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Not only that, there are nice people on both sides of the fence as well. I personally don't like PvP; I'm pretty much a pure PvE'er. I've tried it one or two times, and it never really clicked for me. So, these bug fixes wouldn't impact me in the slightest. That said, I think these bugs should be a very high priority, because I can understand the frustration with something you like doing not working so well.
For example, my cable modem was wonky for a while, in that if both my wife and I were playing, it would boot us off every half-hour to hour. This made some missions very hard to complete. Until I fixed the issue last week, it was getting really frustrating, and was kinda turning us off to the whole game. So I can empathize with the PvP'ers that must be feeling really frustrated with these bugs. -
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No, they're not. If people would just make the Dev Digest their FIRST STOP when they visit the forums it would eliminate a lot of confusion. Not all, of course, and of course the Dev Digest only compiles Dev posts once per hour, but it would help quite a bit.
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I certainly agree with that, but I just can't imagine posting on a thread without even skimming the whole thing. I don't like posting without getting all the facts (read: people's opinions) first (hence my low post count), but I can understand not wanting to take all that time. But not even skimming the thread? How do you know that your question hasn't already been answered and you're not actually making yourself look kinda foolish? Are people really that lazy? -
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Subscribed time would be a better term.
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Blech. So much for actually being a game Veteran.
Should call it "Billing Veteran Extra $$$ Sponge Awards" then.
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How would you determine who is a game veteran? I might think that someone who's studied powersets in depth (ie, Arcanaville) would be a veteran regardless of the specific number of hours she's actually logged in the game, whereas a person with ten level 50's might still be a complete noob - hell, you could just sit in a mission for a month and get plenty of "in-game" time. I personally prefer the subscribed time because it is really rewarding game loyalty, rather than how "good" you are at the game. I suppose it doesn't hurt that I have 27 months on my account, though.
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Why has this question been asked so many times in just this one thread? I thought Cuppa's two posts in here made it very clear, yet just after her post, the question was asked again.
I'm not ragging on people, I seriously want to know - are you all just not reading the thread? -
The PM I recieved from Castle today confirms the general statement - though it is correct that if an attack can accept a range SO, it will be affected by a Centriole.
What I was remembering was that these powers are all on the Melee damage table. I mistakenly assumed that since they are on that table, no range enhancers would affect them, and that they were also classified as melee when calculating defense - that is not the case. Some melee damage table attacks accept range (Impale, Laser Beam Eyes, etc) and some do not. Some are classified as melee, some are classified as ranged, and some are AoE in terms of defense, but they are all on the melee damage table.
The note is perfect regarding centrioles. -
Okay, yeah, I think you might be right. If it can take Range SO's, it will be affected by a Centriole. However, my point still stands. Melee attacks, even though a Centriole can be slotted in them, will not be affected (spine burst and dragon's tail to be ones to watch out for then, since they're aoe, people might think you can increase their range).
Perhaps even a general note saying that if a power does not list being able to use an attribute from a Hami enh, it will not be affected by that part of the Hami enh. Of course, then there's the exception of tohit buffs and debuffs acting like each other and defense buffs and debuffs acting like each other. -
Slotting a dam/mez into Eagle's Claw boosts its disorient, but according to the enh screen it also boosts the hold, immob, sleep aspects... even though it only has disorient, and will never hold, immob, or sleep a mob. The fact that it says it's boosting range on the enhancement screen merely is a reflection of the fact that you have a range-boosting enhancement slotted in the power. Technically, you could slot a centriole into any melee power, since melee powers take damage enhancements, and it would tell you that you're boosting the range. But you aren't, because melee powers' ranges cannot be boosted. Impale, hurl, hurl boulder and focus may, as I said, be exceptions. I somehow doubt it though.
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If Impale takes range enhancements, I may be wrong about that specific power. I remember something about all tank/scrapper attacks being classified as melee, whether they have a 20 foot or 5 foot range (though I could be wrong on that). There's this post by Castle, which confirms my general statement. Impale and other powers like it (hurl, hurl boulder) may be exceptions, but I'd like independent confirmation of that.
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Tank - Stone Armor
Nucleolus - none can use more than one attribute (Mud Pots might, I'm not sure if they added in an accuracy check for PvP)
Centriole - none can use more than one attribute
Peroxisome - none can use more than one attribute
Endoplasm - none can use more than one attribute
Lysosome - none can use more than one attribute
Enzyme - none can use more than one attribute
Ribosome - Brimstone Armor and Granite Armor
Microfilament - none can use more than one attribute
Golgi - Rooted, Earth's Embrace
Membrane - none can use more than one attribute
Cytoskeleton - Rock Armor, Crystal Armor, Minerals, Granite Armor (all def buff/end red) -
You might want to make a note under Centriole that the range portion of melee attacks cannot be increased. For example, Impale from the spines set is classified as melee, even though it has a range. A Centriole in that power will only boost the damage, not its range.
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Ah. I thought that the "untyped" referred to smashing vs. lethal vs. fire, etc. I didn't know it also applied to melee vs ranged vs aoe. Though part of me says there's something wrong with that. Hami's attack is very obviously AoE (many a raid wiped out by gaining Hami aggro).
What about Mito attacks? Are they untyped too, since they're Hamidon class? -
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hamidon does not have much defece at all.it is very easy to hit him.however he takes next to no damage from pretty much anything.he also has a butload of health and a scary regen rate.
i dont imagine this will change hammy all that much.
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But that's not the reason it won't change Hami all that much. It's because this change only affects critters' accuracies, not our defense. It has no bearing on how hard it will be to hit a critter, regardless of whether it has defense or not. I'll second Arcana's petition - the name is going to be very misleading for a lot of people who don't obsessively post about (Arcana) or read about (me) these changes.
Though, one thing that might be interesting is depending on Hami's acc numbers, defense based sets may be able to make Hami miss once in a while now. That is, if they even changed his numbers, he may just have insanely high to-hit and acc regardless. -
As long as you aren't used to flooring everything in existence (read: don't have high enough defense to tank AV's in I6), you're going to be A) happy with this change.
This is a general buff to defensive sets. In limited situations, the way the mathematics works out means that certain people will get hit more - and I think that there's only one situation where this needs to be addressed - MoG. Everyone else (SR, for example) can handle it because of the general buffage. -
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Any of these work great for Fortitude for Empaths:
(2) Enzyme Exposure - Increase ToHit and Defense Debuffs, and Endurance Reduction:
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Not so much other than the endurance.
When it says Debuff, it means for both aspects. In this case, the ToHit and Defense debuff are BOTH being increased.
Fortitude is a +ToHit and +Defense; you'd only be using the end reduction attribute in fortitude with this Hami-O
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Actually, there's something about Hami-O's that allows to-hit/defense buffs and debuffs to act identically. This same effect happened with End Recovery and End Drain enhancements. They combined them into End Mod enhancements to reduce confusion. So if you want a tohit buff and end reduction, you can either slot a cyto or an enzyme. -
No, that's not how it works. Let's say you have 15% def to S/L via a power like rock armor. You also have 10% def to melee/ranged via weave (numbers chosen for simplicity). If a melee smashing attack comes your way (under the old system), you will have 15% def towards it, because type defense does not stack with positional defense - and the larger of the two def values is chosen.
Under Statesman's new system, weave will now have def to S/L as well as melee/ranged (I'm assuming he's going to use the same def value for S/L as he did for M/R), so with 15% S/L def from rock armor and 10% M/R,S/L def from weave, you now have 25% def to any S/L attack, and 10% def to any other type melee/ranged attack (ie, you have 10% def to a ranged psi attack).
Don't feel bad if it's difficult - this gets confusing real quick, which is one real downside to this system - I happen to agree with Arcana. Defense (if specific numbers are not going to be provided for us) should be intuitive. I should know, without doing any math, that turning on hover will help my defense (as long as the tohit floor hasn't been reached). At this point, we don't know that (at least not intuitively).
(EDIT: yeah, what Arcana said in her second post)