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Posts
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An old account that had applied a retail box code should have tier 2, even without any vet rewards. Every account gets 1 token to start, +1 for retail code = 2 tokens.
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LRSF has always been an alternate timeline, hasn't it?
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I don't think that's accurate. Dull Pain, Dark Regeneration, Energize, and Siphon Life are unresistable, despite not buffing resistance; Alkaloid IS resistable, despite having a resistance buff. Life Drain and Dehydrate are also resistable, but I can't think of any reason for them to be resistable and Siphon Life not unless it's a melee vs not melee thing.
It's damage strength buffs and resistance strength buffs that the game internally considers the same, iirc. That's why Nucleoluses buffed the resist of Eclipse, before the HO bug was fixed, and why resist powers in general are unaffected by outside buffs, so that red inspirations don't buff your resistance. -
Well, except that they gave the finger to the camera so that the propaganda photos ("see? look how well these Americans are doing in our lovely country") would be ruined, even though they were beaten for it once their captors figured out what the gesture means, and that Commander Bucher's forced confession says "we paean" (pronounced "pee on") North Korea, its people, and its leader.
They played along when it couldn't be avoided, but they also found ways to fight back. -
Is any server populated enough to consistently have 2 Talos Islands? I don't think I've ever seen it happen on Freedom.
Now, a rogue or vigilante might be able to summon him in Talos, then again in Sharkhead...
And yeah, better rewards for GMs would be cool. One idea I liked was that they should grant a buff to XP earned, so players wouldn't want to farm GMs to the exclusion of other stuff, but it would be worth stopping to fight a Paladin on the way to your next mission. -
Quote:Yes, the tohit bonus on the proc is very large. If it's too strong and they don't want to reduce the proc chance (for whatever reason), reducing the size of the hit and damage buff would also be a possibility. Although, really, I'm not convinced a high-but-not-guaranteed chance for a 5-second buff from a Unique rare proc in a longish-recharge power will actually need nerfing. It's certainly a huge improvement over the current 5% version, but the current proc is garbage.Trying not to take this off topic but I never looked at the stats behind it... that has a 40% to hit or 400 to hit before taking into account a .1 conversion?
Quote:5 secs? Your saying..the crash from DSR is FIVE seconds? And somehow..you dont see that as being a bit too good? (not you hope) I just..cant even reply to that. lol. Yeah cause 180% damage buff and a 5 secs crash..nah nothing wrong there...apparently!!
And the fact you say they wont change the proc from 95% chance per BU hit..again, speechless.
Since the i24 proc changes have not even started beta testing yet, I wouldn't be too confident that any part of it won't change. -
The Gaussian proc's buff is called Boost Up:
http://tomax.cohtitan.com/data/power...Bonus.Boost_Up -
They haven't yet made any procs with PPM below 1. There's no compelling reason they won't or can't, as far as I'm aware, should they decide a PPM of 1 is too high for something.
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Quote:Five seconds, actually.Yes..but only for TEN seconds. as opposed to..double stacked rage being..what, 80? (or whatever, I dont know) secs. Of course the crash matters but..
As an aside...does this make sense? Not what your saying, I mean then making the proc go from crap to..sounding fully insane? Have they actually considering this? In the same way I think stacking rage is too good..Id say a 95% chance of x2 BU is also too good.
Unless they change their mind about the Gaussian proc specifically between now and i24 (which is possible, but so far we have no indication that they will), this is not just being considered, it's announced and already underway. The Attuned version of the Gaussian set has been on beta for some time, awaiting release, and the proc is still sitting at 1 PPM.
The formula certainly can accept decimals (Performance Shifter is 1.5 PPM, purple damage procs are 4.5, and almost every proc will have a non-whole-number PPM come i24), and the cap is 90%. -
It should tick a total of 13 times over 10 seconds. Once immediately, then every .8s thereafter. If ticks appear to be simultaneous, I'd expect that's just a latency issue of some kind.
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I don't think most of the armor sets have any particularly compelling reason to get Absorb, certainly not just for the sake of having it. Absorption is just healing that gets used before you're hit instead of after, so if the answer to "should this set get extra healing?" is "no", it probably shouldn't get Absorb, either.
It's an interesting possibility for some other sets that are currently rather lackluster, like Force Field.
(Only one existing Blaster secondary is getting Absorb, btw, and it's getting it instead of the healing/regen effects that every other secondary is getting.) -
I know. Which is what makes it so bizarre that BrandX chose to harp on the one instance of this that does happen via time travel, and in a way that is consistent, rather than any of the examples that are inconsistent and actually comparable.
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Quote:Because traveling back in time is not the same as taking the tram to Independence Port?The point at which we did the Statesman and Psyche TFs where before their deaths.
So why erase them and not the others?
We ran Statesman and Sister Psyche before their deaths. Then they died. And we still had run the TFs before their deaths. That's why we still have Statesman's Pal and Sister Psyche's Comrade. But we can't run the TFs again AFTER their deaths. Because they're dead. We can run Sister Psyche's TF via Ouroboros, by traveling back to before she died. -
PPM operates only on base recharge. Come issue 24, it will operate on slotted recharge, but i24 is still at least a couple months away.
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My characters have died! They should be removed from the game!
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See my sig.
For fast-recharging attacks, and for Scrappers in general, Core tends to be more favorable, assuming you can build and maintain stacks reliably. Since Core is more backloaded, it doesn't do as well in shorter fights. But those are just generalizations, and not accurate in every case. -
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As far as I'm aware, SS hasn't had any development looks at all in years. The last dev comment that I recall on the topic was from I think Castle (?), saying something to the effect of "If you like Super Strength as it is, don't ask me to look at Super Strength. The set will be changed drastically if I ever look at it."
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That's still 3.71% too high due to the Defensive bonus in Environmental Modification. So you're really at 41.8% outside of Defensive.
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For the villain SSA 2.1, you have to do a little prologue mission before you can start the arc proper, but it's not a tip, it's in the Signature Story Arcs window.
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Environmental Modification also provides increased defense in Defensive, so you'd have to turn that off too, but then you're also turning off the defense it gives in any Adaptation. With the current version of Mids, there's no way to see your non-Defensive numbers without calculating them by hand or altering the powers yourself.
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That's true, but the benefit is not so small that 1-2 slots in Hover is a high price for it.
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Quote:IMO, the best synergy TW can get from a secondary is help with endurance, and EA provides that in spades, while SR and Dark provide no help at all. Defensive Sweep is OK, but not the main thing you need to build around, and can be skipped entirely if desired.Have you considered going TW/SR, TW/Electric, or TW/Dark?
There's not really anything wrong exactly with TW/EA. I just don't see a great deal of synergy there. The three combos I'm suggesting have a much greater synergy IMO.
Elec Armor would be a fine choice too, for basically the same reason, as long as you don't mind not having a taunt aura. -
Quote:That's not silly at all. That's the most useful thing for it to display. After all, it wouldn't be a very useful statistic if it just showed 5% all the time.Even more silly is how the combat atts presents regen as 0.X per sec (again, on a blaster this this..mines at 0.75% currently) instead of something else..since as you say..base regen is ALWAYS 5%.
The health per second numbers are not wrong, and they are the best way to look at regeneration - unless you're talking about very short timescales, getting a tick of 150 every 12 seconds is just as good as getting a tick of 75 every 6 seconds, so it's useful to be able to see that either is the same amount of health per second.
Base regen isn't always 5%. Regeneration, base or otherwise, always happens in ticks of 5%, but the rate at which those ticks happen makes all the difference. Regeneration is a rate - health per second - and a rate is a relationship between two things, so it depends on both the amount healed (dependent on max hp) AND how frequently that happens (dependent on regen buffs).