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So it's not free, and it's not usable below level 20, but you feel you ended up winning the argument?
/shrug, OK then. -
Quote:No, he means base recharge.You say base recharge, do you actually mean final recharge value?
Quote:Also, will this work in the AoE 16 targets? -
Quote:Well, a hero that wants patron pools (for example) has to go hero to vigilante to villain to rogue to hero to end up back where they started. That's 44 missions, over 8 days. Hardly insurmountable, but kinda annoying. I don't mind paying for the convenience, although exactly how much it should cost is debatable.An alignment change merit? Seriously? Like it's that hard and unrewarding to do it the 'long, hard way.' Maybe we can buy a merit to buy purples or incarnate abilities next.
It also lets me skip the crazier-than-the-Punisher vigilante-to-villain tip missions. Suddenly showing up in the Rogue Isles with everyone thinking I'm a villain fits my usual "hero going undercover" plan better than killing a sidekick and his family over a blog post. -
Quote:Yes, it's a real shame for it to only be three to five times better than its direct alternatives.They wiffle batted this one. It is seriously a no brainer. So much so I thought I was reading a typo. The damage needs to be added to every single power. Thats right, Blasters need to do more damage. A chance for extra minor damage on every attack. Period. (*ducks offstage for a couple hours to avoid the bricks, but yes, I am serious about it)
Could it have been even better than that and still balanced? I don't know, maybe. But the thing we actually have is not bad or "worthless" by any useful measure. If they want to make blasters better, I'd prefer they actually do that, rather than put in overpowered-yet-difficult-to-obtain Blaster ATOs. -
Quote:Some are, but not all of them. Controllers and Corruptors get a very similar damage proc. Defenders get an AoE heal proc only in the slotted power. Stalkers get a hide proc, also only in the slotted power. VEATs get a terrorize proc.What I am getting at here is other Arch Type ATO Proc seem to be Global effects.
Plus, even though it's "only" as much damage as an IO proc, it has potentially a MUCH higher chance to go off, depending on which power it's slotted in. The catalyzed proc deals 107 damage, with potentially a 100% proc rate. That's REALLY REALLY GOOD for one single enhancement. -
If you want to compare it to a purple proc, you should be comparing the purple version.
I haven't tested the blaster version specifically, but I assume it functions very similarly, if not identically, to the Corruptor proc? Other than doing a different damage type, of course. In which case, no, it is not worthless. It is in fact far better than most IO procs. -
Enhancement boosters are lost if you trade/give the enhancement to another player, but not just from a respec or unslotter.
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Procs will get a chance to fire every 10 seconds, yeah. Even if you cram them full of procs, those powers won't turn into extremely damaging attacks, but I've read some people who like them. Particularly noteworthy is the Lockdown proc in Distortion Field.
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Quote:Any set.OMG serious???? I read in the beta thread that it does nothing. So is it just claws and the ATO or any set with ATOs?
When the ATOs first appeared on beta, the brute proc was a percentage bonus to fury generated from your attacks, and was really, really terrible. They then changed it to a proc that just grants 5/7 points of fury directly (for the normal/superior version). This is already quite a lot more useful, and lets you maintain fury much higher than a situation would normally allow. On top of that, it seems to be proccing from multiple targets in AoE attacks, or something, because I am getting way more than 5 fury per activation with the proc in Burn, although that might be a bug, so it might change. -
Not really, sadly. Rogues can do the patron arcs, but vigilantes can't, and you can't become a rogue without becoming a villain first, anyway.
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My feeling on the super packs is that they're a pretty good buy, as long as you consider most of the contents useful. Personally, I very rarely use Windfalls, and never use Prestige Boosters (I'm not in any SGs), so those are worthless to me, but the rest of the stuff in the packs is at least mildly useful, and five at-least-mildly-useful things for a mere 80 points is pretty good. I bought a 24-pack, and am quite pleased with the contents thereof. I don't think I'll be buying more, at least not soon... but I may feel differently once the merits and insps I've got now run out.
Someone who only wants the costume set (or worse, the wolf) will feel the value is much worse. -
Depends on the AV. However, as the Pylon thread down in the Scrapper forums shows, "killing an AV really fast" is an old trick by now, and one which any AT can achieve pretty easily. It's a little trickier without Lore pets, but many Scrappers, Brutes, Controllers, and Masterminds (among others) can manage it handily, often without incarnate powers and sometimes even without IOs. It gets even more trivial if you consider using inspirations to be valid.
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The Brute version of claws has a higher damage scale on its attacks (and appropriately longer recharge/higher end cost). Whether this means brutes or scrappers end up doing more damage with Claws is debated, but in a sense, if brutes are even competitive with scrappers for damage using Claws, when brutes almost as a rule deal less damage than scrappers (especially with sets that provide good damage buffs like Claws), I think it is indeed fair to say the brute version of Claws is better.
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Quote:Yeah, I guess you're right, it doesn't literally sound like a wiffle bat. It definitely does sound far less impressive than SS, at least to me. One character of mine was originally a Broadsword scrapper, and if I were to caption his Broadsword powers in a comic book, they'd all be KRRRRUNCH and SKLUTCH and such things. I rerolled him as TW when it came out, and most of his attacks would now get sound effects like *bonk* or *thwack*, which is a shame, because I really love everything else about the set.I'm not trying to say y'all are wrong or that the sound effects don't need improvement, but the only person in this thread who has described the sound effects that I hear is Samuel_Tow. He's right as to what it's going for and what it's perhaps not achieving.
But it doesn't come anywhere near to "wiffle bat" to my ears. -
Quote:The normal and superior ATO sets are two separate sets, so they give separate bonuses. If you have 6 pieces of the normal set slotted in a single power, you'll get the 2, 3, 4, 5, and 6 piece bonuses.One thing I'm not grokking is what will happen to set bonuses as I upgrade the enhancements. If someone could explain it would be lovely.
If you then catalyze one piece, you'll have 5 pieces of the normal set (giving you the 2, 3, 4, and 5 piece bonuses) and one piece of the superior set (giving no set bonuses).
If you catalyze a second piece, you'll have 4 pieces of the normal set (giving you the 2, 3, and 4 piece bonuses) and 2 pieces of the superior set (giving you the 2 piece bonus for the superior set).
If you catalyze a third piece, you'll have 3 pieces of each set, so you'd get the 2 and 3 piece bonuses from the normal set, and the 2 and 3 piece bonuses from the superior set.
Et cetera as you catalyze more pieces. Basically, you can upgrade 3 of the 6 pieces if you want the defense bonus twice. If you want a recharge bonus, you should upgrade 5 pieces, or leave 5 pieces not upgraded - anything between those will not give you either recharge bonus. -
Have you played, say, SS or Stone Melee recently? Or even just something like Broadsword or War Mace? TW definitely has sounds, but they sound like a wiffle bat compared to most of the impact sounds in the game.
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A +5 enhancement is 1.25x stronger than an unboosted enhancement. However, it's still subject to ED. A purple set is usually at or near the ED-cap on damage to begin with, so most of the damage increase from boosters will be eaten by severe diminishing returns.
So basically, +5ing a whole build is usually minimally useful, and not worth it. It can definitely be useful to boost a few strategically-placed enhancements in a build, though. For example, two 50+5 recharge IOs in Hasten will ED-cap the recharge slotting, saving you a slot compared to the usual 3 enhancements. -
There are impact sounds, but they're a bit underwhelming. Comparing TW to something like SS is night and day.
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It sounds like a wiffle bat on my end, too. This was brought up a lot when it was in beta, but was never really addressed AFAIK.
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Quote:Before you can ask this, I think you need to establish that the game actually does focus on that. The endgame focuses on getting things, because that's by definition what the endgame is: the stuff you do repeatedly, after you've completed all the do-it-once things.A system like this just seems so much more beneficial to both sides of the page. So why do games instead focus on get-content?
Game developers, as a rule, cannot produce content nearly as fast as players can complete it. So they make things that are worth completing more than once. And why would you do something again if you've done it before? Unless it's one of those rare tasks that's fun on its own merits, even after the novelty's worn off and the story is known, players don't usually do the same thing a lot of times. So, the developers "bribe" us to do things more than once by throwing rewards at us.
That said, I'm not sure the game actually does have a "very small" amount of content that can give endgame rewards. We have dozens of TFs and story arcs which give reward merits and drops that are useful or valuable to any character of any level. If we're talking just about the Incarnate system, it is rather small right now, because it's still relatively new, and because players avoid parts that they deem too difficult/too likely to be a waste of time, but it's getting new stuff with every update. When i22 comes out, we'll have what, 7 trials, plus a full zone with several arcs? -
Quote:Mids can calculate this for you, actually: go to Options -> Configuration -> Exemping & Base Values -> Base ToHit. It should be set to 75 by default, your base hit chance against a +0 enemy. You can change that to anything you want, but against a +3 enemy it should be 48, or a +4 would be 37.What accuracy do I need to maintain my 95% to-hit chance against +3s and +4s?
Once you've changed that value, your powers should display your chance to hit an enemy of the appropriate level. You can just as easily plug in any other value, too - 28 would tell you "what is my hit chance against a +3 with -20% of tohit debuffs", for example.
To answer the question directly, assuming a Kismet proc but no other tohit bonuses, you need (95/54) = 1.76 = +76% accuracy against +3s, or (95/43) = 2.21 = +121% accuracy against +4s. That means from slotting and set bonuses combined.
In practice, I find that ~40% acc slotting, and any acc set bonuses I can easily grab, are almost always enough to cap hit against +3s. I don't usually worry about +4s, since they basically don't exist once you have an alpha shift. -
The Superior version should be 3%/6%, according to Synapse.