Hopeling

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  1. Everything in the Special tab caps at 9999, as far as I know, which is more than you will ever plausibly accumulate for most of them.
  2. Quote:
    Originally Posted by Kangstor View Post
    Read carefully it does not give you any control power it increases their effectiveness.
    It says "raises your ability to lock down foes", which could easily mean either.
  3. Have you played through DA yet? It had a lot of the same feeling, to me. Not only do you go up against impossible danger and succeed, you have the option to refuse to compromise while doing so. Sorry, no, I'm not helping the bad guys, even if it makes the next mission more difficult. In the face of ridiculous odds, I will still do the right thing, and I will succeed anyway.

    (I tried to make that as non-spoiler as I possibly could, it shouldn't really give anything away.)
  4. As mentioned, Reichsman and Statesman were perfectly matched, at least during his original invasion. Tyrant does not appear to have their compunctions about drawing more power from the Well, so he's almost certainly stronger than either.
  5. I'd like to see the SG emblems expanded to include some of the newer chest emblems, and the Incarnate merit emblems if possible. I'd happily spend extra astrals/emps for an SG version of the emblem, even.
  6. Quote:
    Originally Posted by Freitag View Post
    [*]Toggle Powers no longer drop after having been logged out for 15 minutes or more.
    As in, don't need to toggle up on every login? Frikkin' awesome.
  7. Quote:
    Originally Posted by Blue_Fenix View Post
    Yes, debuffs and resistance on the enemy will affect the damage like normal. Judgement is flagged to be unaffected by buffs on the caster, but I don't think there's anything in this game that is flagged to ignore debuffs and buffs on the target.
    Unresistable damage should ignore both buffs and debuffs, but players generally do not have the ability to deal unresistable damage, and Judgement certainly doesn't.
  8. Quote:
    Originally Posted by ShadowMoka View Post
    It is subjective when they're releasing content that adds little to no depth into the game rather than something that'll keep people around and active for a month or even several months. But instead we're getting bombarded with these vanity items. They ARE nice but the developers seem to be a bit too proud of them.

    So yes, there is an issue of quality over quantity here.
    The quality of the stuff they're releasing, IMO, is at least as high as it has been at any point in the game's life that I can recall. And they're also releasing more of it. Even totally ignoring every item that hasn't particularly interested me - such as these vanity pets, the costume packs I didn't much care for, the power sets I wasn't interested in - we're getting more and better stuff now than we ever did before.

    So, more quantity AND more quality vs less of either? Yes, please.

    Better communication might be nice, though.
  9. I have been afraid to ever purchase Super Inspirations or select them from reward tables, for exactly that reason.

    Well, that's not quite true, I sometimes buy a couple Sight Beyond Sight when I know I'll be facing heavy buffs/debuffs (the ambush in the last mission of Posi 1 comes to mind). But those are so cheap, and large tohit buffs so rarely useful, that they don't trigger the Too Awesome To Use instinct. At least, not for me. But come on, an Ultimate? That would feel like eating a hundred-dollar bill.
  10. Quote:
    Originally Posted by Deacon_NA View Post
    Further, Focused Accuracy is worth a look if it's available to your AT. Yes, it tends to cost much endurance and doesn't offer a LOT of To-Hit, but does provide some accuracy (20%) and, most importantly, to-hit debuff resistance. A Tank basically gets AV level resistance (86.5%).
    I'm gonna second the usefulness of that debuff resistance. Standing in overlapping Hurricanes, or a bunch of Carnie Dark Servants, or etc without significant impediment is pretty cool, if you can spare the power choice for it. You need a build with some pretty epic endurance management abilities to use it as a full-time toggle, but situationally it can be very useful.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    Heh... insp hoarding is a well-known phenomenon, one I'm quite accustomed to, but your blog puts it in much more amusing terms than it usually is.

    If you can use /auctionhouse, though, I'm gonna let you in on the secret that finally broke me of it for good: you can buy dozens, or even hundreds of t3 inspirations, at a price that amounts to peanuts, and have them waiting in your Bought tab whenever you log in or finish a mission. The question of "what if I need this later?" becomes totally meaningless if "later" is any time after "the end of this mission", because you can just refill by typing /ah.

    I've also learned that surprisingly few teammates ever watch buff bars, or if they do, they just don't question how I maintain 2-4 stacks of Righteous Rage for most of the duration of a TF.
  12. Fiery Embrace doesn't specifically boost fire damage, despite the description. The text was never updated for the i18 change. It now adds an extra hit of fire (equal to about 45% of the attack's normal damage) to applicable attacks for 20 seconds.
  13. To make matters worse, opening the Paragon Market causes the game to grind to a halt for a good several seconds, at least on my machine. Misclicking it is very frustrating.
  14. Correct. Fiery Embrace only benefits the powers specifically flagged to do so, which includes every Brute power I can think of, but not temporary powers nor Judgements.
  15. No, it does not. It benefits from your Alpha power and procs Interface, and of course your tohit and global accuracy bonuses affect its hit chance, but otherwise it's unaffected by any buffs or debuffs you may have. This means it will not do more damage during Build Up, but it also will not do less damage during a Rage crash.
  16. Well, I can tell you that even my extremely solo-capable scrapper can get his head handed to him on a platter fighting some of the DA groups at +2/x8 (he's 50+3, so that's -1 to him). Fortunately, the recent Resurgence buff means I get right back up and finish them (15 seconds of invulnerability goes a long way; if I only turn on the most important toggles and spend the rest of it attacking, I can get the spawn to a much more manageable size before it wears off). I seem to recall that you like to play at lower difficulties than that, so it should be easier, but my point is that even at -1 they aren't pushovers.
  17. I only noticed I could use temp powers in the final phase, which I had just assumed was somebody forgetting to set a flag for that area or some such; can you use them at any point in the trial? That's quite interesting.
  18. Since the featured items are unchanged, and the MVAS is now on sale for some reason (it wasn't before, was it? It's not in last week's announcement, anyway), I'm gonna hazard a guess that this is simply a mistake of some kind.
  19. Vorpal is very good. You have to be a little careful with aiming it, since it just fires wherever you're facing, which takes some getting used to. Still, it's the only judgement where I think both the Core and Radial path are excellent; Core gets a bonus DoT like Pyronic's, and Radial gets the defense buff as mentioned.

    It's also worth noting that smashing damage is not nearly so widely resisted as lethal; many enemies (mostly robots) actually have negative smashing resistance.
  20. Quote:
    Originally Posted by MaestroMavius View Post
    Think you nailed it with the last half of your last sentence.

    The WST was set-up to get the seldom played TFs more action. No need to have it be one that gets routinely run regardless.
    I'm not sure that's true, since we get favorites like ITF, Apex/Tin Mage, and STF pretty regularly. I see all of those being run more often, even when not the WST, than I see Lady Grey.

    Which is too bad, because almost my entire roster of currently active characters need the Watchman accolade. >.>
  21. I've never side-switched while in an SG, mostly because I've only rarely and briefly been in an SG at all, so I wouldn't know but it's good information, thanks.
  22. You presumably want a 95% hit chance, not 75%. Assuming no other modifiers to defense, tohit, or accuracy, you'd need

    95/65 = 1.462 = 46.2% accuracy for capped hit chance against +1s
    95/56 = 1.696 = 69.9% against +2s
    95/48 = 1.979 = 97.9% against +3s
    95/39 = 2.436 = 143.6% against +4s

    However, with some powers having base accuracy other than 1.00, and accounting for various tohit and defense buffs/debuffs, there's really no simpler way than just running the calculation every time. Fortunately, Mids does exactly that. Just go to Options - Configuration - Exemping & Base Values - Base ToHit, and replace 75 with the relevant value for whatever level enemies you prefer to plan for (I usually plan for +3s, since you basically never face worse than that once you have an alpha shift). Then the displayed Accuracy value on each power will be your actual hit chance against an enemy of the appropriate level, given the slotting and set bonuses and buffs and etc in your build.
  23. Hopeling

    April's WSTs?

    Yeah... I've been wondering about this, too. <12 hours without updating the list is cutting it unusually close.
  24. Quote:
    Originally Posted by Mr_Morbid View Post
    I myself can't see a difference.
    The force field between the pillars seems less turbulent than the rest of the groove when I get really close, but you can't tell the difference from a still shot, nor from far away. The pillars are the only real clue; fortunately, they're pretty obvious once you know to look for them.
  25. Hm, OK, thanks for the info. I think I'll just go straight to red, then; I can mail myself the inf if I want to spend it on prestige.