Hopeling

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  1. Quote:
    Originally Posted by DMystic View Post
    I thought the proc was using the same procs per minute mechanic the Stalker Proc had.

    set to 3 PPM(as paragonwiki reports)
    a 20 second recharge power or higher should be a near 100% chance to proc.

    Was this changed somewhere along the line?
    It wasn't changed, that was just never the whole story for AoE attacks.
  2. Paragonwiki appears to be down (for me, anyway), so I had to fly out to King's Row and check a plaque directly, but the Teal Serpent was Atlas' nemesis, not Talos. Well, maybe he did something with Talos also, but not that I recall.
  3. Cardiac can be useful for Elec Armor, for the bonus resists (somewhat less important now, with the ATO proc) and to free you from using Power Sink to manage endurance, which lets you use it primarily as a sapping/aggro tool.

    Still, I'd rather have Agility. Endmod/def/recharge is cool.
  4. Hopeling

    Weapon Redraw

    Quote:
    Originally Posted by Aett_Thorn View Post
    <snip>
    It was my impression that the most realistic approach to fix redraw is not to allow you to use powers with your weapon out, but rather to actually address the redraw issue - that is, to remove the redraw delay. That's what BAB's fix was going to do, anyway, before he ran into problems and it got sidetracked. That's still nowhere near a trivial change, especially since he appeared to want the redraw animation to still show as long as you weren't fighting, which means the game has to contextually figure out whether the animation should or should not play, but it's (presumably?) easier than making 200+ new power sets.
  5. Hopeling

    Weapon Redraw

    Quote:
    Originally Posted by twistedlogic77 View Post
    I know right!! Sometimes I couldnt get the healing abilities to heal teammates in time cause I had the gun out on and off and that slight delay meant "oops" for them lol. I love that character so much too T_T the beam/pain. But it's really one or the other when it comes to playing him, I definatly cant be using the gun as often cause of that reason.
    Er... redraw creates a delay when taking out the weapon, not putting it away. So healing a teammate will mean you have a delay before your next attack, but it will not delay the heal.
  6. Quote:
    Originally Posted by Android_5Point9 View Post
    Visually too, I meant. Aside from the big red text cue, I don't recall there being anything special about Nova Fist.
    It has a fancy shockwave effect that's quite different from Foot Stomp. That's how I usually tell it's safe to go back into melee, actually, since Marauder's body is often obscured by other players and power effects. Not that I'd disagree with a weapon Judgement, either.
  7. Quote:
    Originally Posted by Android_5Point9 View Post
    Nova Fist is already an alternate animation for Foot Stomp. Might have something to do with it.
    Pyronic has the same animation as plain ol' Fireball, so I doubt that's close to the main reason.
  8. Quote:
    Originally Posted by DreadShinobi View Post
    Well, if we're going to split hairs like that then we'd technically need 3 energy typed judgments: Energy, Electric, and Radiation
    Yeah, plus some other types of Energy damage. Peacebringer-style light blasts, for example.

    Rather than just making sure there's a judgement for every "master of $element" character, though, I'd rather also see more powers for characters/concepts that have little or no association with elements at all, like brick-types, or many tech-based characters. I'd much rather have an Incarnate Footstomp (or some such) than some kind of acid/poison judgement, even though Smashing is already covered and Toxic isn't.

    To expand on the tech-based thing, I don't even care if the power specifically looks technological, I just want it to look like it plausibly might be tech without having to squint and pretend. A nice sky laser, with a generic pointing animation, would be perfect; I can call it an orbital strike, while someone else can use the same power and call it the wrath of the heavens.
  9. Quote:
    Originally Posted by KnightofKhonsu View Post
    Okay, so you are saying that even though it does not specifically say 'Targeted AoE' their affects are? Meaning, that a specific target and the AoE affect is around the target. Targeted AoE, to me means, targeting a specific area.


    When someone says, 'Targeted AoE,' I immediately think of targeting a specific area. I believe this is where the miscommunications is happening. Dechs is referring to one thing using verbage that means something else to me. lol Hm...probably best to say, 'AoE on a target.'


    Then that better explains why Tindoor and the other suffered so much because they were close to me, save for the stalker and brute. They were out of the frontal arc.
    Well usually, "Targeted AoE" is the opposite of "PBAoE". Fireball is a TAoE, Footstomp is a PBAoE. The Kronos' powers appear to consider TAoE a different category than "Ranged AoE", where one targets a location (and leaves behind a fire or gas patch) and the other targets a player. Either of those are TAoEs in the usual sense, though, in that you can prevent them from hitting allies by moving away.

    That's not always practical to actually do in combat, though. And you won the fight anyway, so the point is rather academic.
  10. Hopeling

    Brute's Fury

    Nope, not a bug. The set bonuses change to "purple sized" bonuses, and purple sets that give resistance bonuses (not that there are many) give +2.52%.
  11. Quote:
    Originally Posted by Dark Energon View Post
    Let's do some math... 800+999= 1799mill or 1.79Bill.
    That alone is little over 1.2Bill diff, but wait...
    You are so greedy that for 3Bill you'll only give 1 Hami'o, because you want a total of about a 4bill profit while investing less than 2bill.
    I'll write this down for you:
    3Bill for two Hami'o's is 3Billx2=6Bill total.
    Investment was 800Mill+999Mill=1.79Bill.
    Total profit is 6Bill-1.97Bill=4.21Bill.

    And you dare to laugh at MY logic?
    Yes, it's a large profit. Both in absolute terms, and relative to his investment.

    Large profits are not illogical. The real logic fail is you baselessly assuming that the two times it has sold on Wentworth's are representative of its "true" value, whatever that means.
    He can ask any price he wants. If it sells at that price, he was justified in asking it. If it doesn't, he wasn't, and he can try to sell lower, or decide to just keep it.
    What is with you and attempting to be the price police in threads of this kind, anyway? Even aside from the logic of it, has it ever actually worked?
  12. They all become "purple sized" bonuses. So that's 3% hp, 5% S/L def, 4% damage, 10% recharge, 2.52% resist.
    Quote:
    Originally Posted by Papaschtroumpf View Post
    what are the enhancement values?
    Are they inline with purples? so Acc/Dmg increases Acc and Dmg by 33% each wheres the non-purple is 26%?
    The Superior (catalyzed, purple) ATOs have purple enhancement values, yes. The normal (non-Catalyzed, orange) versions have normal IO enhancement values.
  13. Quote:
    Originally Posted by dugfromthearth View Post
    We currently have shopping and crafting as downtime, plus leveling and respecing. You can just hang out and chat with people, have costume contests, or other player generated downtime. But would you like the game to provide semi-productive downtime.
    Yes, I would. And it does. You listed several forms of it.
  14. If I recall the quote (from a UStream a while back, I think?), Synapse specifically said that DP's damage would not be buffed, but the animation times could be adjusted. Which really addresses the same problem, just from the other angle.
  15. You can't put both versions in your build. You can only slot one of each ATO, whether normal or Superior.
  16. Hopeling

    Catalyst??

    Catalysts also drop from Incarnate content (trials, and in i22, Dark Astoria).

    There is only one type of catalyst, they're not separated by origin.
  17. Quote:
    Originally Posted by New_Dark_Age View Post
    Johnny:


    "When a true genius appears in the world, you may know him by this sign, that the dunces are all in confederacy against him." ~Jonathan Swift


    Keep up the good work.
    Arcanaville's a dunce now?
  18. Quote:
    Originally Posted by Darth_Khasei View Post
    I have never seen any red letter use "annoying or not worth" it as reasons for changes when explaining them if you have kindly point me to the post and I will gladly accept that as fact.
    Off the top of my head, why was the original Unyielding Stance changed to not root you? Because it was ANNOYING. Players just took Teleport and mostly got around the limitation of not moving, so it didn't restrict them much, but was still really annoying.

    The Rage crash went through several iterations. IIRC, it was first a high-but-not-quite-high-enough-to-penetrate-mez-protection stun, which was potentially dangerous to use while tanking, because another stun landing would mez you, and at the time that meant all your toggles turning off, not merely suppressing. Death quickly followed. This made the power often not worth using. The stun was later changed to an Only Affecting Self, which also made it not worth using, because a tanker can't tank if he can't attack or taunt (and brutes didn't even exist yet, then). Eventually we arrived at the damage debuff we have today, which is a major downside (and annoying, to some), but not so cripplingly bad it makes the whole power not worth using.

    So there you go, two powers that were changed because they were annoying or not worth it. I can't literally quote a red name describing their reasons for the changes and using those specific words, but I think the changes pretty much speak for themselves here.

    Edit: And these examples only fit into one category: annoying but worth it, or not annoying but not worth it. Surely, pivotal and defining powers for an entire AT that are both annoying AND not worth it are at least as deserving of change.
  19. Quote:
    Originally Posted by Darth_Khasei View Post
    Annoying and not worth it are not reasons the devs use to change powers, which will not change based on spin doctoring.
    Wow, I'm having flashbacks to exactly this same argument two pages ago.

    First, those ARE reasons they use to change powers. They have done so a number of times. Asserting otherwise (again) doesn't make you not (still) wrong.

    Second, as Lothic says in the very post you quoted, there are very strong justifications for changes, even totally aside from how players feel about the powers or the AT. Individual posters don't all have to prove their own points with ironclad logic and undisputable math; a few people with math and lots of people with gut reactions that match the math is entirely acceptable.
  20. Quote:
    Originally Posted by Jibikao View Post
    Scrapper gets like +2% extra critical on minions and +4% on higher ranks. That's like 7% and 14% and higher for superior version?

    Maybe somebody can do maths on this. Stalker gets a critical about 11-15s depending on your attack chain.
    Let me try some simplifying assumptions:
    Let's assume a character makes 1 attack per second, and that all enemies are Lt or above. We'll also assume that the stalker proc goes off exactly every 15 seconds.
    So, with +4% crit per attack, the scrapper ATO gives .6 extra crits in 15 seconds. With the Scrapper melee mod, this is worth .675 Stalker crits.
    The Stalker ATO gives .69 to .9 extra crits in the same period, depending on team size (because the attack might have crit anyway without the proc).

    So, with some oversimplifications, the Stalker comes out ahead. But how much has this been distorted by the simplifications I've made?
    First, I assumed a character makes 10 attacks in 10 seconds. This is far more than a real attack chain will make, and dramatically favors the scrapper in this comparison, probably by about a factor of 2 for most actual chains.
    I also assumed that all enemies are LTs or higher. This also favors the scrapper, because their crit bonus is worth less against minions.
    I assumed that the Stalker proc goes off exactly every 15 seconds, which is reasonably accurate, although some chains can do a bit better.
    Finally, it's worth noting that the Scrapper crit bonus is spread across all their attacks, while the Stalker can structure their attack chain to get the bonus crit on a good attack.

    So, according to this back-of-the-envelope calculation, even after the i22 buff, the Stalker ATO proc should be significantly better than the Scrapper version. However, the Superior Scrapper proc is half-again as good, and the Superior Stalker proc isn't really an improvement, so that narrows the margin somewhat.

    This also only compares to the Scrapper proc, and it's not clear how that compares to the other ATO procs.
  21. Doctor Roswell is correct. The two different sources of Experienced do not combine into a single "stack", so it should just be listed separately in your temporary powers.
  22. Quote:
    Originally Posted by Jibikao View Post
    By the way, does Scrapper proc stack or no?
    I'm... not sure what you're asking. The scrapper proc is not actually a proc, it's a global bonus.
  23. Quote:
    Originally Posted by EarthWyrm View Post
    That seems a little counter-intuitive to be WAI, especially given how the proc is advertised to work; have you submitted a /bug report on it?
    I haven't put in a bug report yet. I do agree that it's a strange behavior and probably not intended.
  24. Quote:
    Originally Posted by Lucky666 View Post
    See that's the problem not everyone uses more costume slots then we get free via in game methods.
    ...and those people go on happily with their lives, never needing or wanting to buy extra costume slots.

    Buying slots for single characters is an interesting idea, though.
  25. Quote:
    Originally Posted by Morganite View Post
    Looks like the numbers in the description are rounded up. I'm seeing 5.55 from the non-superior proc. Which seems like a pretty pathetic difference between the two, but the superior proc should also fire more often.
    It appears that it's somehow being affected by the purple patch. A Pylon always cons +1 IIRC, so the proc would be at .9 effectiveness, and 7*.9 = 6.3. If you had a level shift when you were testing the orange version of the proc, the proc would be at 1.11 effectiveness against -1's, and 5*1.11 = 5.55. My orange proc gives 30 fury (6.00 effectiveness, for attacking a -49) from a Hellion in AP, and 13.5 fury from a level 35 RWZ dummy (2.7 effectiveness, for attacking a -16).
    Quote:
    Originally Posted by Lucky666 View Post
    So what does this mean exactly will say if it's slotted in burn it will now grant fury even if there is no targets or what.
    Well, upthread I noted that it was proccing multiple times per activation, at least in Burn, which it isn't supposed to do. Presumably, this fixes that. It does appear to now proc without targets, at least in Burn.