NO! I don't want to be nerfed like so many other people because I like my overpowered power just the way it is!!!" My only post in here.
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The bottom line to Co* PvP is that not every player will able able to defeat another player. Defenders with Hurricane might be nigh unbeatable vs melee players, but vs ranged? BU+Aim+Snipe FTW. Just because your character can't beat that particular character doesn't mean that his powers or your powers need to be changed. It can be an elaborate game of rock, scissors, paper. But sometines ol' paper will have a sledge hammer to use against scissors every now a' then.
P.S. And I really don't to see kludges like toggle-dropping be used to balance out PvP combat. It was a bad idea to begin with and I still think it' a bad idea. -
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I love Barrage.
Fast power.
Good DPS.
Great animation.
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Barrage is horrible DPS. What kind of evil crack are you smoking?
Even within its own set it's horrid. Look at these numbers:
Barrage: 1.41 BI per second
Energy Punch: 4.87 BI per second
Bonesmasher: 3.04 BI per second
Energy Transfer: 12.6 BI per second
Total Focus: 2.99 BI per second
It's the worst DPS in the set by far. The next-worst power is Total Focus, which is still over twice the DPS of Barrage.
~Gabriel
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BTW Stun is by far the worse power in that regard. DPS isn't everything in a power. TF is a Mag 4 10 second Disorient. With the right slotting, you can chain stun a Boss, in addition to the massive damage. -
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Ok, here's the scoop.
Heal Self is not affected by AT Mods directly any longer. I'm not certain when this changed, but it was before 9/21/2004. The Heal Self Table is now a straight 10% of the AT's base (unbuffed) Health. So, Tankers still see a greater effect from a Heal Self of even scale than a Blaster or Defender because their base health is higher.
So, these values ARE correct.
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A level 30 Tanker using an unenhanced Healing Flames gets 178.5 health. With 2 SO's, that would increase to 296.31. 178.5 is 17.5% of a Tankers health at that level. 296.31 is 29% of a Tankers health at that level.
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I have not tested Aid Self, but i have tested and analyzed Reconstruction vs Healing Flames.
They do not yield a better benefit to the tanker for having higher HP, actually, they give the exact same benefit to both, as 25% of a scrapper base HP is 17.5% of a tanker's base hp.
I have also not tested it personaly but i have been confirmed by various peacebringers their self heal in dwarf form actually gives then 25% of their dwarf form hp.
So, bug or no bug, changed or not changed, will it remain at 17.5%? Do you actually think its right for it to be so?
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Somthing is out of whack. PB's Reform Essence and White Dwarf Sublimation, Regen/Reconstruction heal a 25% of base Health every 60 secs. DarK Melee/Siphon Life, Warshade Essence Drain and Black Dwarf's (Drain) attack heal 10%(?) of Base Health every 15 seconds. That's seems to be consistent accord powers and ATs. 25% for Self-Heal and 10% for a Drain type attack.
I seem to recall of my observations that Healing Flames healed a min. of 25% of Health. And Fire Tanks friend of mine had remarks about the difference in Healing Flame between the past and now. Something seems to have changed recently. And much later then Sept 2004 at that.
Note: And in regards to the Kheldian Dwarves and Healing. AFter I4, Dwarf's Health was boosted to Base Tanker Health levels while in Dwarf form. (Before I4, Healing was 25% and 10% respectly for White and Black Dwarfs). But the Healing powers weren't changed to reflect the increased Health. We didn't know if it was intended or a bug. It turned out to be a bug and was eventually fixed. Respite type Inspirations are still bugged. They only heal based on the human form HEalth and not the Dwarf form Health. -
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doesn't ET use the same animation as Power Thrust? (think that's the power name...) and Stun uses the Slash(?) animation?
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Yes to both. ET is the quick outward Palm thrust, and Stun is the slowish fist and body being drawn back for the blow. Everyone would recgonize Stun as that slow drawn out attack that Tsoo Red Inkmen use. I mean who hasn't had their knoggin's rung a couple times by Red Inkmen? -
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So, who thinks the Arachnos Flier could be the CoV version of Hammi?
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Well after reading the acticle also, I think know the answer. Recluse has put a single Flyer down in what they call the Gutter to kill anything that lives to control the uncontrollable things down there. So I think it's the Giant Monter for the zone. -
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So, who thinks the Arachnos Flier could be the CoV version of Hammi?
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Nah. I think are just going to be Boss or Elite Boss type foes. I think the Hamidon type content is going to be the Web Crab Spiders. I saw a super-sized one that the group as fighting. If that is an EB, I'm guessing there are bigger threats up to a Hamidon level somewhere in the zone. Possibly the special event for the zone. -
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57 seconds in it looks like a character does a knockout blow (the uppercut motion, right?) but his fists have some kind of light around them... electrical charge perhaps?
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Nope. That's classic Super Strength/Knockout Blow. It's even got the wind up. So the Tier 3 Thug is looking to be a SS/?(Invuln maybe) Brute.
The E/E Brute has the Red SFX. The Electric Melee set looks more like a stylist combination of Spines and some Blaster type power sets. He definately has a range attack like Impale. He's got that Call Light from the Sky AoE and he's got an AoE that appears to be a blast set Nuke power. Hrm, now that I think about it, Electric melee sounds a very similar to the CoH Peacebringer Primary Power set. it's got a a complement of shorter ranges ranges attacks, 3 heavy damage melee attacks, 1 non-Nuke type psuedo-PBAoE attack (Photon Seekers), and a Blaster Nova type Nuke. Electric melee might have less ranges attacks to make it more melee focused. But it's certainly going to be an interesting set to play. -
Oh, what the hey... Fuzun's bio is a bit long to post, but here is the link to his bio on our SG web site.
Fuzun's Bio
PS. And you only think you know the origins of Crey's Paragon Protectors. -
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Since CoH and CoV badges are the same, why doesn't CoV have a version of the Transmogrified badge from CoH? You get that badge after completing the respec trial once (no matter which of the three incarnations you do), and it doesn't change no matter if you've used a respec or not. Why can't that badge be awarded to Villains and then have Arbiter Leery key off of Transmogrified?
It makes sense to me, but there must be a reason this isn't the way it's set up.
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I doubt the badge and respec systems work differently between Coh and CoV. So...
Have you considered there are acutally 2 badges with exactly the same graphics and text. They both look like the Transmogrified badge.
The first is given after the respec trail is complete and you select the respec as the reward. This badge unlocks the given respec. Once the respec is used, the first badge is taken back and the second badge is rewarded. The 2nd badge signifies that you complete the given respec trail and used the respec. This prevents you from getting the same respec again. -
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I would only want Repulse on a Brute if the knockback scaled according to your Fury level.
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Would depend on my build, my DM/EA would skip repulse, it's hard enough to keep them together in a team with knockback for the high efficiency of things like SM, DC, SD, and ED
4 powers that rely on closely packed mobs for max effectiveness means no repel for me thanks. Maybe on other combos it would be a better choice though.
I haven't fiddled with my /ea stalker enough to tell - but you'll notice that none of the stalker sets have stealth aside from Hide. If /EA for stalkers had EC, it would be the de-facto set for staking Hide+EC+Stealth to avoid perception.
Conceptually, EC is a better fit for stalkers, but they get Hide as one of their signatures - replacing the stealth power made the most sense for balance.
That said, don't expect to see cloak of shadows in DA for stalkers either.
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You misinterpreted what i was saying. I never meant to convey the idea of giving Stalker EC as well. I was saying that the feature of EC being that the stealth never supressed in Def and also always mitigate aggro very effectively is what SHOULD be in Hide. A Brute really does not need this feature. A stalker NEEDS it badly for PvE. And why they gave Brute this feature in EC but not Stalkers in Hide absolutely baffles me. I mean then at least it would make up for the fact that when stalkers need to run from a battle and they slip into hide the enemy can still see and tgt you knocking you out of hide. With an EC feature built into it? This would almost be acceptable. Right now? It is not.
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Well a Stalker's Hide power isn't Stealth class stealth power it's an Invisibility class stealth power. Very few things can see though it. IF you stack Stealth with it virutally nothing can see though it. The big reason for "everyone in the room come running" for Stalkers comes from their massive burst damage from AS and Crits. In beta this problem was much, much worse than it is now. The players discovered it, the devs finally were able to duplicate the problem and the put in a fix for it. The issue is that the massive damage acts like a huge provoke/taunt. My guess is that it affects a bigger area then the general aggo/perception range when damage is huge. I for one would love to have Stalker level damage for my /EA Brute, but then why would be need Stalkers in that case.
It seems to me that the unsupressed Stealth (and DEF) for EC for /EA brutes is to make up for no Health boost or self-heal powers in the set. Limiting the number of mobs that aggro on a Brute is as effective as Dull Pain or self-heal. And it's limited in that doesn't work all of the time. (A wanderng mob of another spawn an aggro on you if it get's close enough). -
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I am curious, I have the same problem with being unable to hit Night Widows - this is with Two SOs of acc in a single target hold, I simply can NOT seem to hit them with any of my "attacks" that have just one SO of acc in them.
I know the "mobs" don't play fair, but if my Smoke has a crappy amount of acc debuff in it, they shouldn't get elude lvl defense out of theirs.
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They don't get Elude level defense from their Smoke Grendes. They have a high DEF and Stealth to go along with it. That is why you can't hit them. -
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Ooo hey cool, I'm in there!!! That's what I get for hanging out with Windy
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Oh, so am I. Actually I got two cameos. It's true! If you look at the scene of Ruladak shooting off his nuke, I'm near his left foot punching his big toe. Sure you have to squint a bit. But I'm there. -
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For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion.
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I'm so excited! My Tier 1 henchmen on my Robot/Force Field Mastermind always died extremely easily. Casting force fields on them only marginally improves their survivability, since they are -2 to even-con enemies anyway. Considering I usually fight at +2 or +3, even enemy minions would two-shot them and mostly ignore their shields.
This will be a pretty MASSIVE buff to this particular Mastermind build. I'm glad it's being done -- my Ice Tanker thanks you -- but I'm concerned about the effect on a Bots/FF Mastermind. I rarely lose a henchman as it is... though the Tier 1s die easily, smart tactics can prevent their engagement in favor of the Assbot. I suspect that, with this change, "rarely" will become "almost never". Considering that my duo partner when hunting level 40 CoT in Nerva called playing with my MM "riding the gravy train of XP" the other night, I'm slightly worried...
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I've got a level 40 Robotic/Traps MM. I already "almost never" lose a Battle Drone. I generaly only lose 1 Battle Drone if I let my attention lapse and Drone decides to solo a Boss via Melee combat.
And to counter the XP gravy train comment, try taking on a +0 Succubus with your Bots. That almost never lose a Bot becomes almost always loses all but one Bot. (Especially when they have Air Thorn Casters and they Gale my Seeker Drones away so I can't debuff the Succubus which proceeds to turn my Bot into junk and my Caltops and Acid Mortar proceed to target me their Creator and Master!.. ahem. Can you tell I really don't Succubi?) -
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I'm not too pleased about the idea of them buffing the bosses accuracy in a way that will decrease for the defense set, but the other majority of sets will only be getting hit by bossess more often now.
Just what we need, more hits without the defense to withstand it.
Bummer
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Huh!?!? This change nerf's bosses in regards to +DEF. The change has no effect otherwise. If you have no +DEF, you will be hit (or not) just as often just as often as you are now. -
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It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.
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Consequently, doesn't this make Mastermind's ability to give their henchmen inspirations a bit pointless? Since, they could just pop the inspiration and give the benefit to all their minions?
Well, except for single instance inspirations (Respite, CAD, Break Free sorta).
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I don't think that the change will effect "true" pets/henchmen. Having a MM pop a bunch of Enrages which would buff all of their henchmen, would be insanely overpowering. Even I would want me nerf'ed in that case. -
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We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).
[/ QUOTE ] Um...what does this mean exactly?
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* doffs developer hat
"We just received tech" translation "The coders finally figured out a way and implemented said thing without having the server come to a grind halt, without having to spent a bazillion hours recoding the entire gaming engine and without having to sacrafice too many body parts...however they still have to wave a rubber chicken over said game servers"
And said thing is buffing things like the Blizzard "Nuke" and Tanker Burn patches with Build Up, Aim, et al. -
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I understand the sentiment, but I forsee a likely outcome I am strongly opposed to: that having a healer/buffer requires a counter aggro magnet for that character to survive.
I see nothing about current conditions that warrant even risking that outcome.
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I agree. Heck no. We should never move towards needing any certain AT in generaly team play. We've already seem to have it with Tankers. There is no need to inflict that on a Defender. (That would be a lovely situation. A Defender and Tanker needing each other on a large team. bleh!) -
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Castle said specific the steak breaker only appied to Players. Pet can be considered just an extention of the player. Ergo, I'm pretty sure that 'critters' are pets.
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I can't find him referring to the Streak Breaker not applying to enemies. I can find him, however, stating that :
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Sorry my holey memory did it to me again. It was in a PM pohsyb to da5id that da5id forward to me. -
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One question. You say it works for critters too, does that mean it works for enemies? Or just us and pets?
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Castle said specific the steak breaker only appied to Players. Pet can be considered just an extention of the player. Ergo, I'm pretty sure that 'critters' are pets. -
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Ok, I do have a question. I play a SS/Invul Brute, but I've never gotten my fury bar 100% full. I've gotten close, but never full. Does anything happen when you hit 100%? Like big SMASH! letters above the damage like Critical or Domination?
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IIRC, above a certain point, your own attacks add less to the Fury Bar. So it's very difficult to actually increase Fury on your own. But you can easily keep your Fury Bar topped off. You need mobs attacking to help push you over that hump to get a full Fury Bar.