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Posts
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Joined
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Im with Qui. It would be nice to be able to pick Incarnate settings for high end TFs. What would the incarnate settings be? My thoughts are:
-Only 50+ allowed.
-All mobs 54.
-Mobs that would normally spawn as minions would bump up to Lts.
-Mobs that would normally spawn as Lts bump up to bosses.
-Keep level cap of 50+1 (Lvl 50s have done the most difficult TFs vs Lvl 54s so no need to make that part easier)
-Put option for random table for incarnate salvage as one of the rewards.
-Have threads drop from mobs.
-Have A merits drop at the end as well. Lets face it, a good team can plow through a BAF in less than 15 min. Would it really hurt to toss out 5 or so A merits on an ITF or LGTF that take 2-3 times longer? This would be instead of regular merits so would have to be chosen by the player. Or from what I have read, we may be able to turn merits into thread anyway so that may be moot.
Although this is a catch 22 because the time getting this stuff set up is time taken away from adding more actual Incarnate trials. -
So when both of them are right on top of each other use only my single target damage attacks and turn off my taunt/damage aura and don't taunt as a tank or brute. Yea that is a great solution.
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Recently on several BAF trials I have been getting held because I get 3 warnings. Not a big deal if you get the 2 warnings then back off so if you do get held you don't take everyone down with you. However when both NS and Siege are up and you have 1 warning, you can get your second warning from say Siege then a second later get held by NS. This gives you no time to react and everyone tends to get upset at you because they seem to think you can prevent being held 100% of the time.
What I am asking for is a 10 second delay between the time each warning or ring is applied. You could even keep it so I still end up with 2 warnings within seconds of each other, but the second one does not show up until 10 seconds after the first. -
Woot now it will be so much easier to mess with costume contests with ice shields.
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Quote:Well we have to push this build so we can see what is in the build. Then we can change what we need to later.The current "broken" state is MUCH closer to intended power level and does not break the game like the previous broken state. Therefore this change had to be pushed live while they try to figure out how to make them AoEs again. Plus, there were likely other important changes in this patch that had to go live.
While unfortunate that it is single target in rains/patches/auras, the overall effect of Interface is still very good. This change does not break any concepts nor destroy any builds nor does it make the game a joke. Putting it live was the only responsible thing to do. -
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Quote:To be fair, it did make the game a joke for those that had rain powers. Not that I am for the current nerf. Yes I said nerf. Making it work like a proc was slotted in each damage power so rain powers, caltrops and such would have a chance to hit everything in the radius every 10 seconds would be a fix. Making it so only 1 target is hit is a nerf.Leaving it as it was wouldn't have broken any concepts nor detroyed any builds nor did it make the game a joke. Putting a 'fix' into the live game with a bug already in it, is a joke.
So you nerf something and get everyone upset, then when you actually do fix the problem that you should have caught several months before, you look like a hero for giving everyone a buff. How to screw up but look good 101. -
Yea, being able to track it would be nice. Sure you get the notices in the rewards window, but I like to have the help chat up instead. Just not sure why so few would want to be able to cary more tickets. I can earn more slots at WW/BM. I can earn more recipie slots. I can earn more salvage slots. What is the problem with letting me earn more room for tickets?
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Just asking for a QOL improvement. Mainly because Im just really good at not paying attention to the number of tickets I have and tend to not notice until Im full. Sometimes long after Im full. I check every once in a while but it seems whenever I check Im at 9999. So would be nice to be able to go a bit higher and not have those tickets wasted. Then perhaps when I check Ill be at 12582 or something and get off my butt and use them before I get to the cap again.
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Even if I have to pay 9999 tickets to get a bag that holds 1k more I would do this 10 times to double my storage space.
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yes there is a cap, no you cannot get there on your own
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Very much yes for me on this too. I love villian side and if I want to level a hero AT, the earliest I can get them over is 20. At that point, if I want all the HP and End accolades I have to find someone to run the first couple bank runs. Sadly that is much more difficult that one would think.
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Quote:Are you implying that drop rates should change because peoples perceptions are incorrect? At least we can relax soon, because there will be 3 bits of content to run over and over and over......Unfortunately there is only one sample size that really matters: the one the player actually experiences. If you run the content 200 times and don't get the salvage you are looking for it doesn't matter if the odds were 50% or .0005%. You may not be in a position to judge how the system works, but you are in one to judge the tangible payouts it has provided you.
That is the dark side of random rewards as the main method of advancement; they're random, and some players are going to get unlucky by design. It is not unreasonable for people this actually happens to to have feelings about it, nor is it reasonable to say "Well your odds were the same as everyone else." To a player, it doesn't matter what the odds are if the odds never work out for her. It may not be true that some ATs get worse rewards than others, but some players do. It would be less of an issue if there were more ways to advance besides running the same two pieces of content over and over, but here we are. -
Hehe that is pretty much what I meant using far less technical terms. It made sence up here but leave it to Arcannaville to articulate it for me.
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Perhaps they are the same roll and half of them go to 100.00 and the other half go down to 00.00? Like rolling a D100 using 2 D10s. With PnP RPGs you cannot roll 0 so they are all treated as 100. Damn I feel old now.
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Actually made a build with soft cap def and exactly 170% global recharge. Just workin on finishing off the IOs and getting tier 4 ageless as currently the End suck is horrid witout cardio.
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Quote:Base damage 100%I love my SS/SD brute.
Its a very fun character: rage+shield charge+footstomp= AWESOME.
I dont have any experience with tanks, but I think SD/SS is a really good combo for tankers. Thats what I heard.
Also you get shield charge early, and there was something about damage cap that makes tanks really shine with this combo.
Slotting +around 100%
Double rage +160%
Fully saturated AAO +55%
Total damage 415% taken down to cap of 400% without any external buffs if you manage to get enough recharge to double stack rage.
Now granted, a brute can do the same thing and still has fury on top of it and will end up doing more damage, but this combo for a tank compared to other tank combos is what makes it shine.
Also it is far easier and cheeper to soft cap a Tanker Shield vs a Brute Shield so you can concentrate on building more recharge, meaning your heavy hitters like shield charge and footstomp are up faster compared to most SS/SD brutes. Granted the brute will still do more damage but the SS and SD combo for tanks is probably the closest in damage output when compared to their Brute counterparts. -
On my ss/fire brute I used to get a few uncommons, mostly rares and a few VRs. In fact I got more VRs before the patch than I got commons.
Now on that same toon I get mostly uncommons and commons and sometimes rares and only once since the patch a very rare. This is after running it around 30 times before and about the same after on the same toon. What does that little bit of info tell us? At most, that the devs stated there was something wrong with the way "participation" was previously measured and now seems to be closer to something that is random with more lower end rewards than higher end rewards.
You know, knida like salvage how you see more commons than uncommons and more uncommons than rares. Or recipie drops how you see more commons than uncommons, more uncommons than rares and more rares than purples. Or even on reward tables for random rolls for recipies. You tend to get more crap recipies, even though they are all rares, than you do expensive recpies.
It seems like too many people just don't understand random rewards and the insane amount of data you need to not only figure out the drop tables, but to figure out if there is some bias that should not be there. -
Quote:Actually with to hit there are 10,000 different results; 0.01 to 100.00.You guys can talk about randomness and sample size as much as you want. The number of MMs who have posted indicating that they get nothing but commons and Uncommons tells me that individual participation is a factor. It's not like we are talking about to hit where you can have 100 different results. There are only 4 kinds of components, and since a fair number of people seem to get V.rare and Rare, we know that the drop chance on them isn't tiny. Assuming that is true, then you really shouldn't get multiple players, especially of a specific AT, that never get anything better then an Uncommon. If personal participation only counted to get you past the threads only door sitter reward, then you would not get results like that.
The Devs who posted about rewards were not very clear IMO. The first post talking about it wasn't clear, then after much discussion the next post still wasn't clear. To be honest, I have to interpret that to indicate that they didn't want to be clear, for some reason.
just picking at nits. -
The 75% chance to do damage will do more damage than the 50% chance. How much more damage? About 25% more.
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As others have mentioned, whoever is the leader is not important. Everyone will adjust to whoever's mission is up. If it is sill yours then the XP should be the same. I am curious if someone else DC as well. XP is worse per kill with 7 people vs 8 on a team.
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Just that first area. 9.3mil is normal. Sometimes bosses like to run away at the end. Ceartainly worth the effort to wait a few seconds for them to come back. You miss 5 bosses, that is over half a mil right there.
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I use my own farm now. Spawn the mobs up front then hop to the back. I use my normal aoes like footstomp and burn on the stuff around me and Ice storm on the ambushes that just hang around in the front and that seems to melt stuff the fastest. 496881 if anyone cares about the number.
Just finished a run in 2:36 on an average of 3.58 mil / min. If you spawn the ambushes, jump back and fire off a couple footstomps before hitting rage, you can be done before rage even crashes
Reactive core makes a huge difference. -
Here is how it works, at least with non dot or rain powers.
You have a chance for up to 5 ticks of damage every time you do damage. 1 tick at the same time the damage is taken and 4 more ticks, each 1 second later. Each one of those 5 ticks has a 75% chance to hit if you are at tier 4. Effectively this means you have over a 99.9% chance to do "some" additional damage. 1 out of 1024 times you will miss with all of them. Meaning you have a 0.098% chance of not doing any additional damage. This much is fact and I have been able to verify with several tests on several different powers. Even if a power has 2 damage types like smashing and ice for example there will still only be a chance for 1 group of 5 ticks, per hit.
Now for the speculation. It seems that each tick of DoT damage also has a chance to have this 1 group of 5 ticks each time it does damage as well. However with the limited info in the combat logs, I have not been able to figure out the maximum number of times this effect can stack. It would seem 5 times since that is the max number of all the other incarnate procs but hard to say. I also do not believe that the effect stacks past a certain point even with different powers.
In other words if you have 2 rain powers at the same spot, one of them would probably just be adding its normal damage since the mobs in the area are already at the max number of procs. But if you were in, say an ambush farm and had 2 different rain powers going off on different groups, that could cause some pretty extensive damage. Again, just speculation on that part.
Edit to add other numbers for the curious. At 50% chance to proc, the chance to do no damage is 3.125%. Or to put it another way a 96.875% chance of some extra damage.
At 25% chance to proc it comes down to a 76.27% chance of doing some extra damage. So even at the low end, odds are good you will do "some" extra damage. Granted you will alwasy do more extra damgae with the 75% chance as more of the ticks will hit.