Hopeling

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  1. -20% resist would be kinda ridiculously good, I think. That's twice as much as the original version that they apparently thought was too good and had to change. I think either a smaller resist debuff or a totally different effect would be the best approach.
  2. I agree that the proc is bad and should be changed, but is there a reason this is in the Brute forum, where the people who need to see it are almost guaranteed to not see it, rather than the Beta forums, where it would be more appropriate and also more likely to reach the intended audience...?

    Edit: Nevermind, I see you also posted in the feedback thread.
  3. Quote:
    Originally Posted by Kyriani View Post
    Would anyone really have a problem with being forced to do a respec if it resulted in more slots?????
    Apparently, yes.

    Especially if it was "hi, welcome to city of heroes, you can't even see your chat window until you make a new build, something which you may not be very proficient in and took you three weeks last time."
  4. Quote:
    Originally Posted by EmperorSteele View Post
    Droid: Are you referring to incarnate trials where temp powers are grey'd out? Because that's intentional....
    I think he's referring to how, during the blockbuster event, temporary powers are sometimes usable and sometimes not.
  5. That might have been interesting, but I'm not sure it would really address the things people dislike about it since it would still not be on all the time, and gets back to the problem of being an indirect buff to Electric Armor and an indirect nerf to Stone Melee for no clear reason.
  6. Hopeling

    TW questions

    Your attack has to not roll a miss to give Momentum, but it doesn't have to land before the target dies. Even if the slow attack corpse-blasts, you still get the buff.

    And yes, Momentum doesn't just accelerate your animations by some percentage - your attacks use different animations while Momentum is up, not just faster versions of the same animation (Rend Armor swaps left/right, Arc of Destruction is more of a straight-down-thrust than wind-up-and-bring-forward, etc, and the fast attacks don't have wind-up portions like the slow versions). The exact difference in activation time varies by power, but they're all roughly 1 second faster.

    There's not really a standard chain overall, although the one PrincessDarkstar mentions seems to be the best for extremely-high-recharge builds. If you can't run that chain, though, it's hard to build a static attack chain at all, since your powers activate at different speeds depending on whether or not you have Momentum at that point in the chain. I play it as more of a priority system than an attack chain - use Follow Through if possible, else use Rend Armor, else use AoD, else use WS, else use CB.

    Edit: Another thing worth mentioning to anyone looking to try TW, which hasn't so far been brought up in this thread, is that the set burns through a lot of endurance. It's not impossible to manage the costs, even if you choose a secondary without endurance tools, but it's something any TW build will need to deal with to some degree or another. Cardiac, Ageless, Body Mastery, Elec Armor, slotting a lost of cost reduction, something.
  7. Quote:
    Originally Posted by PrincessDarkstar View Post
    I love how I haven't seen a single person care about anything other than the KB/KD IO. Seems a really well designed set.
    It'll be useful sometimes for TAoE powers, I think, and maybe for energy defense. Premiums might plausibly want 6 pieces for characters that need KB protection.

    But yes, the proc is by far the jewel of the set. I'm not sure that's such a bad thing - much the same is true of Winter's Gift, or Miracle, or Achilles' Heel, or etc.
  8. Hopeling

    TW questions

    Whenever you use an attack, if you do not have Momentum, it will use its normal (slow) animation, and grant you Momentum for 5 seconds.

    While you have Momentum, your attacks are much faster. Follow Through and Whirling Smash can only be used when you have Momentum; they don't have a slow version. Mids has a toggle for Momentum down by your inherent powers, which will show you the faster activation times. The 5-second Momentum buff is long enough to use up to 4 attacks. Attacks do not refresh Momentum.

    Build Momentum gives you Momentum for 10 seconds.
  9. I've had builds where extra slots would not just get me a couple more set bonuses, but let me do totally different things with powers that I currently can't slot much or at all.
  10. Quote:
    Originally Posted by Necrotech_Master View Post
    aside from it being unfeasible code wise, this would be the very essence of pay to win in this game

    being able to 6 slot every power is too much power and it makes build making almost moot since you will essentially have unlimited slots

    for the sake of balance, definitely unsigned
    If it were sold in the market, I rather agree.

    If they find a way around the horrific bugs it causes, and want to implement it for free like they originally planned, rather than as a microtransaction? Sure, cool.
  11. Hopeling

    TW questions

    Quote:
    Originally Posted by Riius Indigo View Post
    I know it's now what the OP originally asked, but I am just annoyed with TW right now.
    True, but it's worth mentioning. TW in general seems to be a love-it-or-hate-it set; some players just find Momentum to be annoying to deal with, regardless of the set's performance.
  12. Hopeling

    TW questions

    Defensive Sweep is OK, but it does pretty poor damage and doesn't really do much at all for builds that don't use positional defense.

    Titan Sweep does more damage than Slice, has a larger area, and activates much faster during Momentum. The set has two other even better AoEs, so you can do without TS if you must (especially if you have a damage aura), but it's not a bad power.

    The rotation you named is impossible - Momentum would expire before you got to the third Follow Through. Momentum also kinda throws a wrench in trying to make attack chains the usual way; I usually just wing it. I've seen some posters talking about a very high-end chain... I think it was RA-FT-AoD-CB-FT? That one requires very high recharge though.

    There is no redraw delay during Momentum. However, TW builds generally don't need or particularly want extra attacks, and in a sense you still have a delay for using non-weapon powers because you're spending Momentum time to avoid the redraw, and getting that Momentum buff costs you activation time.

    TW is really, astonishingly powerful. It is an excellent set.

    This isn't a direct response to any of your questions, but your post is phrased in a way that makes me think you might not be accounting for the effects of Momentum when looking at the set? TW is actually not a particularly slow set, overall. You use one moderately-slow attack (roughly KO Blow speed), then four pretty fast attacks, then start over.
  13. Personally, I think reality lies somewhere between "devs are slaves to opinionated posters" and "feedback threads are an illusion". We've seen lots of changes happen directly due to player feedback; we've also seen lots of changes NOT happen despite player feedback. Synapse and Arbiter Hawk have said and shown that they consider what players have to say and sometimes act on it directly, but they also have opinions of their own and sometimes put their foot down against ideas they strongly disagree with.

    Also, Melee Core Embodiment + Resilient Total Core Revamp lets my /FA brute get capped S/L resist with only a few enemies nearby, which is pretty cool
  14. Paragonwiki says you must have *affirmed* hero/villain status (as in, done a hero/villain morality while already a hero/villain) to claim that SSA reward. I can't confirm that personally, though, because I don't think I've actually had any characters switch sides since SSAs first appeared.
  15. Quote:
    Originally Posted by Bacon Rulez View Post
    Can''t Kill This to level 50 plz. thanks.
    This thread is five months old, it was never the level bump request thread to begin with, and level bumps haven't been done over the forums since, IIRC, before issue 21.

    Here's a more recent thread (and in the appropriate place) discussing level bumps, but note that it is also not a bump request thread: http://boards.cityofheroes.com/showthread.php?t=291598
  16. Hopeling

    Hybrid and Pets

    I have read that Assault (possibly just Assault Core? I'm not sure) works for pets, but only if you summon the pets after turning on the toggle. Obviously, this severely limits its usefulness to Masterminds. I don't know about the other Hybrid powers.
  17. It would be difficult to test due to the rarity of NPC confuse effects, but maybe a custom AE mission filled with confusing critters would make it easier?
  18. Quote:
    Originally Posted by Jet_Boy View Post
    Woohoo, another Event!!! Always better than wastring some of that development time on silly old tasks like updating years old content, fixing issues, or improving Qol.
    Always? No.

    Sometimes? Yes.

    The blockbuster event is pretty nifty, and I'm glad we have it. If you want attention on whatever your pet issue is, that's cool, talk about that in the appropriate place. Choosing whatever happens to be the most recent feature and attacking it for not being the thing you want is rather silly.
  19. Quote:
    Originally Posted by Yogi_Bare View Post
    Despite the lvl 29 range cap; my 50 somehow managed to get an Incarnate Shard drop.
    That's been WAI since issue 20

    I misunderstood the Thief instructions on the second part of the heist and screwed it up, but otherwise my only run so far was pretty cool.
  20. Patch notes here: http://na.cityofheroes.com/en/news/p..._2012_live.php

    It had a number of things (including fixes for boleros and a lot of Hybrid bugs). I'd actually guess that the summer event was patched in a while ago and simply not activated, but I could be wrong.
  21. Hey, wait a sec, didn't the gods beat the titans? Isn't that a downgrade? (Admittedly, my remembrance of mythology is fuzzy on this one.)
  22. Well, it's good to see somebody that's happy about them

    Personally, the kind of difference you're getting from Amplifiers seems nowhere near worth it for 960 (320x3) points per 8 hours. If you're happy with the results, awesome, don't let me get you down. I just mean that for me specifically, if I were going to spend that many points on temporary buffs, I'd rather have a huge pile of Precise and Protected inspirations, and maybe a few Greater Protection Imbuements if it was a character with incomplete mez protection. (Although I know you buy insps *as well*, or at least did at one point. But that's even MORE points than the amount I'm already uninterested in spending on very temporary buffs.) It's technically pay-to-win, but it's such a small and fleeting benefit that I have a hard time getting too upset about it.
  23. Not that I'm aware of. Fortunately, although it is annoying, reconstructing your action bar from a screenshot only takes a couple minutes.
  24. Quote:
    Originally Posted by Aggelakis View Post
    Don't think of Hybrid as a toggle power.

    Think of Hybrid as a click power that you can turn off earlier than its duration. The only difference between Hybrid and a click power is that Hybrid doesn't start recharging until the buff wears off/is turned off.
    Pretty much this.

    Now that the doesn't-detoggle-after-zoning bug is fixed, it will hopefully be easier to not be annoyed at its usual non-permanence.
  25. Now that I'm not posting from my phone, I can explain the above in greater detail. Let's look at the formula on City of Data for Doublehit (specifically, the t4 version). It says the following:
    (0.8 * minmax(base(rechargetime), 1, 20) + 1.8) * 2 * 1 Melee_Tempdamage / 10 / base(areafactor) * 0.4 Energy damage (6 PPM)

    This is a big, complex, and kind of weird-looking formula. First, to explain what a few parts of it mean:
    The minmax() is what clamps the recharge time between 1 and 20 seconds, as described in these beta patch notes.
    The areafactor value is used in calculating the normal damage for AoE attacks, and is a function of arc and radius. Areafactor is itself a rather ugly formula, but suffice it to say that single-target attacks have an areafactor of 1, and larger AoEs have larger areafactors.
    You can click on Melee_Tempdamage on City of Data and see a chart which shows that it's 107.09 at level 50, regardless of archetype. This is the same amount as a purple damage proc.
    Also, you look at the whole formula and say "wait, why do they have all the constant factors multiplied together, why don't they combine them? Surely that would make the formula easier to understand?" The trick here is that most of this formula - specifically these parts:
    (.8(recharge+1.8))*2/10/areafactor
    ...are the normal formula used to calculate a power's damage scale, based on its recharge. So really, the whole formula says "damage scale, times purple proc damage, times 40%". Which is consistent with Arbiter Hawk's explanation of the proc basically dealing some percentage of the power's base damage.

    And on the end, you can see that it's a PPM proc, so it will be affected by the changes to PPM procs in i24. But the actual proc damage is based on the attack's damage scale (or rather, what the attack's damage scale "should" be by the normal formula - not all powers follow the formula, but usually they are close), and a power's base damage doesn't change when you slot it with recharge, so Doublehit doesn't either.

    Diellan_ acknowledged the Mids bug here; I presume this will be fixed in a future release, but I can't/shouldn't make promises for the folks over at the Titan Network.

    In-game, the areafactor variable is being cast to an integer before it is used in the calculation, which basically means it gets rounded down. So Fireball, which has an areafactor of 3.25, is using an areafactor of 3 for Doublehit calculations. This is a really weird and probably unintentional behavior. I know Arbiter Hawk is aware of this because I told him and he confirmed it's being cast as an int instead of a float, but I don't know when/if it will be fixed. For now at least, the spreadsheet I linked earlier is set up to also round down areafactors, so it should still match in-game results.