Hopeling

Legend
  • Posts

    3079
  • Joined

  1. This one depends on the character, but one milestone I shoot for is to earn the "right" badge for the character to wear as a title. A Viking might be Destined for Valhalla, and a demolition specialist would like to be known as a Tank Buster. If you're the Top Dog, this goal won't take long, but it may take a while to let everyone know you're a Cimeroran Hero.
  2. They're tossing a yellow liquid that deals Cold damage at enemies. They say it's urine, I say it's lemonade. Protest as they might, they can't prove they're not drenching foes in cool, refreshing lemonade. It's just my word versus theirs.

    Also, like any other person doing something you find distasteful, don't team with them.
  3. Hopeling

    Brutes and DDR

    Super Reflexes is of course near-immune to defense debuffs, with its 95% DDR, but also, sets with decent resists across the board (/Elec, /Dark, /FA to a degree) suffer less from cascade failure, even though they have little or no DDR. A primary with hard or soft control to lock down the most dangerous debuffers also helps a lot, although that's more difficult to quantify.

    Brutes don't have Ice Armor, by the way.
  4. Quote:
    Originally Posted by Stargeist View Post
    Can this set be colored with power customization? The raging heat has me wanting to make a generic Kool-Aid Man.
    It can, and it has a wonderfully broad palette, not the really limited Ice one.
  5. Not to rain on your parade (rimshot), but could we not make this into yet another thread about pay-to-win and whether or not somebody knows what it means/is misusing it?
  6. Quote:
    Originally Posted by Tiger_Lady View Post
    I see it now, but usually these "pay to win" sets show up on character creation as a "Purchase in the store to unlock"able like other pay-to-play powersets and costume pieces have been

    Known glitch?
    In beta, sets that have not been released do not appear until you purchase them. It does not seem to be a glitch, because every set to reach beta for several months has done this.
  7. That line has been there since before we even found out who the letter writer was. It's not so much for the purpose of preserving continuity if a player does things in a funny order, it's just a piece of narration to show that the letter writer is not perfectly omniscient. He didn't know precisely which path the future would take when he planted the letter there.
  8. Quote:
    Originally Posted by Ironblade View Post
    That would be account BOUND (which they are not).
    Attuned means they don't have a fixed level and adjust as you gain levels. So you can slot them at a relatively low level and they will be as good as level 50 IO's when you hit 50.
    This. Attuned doesn't prevent you from auctioning anything. ATOs are Attuned, after all, and we can auction them fine (but we can't auction Superior ATOs, because they're Account Bound as well). Overwhelming Force cannot be auctioned because it's a bug - that's why you can still trade them in person, put them in SG storage, etc.
  9. They are definitely usable in trials. I'm not sure about Master Of runs.
  10. You can slot it with knockback enhancements to increase the magnitude of protection.
  11. In 1k Cuts, the proc chance will probably be slightly lower after the changes. Exactly how much lower depends on how much recharge is slotted in the power, so you tell me.

    Assassin Strike has the same base recharge as 1k Cuts, a longer activation time, and is not AoE, so the proc would have a better proc chance there, but whether that's worth moving it or not is up to you.
  12. The crafted procs becoming PPM will be a decent-to-awesome buff for a lot of procs/powers, roughly break even in a lot of others, and a moderate nerf to a few powers that are currently favorites for procs (for instance, Achilles Heel in Neutrino Bolt). With possibly some minor tweaks (moving procs to more favorable powers), most builds will probably end up at least as well off as they were before in this. I've illustrated a few examples of this in the last couple pages, but if you have some specifically that you're wondering about and aren't sure how to do the math, I can go through it for you.

    Procs that are already PPM (ATOs, Paragon Market versions of procs) are more of a mixed bag, and will no longer so strongly favor being placed in a slow power and then cranking your recharge as high as possible.

    So, for example: the Stalker proc is currently 4 PPM. The i24 changes will increase that by 25%, to 5 PPM. 1k Cuts has an areafactor of 1.51. Its base recharge is 15 seconds, and its activation time is 3.3 seconds. If you slot it with 95% recharge (ED-capped), its proc chance will be 5*(3.3+15/1.95)/(60*1.51) = .61 = 61%. That increases to 76% for the Superior version, and will also be somewhat higher if the power is slotted with less recharge. By comparison, its current proc chance is 4*(3.3+15)/(60*1.51) = 81%, and 100% for the Superior version. So, it's a difference, but not a dramatic one.
  13. If it's a proc with a <100% chance, it will become PPM. Luck of the Gamblers are not procs, so they will not be affected, and their bonus is global recharge, while proc chances are only altered by slotted recharge, so that will also not affect anything.
  14. Rularuu claws on a Widow would get me to actually use the claw powers. Yes, please!
  15. Hopeling

    Double Hit?

    Stargeek is correct. Note that, despite the name, doublehit doesn't double the attack's damage, it adds a damage proc that scales with the power's recharge.
  16. Usually that is how it is handled, which is also advantageous because it lets them tweak powers only for one AT if necessary. There are definitely powers that have AT-specific conditionals, though; the Villain alignment power Frenzy for example.
  17. Sometimes a combination of costume pieces is no longer valid, but sometimes you also get that message because stuff has just been shuffled around in the editor interface, so your old costume is still possible, you just have to find where the pieces are.
  18. I just finished the 24-33 Terra Volta respec trial, which is the weekly according to the announcement thread, but nobody on my team received the WST bonus. The LFG window has the 34-43 respec highlighted in purple. Which is it supposed to be?
  19. Hopeling

    Bio Armor

    No official release date yet, but since it only reached beta two weeks ago and is looking like it needs a couple more iterations of changes, it's probably at least two months out, I'd guess.
  20. Hopeling

    So ... Snipes

    Quote:
    Originally Posted by Madadh View Post
    Thanks, but my scrappers are scrappers. I'll let them continue to act like it.. Chasing ranged damage thingies is a blaster thing..
    Chasing performance by any method is a longtime hobby for, at least, some subset of scrappers. I forget, was it BillZBubba that clawed his own wings off to improve his pylon time?

    Personally, I'm not planning to go out of my way just for a snipe, but if I want Ball Lightning or Shadow Meld anyway, it's probably worth picking up.
  21. if (archetype == stalker && meter == 1)

    There are already other powers that have conditional "only if you are this AT" effects, so that particular hurdle shouldn't be technically impossible. The question is just whether it will ever actually be changed...
  22. Quote:
    Originally Posted by Necrotech_Master View Post
    personally i think it would have been better value to get the team transporter, does exact same thing but rech 4x as fast and works for teammates too if they are near you
    Sure, but ResplendentMs has apparently had it for years, suggesting it came with the Valkyrie Pack back in the mists of time when Team Transporter didn't even exist.

    And yeah, I've never had the transporter fail to work after setting an active mission. Well, except the times I forget Pocket D has a no-teleport field and try to use it from there...
  23. Quote:
    Originally Posted by Roderick View Post
    Because then the Chance to Knockdown proc would be useless to people who want to add KD to their non-KB/KD/KU powers? And the set (if a Knockback set) would be useless to many characters, while as a Universal Damage set, it's useful to every character.
    Presumably, if it could only be slotted in knockback powers, it wouldn't need the knockdown proc.

    I'm not saying "remove Overwhelming Force and replace it with a knockback set". I'm saying there should also be a Knockback set with a similar enhancement.
  24. Hand Clap doesn't take Universal Damage because it doesn't do damage.

    Better question: why is there a KB -> KD enhancement in a damage set, but not in a knockback set?
  25. Quote:
    Originally Posted by Snow Globe View Post
    Actually, that is your method, not mine or Arcanaville's. It is also clearly wrong because you are multiplying each number by itself.

    I like how you multiplied the rarity by itself though.

    2.21 = 44.2% of 5
    1 = 20% of 5
    1 = 20% of 5
    0.79 = 15.8% of 5
    That is what the percentages you're using mean: the fraction of cards which are each rarity. This very same method, applied to 3 million cards, will tell you that you got .442*3,000,000 = 1,326,000 commons, .20*3,000,000 = 600,000 uncommons, .20*3,000,000 = 600,000 rares, and .158*3,000,000 = 474,000 very rares. That's how Arcanaville estimated those numbers in the first place, after all.

    If you would like to say that a common card is worth 44.2% of a super pack, rather than that 44.2% of the cards in super packs are commons, you need to provide some kind of reasoning for why that particular number should be so. So far, you haven't actually provided any reason at all that the fraction of cards which are a given rarity should be equal to the fraction of a pack's value represented by a single card of that rarity. For the sake of argument for a moment, even if we accept your premise that all the cards in the pack are worth the same amount, so 44.2% of the pack's value is from the common cards and 20% is from the rare cards and etc, you still cannot say that a common card is worth 35.36 points. You can say that all the common cards in a pack are worth 35.36 points. And there is more than 1 common card in a pack.

    As I said in my first post about this part, I don't even disagree with you about selling the Elemental Order pieces as a costume pack. I'm just pointing out that the math you're trying to use to justify it is not valid. And if you say each card is worth the same amount (as in post #255; I don't agree, but whatever), then each card is worth 16 points, regardless of rarity - this is mathematically more sound AND makes your point stronger! Then it's 16*11 = 176 points for the whole set, rather than the 205 you concluded back in post #232.