Hopeling

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  1. Hopeling

    TW for me?

    TW's mechanic isn't really a combo system. You don't have to press X followed by Y. Any of your powers will grant Momentum (ok, except Follow Through and Whirling Smash, because they can only be used when you already have Momentum), and any of your powers will be sped up by Momentum. It's much less "execute a certain combo, repeat" and much more "you have Momentum, hit them a bunch before it wears off." Plus there's Build Momentum, which lasts twice as long as normal Momentum and removes the need to open with a slow attack.

    Ultimately, nobody can say for sure if it's for you, or if you will like it. But I don't think it has much in common with DB/SJ that you disliked.
  2. You gain Momentum before the attack lands, and it seems to apply even if the target dies. So even if the first attack corpse-blasts, they get to use their fast attacks anyway. And failing that, or for leading in quickly, there's Build Momentum.

    I haven't played TW enough yet on teams to say with certainty that it's a non-issue, but I just don't see how it could plausibly be a problem.
  3. Hopeling

    Crit Change?

    The power description is incorrect, and missing the other crit tag, but it is clearly still in the code because I am still getting crits against Lts and higher.
  4. Quote:
    Originally Posted by Oedipus_Tex View Post
    I agree to an extent, although I think "literally" is often not directly interchangeable with "figuratively." A statement like "I've figuratively been to hell and back today" has a different tone. I actually can't think of a word to replace "literally" in that sentence that indicates that the speaker is aware that the statement is technically false but so extreme as to be almost true.
    I think "really" or even maybe "seriously" carry the extremity of the statement without saying that it is factually true. I dislike "literally" being used for this because it cuts into the normal use of the word, when using it to say "this thing that could be taken as a metaphor/exaggeration is not actually one." If either meaning is correct, it's sometimes hard to know which one the speaker intends. Going to hell and back is obviously metaphor, but using it with a phrase like "makes me want to kill him" is potentially not.
  5. It did leak briefly (only for a few minutes I think), several weeks ago. A few players purchased it before it was taken back down, and they were allowed to keep their characters. A few weeks still seems fast for 900+ badges, although I'm not a badge person, maybe that's normal if you're dedicated to it.
  6. My Mace/SD soloed his way to 50 doing normal missions in about ten days real time. It's a very powerful combo, and I like it more than the Fire/SD I played a while ago, although that was also a great character.
  7. Unless my memory is playing tricks on me, I'm quite sure I've clicked glowies with Afterburner.
  8. Staff Fighting has been known for a while. It was officially announced/confirmed for i22 at the Plummit, I believe. There's a video of the powers on Youtube.
  9. As I understand it...

    Defensive Sweep: 2.20/1.30
    Crushing Blow: 2.00/1.30
    Titan Sweep: 2.43/1.30
    Follow Through: 1.00 (not usable without Momentum)
    Rend Armor: 2.30/1.30
    Whirling Smash: 1.00 (not usable without Momentum)
    Arc of Destruction: 2.70/1.50

    Numbers without Momentum (plus FT and WS) are pulled from power info. Numbers with Momentum are based on a post from beta where someone timed them in a demorecord or something and found that all the powers except WS and FT were 1.3s; Arc of Destruction was increased by .2s later in beta. Since it was just a player's testing they might possibly be slightly inaccurate, but my observations say they're at least close.
  10. If you must skip one attack in TW, I'd go with Titan Sweep. If you must skip a second, Crushing Blow.

    I would rather not skip either of those while leveling, though.
  11. I got a radio mission that sent me to the AE mission entrance. This time it was in Faultline, but I've had it happen to my other characters a couple times before in Peregrine Island as well. I can't imagine this is suposed to happen. Here is a picture:



    I haven't noticed anything specific that causes it, it just seems to happen randomly on occasion. I kind of want to take this image and write up a scathing in-character opinion article about how both heroes and police can't even tell the difference between fiction and reality. Well, fiction-reality and fiction-fiction, that is. Or perhaps the people on the police band are playing an elaborate prank on the heroes. Or it's just a Nemesis plot.

    I'm not sure what other info I should or can provide to make this a more helpful bug report, but I couldn't find any other posts on the topic.
  12. I haven't seen that recently, but it's an old (type of?) bug. Happened to me once briefly before Going Rogue, and all the enemies were replaced with Praetorian Clockwork! That was exciting and mysterious, since I hadn't seen them before.

    Gun Turret Land sounds less interesting though.
  13. Quote:
    Originally Posted by Dz131 View Post
    do simply attacking with TW generate enough fury to keep your bar up? I'm asking because it seems it's really slow.
    Seems really slow looking at the animation times? Or seems really slow in actual play? The animation times in power info are the cast times without Momentum, but after each slow attack you can use up to 4 fast attacks (Momentum cast times are all 1-1.5 seconds). Not to mention Build Momentum, which gives you a full ten seconds of fast attacks. Playing around with it at level 50 on beta, I found it to not be very slow at all. It certainly won't have trouble with Fury; since GR, I'm not sure any brute has trouble building Fury.
    It might seem somewhat slow at low levels before you can make a whole chain of TW attacks, but that won't last long.
  14. Hopeling

    Rage Defense

    No, 750 points of healing did not put him back to full, it put him at 80%. +hp actually acts a little like heal resistance: you took 1000 damage, but would need 1250 healing to get back to full because you were at 1250/2500.

    If you start at 1000/1000 and take 100, you'd be at 900/1000 (90%), then your max hp increases by 50, so you're at 945/1050, not 895/1050.

    Your regen in absolute hp/sec does improve while the +hp is active, but every tick of regen is still 5% of your max health, so if the +hp goes away, it will automatically adjust each tick gained to 5% of your new max health. Again, it acts almost exactly like a resistance buff - it takes more enemy damage to undo each tick of regeneration, but only for as long as the buff is active.

    Edit: Note that when I say +hp sort of resists heals, I mean actual heals, the kind that make green numbers appear over your head. Regeneration still works fine because it is a percentage of your maximum health. Similarly, +hp does not help you against attacks that deal a percentage of your max hp, like Disintegration in Keyes. In that particular example, +hp actually works against you, because you need more green insps or more points of teammate healing to recover from each Disintegrate tick.
  15. Hopeling

    Rage Defense

    Where's the 105 damage coming from? I thought we had a character at 100 hp out of 1000, whose max hp then increased to 1050... can you clarify?
    How much current hp does the example character start with, out of how much max hp?
    How much damage does he take?
    How much does his max hp then change by?
    I'll make up an example: character is at 2000/2000 hp. He gets hit for 1000, reducing him to 1000/2000 hp (50%). His max hp then increases by 500, to 2500. His current hp changes to keep him at 50%, so he ends up at 1250/2500.
    Let's say he then heals 750 hp, putting him at 2000/2500 (80%). His hp buff then ends, dropping him back to 2000 max, and so his current hp changes to 1600 because 1600/2000 is 80%.

    Dull Pain is a poor illustration for this because it has both a max hp buff and a large heal. Powers like Frostwork or One with the Shield are easier to observe.
  16. Well, there's always Crushing Blow instead. I'm a little iffy on the value of Defensive Sweep for typed defense sets anyway, since it only boosts smashing, which gives you sort of a lethal defense hole. Crushing Blow does have the advantage of being the fastest TW power without momentum, so it's the fastest way to get your momentum started (except Build Momentum, of course).

    I don't know specifically about /EA on trials, but with softcapped defense plus some extra from Energy Drain to push you closer to the trial-softcap, I should think you can be pretty effective even without the res from Barrier.
  17. Quote:
    Originally Posted by Psiphon View Post
    The reason is that people keep putting forward the argument that, "because Tankers have a damage secondary they aren't meant to deal alot of damage"
    I'm not sure I've seen anyone put that reason forward in this entire thread. Primary vs secondary isn't the issue. Dominators get their attacks from their secondary, yet have higher damage scales than Corruptors, who get attacks from their primary.

    Quote:
    Originally Posted by Psiphon View Post
    So my question is "Where is the justification for Brutes and to a lesser degree Scrappers being able to deal alot of damage while being able to attain very good survivability while a Tank isn't allowed to build for damage?"
    Brutes and Scrappers can do the most damage while having high, but not Tanker-level, survivability.
    Tankers can be the toughest while having good, but not Brute-level, damage. After all, even if we account for a 10% crit rate, a tanker still does about 2/3 as much damage as a scrapper based on their damage scales, before considering Bruising. boppaholic's attack chain thread, further down the front page, has some sets breaking 200 DPS single target, so "a Tank isn't allowed to build for damage" just isn't true.

    As often as people in this thread have thrown around that Brutes/Scrappers are effectively just as tough as Tankers because they still never die, it simply isn't true. It's not true at lower levels, and it's not true at the highest levels like Incarnate trials. It's only really true in the low-difficulty high-level content, where characters run around with complete IO builds and Incarnate powers and nobody at all is in much danger, especially the guy with a whole power set devoted to keeping himself alive. I'm sure there are scrappers or brutes who can solo crates in Lambda with their eyes closed and feel no danger, because there are always outliers, but so far my /Inv, /WP, and two /Shields are quite capable of dying if I don't play smart and make use of every tool at my disposal, including my insp tray and Eye of the Magus. Meanwhile, the tank I've taken through trials pretty much laughs at their feeble attempts, and mostly uses his Rebirth to save teammates because he rarely needs it himself.
  18. Hopeling

    Rage Defense

    Why does the pseudo resist end? Your 66% hp is worth 1000 hit points, instead of the 667 hit points it would be worth without the hp buff. I'm not sure where you're getting 47% from, either.

    Increased max hp acts as resistance against FURTHER damage taken. It doesn't really do anything against damage you've already sustained.
  19. Hopeling

    Rage Defense

    If you're at 100/1000 hp (10%), and your max hp increases to 1050, you will still be at 10%, so yeah, 105/1050. When you have nearly full health, you'll gain almost as much current hp as max hp; when you're at low health, you'll gain/lose very little current hp due to max hp changes. I'm not sure which part of the numbers you're using is supposed to be the damage taken.

    With the way the math works, changes to maximum hp are actually very closely comparable to increased resistance.
  20. Hopeling

    Stacking holds

    Fortunata Scramble Thoughts is mag 4, although that's a stun, not a hold. Soul Transfer is a mag 30 (!!!!) AoE stun, but of course you have to die to use it. Rise of the Phoenix is a mag 4 stun, again with the requirement to die first. Ion, Pyronic, and Cryonic Judgements have mag 4 holds or stuns in the Radial tree. There might be some others. Most have very long recharges, though.
  21. If the Rikti (modified humans from another dimension) count, why don't the IDF, who are also modified humans from another dimension?

    I'd like an actual alien threat in the first place, rather than humans who look kinda like aliens. And the Battalion may soon deliver.
  22. Quote:
    Originally Posted by Captain_Aegis View Post
    how much agreement is there on the following two suggestions:
    Based on the discussion from this thread, very little.
  23. Willpower, despite the name, doesn't have capped psi resist, even when using Strength of Will. Energy Aura doesn't get capped energy resist. Regen doesn't have capped toxic resist, even though regeneration traditionally renders characters immune to toxins in comics. So, Dark Armor is not alone in this regard. Why should it need capped NE resistance? Dark Armor is by no means weak.
  24. Wheee, purgatory sword. Man, I haven't played low-level red side in forever.
  25. I think it's interesting people cite Superior Conditioning as a point in favor of Brutes. I consider Conserve Power significantly superior for endurance management. It is one more click to keep track of though, I guess.